Released in: 2022 PoP version: Prince of Persia 1 Description: "Original" Starting time: ? minutes By: tasdasd (Author) Has altered: graphics audio Custom levels: 13 Download: 0000279.zip
enjoyment: rated 3 by 1 person difficulty: rated 2 by 1 person email service: Email me about new comments and replays.comments:
I Just Played Level 1.
It needed trick the Guard Movement.
Only that is the Point of this Mod of Level 1
TESTATIKA
(2023-04-29 01:28:57 UTC)
I must have forgotten to finnish this one the last time I was on a POP marathon, but anyways, another from the list checked ✔
"Reposition" here refers to certain things present in the original levels were relocated somewhere else without having changed their properties (afaik). Those things basically are loose tiles, buttons, pickups, traps, and guards as well. Doors and gates weren't touched. This idea adds a new layer of challenge to the original levels - they must be relearned, not quite like the first time but there is a hint of memory test to it. For example, where you'd ordinarily meet the same purple guard as always, he may now appear in a more difficult spot to engage.
It is also harder to figure which buttons do what (Tip: since no original buttons were removed, if it's not easily visible, it must be well hidden). Where there aren't the typical loose tiles, there's debris. Most health potions were bunched up in the same room or made inaccessible, and some 1UPs take extra effort to get (you can snag the one in level 5 though!). I think there were some missed opportunities to put poisons and upside down drinks in awkward spots (well, there's one case in level 8).
These changes resulted not only in meaner versions of the original levels, but also more time-consuming. Level 9 took me the longest because I needed to backtrack a lot from the exit door button. The pit in Level 5 where the green guard tries to push you off is now obligatory. You even need to skip past the skeleton in level 3 at least one time. Level 7 sort of begins where it ends and then has you going up instead of downwards. Level 10 was the hardest to figure its new arrangements, while I was glad level 11 didn't need to be analyzed as much as I thought (just let those tiles fall!). I will say, level 12 has one clever trick, if you know what happens under the hood.
I found this overall more entertaining than I expected. The execution is solid, simply put. Those who wonder how a harder version of the original levels may look like, can check this one out.
Robert
(2025-07-28 05:40:34 UTC)