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Enemy swordsmen also have a health indicator similar to that of the protagonist. The protagonist's sword maneuvers are as follows: advance, back off, slash, parry, or a combined parry-then-slash attack. The player obtains a sword in the first stage, which they can use to fight these adversaries. Hostile swordsmen (Jaffar and his guards) are yet another obstacle. Sometimes, there are various traps between an unlock trigger and a gate. The player must pass through the gates while they are open, avoiding locking triggers. In addition, there are gates that can be raised for a short period of time by having the protagonist stand on the activation trigger. Getting caught or falling into each results in the instant death of the protagonist. There are three types of traps that the player must bypass: Spike traps, deep pits (three or more levels deep) and guillotines. There is no counter for the number of lives but if time runs out, the princess will be gone and the game will be over. Subsequently, the game is restarted from the beginning of the stage in which the protagonist died but the timer will not reset to that point, effectively constituting a time penalty. If the player's health is reduced to zero, the protagonist dies. There are also large jars of red potion that increase the maximum number of health indicators by one, and large jars of green potion that grants a temporarily ability to hover. The blue potions are poisonous, and they take one life indicator as damage. The red potions scattered throughout the game restore one health indicator. There are small jars containing potions of several colours and sizes.
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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.
#Play old dos games in browser series
The player has a health indicator that consists of a series of small red triangles. However, a game session may be saved and resumed at a later time only after level 2. The game consists of twelve levels (though some console versions have more). This cannot be done without bypassing traps and fighting hostile swordsmen. The main objective of the player is to lead the unnamed protagonist out of dungeons and into a tower before time runs out. In addition to guards, various traps and dungeons, the protagonist is further hindered by his own doppelgänger, an apparition of his own self that is conjured out of a magic mirror. The player must lead the protagonist out of the dungeons and to the palace tower, defeating Jaffar and freeing the Princess in under 60 minutes. The game's nameless protagonist, whom the Princess loves, is thrown into the palace dungeons. Jaffar locks her in a tower and orders her, under threat of execution, to become his wife. Jaffar's only obstacle to the throne is the Sultan's daughter (although the game never specifically mentions how). While the sultan is fighting a war in a foreign land, his vizier Jaffar, a wizard, seizes power. Prince of Persia influenced a sub-genre known as the cinematic platformer, which imitated the sprawling non-scrolling levels, fluid animation, and control style. This was achieved by interspersing intelligent puzzles and deadly traps all along the path the player-controlled Prince had to take to complete the game-all this packaged in fluid, lifelike motion.
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The game managed to surprise and captivate the player despite being at first glance, repetitive. After the original release on the Apple II, Prince of Persia was ported to a wide range of platforms. Prince of Persia is a fantasy platform game, originally developed by Jordan Mechner and released in 1989 for the Apple II, that represented a great leap forward in the quality of animation seen in video games. Other available platforms: NES, SMS, Game Boy, Game Gear, Genesis and SNES. If you think that the game in your browser does not behave as it should, try to choose another online emulator from this table. For fullscreen press 'Right Alt' + 'Enter'. Game is controlled by the same keys that are used to playing under MS DOS.
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