Speaking of commercials, here’s some snake-oil which lets you touch a boob without being in the same room with the person . So we applaud IBM for finding our number with this commercial which produces a stop-motion animation using single atoms as pixels. We like targeted ads (mostly because we don’t have pooping problems and are tired of hearing about Activia). Let’s start off this weekend’s links post with some advertising.
Don’t worry if you have long since lost track of your Apple II (or never had one) as the code can run in an emulator.Ĭontinue reading “Ingenious Hacks That Brought The Original Prince Of Persia To Life” → Posted in classic hacks Tagged apple II, jordan mechner, prince of persia Hackaday Links: Sunday, May 5th, 2013 If this talk of wrangling bits with 6502 assembly code has whet your appetite for more, the source code for Prince of Persia is available for digging into. Read over these and other short synopsis of episodes so far or go straight to their YouTube playlist.
The creators of Crash Bandicoot paged in game content from CD in 64kb chunks as a player progressed, allowing creation of levels too large to fit in a PlayStation’s memory all at once.
The creators of Myst put a lot of effort into minimizing the impact of CD-ROM seek times, an entirely theoretical endeavour as they had no CD burner for verification. This Prince of Persia feature is the latest episode of Ars Technica’s “War Stories” series, inviting people behind notable games to talk about their work behind the scenes. Fortunately for us, that limitation also motivated memorable elements such as our “Shadow Man” alter ego. But generating those frames was just the beginning! They consumed majority of an Apple II’s memory, thus fighting memory constraints was a persistent headache.
Starting with VCR footage, to film negatives, to tracing out with black markers and white correction fluid to generate a high contrast reference suitable for the (then) state-of-the-art digitizer. Bonus: correct pronunciation of Karateka directly from the creator’s mouth.)Įnjoy the journey back in time as broke down the convoluted process behind Prince of Persia‘s rotoscope animation. Ars Technica invited its original creator to sit in front of a camera and talk through many technical and game design challenges he had to solve. This groundbreaking technical achievement earned the game’s place in nostalgia and history. For many 8-bit computing veterans, the original Prince of Persia game was our first exposure to fluid life-like animation on screen.