Shadow of the Beast of Persia - Prince of Persia w/ SotB II's Game Over Theme
What if Prince of Persia used the Shadow of the Beast II game over theme every time you died, and you had to listen through it every time?
That's the question our Patron Rekkimaru posed over on our Discord channel, so here's a look at just how bad times can get for the Prince.
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Did you know that the Shadow of the Beast II game over theme came from an episode of Miami Vice?
"This awesome tune is contained in the first episode of Season 5 called 'Hostile Takeover' - the second part of a mini series in which a concussion leaves Crockett (Don Johnson) thinking he is his drug dealer alter-ego Burnett and goes to work for a Colombian crime boss; one of my favorite episodes - and was composed by Tim Truman (who also created the cool electric guitar theme for the American TV show 'Melrose Place')." - Steve Wilkins, Lemon Amiga forums
Prince of Persia is a 1989 fantasy cinematic platformer originally developed and published by Brøderbund and designed by Jordan Mechner for the Apple II. In the game, players control an unnamed protagonist who must venture through a series of dungeons to defeat the Grand Vizier Jaffar and save an imprisoned princess.
Much like Karateka, Mechner's first game, Prince of Persia used rotoscoping for its fluid and realistic animation. For this process, Mechner used as reference for the characters' movements videos of his brother doing acrobatic stunts in white clothes and swashbuckler films such as The Adventures of Robin Hood.
The game was critically acclaimed and, while not an immediate commercial success, sold many copies as it was ported to a wide range of platforms after the original Apple II release. It is believed to have been the first cinematic platformer and inspired many following games in this subgenre, such as Another World. Its success led to the release of two sequels, Prince of Persia 2: The Shadow and the Flame and Prince of Persia 3D, and two reboots of the series, first in 2003 with Prince of Persia: The Sands of Time, which lead to two sequels of its own, and then again in 2008 with the identically-titled Prince of Persia.
The main objective of the player is to lead the nameless protagonist out of a dungeons and into a tower before time runs out. This cannot be done without bypassing traps and fighting hostile swordsmen. The game consists of twelve levels (though some console versions have more). However, a game session may be saved and resumed at a later time only after level 3.
The player has a health indicator that consists of a series of small red triangles. The player starts with three. Each time the protagonist is damaged (cut by sword, fallen from two floors of heights or hit by a falling rock), the player loses one of these indicators. There are small jars of red potion scattered throughout the game that restore one health indicator. There are also large jars of red potion that increase the maximum number of health indicators by one. If the player's health is reduced to zero, the protagonist dies.
There are three types of traps that the player must bypass: Spike traps, deep pits (three or more levels deep) and guillotines. Getting caught or falling into each results in the instant death of the protagonist. In addition, there are gates that can be raised for a short period of time by having the protagonist stand on the activation trigger. The player must pass through the gates while they are open, avoiding locking triggers. Sometimes, there are various traps between an unlock trigger and a gate.
In 1991, the game was ranked the 12th best Amiga game of all time by Amiga Power. Prince of Persia would go on to influence cinematic platformers such as Flashback as well as action-adventure games such as Tomb Raider, which used a similar control scheme.
Wikipedia contributors. Prince of Persia (1989 video game). Wikipedia, The Free Encyclopedia. March 3, 2016, 13:49 UTC. Available at: https://en.wikipedia.org/w/index.php?title=Prince_of_Persia_(1989_video_game)&oldid=708076324.