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Game developmentHistory and cultureGame programmingRetro games and consolesHistory of computing
Jordan Mechner explains how he overcame the Apple II's severe memory limitations and used rotoscoping to create Prince of Persia.
For today’s episode of War Stories, Ars Technica sat down with Prince of Persia creator Jordan Mechner to learn about the challenges he faced while bringing his ambitious vision for the game to life. As the 1980's wound down, Mechner found himself fighting against not only the limitations of the Apple II hardware but the impending death of the platform itself. Decades later, Prince of Persia remains a classic example of how the constraints of early gaming led to solutions that advanced the artform. Directed and Produced by Justin Wolfson Edited/GFX by Parker Dixon Footage used in this video: AchievementX360Nerds: youtube.com/watch?v=Zc6F1u2Plpw Old Classic Retro Gaming: youtube.com/watch?v=LqxN-HEfSxU DerSchmu: youtube.com/watch?v=20jf2ti9ZDE Mauri al Pedo: youtube.com/watch?v=JDeIWfz_EM4 Various For: youtube.com/watch?v=LVKJZeSpDR0 Al82: Retrogaming & Computing: youtube.com/watch?v=aZtkPZih-3s youtube.com/watch?v=DK-5jK1-LrQ World-of-Longplays: youtube.com/watch?v=thAmYGc37pA groovymacgames: youtube.com/watch?v=zjR_AhxPnVM OtakuChest: youtube.com/watch?v=Xv20j8ChtRY Dan Prince: youtube.com/watch?v=0pLxQmv8ZFI hirudov2d: youtube.com/watch?v=JZDAPp61aak youtube.com/watch?v=eGxb10aTe5g Kapeesh: youtube.com/watch?v=YAC6zZbrz-g youtube.com/watch?v=77hLHTHMwQo youtube.com/watch?v=8wsrW3VnvCo Connect with Ars Technica: Visit ArsTechnica.com: arstechnica.com Follow Ars Technica on Facebook: facebook.com/arstechnica Follow Ars Technica on Google+: plus.google.com/+ArsTechnica/videos Follow Ars Technica on Twitter: twitter.com/arstechnica How Prince of Persia Defeated Apple II's Memory Limitations | War Stories | Ars TechnicaWhat people say. Recommended as a fascinating look into retro game development and the clever engineering tricks used to overcome extreme hardware constraints.
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