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How Prince of Persia Defeated Apple II's Memory Limitations | War Stories | Ars Technica

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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: Old Classic Retro Gaming: DerSchmu: Mauri al Pedo: Various For: Al82: Retrogaming & Computing: World-of-Longplays: groovymacgames: OtakuChest: Dan Prince: hirudov2d: Kapeesh: Connect with Ars Technica: Visit : Follow Ars Technica on Facebook: Follow Ars Technica on Google : ArsTechnica/videos Follow Ars Technica on Twitter: How Prince of Persia Defeated Apple II's Memory Limitations | War Stories | Ars Technica

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