Prince of Persia – boxart
NESNintendo NES

Prince of Persia

Cinematic platformer 1993 Konami Prince of Persia ⏱ Long · ~10–30 h
Prince of Persia – In-game
In-game
Prince of Persia – Title screen
Title screen

One hour to save the princess; a port of Jordan Mechner's famous cinematic platformer.

One hour. That is how much time you have to fight your way from the dungeon up to the princess, held captive and threatened by the evil vizier Jaffar. Prince of Persia on the NES brings the famous cinematic platformer to Nintendo's eight-bit console and proves that a story of a race against time worked on any platform.

Jordan Mechner designed the original in 1989 with an emphasis on realistic character animation. Using a technique resembling rotoscoping, in which he transferred the filmed movement of a real person into the game, he achieved a fluidity of motion that was astonishing for the time. The prince runs, jumps, climbs and duels with a weight and inertia that give every step real risk. On the NES this animation carried over remarkably well.

The gameplay combines precise platforming sections with sword fights and deadly traps. Retracting blades, pits and vanishing tiles lie in wait at every step, and a single mistake means death. Added to that is the tension of the constantly running time limit, which turns each level into a puzzle where you must balance caution and speed. Sword duels demand timing of attacks, parries and retreats.

Prince of Persia is among the most ported games of its era, and the NES version is one of the many forms in which this classic reached players. The series later turned into one of the flagship brands of Ubisoft thanks to the three-dimensional Sands of Time trilogy, but the whole myth began with this anxious platforming run through the palace.

Today the eight-bit version is an interesting comparison with the other ports. It shows how strong the core game concept was, having survived conversion to so many different machines. For fans of the series and lovers of demanding platformers alike, it is a piece of gaming history that deserves attention.

Why play it: The eight-bit incarnation of the founding legend of cinematic platformers. A tense race against time where every mistake counts.

Game 45 of 120 for Nintendo NES

The same title elsewhere (7)

The Amiga and Atari ST offered the smoothest animation, staying closest to Jordan Mechner's original Apple II code and preserving the famous rotoscoped running and jumping. Super Nintendo received reworked 16-bit graphics plus scenes and content missing from the original, so it's often ranked among the best versions overall. The NES version was a separate rework by another team and diverges noticeably from the computer original in look and feel. On Commodore 64 and Amstrad CPC, developers had to cut animation frames due to weaker processors, making the prince's movement feel choppier than on 16-bit machines. Game Boy offered only a monochrome screen and lower resolution, but the core game held up. SEGA Master System delivered a colorful, playable conversion with its own graphical style.

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