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	<title>jordanmechner.com &#187; Prince of Persia</title>
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	<description>Video game design tips from the creator of Prince of Persia, plus news and information about his projects.</description>
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		<title>Prince of Persia Source Code &#8212; Posted!</title>
		<link>http://jordanmechner.com/blog/2012/04/source/</link>
		<comments>http://jordanmechner.com/blog/2012/04/source/#comments</comments>
		<pubDate>Wed, 18 Apr 2012 02:30:55 +0000</pubDate>
		<dc:creator>jordan</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Making Games]]></category>
		<category><![CDATA[Old School]]></category>
		<category><![CDATA[Prince of Persia]]></category>

		<guid isPermaLink="false">http://jordanmechner.com/?p=6069</guid>
		<description><![CDATA[My Apple II-unaware friend Jamie walked into my office this morning, surveyed the detritus of yesterday&#8217;s marathon source-code extraction, and asked &#8220;Good Lord, what happened here?!&#8221; I explained that the original Prince of Persia source code had just turned up after being lost for 22 years, and that two stalwart companions and I had dedicated [...]]]></description>
			<content:encoded><![CDATA[<p>My Apple II-unaware friend Jamie walked into my office this morning, surveyed the detritus of yesterday&#8217;s marathon source-code extraction, and asked &#8220;Good Lord, what happened here?!&#8221;</p>
<p><div id="attachment_6079" class="wp-caption alignleft" style="width: 310px"><a href="http://jordanmechner.com/wp-content/uploads/2012/04/raiders1.jpg"><img src="http://jordanmechner.com/wp-content/uploads/2012/04/raiders1-300x227.jpg" alt="" title="Disk Raiders" width="300" height="227" class="size-medium wp-image-6079" /></a><p class="wp-caption-text">Tony and me at the moment of truth</p></div>I explained that the original <em>Prince of Persia</em> source code had just turned up after being lost for 22 years, and that two stalwart companions and I had dedicated most of the previous day and night to extracting it and <a href="http://github.com/jmechner/Prince-of-Persia-Apple-II" target="_blank">posting it on github</a>.</p>
<p>Jamie &#8212; who knows the term &#8220;source code&#8221; primarily as the title of the movie Jake Gyllenhaal did after <em>Prince of Persia</em> &#8212; digested my explanation; then, looking as confused as before, asked <em>&#8220;Why?!?&#8221;</em></p>
<p>It was such a simple question, it stumped me for a moment. Why would I spend a whole day trying to recover data from some ancient floppy disks?</p>
<p>I said: &#8220;Because if we didn&#8217;t, it might have disappeared forever.&#8221;</p>
<h3>Why source code?</h3>
<p><div id="attachment_6082" class="wp-caption alignright" style="width: 235px"><a href="http://jordanmechner.com/wp-content/uploads/2012/04/popsource.jpg"><img src="http://jordanmechner.com/wp-content/uploads/2012/04/popsource-225x300.jpg" alt="" title="popsourcecode" width="225" height="300" class="size-medium wp-image-6082" /></a><p class="wp-caption-text">POP source code recovered after 22 years</p></div>Non-programming analogy: Video game source code is a bit like the sheet music to a piano sonata that&#8217;s already been performed and recorded. One might reasonably ask: If you have the recording, what do you need the sheet music for?</p>
<p>You don&#8217;t, if all you want is to listen and enjoy the music. But to a pianist performing the piece, or a composer who wants to study it or arrange it for different instruments, the original score is valuable.</p>
<p>It&#8217;s possible, up to a point, to reverse-engineer new source code from a published video game, much as a capable musician can transcribe a musical score from listening to a performance. But in both cases, there&#8217;s no substitute for the original document as a direct line to the creator&#8217;s intentions and work process. As such, it has both practical and historical value, to the small subset of the game-playing/music-listening community that cares.</p>
<p>This is why I was so sorry to have lost the <em>Prince of Persia</em> source code, and happy to find it again.</p>
<h3>Lost and found (Geek quotient = 9)</h3>
<p>If you&#8217;ve read my <a title="Making of POP" href="http://jordanmechner.com/ebook">1980s game dev journals</a>, you know that by the time <em>Prince of Persia</em> shipped in 1989, I was burned out on coding and seriously eager for the next chapter of my life to start. So I did what most programmers would do: I backed up my Apple II source code onto 3.5&#8243; floppies, stuck it in a box, and promptly forgot about it.</p>
<p>Thirteen years later, when I looked for that box of source code again, I couldn&#8217;t find it. I was in Montreal with an amazing team making <em>Prince of Persia: The Sands of Time</em>. Lead programmers Dominic Couture and Claude Langlais had volunteered to port the original <em>POP</em> to the PlayStation 2, and slip it into our new game as an easter egg. (This was their idea of a fun respite from crunch time.) All they needed was the source code. But as much as we searched &#8212; from my garage to Broderbund&#8217;s archives to Doug Carlston&#8217;s basement &#8212; it was nowhere to be found.</p>
<p>Finally we tracked down Scott Shumway, who&#8217;d done the 1992 Mac port of <em>POP</em>. He didn&#8217;t have the Apple II source code either, but he did have the Mac source code. Dom and Claude made short work of porting it to the PS2, and <em>Sands of Time</em> got its easter egg. Everyone was happy.</p>
<p>On my return to LA, I dug deeper, and turned up a whole shoebox full of Apple II floppies, some dating back to high school. The source code to all my early games was in there: <em><a title="Deathbounce" href="http://jordanmechner.com/blog/2012/04/deathbounce/" target="_blank">Deathbounce</a>, <a title="Karateka" href="http://jordanmechner.com/karateka/" target="_blank">Karateka</a></em>. But no <em>POP</em>.</p>
<p>I didn&#8217;t <em>need</em> the source code for anything; and it wasn&#8217;t as if <em>POP</em> had been lost to history &#8212; vintage Apple II <em>POP</em> copies (and their disk images) were widely available &#8212; but still, it bothered me to think that something I&#8217;d spent years working on was just gone. I felt dumb for not having kept a copy.</p>
<p>This was eight years ago. I gave up the search and forgot about it.</p>
<p>Until two weeks ago, when my Dad <a title="Prince of Persia Source Code — Found!" href="http://jordanmechner.com/blog/2012/03/prince-of-persia-source-code-found/" target="_blank">shipped me a carton of my stuff</a> he&#8217;d found cleaning out the closets of his New York apartment. Inside was the source code archive I&#8217;d mislaid in 1990.</p>
<h3>Paper is forever</h3>
<p><a href="http://jordanmechner.com/wp-content/uploads/2012/04/threefive.jpg"><img src="http://jordanmechner.com/wp-content/uploads/2012/04/threefive-300x225.jpg" alt="" title="Until yesterday, the only extant copy of the POP source code" width="300" height="225" class="alignleft size-medium wp-image-6083" /></a>Here&#8217;s the thing about digital backups and magnetic storage media: They don&#8217;t last very long.</p>
<p>Try popping your old 1980s VHS and Hi-8 home movies into a player (if you can find one). Odds are at least some of them will be visibly degraded or downwright unplayable. Digital photos I burned onto DVD or backed up onto Zip disks or external hard drives just ten years ago are hit and miss &#8212; assuming I still have the hardware to read them.</p>
<p>Whereas my parents&#8217; Super 8 home movies from the 1960s, and my grandparents&#8217; photos from the 1930s, are still completely usable and will probably remain so fifty years from now.</p>
<p>Pretty much anything on paper or film, if you pop it in a cardboard box and forget about for a few decades, the people of the future will still be able to figure out what it is, or was. Not so with digital media. Operating systems and data formats change every few years, along with the size and shape of the thingy and the thing you need to plug it into. Skip a few updates in a row, and you&#8217;re quickly in the territory where special equipment and expertise are needed to recover your data. Add to that the fact that magnetic media degrade with time, a single hard knock or scratch can render a hard drive or floppy disk unreadable, and suddenly the analog media of the past start to look remarkably durable.</p>
<p>This is why, when I posted about finding the POP source code, digital archivist <a href="http://twitter.com/textfiles" target="_blank">Jason Scott</a>, Apple II collector <a href="http://twitter.com/y816" target="_blank">Tony Diaz</a>, Derek Moore, and the technical teams behind the <a href="http://discferret.com" target="_blank">DiscFerret</a> and <a href="http://kryoflux.com" target="_blank">Kryoflux</a> disk readers <a href="http://jordanmechner.com/blog/2012/04/textfiles/" target="_blank">volunteered their time and effort</a> to give us the best possible shot at a successful extraction.<br />
<a href="http://jordanmechner.com/wp-content/uploads/2012/04/A2ArchArchives.png"><img src="http://jordanmechner.com/wp-content/uploads/2012/04/A2ArchArchives.png" alt="" title="A2ArchArchives" width="517" height="147" class="aligncenter size-full wp-image-6087" /></a></p>
<p><strong>Let me begin to count the ways I&#8217;ve been lucky with this:</strong> The box was found. The disks were intact. <em>Prince of Persia</em> and I happened to have a high enough public profile that people of Jason and Tony&#8217;s caliber (and dozens of others who contributed their expertise via IRC, skype and twitter from around the world) cared.</p>
<p>In the bigger picture, our timing was lucky. The 1980s and the Apple II are long enough ago to be of historical interest, yet recent enough that the people who put the data on the disks are still with us, and young enough to kind of remember how we did it. Roland Gustafsson, author of the special 18-sector RWTS routines that had made our disks super-efficient in 1988 (and unreadable to anyone but us), was able to get on IRC in 2012 and explain what he&#8217;d done to Discferret kids who weren&#8217;t born then.</p>
<p>For all these lucky reasons, our archaeological expedition was crowned with success.</p>
<p>From a preservationist point of view, the <em>POP</em> source code slipped through a window that is rapidly closing. Anyone who turns up a 1980s disk archive 20 or 30 years from now may be out of luck. Even if it&#8217;s something valuable that the world really cares about and is willing to invest time and money into extracting, it will probably be too late.</p>
<p>This is why it&#8217;s awesome that there are people out there working on digital preservation. Because now is the time.</p>
<h3>Back up your backups</h3>
<p>Jason suggests the following rule of thumb: If you have data you want to keep for posterity, follow the Russian doll approach. Back up your old 20GB hard drives into a folder on your new 200GB hard drive. Next year, back up your 200GB hard drive into a folder on your new 1TB hard drive. And so on into the future.</p>
<p>As for me, the past 48 hours have been a fun walk down memory lane. And have given me a renewed appreciation for paper, celluloid, and stone tablets.</p>
<p>(Postscript: For 6502 assembly-language aficionados, the <em>Prince of Persia</em> <a href="http://github.com/jmechner/Prince-of-Persia-Apple-II" target="_blank">source code is now up on github</a>, along with a README file that answers some frequently asked questions. I&#8217;ve been amazed and moved by the outpouring of interest in the #popsource saga &#8212; it literally crashed this website for several hours today.)</p>
<p>Now, I really need to get back to my day job of making up new stuff. I can only hope to have the same lucky, glorious headache of trying to recover some of it 20 years from now.</p>
<h3>Further reading:</h3>
<p><a href="http://jordanmechner.com/ebook">&#8220;Making of <em>Prince of Persia</em>&#8221; game development journal</a></p>
<p><a href="http://jordanmechner.com/prince-of-persia" target="_blank">25-year capsule history of <em>Prince of Persia</em></a></p>
<p><a href="http://github.com/jmechner/Prince-of-Persia-Apple-II" target="_blank"><em>POP</em> source code on github</a></p>
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		<title>Raiders of the Lost Archives</title>
		<link>http://jordanmechner.com/blog/2012/04/textfiles/</link>
		<comments>http://jordanmechner.com/blog/2012/04/textfiles/#comments</comments>
		<pubDate>Fri, 13 Apr 2012 17:26:49 +0000</pubDate>
		<dc:creator>jordan</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Guest Post]]></category>
		<category><![CDATA[Karateka]]></category>
		<category><![CDATA[Old School]]></category>
		<category><![CDATA[Prince of Persia]]></category>

		<guid isPermaLink="false">http://jordanmechner.com/?p=6043</guid>
		<description><![CDATA[Two weeks ago, my Dad shipped me a box that, to my joy, contained the original Apple II Prince of Persia source code archive I&#8217;d stowed away 20 years ago and had given up for lost. Despite my eagerness to see what&#8217;s on those disks, I&#8217;ve yet to pop them in a drive. As readers [...]]]></description>
			<content:encoded><![CDATA[<p>Two weeks ago, my Dad <a href="http://jordanmechner.com/blog/2012/03/prince-of-persia-source-code-found">shipped me a box</a> that, to my joy, contained the original Apple II <em>Prince of Persia</em> source code archive I&#8217;d stowed away 20 years ago and had given up for lost. </p>
<p>Despite my eagerness to see what&#8217;s on those disks, I&#8217;ve yet to pop them in a drive. As readers of this site have cautioned me, digital media degrade with age; if the disks are in a fragile state, normal handling could damage them further and even render them unreadable.</p>
<p>In today&#8217;s guest post, digital archivist <a href="http://twitter.com/textfiles" target="_blank">Jason Scott</a> explains why reading 20-year-old floppy disks is trickier than it sounds &#8212; and why he&#8217;s volunteered to fly from NY to LA on Monday with special equipment to tackle the job himself.</p>
<p>Monday will be an exciting day. Much like opening a long-sealed sarcophagus, I truly have no idea whether we&#8217;ll find what we&#8217;re hoping for, or just data dust. For anyone who wants to share the suspense, we&#8217;ll be <a href="http://twitter.com/jmechner" target="_blank">live-tweeting</a> our progress. Hashtag: #popsource. (I wanted to use #sourcecode, but it was taken!)</p>
<p>Meanwhile, here&#8217;s Jason&#8217;s story, offering a glimpse behind the scenes of a profession whose existence I couldn&#8217;t have foreseen or imagined when I was making <em>Prince of Persia</em> in the 1980s: Digital archeologist. </p>
<hr />
<p><img class="alignleft size-full wp-image-4268" title="2" src="http://jordanmechner.com/wp-content/uploads/2011/09/2.png" alt="" width="102" height="29" /></p>
<p>I first heard about <a href="http://jordanmechner.com/prince-of-persia/"><em>Prince of Persia</em></a> in a somewhat strange fashion; a high school friend said that David&#8217;s older brother was working on a new game to follow up his big hit <a href="http://jordanmechner.com/karateka/"><em>Karateka</em></a>. I asked what it was about, and he said it was something about Persian princes and acrobatics. I left it at that, but I knew it&#8217;d be great, if <em>Karateka</em> was any indication.</p>
<p>I went to <a href="http://hg.ccsd.ws/">Horace Greeley High School</a> after Jordan, and knew his brother, David, who graduated the same year as me. David was the <a href="http://vimeo.com/1854745">motion model</a> for <em>Prince of Persia</em>. Jordan was this talented figure somewhere out in the fog of the real world, who was making actual, sold-everywhere games with a company I really liked and respected (Broderbund), and was basically living the dream I hoped to live one day: game developer.</p>
<p>(My own dream was fulfilled &#8212; I did work for a short time at Psygnosis, makers of <em>Wipeout</em>, as a tech support phone monkey, and another year stint at a startup game studio, before moving on to other places in the computer world.)</p>
<p>It wasn&#8217;t until a couple years ago that I moved away from jobs like system administration and backup-watcher into the world of computer history and <a href="http://documentary.textfiles.com">documentary filmmaking</a>, where I am now. As one of the Adjunct archivists of the <a href="http://archive.org">Internet Archive</a>, I seek out new collections of data and help preserve current ones &#8212; anything from <a href="http://openlibrary.org/">digitized books</a> and audio to long-forgotten <a href="http://archive.org/details/cdbbsarchive">shareware CD-ROMs</a> and obscure information files uploaded years ago. It&#8217;s a great time, and most importantly, it affords me the flexibility to travel when I&#8217;m needed somewhere.</p>
<p>So this was why, when Jordan <a href="http://jordanmechner.com/blog/2012/03/prince-of-persia-source-code-found/">announced he&#8217;d gotten back the <em>Prince of Persia</em> disks</a> he had in his own collection, a lot of friends of mine started linking me to the article and saying &#8220;Well?&#8221; It was a perfect fit. I had seen Jordan for a few moments after his recent <a href="http://jordanmechner.com/blog/2012/03/romero-karateka/">appearance at GDC</a>, so it made sense to have us talk about my coming in to oversee the retrieval of data from the disks. What a nice journey &#8212; from hearing the game was being worked on in my youth to helping make sure Jordan&#8217;s work lasts for future generations!</a></p>
<p>Pulling data off dead media in the present day is both easier than it ever has been, and as frustrating as ever. <span id="more-6043"></span> (When I say &#8220;dead,&#8221; I mean the format. You can&#8217;t really go down to the local store and buy a box of 5.25&#8243; floppy disks any more, nor would you want to &#8212; a USB stick will give you well over a million times the space and cost you almost nothing.) Thanks to a lot of work by a lot of different people, pulling the data off these floppies can now be as simple as putting it into a vintage disk drive, or a modified recent one, and pulling the individual sectors right into a file that can go into the internet in seconds. But just as it&#8217;s so trivial to do this, any clever tricks done to the floppy that made sense way back then could make it a puzzle wrapped in a goose chase to extract. Not to mention, these discs are <em>old</em> &#8212; in this case, at least twenty years old, and they&#8217;re just magnetic flaps of plastic sealed inside a couple of other sheets of plastic. A lot can go wrong, and no extraction is guaranteed.</p>
<p>It&#8217;s the Friday before I hop into a plane in NY &#8212; ironically, just miles from where Jordan&#8217;s disks had rested comfortably in the back of a closet for 20 years &#8212; to Los Angeles, where he works and lives these days. Once I arrive there, I&#8217;ll be joined at the site by someone I reached out and tapped due to his reputation within and outside the Apple II community: <a href="http://resetvector.com/">Tony Diaz</a>. He&#8217;s one of a tireless group of vintage hardware and software collectors working to ensure an entire swath of computing history isn&#8217;t lost to the shadows. With a <a href="http://resetvector.com/images/apple-ii/">collection of Apple-related hardware</a> that is likely one of the largest in the world, accompanied by attempts to catalog and document as much of it as possible, I knew Tony would be the best partner in this project. Tony will be bringing over a pile of Apple II hardware, maintained and cleaned, ready to take these vintage floppies in.</p>
<p>However, not all of these disks are off-the-shelf in terms of their formats. Since Jordan did work with a commercial game company, and because there were attempts to prevent wholesale<br />
duplication of these for-sale games at the time, some these floppies have various levels of &#8220;copy protection&#8221; on them &#8212; modifications in how the data is written, in-code checks to analyze the floppy disk&#8217;s state and run or not run based on the result, and so on. I&#8217;m not here to start a debate on whether this was the right or wrong move at the time &#8212; there&#8217;s plenty of screen space spent on that discussion elsewhere. But it does translate to a headache for the present day when a straight disk read doesn&#8217;t just &#8220;work.&#8221;</p>
<p>Enter pieces of hardware such as the <a href="http://www.discferret.com/wiki/DiscFerret">DiscFerret</a>, <a href="http://www.jschoenfeld.com/home/indexe.htm">CatWeasel</a>, and <a href="http://www.kryoflux.com/">Kryoflux</a> &#8212; all of them modern hardware dedicated to pulling magnetic readings of the floppy disks, eschewing any cares about operating system, structure and copy protection. Think of them as taking a magnetic photograph of the disk. There&#8217;s quite a bit of science involved and a lot of debates on what the best approach is for getting the data, but on the whole, the principle is the same: make a floppy drive read the magnetic flux of the floppy, not unlike how a medical scanner approaches the human body, and from that &#8220;image,&#8221; pull out what the data setup is on the floppy. This resulting magnetic image is huge, size-wise, relative to the original floppies &#8212; these 140k (that&#8217;s kilobytes) floppies will have a multiple-megabyte magnetic read result from it. But we&#8217;re in the space-car future; that mass of data is nothing to us now.</p>
<p>This week, the DiscFerret team has been working overtime, pulling some all-nighters to test and fabricate a hardware setup to do the magnetic readings, and that machinery was packed and FedExed to Jordan yesterday. The in-depth details of what hurdles have to be taken into account with some floppy drive hardware is outside the scope of this already-long post, but rest assured, there are hurdles, and success is not guaranteed.</p>
<p>And let&#8217;s make that clear &#8212; we have no idea what&#8217;s on these floppies! When we bring them in, they could be completely empty (although that is really, really, really unlikely). Factors from quality of manufacture to storage method to phase of the moon could lead to there being lost data. But be assured we&#8217;re going in with the respect these artifacts deserve.</p>
<p>See everyone in La-La land!</p>
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		<title>Prince of Persia Source Code &#8212; Found!</title>
		<link>http://jordanmechner.com/blog/2012/03/prince-of-persia-source-code-found/</link>
		<comments>http://jordanmechner.com/blog/2012/03/prince-of-persia-source-code-found/#comments</comments>
		<pubDate>Thu, 29 Mar 2012 17:18:33 +0000</pubDate>
		<dc:creator>jordan</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Making Games]]></category>
		<category><![CDATA[Old School]]></category>
		<category><![CDATA[Prince of Persia]]></category>

		<guid isPermaLink="false">http://jordanmechner.com/?p=5997</guid>
		<description><![CDATA[(Warning: Geek Quotient of today&#8217;s post = 11) My Dad (yep, the same guy who composed the music for the original Karateka and Prince of Persia) called from New York to tell me he was doing some spring cleaning and had shipped me a carton of old games and other stuff of mine he&#8217;d found [...]]]></description>
			<content:encoded><![CDATA[<p>(Warning: Geek Quotient of today&#8217;s post = 11)</p>
<p>My Dad (yep, the same guy who composed the music for the original <em>Karateka</em> and <em>Prince of Persia)</em> called from New York to tell me he was doing some spring cleaning and had shipped me a carton of old games and other stuff of mine he&#8217;d found in the back of a closet.</p>
<p>The carton arrived yesterday. My jaw dropped when I saw what was inside.</p>
<p><a href="http://jordanmechner.com/wp-content/uploads/2012/03/photo.jpeg"><img src="http://jordanmechner.com/wp-content/uploads/2012/03/photo-300x225.jpg" alt="" title="Boxes" width="300" height="225" class="alignleft size-medium wp-image-6002" /></a>No, I don&#8217;t mean the stacks of Spanish Drosoft versions of <em>POP</em> and <em>Karateka</em> (though those are cool too, especially if you have an Amstrad computer with a cassette player). I mean those three little plastic 3.5&#8243; disk boxes nestled among them&#8230; which appear to contain the ORIGINAL APPLE II SOURCE CODE OF PRINCE OF PERSIA that I&#8217;ve been searching for, off and on, for the past ten years, pestering everyone from Doug Carlston to Danny Gorlin and everyone who ever worked at Broderbund, and finally gave up hope of ever finding.</p>
<p>I KNEW it wasn&#8217;t like me to throw stuff out!</p>
<p>So, for all fifteen of you 6502 assembly-language coders out there who might care&#8230; including <a href="http://www.edge-online.com/news/prince-persia-finally-ported-commodore-64" target="_blank">the hardy soul who ported <em>POP</em> to the Commodore 64</a> from an Apple II memory dump&#8230; I will now begin working with a digital-archeology-minded friend to attempt to figure out how to transfer 3.5&#8243; Apple ProDOS disks onto a MacBook Air and into some kind of 21st-century-readable format. (<a href="http://twitter.com/#!/YuriLowenthal" target="_blank">Yuri Lowenthal</a>, you can guess who I&#8217;m talking about.)</p>
<p>This is a crazy busy time (in a good way) with too many projects, so it might take a little while. I&#8217;ll document our progress via the <a href="http://twitter.com/jmechner" target="_blank">twitter</a> and <a href="http://www.facebook.com/jmechner" target="_blank">facebook</a> feeds, and I promise, as soon as we can extract something usable, I&#8217;ll post it here.</p>
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		<title>Real-Life Prince of Persia</title>
		<link>http://jordanmechner.com/blog/2012/02/real-life-prince-of-persia/</link>
		<comments>http://jordanmechner.com/blog/2012/02/real-life-prince-of-persia/#comments</comments>
		<pubDate>Thu, 23 Feb 2012 06:34:09 +0000</pubDate>
		<dc:creator>jordan</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Old School]]></category>
		<category><![CDATA[Prince of Persia]]></category>

		<guid isPermaLink="false">http://jordanmechner.com/?p=5962</guid>
		<description><![CDATA[This video by comedy group Karahat is so classic, I just had to repost it. Thanks to Kotaku and many kind people on twitter for alerting me to its existence. The prince&#8217;s foray into real life may not do for parkour what the Real Life Angry Birds commercial did for T-Mobile, but at least he&#8217;s [...]]]></description>
			<content:encoded><![CDATA[<p>This video by comedy group Karahat is so classic, I just had to repost it. Thanks to <a href="http://kotaku.com/5886028/perfectly-pixilated-prince-of-persia-prowls-the-streets-of-israel" target="_blank">Kotaku</a> and many kind people on twitter for alerting me to its existence.</p>
<p>The prince&#8217;s foray into real life may not do for parkour what the <a href="http://www.youtube.com/watch?v=jzIBZQkj6SY">Real Life Angry Birds</a> commercial did for T-Mobile, but at least he&#8217;s out there trying.</p>
<p><iframe width="560" height="315" src="http://www.youtube.com/embed/PD_eLZbltCs?rel=0" frameborder="0" allowfullscreen></iframe></p>
<p>I didn&#8217;t even realize this video&#8217;s true genius until I saw it a second time &#8212; so thoroughly has the modern iPhone era of cheap-and-easy digital compositing effects reshaped my expectations. As far as I can tell, its central special effect was created using a technology that was equally available in 1985.</p>
<p>A special booster potion to the first reader who calls it out.</p>
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		<title>It&#8217;s a Book!</title>
		<link>http://jordanmechner.com/blog/2012/02/pop-book/</link>
		<comments>http://jordanmechner.com/blog/2012/02/pop-book/#comments</comments>
		<pubDate>Wed, 01 Feb 2012 18:43:44 +0000</pubDate>
		<dc:creator>jordan</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Making Games]]></category>
		<category><![CDATA[Old School]]></category>
		<category><![CDATA[Prince of Persia]]></category>

		<guid isPermaLink="false">http://jordanmechner.com/?p=5829</guid>
		<description><![CDATA[I&#8217;m happy to announce that in response to numerous reader requests, The Making of Prince of Persia is now available in two additional formats: in .epub format, and (drum roll…) paperback! The paper book comes from CreateSpace, a really cool self-publishing service for authors. Basically, we sent them a print-ready PDF and they did the [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://jordanmechner.com/ebook"><img class="alignleft size-medium wp-image-5830" title="pop-book" src="http://jordanmechner.com/wp-content/uploads/2012/02/pop-book-200x300.jpg" alt="" width="200" height="300" /></a>I&#8217;m happy to announce that in response to numerous reader requests, <em>The Making of Prince of Persia</em> is now available in two additional formats: in <a href="http://jordanmechner.com/ebook/">.epub format</a>, and (drum roll…) <a href="http://jordanmechner.com/ebook/">paperback!</a></p>
<p>The paper book comes from CreateSpace, a really cool self-publishing service for authors. Basically, we sent them a print-ready PDF and they did the rest. The book weighs in at 323 pages, and looks and feels like a good-quality trade paperback. We&#8217;ve priced it at $16.99 (the difference from the ebook versions reflects the printing cost).</p>
<p>You can purchase the book <a href="http://jordanmechner.com/ebook/" title="Buy the book">here</a>.</p>
<p>To anyone who&#8217;s previously paid for another version of the ebook and would like to have the .epub version for convenience, <a href="mailto:ask@jordanmechner.com">let us know</a> and we&#8217;ll email it to you. Like the PDF, it&#8217;s non-DRMed.</p>
<p>Once the dust has settled, I&#8217;ll post (and Aaron, Dave and Danica may guest-post) about the results of our grand ebook/self-publishing experiment, and what we&#8217;ve learned. Short answer: It was more work than we anticipated &#8212; but now that we know how, the next book should be a lot easier. I think.</p>
<p>Also: For readers curious about who some of the people referred to in the journals are, or what became of them, I&#8217;ve posted a &#8220;<a href="http://jordanmechner.com/pop-whos-who/" title="Who’s Who (in the Making of POP)">who&#8217;s who</a>&#8221; of players in the making-of-Prince of Persia saga, <a href="http://jordanmechner.com/pop-whos-who/" title="Who’s Who (in the Making of POP)">here</a>.</p>
<p>Many thanks to everyone who&#8217;s read the book and reviewed, posted or tweeted about it. The response has been fantastic, and makes it all worth it.</p>
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		<title>The Prince of Persia ebook</title>
		<link>http://jordanmechner.com/blog/2011/10/ebook/</link>
		<comments>http://jordanmechner.com/blog/2011/10/ebook/#comments</comments>
		<pubDate>Wed, 19 Oct 2011 14:08:42 +0000</pubDate>
		<dc:creator>jordan</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Featured]]></category>
		<category><![CDATA[Film]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Making Games]]></category>
		<category><![CDATA[Old School]]></category>
		<category><![CDATA[Prince of Persia]]></category>

		<guid isPermaLink="false">http://jordanmechner.com/?p=4456</guid>
		<description><![CDATA[Jordan's journal of the making of a classic game]]></description>
			<content:encoded><![CDATA[<p><a href="http://jordanmechner.com/ebook"><img class="alignleft size-medium wp-image-4459" title="POP_ebook_cover" src="http://jordanmechner.com/wp-content/uploads/2011/10/POP_ebook_cover-214x300.jpg" alt="" width="214" height="300" /></a>For readers who&#8217;ve gamely clicked their way through all seven years of my &#8220;Making of <em>Prince of Persia</em>&#8221; journals online &#8212; and those who haven&#8217;t &#8212; I&#8217;m happy to announce that the complete saga is now <a href="http://jordanmechner.com/ebook">available as a PDF and Amazon Kindle ebook</a>.</p>
<p>The book isn&#8217;t free &#8212; we&#8217;ve priced it at US$7.99 &#8212; but at 300-plus pages, I hope it&#8217;s good value. We&#8217;re publishing it without any copy protection or DRM, so pirates shouldn&#8217;t have much of a challenge. Book sales will help defray the costs of this project and of maintaining the website.</p>
<p>The ebook contains the original Old Journals, plus never-before-published entries leading up to the beginning of <em>The Last Express</em>. You can download a free sample PDF of the first 40 pages, or the full ebook, <a href="http://jordanmechner.com/ebook">here</a>.</p>
<p>Thanks to Danica Novgorodoff for designing the book (Danica is the multitalented author of the excellent graphic novel <em>Refresh, Refresh</em>, and designer of many First Second books, including <a href="http://jordanmechner.com/solomons-thieves/"><em>Solomon&#8217;s Thieves</em></a>), and to David Anaxagoras, Ryan Nelson, and Aaron Simonoff for their hard work putting it together. It&#8217;s safe to say it turned out to be a lot more work than any of us expected.</p>
<h2>How <em>Prince of Persia</em> got made &#8212; and almost didn&#8217;t</h2>
<p>In the ebook, you&#8217;ll read what I wrote in my journal on the day I videotaped my kid brother running and jumping to model the prince&#8217;s moves; the day I gave up on the project; and the day I decided to finish it after all.</p>
<p>In the seven years from May 1985 to January 1993, <em>Prince of Persia</em> went from a few scribbles on yellow-lined paper to a published, best-selling video game franchise, and I changed from a callow kid into (I thought) a seasoned software entrepreneur. If you&#8217;ve read the journals, you know that it was a bumpy ride, and that the game&#8217;s eventual success was anything but a foregone conclusion.</p>
<p>Whether you&#8217;re a game designer or in another creative field, whether you had an Apple II in the 1980s or weren&#8217;t born yet, I hope you&#8217;ll find inspiration (or something else of use to you) in this story of how one game got made.</p>
<p><iframe src="http://www.youtube.com/embed/gC3WEwSJoHs" frameborder="0" width="560" height="315"></iframe></p>
<p>Check out the ebook <a href="http://jordanmechner.com/ebook">here</a>.</p>
<h2>A request</h2>
<p>This ebook is an experiment in many ways. I have no idea how many people will be interested, or how well the non-DRM &#8220;honor system&#8221; will work. Either way, I&#8217;ll post once the dust has settled, and let you know how it went.</p>
<p>If you&#8217;ve enjoyed the Old Journals on the site, but don&#8217;t feel the urge to own the ebook, you can still support this project by helping us spread the word. Readers like you who take the time to post or tweet about the Old Journals ebook, <a href="http://amazon.com?tag=jordanmechner-20" target="_blank">review it on Amazon</a>, or just tell a friend, will make a big difference in the experiment.</p>
<p>Many thanks!</p>
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		<title>Voice acting for video games</title>
		<link>http://jordanmechner.com/blog/2011/09/voic/</link>
		<comments>http://jordanmechner.com/blog/2011/09/voic/#comments</comments>
		<pubDate>Wed, 21 Sep 2011 19:47:01 +0000</pubDate>
		<dc:creator>jordan</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Film]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Guest Post]]></category>
		<category><![CDATA[Making Games]]></category>
		<category><![CDATA[Prince of Persia]]></category>

		<guid isPermaLink="false">http://jordanmechner.com/?p=4367</guid>
		<description><![CDATA[In today&#8217;s guest post, Yuri Lowenthal (who voiced the Prince in 2003&#8242;s Prince of Persia: The Sands of Time) talks about the special challenges of voice acting, as opposed to acting on camera. When Yuri, Joanna Wasick and I came together in a sound studio for the first day of voice recording on POP:SOT, we [...]]]></description>
			<content:encoded><![CDATA[<p>In today&#8217;s guest post, Yuri Lowenthal (who voiced the Prince in 2003&#8242;s <em>Prince of Persia: The Sands of Time)</em> talks about the special challenges of voice acting, as opposed to acting on camera.</p>
<p>When Yuri, Joanna Wasick and I came together in a sound studio for the first day of voice recording on <em>POP:SOT</em>, we didn&#8217;t have animations, animatics, or even concept art yet. While the POP team was bringing the world and characters of the game to life on screen, two actors first needed to make them real in their imaginations. The Prince and Farah began as voices in darkness.</p>
<p>I cherish voice recording as a special, thrilling, and terrifying moment in game production. Having experienced it from a writer-director&#8217;s point of view, I asked Yuri for an actor&#8217;s perspective on the process.</p>
<blockquote><p><img class="alignleft size-thumbnail wp-image-4374" title="YL_093smaller" src="http://jordanmechner.com/wp-content/uploads/2011/09/YL_093smaller3-150x150.jpg" alt="" width="150" height="150" />Yuri Lowenthal is an actor who lives and works in Los Angeles. You may have heard/seen him in <em>Prince of Persia: The Sands of Time</em>, <em>Afro Samurai</em>, <em>Terminator: The Sarah Connor Chronicles</em>, and <em>Ben 10</em>. He is married to actress Tara Platt and easily stalked at @YuriLowenthal. And if you&#8217;re nice he&#8217;ll tell you the exciting story about the time he met Jake Gyllenhaal.</p></blockquote>
<hr />
<p><img class="alignleft size-full wp-image-4268" title="2" src="http://jordanmechner.com/wp-content/uploads/2011/09/2.png" alt="" width="102" height="29" />People often ask me: “What’s harder? Voice acting or <em>real</em> acting?” I’ve heard it so many times that I hardly get offended anymore. Almost hardly. I mean, I get it; the person speaking is really trying to say: “What kind of acting is more difficult, the kind where we just end up hearing your voice, or the kind where we end up seeing your face?”</p>
<p>Well, let’s break it down:</p>
<p><strong>For on-camera acting,</strong> I generally get the script in advance, time to talk with the director about the character and what his or her vision is for the project, maybe do a little research, put on a costume, work with some props, walk around the set, rehearse with other actors, and take time to break down the script so that I can bring you, the viewer, the best performance I am capable of.</p>
<p><strong>For voice acting</strong>, I generally show up the morning of the recording, am handed a script, and after about 5 minutes (if I’m lucky) of discussion with the director (or sometimes writer) about the project, we get down to business so that I can bring you, the viewer/listener/gamer, the best performance I am capable of. Will my performance be judged less harshly because I didn’t have the niceties that an on-camera or theatrical situation can afford? Absolutely not.<span id="more-4367"></span></p>
<p>As a voice actor, I have to jump in, scan the script, get as much info as possible in a short amount of time from the people involved and make choices on the spot &#8212; but stay flexible in case my choices aren’t in line with what the client needs. I have to pay extra close attention to the director, because they usually have a LOT more information about the story and characters than I do. And I’m alone, empty-handed, in whatever clothes I grabbed out of my closet that morning, in a room about the size of the closet I grabbed my clothes from, standing in front of a sensitive microphone that will pick up every little sound &#8212; voluntary or involuntary &#8212; that I make. And the only thing I <em>can</em> count on being there for me is my imagination.</p>
<p>Not that I don’t use my imagination when I’m acting on camera; but in the booth, it’s my most powerful weapon. In the dark, by yourself, you have to create <em>everything</em> &#8212; which, when you look at it, can be either terrifying or immensely empowering. For fear of otherwise dissolving into a gibbering puddle of panic, I choose “empowering.” You have to. You must bring a certain confidence into the booth with you, because no one else will be there to prop you up, and the client rarely has giant wodges of time for you to “find” your performance.</p>
<p>To be a good <em>voice</em> actor, you have to be a crack <em>actor</em>. A cool voice will only get you so far. Years of theater gave me a huge jump on voice acting. And you know what? All the voice acting I’ve done has made me a better on-camera actor.</p>
<p>Now, I’m not saying one or the other is better. I love both, and I absolutely love showing up to do a voice acting gig and not have to get there at 5am for makeup and wardrobe and then sit in a trailer for a couple of hours while they light and rehearse until they’re ready for me to come out and say three lines of dialogue. Instead, I can roll into the studio at 9am and be out by 1pm, sometimes having finished recording what is, in essence, a whole movie. And I didn’t even really have to put pants on.</p>
<p>On the other hand, sometimes I love getting into a suit of armor and hitting another actor with a sword.</p>
<p>(As I watch my video game work segue from voice acting to sometimes full performance capture, I see the two worlds on a collision course. But that’s a story for another day.)</p>
<p>When I’m voice acting, you don’t get to see my face, so it ceases to be a question of whether or not I “look the part.” If I can sound like it, I can be it. You don’t see a lot of working voice actors getting cast because of their looks. Once again, you have to be a good <em>actor</em>. Not just a pretty face. Or even Persian.</p>
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		<title>Still Life with Apple</title>
		<link>http://jordanmechner.com/blog/2011/08/apple/</link>
		<comments>http://jordanmechner.com/blog/2011/08/apple/#comments</comments>
		<pubDate>Sun, 28 Aug 2011 03:17:46 +0000</pubDate>
		<dc:creator>jordan</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Karateka]]></category>
		<category><![CDATA[Making Games]]></category>
		<category><![CDATA[Old School]]></category>
		<category><![CDATA[Prince of Persia]]></category>
		<category><![CDATA[Sketchbook]]></category>
		<category><![CDATA[apple]]></category>
		<category><![CDATA[mac]]></category>
		<category><![CDATA[nostalgia]]></category>
		<category><![CDATA[woz]]></category>

		<guid isPermaLink="false">http://jordanmechner.com/?p=3960</guid>
		<description><![CDATA[How thirty years of Apple gadgets changed my life]]></description>
			<content:encoded><![CDATA[<p>I finally read Apple co-founder Steve Wozniak&#8217;s great <a title="iWoz" href="http://www.amazon.com/iWoz-Computer-Invented-Personal-Co-Founded/dp/0393330435/?tag=jordanmechner-20" target="_blank" rel="nofollow">memoir</a> this week &#8212; prompted by the tsunami of media commentary on the <a href="http://bits.blogs.nytimes.com/2011/08/24/steve-jobs-resigns-as-apple-chief-executive/" target="_blank">resignation</a> of Steve Jobs (you know, the other guy). It got me thinking about what an incredible impact stuff made or sold by those two Steves has had on my life over the past three decades.</p>
<h3>1978</h3>
<p><img class="alignleft size-medium wp-image-3993" title="Me and my Apple" src="http://jordanmechner.com/wp-content/uploads/2011/08/apple1-300x177.jpg" alt="" width="300" height="177" /><br />
I was a sophomore in high school when I bought my first Apple II. It cost $1200 at the Computerland of Fairfield, Connecticut &#8212; my life savings, including all my loot from years of drawing caricatures at community fairs, plus a loan from my kid sister.</p>
<p>I remember opening the box, lifting the computer out of those custom-molded foam packing pieces. The tactile thrill of owning an Apple began before I&#8217;d even plugged the thing in. I knew it was going to change my life.</p>
<p>I hooked it up to an old TV and a cassette recorder, and I was up and running.</p>
<h3>1979</h3>
<p>Weekends and after school (and sometimes instead of school), I progressed from typing in BASIC game program listings from the red book that had come with the Apple (<em>Breakout</em> was the best), to inventing my own games &#8212; first in BASIC, then in 6502 machine code, using the built-in mini-assembler. I pored through the <a title="red book" href="http://www.scribd.com/doc/201553/Apple-II-Reference-Manual-Redbook-1978AppleII030000400" target="_blank">red book</a>, trying to understand its secrets.</p>
<p>As soon as I could afford it, I increased the Apple&#8217;s 16K of RAM by adding another row of chips, and then another. Each enhancement unlocked new capabilities: hi-res graphics, then two-page hi-res. Newer, more sophisticated games like <em>Apple Invader</em> (a pixel-perfect copy of the coin-op <em>Space Invaders</em>, programmed by the mysterious M. Hata) pushed the machine&#8217;s limits beyond what I&#8217;d imagined possible. I realized the games I&#8217;d programmed so far hadn&#8217;t scratched the surface of what it could do.</p>
<h3>1981</h3>
<p>I brought my Apple to college. Tricked out with a dot-matrix printer, 5 1/4&#8243; floppy disk drive, lower-case adapter chip, and new word-processing software that could hold up to four pages in memory, it replaced a portable Smith-Corona typewriter as my go-to device for writing papers. I was the only kid in my dorm who had such an awesome system. I used it to earn extra cash typing other people&#8217;s papers for a buck a page.</p>
<p>Between classes (and instead of them), I used it to make a game called <em>Karateka</em>.</p>
<h3>1985</h3>
<p><img class="size-medium wp-image-3989 alignright" title="Fat Mac" src="http://jordanmechner.com/wp-content/uploads/2011/08/mac512-300x269.jpg" alt="" width="240" height="215" />The <em>Karateka</em> royalties bought me a brand-new 512K Macintosh computer, through a special student-discount arrangement Apple had with Yale.</p>
<p>Macs started popping up all around campus that year. It was still unusual for a student to actually own one &#8212; the only other guy I knew who had one was <a href="http://www.davidpogue.com/" target="_blank">David Pogue</a>, down the hall &#8212; but anyone could use the ones in the computer rooms, and a lot of people did.</p>
<p>The Mac had a tiny, but amazingly high-resolution screen, with a mouse-driven graphical interface that gave it a totally different vibe from other computers. It was a device that even non-techies felt comfortable using. And it could hold 100 pages of text in memory. The Mac changed playing games and typing papers on computers from a fringe activity into part of mainstream college life.</p>
<h3>1985</h3>
<p>I loved my Mac. It was a shiny new toy &#8212; good to write papers on, fun to show off to friends &#8212; but I didn&#8217;t consider it a machine for serious programming. I wasn&#8217;t enough of an engineer to pop the hood and figure out how it worked and what all the chips did, the way I&#8217;d done with the Apple II. It was too sophisticated.</p>
<p>Besides, the installed user base of Macs in 1985 was miniscule compared to the Apple II. As a game programmer, it didn&#8217;t make business sense for me to switch.</p>
<p>So my new Mac took its place alongside my main working system &#8212; which I&#8217;d by then upgraded to a newer Apple IIe with 64K of RAM, two disk drives, color monitor and joystick. That was the computer I used to program <em>Prince of Persia</em>.</p>
<h3>1989</h3>
<p>I hadn&#8217;t anticipated that, due to my combination of obsessive perfectionism and occasionally dilatory work habits, <em>Prince of Persia</em> would take me four years to finish. By the time I was done, the Apple II was obsolete.</p>
<p>Ironically, it was the Mac version that saved my new game from oblivion. While the Apple market was dying, the rise of desktop publishing had created a new market of Mac owners hungry for games to play on their high-resolution color screens. They embraced <em>Prince of Persia</em> and made it a hit.</p>
<p>Thanks, <a href="http://en.wikipedia.org/wiki/Steve_Wozniak" target="_blank">Woz</a>. Thanks, <a href="http://en.wikipedia.org/wiki/Steve_Jobs" target="_blank">Steve</a>. If I&#8217;d gone for the <a href="http://en.wikipedia.org/wiki/Commodore_PET" target="_blank">Commodore PET</a> or <a href="http://en.wikipedia.org/wiki/Compucolor_II" target="_blank">Compucolor II</a> in 1978, my programming career wouldn&#8217;t have been nearly so charmed.</p>
<h3>2011</h3>
<p><a href="http://jordanmechner.com/wp-content/uploads/2011/08/cafe.jpg"><img class="alignleft size-medium wp-image-4045" title="cafe" src="http://jordanmechner.com/wp-content/uploads/2011/08/cafe-300x232.jpg" alt="" width="300" height="232" /></a>Today, like almost everyone I know, my daily life is inextricably bound up with Apple products. I&#8217;m typing this in a café on a MacBook Air, with an iPad and iPhone in my shoulder bag, and more Macs and iProducts on view at the tables around me than I can count.</p>
<p>Devices that in ten years will seem as quaint as my 1978 Apple II does now.</p>
<p>But oh, man, it was a thing of beauty.</p>
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		<title>GDC: Making Prince of Persia</title>
		<link>http://jordanmechner.com/blog/2011/03/gdc-making-prince-of-persia/</link>
		<comments>http://jordanmechner.com/blog/2011/03/gdc-making-prince-of-persia/#comments</comments>
		<pubDate>Wed, 23 Mar 2011 17:33:36 +0000</pubDate>
		<dc:creator>jordan</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Making Games]]></category>
		<category><![CDATA[Old School]]></category>
		<category><![CDATA[Prince of Persia]]></category>
		<category><![CDATA[apple]]></category>
		<category><![CDATA[making of]]></category>
		<category><![CDATA[nostalgia]]></category>

		<guid isPermaLink="false">http://jordanmechner.com/?p=3545</guid>
		<description><![CDATA[For those of you who missed GDC &#8212; or, inexplicably, went to GDC but missed my talk about the making of Prince of Persia on the Apple II in 1985 &#8212; that talk has now been posted online along with the other &#8220;Classic Game Post-Mortem&#8221; talks in the GDC Vault. You can see higher-quality versions [...]]]></description>
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<p>For those of you who missed GDC &#8212; or, inexplicably, went to GDC but missed my talk about the making of <em>Prince of Persia</em> on the Apple II in 1985 &#8212; that talk has now been <a href="http://www.gdcvault.com/play/1014634/Classic-Game-Postmortem-PRINCE-OF">posted online</a> along with the other &#8220;Classic Game Post-Mortem&#8221; talks in the <a href="http://www.gdcvault.com/free/gdc-11">GDC Vault</a>.</p>
<p>You can see higher-quality versions of the original &#8220;making of&#8221; videos I showed at GDC, including <a href="http://jordanmechner.com/old-journals/1985/10/october-20-1985/">my brother running and jumping</a> and lots more, <a href="http://jordanmechner.com/blog/2009/11/the-making-of-prince-of-persia/">here at jordanmechner.com</a></a>.</p>
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		<title>GDC 2011: The wheel turns</title>
		<link>http://jordanmechner.com/blog/2011/03/gdc201/</link>
		<comments>http://jordanmechner.com/blog/2011/03/gdc201/#comments</comments>
		<pubDate>Wed, 16 Mar 2011 17:07:49 +0000</pubDate>
		<dc:creator>jordan</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Karateka]]></category>
		<category><![CDATA[Making Games]]></category>
		<category><![CDATA[Prince of Persia]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gdc]]></category>
		<category><![CDATA[indie]]></category>

		<guid isPermaLink="false">http://jordanmechner.com/?p=3530</guid>
		<description><![CDATA[Jordan reports from GDC 2011]]></description>
			<content:encoded><![CDATA[<p><a href="http://jordanmechner.com/wp-content/uploads/2011/03/Canabalt-11.png"><img class="alignleft size-medium wp-image-3532" title="Canabalt-11" src="http://jordanmechner.com/wp-content/uploads/2011/03/Canabalt-11-300x200.png" alt="" width="300" height="200" /></a>Nearly everyone I spoke to at GDC 2011 in San Francisco agreed that it was one of the most energizing GDCs of recent years.</p>
<p>I loved the &#8220;<a href="http://www.gdconf.com/conference/classicgames.html">Classic Game Post-Mortems</a>,&#8221; a series of one-hour talks in which game designers spoke about the making of their early games: Eric Chahi on Another World (aka Out of This World), Peter Molyneux on Populous, John Romero and Tom Hall on Doom, Mark Cerny on Marble Madness, Toru Iwatani on Pac-Man were fascinating, inspiring, and touching to hear. (I gave a <a href="http://jordanmechner.com/blog/2011/03/gdc-making-prince-of-persia/">talk about making Prince of Persia</a>, and really appreciated the generous response.)</p>
<p>But what really grabbed me was the energy and excitement surrounding indie games, especially on new platforms like mobile phones, iOS, Facebook, XBLA and PSN. More than in any previous year, I was reminded of the Apple II zeitgeist of the early eighties. It feels like we&#8217;ve come full circle, as an industry, to that time when a tiny team with few resources but talent, creativity and elbow grease has the potential to produce the next hugely influential mega-hit.</p>
<p>And I&#8217;m pretty sure I just met some of them in San Francisco.</p>
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