Prince of Persia

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The title screen features a golden arch framing a palace silhouette against a blue night sky, with white serif lettering spelling "PRINCE OF PERSIA" prominently displayed below. A decorative border of red and gold squares frames the entire image, with alternating red and white striped columns flanking the central arch. A copyright notice reading "©Copyright 1990 Jordan Mechner" appears in white text at the bottom. The art uses a warm color palette of golds, blues, and reds typical of early DOS graphics.

Prince of Persia

波斯王子

4.7 (85)
DOS Action 654 plays

Prince of Persia is a 2D action-platformer developed by Broderbund in 1989. Players control a sword-wielding prince navigating through a palace filled with guards, spike traps, and environmental hazards. The game features fluid, rotoscoped animation that was distinctive for its era, creating lifelike character movements and combat sequences. Gameplay combines precise platforming with sword-based combat against multiple enemies. The player must progress through consecutive palace rooms, avoiding obstacles and defeating enemies, while racing against a 60-minute countdown. Controls are straightforward: movement, jumping, and sword attacks. Difficulty escalates significantly through the campaign, with increasingly complex level layouts and enemy patterns. The combination of responsive controls, challenging level design, and technical animation innovation made it a notable arcade action experience.

Developer
Released
Platform
DOS
Genre
Action
Players
1P
Rating
4.7 / 5 (85)
Last updated

About Prince of Persia

Prince of Persia, developed by Jordan Mechner and published by Broderbund in 1989 for DOS, arrived at a moment when the IBM PC platform was maturing rapidly — 16-color EGA graphics were becoming a standard target, and action games on the platform were beginning to rival their console counterparts in ambition if not always in fluidity. Most action games of the era relied on sprite movement locked to rigid tile grids, producing the characteristic stiff, mechanical feel of contemporaries like Karateka (also by Mechner) and countless platformers of the mid-1980s. Prince of Persia broke from that convention decisively by using rotoscoping — Mechner traced over footage of his younger brother running, jumping, and tumbling — to produce character animation of extraordinary smoothness for the time. The result was a protagonist who moved with genuine physical weight: he skidded to a stop, grabbed ledges, carefully lowered himself from platforms, and recoiled visibly when struck by a sword. This commitment to physical plausibility defined every design decision in the game.

The premise is straightforward: an unnamed prince has been imprisoned by the treacherous Grand Vizier Jaffar, who has given the sultan's daughter one hour to agree to marry him or face death. The player must guide the prince through twelve increasingly dangerous dungeon levels, then confront Jaffar himself, all within a strict 60-minute real-time countdown. This timer is not cosmetic — it creates genuine tension throughout every session and forces players to balance caution with urgency.

Gameplay is built around two interlocking systems: platforming traversal and one-on-one sword combat. Movement is deliberate and momentum-based. The prince can walk, run, jump (with and without a running start), grab and hang from ledges, climb up or drop down, and carefully step or leap across gaps. Levels are constructed as vertical and horizontal labyrinths of stone corridors, pressure-sensitive floor tiles that trigger gates or spikes, guillotine blades, and crumbling floors. Reading the environment before committing to a move is essential — many deaths come from rushing through a doorway without checking what lies beyond. Health is represented by a row of hit points displayed as small red segments; potions scattered through levels can restore or even extend this maximum, making thorough exploration worthwhile despite the time pressure.

Combat occurs when the prince encounters a guard. Both combatants face each other and can advance, retreat, raise a guard (blocking), and strike. Guards vary in aggression and hit-point totals as the game progresses, and the prince must learn to parry and counter-strike rather than simply attacking. The final confrontation with Jaffar requires the player to have collected enough health potions throughout the game to survive the encounter, adding a resource-management dimension that rewards completionist exploration.

Reception in 1989 and into the early 1990s was enthusiastic. DOS gaming publications praised the animation quality as a technical landmark, and the game sold strongly enough to be ported to over two dozen platforms over the following years, including the Apple II, Amiga, Atari ST, SNES, and Game Boy, among others. It established a template for cinematic action-platformers that influenced the genre for years afterward.

What makes it special

Prince of Persia's defining technical achievement is its use of rotoscoping for character animation on a home computer in 1989. Jordan Mechner filmed his brother performing athletic movements and hand-traced each frame into the game's sprite data. The resulting animation — fluid weight shifts, stumbling recoveries, ledge grabs — was unlike anything else on DOS at the time and gave the game a cinematic quality that felt genuinely new. This single technique elevated the game from a competent platformer into a demonstration of what personal computers could express artistically, and it directly influenced the design philosophy of cinematic platformers that followed throughout the 1990s.

Pro tips

  • Explore every room thoroughly before the clock becomes critical — health-extending potions are hidden in out-of-the-way cells and are essential for surviving later guards and the final boss.
  • Step, don't run, when approaching unfamiliar floors: pressure plates and crumbling tiles are common, and a cautious walk lets you spot and react to hazards before falling.
  • In sword fights, let guards come to you and parry their strike before counter-attacking — aggressive rushing leaves you open and drains health quickly against tougher opponents.
  • When hanging from a ledge, look at what is directly below before dropping; many shafts contain spikes at the bottom that are invisible from standing height.
  • The 60-minute timer counts in real time, so pausing to plan a tricky jump is fine — but avoid leaving the game idle; budget roughly 4-5 minutes per level on average to reach Jaffar with time to spare.

Prince of Persia Controls — DOS Keyboard Keys

Default keyboard bindings for Prince of Persia on our in-browser DOS emulator. Plug in a USB or Bluetooth gamepad to auto-detect mappings, or rebind any key from the emulator settings menu.

DOS games use the keyboard directly as the controller — there is no console-button mapping. Open the in-game documentation or check the game-specific options screen for the key layout used by this title.

Rebind any key from the EmulatorJS in-game settings menu (gear icon → Controls). A connected gamepad auto-maps to the same buttons.

Prince of Persia Longplay & Gameplay Videos

Watch a full playthrough of Prince of Persia on DOS before you dive in — recommended for getting a feel for the game's pacing, story beats, and difficulty curve.

Watch longplay on YouTube

"Prince of Persia" DOS longplay 1989

External references

Frequently Asked Questions

When was Prince of Persia released?

Prince of Persia was released in 1989 for the DOS.

Who developed Prince of Persia?

Prince of Persia was developed by Broderbund, available to play in your browser on RetroGameSpace.

How many players does Prince of Persia support?

Prince of Persia is a single-player Action game for the DOS.

What type of game is Prince of Persia?

Prince of Persia is a Action game for the DOS, playable instantly in your browser — no downloads, no installs.

How can I play Prince of Persia for free?

Open this page and click "Play Now" — Prince of Persia runs free in your browser via WebAssembly emulation. No account, no payment, no installer.

Do I need to download anything to play Prince of Persia in the browser?

No. Prince of Persia streams from a public archive into a browser-side DOS emulator. Nothing is installed on your computer.

Can I save my progress in Prince of Persia?

Yes. Save states are stored in your browser (IndexedDB) per game, and you can also use any in-game save the original DOS cartridge supported.

Does Prince of Persia work on mobile devices?

Yes — the DOS emulator runs on iOS Safari and Android Chrome. Touch controls overlay the game; landscape mode is recommended.

Is it legal to play Prince of Persia this way?

RetroGameSpace is a transient caching reverse-proxy and does not host first-party copies of Prince of Persia. Game files are fetched on demand from publicly-accessible archives. You are responsible for compliance with your local laws and the bring-your-own-ROM principle.

How long does it take to beat Prince of Persia?

A successful run must be completed within 60 real-time minutes, which is the in-game hard limit. First-time players will typically spend several hours across multiple attempts learning level layouts and enemy patterns before completing the game within that window.

Is Prince of Persia difficult for new players?

Yes — the game is unforgiving. Instant-death traps are common, the timer creates constant pressure, and later guards require precise parry timing. New players should expect to die frequently and treat each run as a learning exercise rather than expecting to finish on early attempts.

What is the best starting strategy for a first playthrough?

Prioritize finding and drinking every potion in the first few levels to build maximum health before the guards become dangerous. Move cautiously through new rooms, and memorize trap locations — they are fixed, so knowledge from failed runs carries over directly into future attempts.

Is Prince of Persia worth playing today?

For players interested in game history or cinematic platformers, yes. The rotoscoped animation holds up as a design artifact, and the tight 60-minute structure makes it a compact, focused experience. Modern players should be prepared for controls that feel deliberate and weighty compared to contemporary games.

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