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Many thanks to the readers who’ve been following and commenting on my old journals. Originally, I’d planned to end the feature here — in October 1989, with the release of Apple II Prince of Persia, four years in the making.

Now that we’ve reached that milestone, though, I realize that no self-respecting storyteller would end at such a critical moment, with my worst fears about the game’s commercial prospects soon to be horribly confirmed. So I’ll let my 20-years-younger self keep on blogging from the past a while longer.

Meanwhile, here are answers to some nostalgia-oriented readers’ questions — this one from Ugur Mengilli:

In which programming language was PoP written?

From Nabil Nawaz:

What language did you program Karateka in? How long did it take to code the game?

I coded both Karateka and POP in 6502 assembly language. Looks like this:

CLRMEM  LDA #$00        ;Set up zero value
        TAY             ;Initialize index pointer
CLRM1   STA (TOPNT),Y   ;Clear memory location
        INY             ;Advance index pointer
        DEX             ;Decrement counter
        BNE CLRM1       ;Not zero, continue checking
        RTS             ;Return

Karateka took me about two years and POP four. Both were significantly slowed down by other things I was attempting at the same time (like finishing college, and writing my first screenplay), as the old journals show.

For true die-hards (thanks, Maurice Kaltofen, for tipping me off to the existence of this site), and anyone who’s interested, I’ve posted the POP source code documentation here.

From Sam Assenberg:

I am Sam and I still play the original Prince of Persia almost every day. I’m a big fan of you and Prince of Persia!

Soon, Prince of Persia exists 20 year and we, my uncle and I, are planning a Prince of Persia anniversary! He played it during a few years after it had been released and I started to play when I was about seven years old, almost nine years ago. We love it very much.

We’ve searched all over the web for the exact release date of PoP (we need that for the anniversary), but we couldn’t find  it. And that’s our question for you: when has PoP been released exactly?

I had to check the old journals myself to find the answer. The first Apple II version was published in the U.S. on October 3, 1989. So, still six months away. Thanks, Sam and your uncle, for reminding me!

If you’d like to read the old journals from the beginning, they start here.

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wilson

I’ve been experimenting with those watercolor pencils. You pencil in the color and then go over it with a wet brush and it turns to watercolors.  Still not fully sold on it.

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morocco08This was day 30 of the Prince of Persia movie shoot.  A spectacular setup with about 350 extras, horses, camels and goats lined up on a ridge. That afternoon a sandstorm rose up suddenly, prompting the decision to wrap early.

A huge exodus of cars, trucks, animals and extras ensued. I had the bright idea of walking the five minutes back to base camp along with the extras, instead of getting a ride, so I could take pictures of the exodus.  This was how I found out that (a) a five-minute walk in a full-on sandstorm takes a lot longer than five minutes, and (b) it only takes about thirty seconds for a camera to get so full of sand that its moving parts won’t move any more.

When I got to the air-conditioned sanctuary of Mike Stenson’s trailer, he remarked: “You’re a different color than when I saw you last.”

Then it rained.

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leonard

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morocco07

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cdg

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Today is the first day of spring and the Persian New Year. Aideh shoma mobarak!

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Here are some sketches I made on the Prince of Persia set in Morocco.

India is the assistant script supervisor. The straw hat on the director’s chair is Mike Newell’s.

morocco6sm4

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John August and Mystery Man have already posted about this priceless document: a 125-page typed transcript of a series of 1978 meetings between producer George Lucas, director Steven Spielberg, and screenwriter Lawrence Kasdan in which they figure out the story line of their next movie, about an archaeologist hero named “Indiana Smith,” so that Kasdan can go off and write it.

Discovering this transcript has made my week (and it’s only Monday). I recommend it not just to screenwriters but to anyone interested in the process that goes into creating an iconic hero. Reading it, witnessing the characters, scenes and plot points of a familiar masterpiece emerge in real time from the mass of alternative possibilities, gave me chills. I couldn’t help thinking of Michelangelo’s apocryphal advice to “take a block of marble and chip away everything that doesn’t look like a Pieta.”

The classic Well of Souls snakepit scene, for example, is first envisioned as a flood, and evolves from there:

G [Lucas] — And then all the water rushes through?

S [Spielberg] — And he swims out with the water. It’s a waterfall.

G — The only problem with the water is it’s going to be hard to do, and it’s going to be hard to rationalize it. We can’t. We can call it the temple of life and establish that it has a lot of water in it. But, at the same time, it’s like the sand. Plus it’s such a classic thing.

S — What about snakes? All these snakes come out.

G — People hate snakes. Possibly when he gets down there in the first place.

L [Kasdan] — Asps? They’re too small.

S — It’s like hundreds of thousands of snakes.

As they discuss “the girl,” it’s fascinating to see what could have been a stock character take shape into one that sets the bar, not only for all later Indiana Jones movies, but pretty much for action-adventure blockbusters in general for the next thirty years. Some of Marion’s best scenes arise from their struggle to logically justify her presence (or absence) in certain setpieces:

G — We have to figure out a reason for them to take the girl at this point. Before I had it because she was a double agent.

L — Maybe here is where we can save the other thing. The Frenchman wants her, even though she’s not receptive to it. We can do that in a scene when he comes in to question her. Say he’s the Claude Rains character, it makes sense that he’s attracted to Barbara Stanwyck. The German says it’s time to get rid of her, the French guy says no.

G — The big thing with these movies is the damsel is going to get screwed by the bad guy. What we do is, in the interrogation scene the Frenchman is in love with her, coming on to her. The German torture guy could care less: “Get out of my way.” When they push her down into the snake pit, it’s the German guy who does it, and the Frenchman is very upset about it. “The girl was mine.” “She’s a waste of time, and we don’t need her.”

Then there are moments like this:

L — How do you see this guy?

G — Someone like Harrison Ford, Paul LeMat. A young Steve McQueen. It would be ideal if we could find some stunt man who could act.

S — Burt Reynolds. Baryshnikov.

For great commentary and more excerpts, check out Mystery Man’s and John’s posts. MM’s comments section offers various possible links to the full transcript in .pdf and html.

I have no idea how this got on the internet, and I hope Lucas, Spielberg et al don’t mind… but I’m really glad.

I saw Raiders of the Lost Ark for the first time the summer I graduated from high school, on a giant screen in Leicester Square in London. I still remember the excitement of that packed theater. To state the obvious, Raiders was the inspiration and template for Prince of Persia… the original 1989 Apple II game, as well as what came after.

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This website now has its very own forum (Thanks Rob, Dave, Greg and Jake!) and is open to all.

Please feel free to jump in and start threads about any and all things Prince of Persia, screenwriting, videogame design, The Last Express, Fathom, and other jordanmechner.com-related topics.

Until then, we’re gonna feel kind of like the staff standing around in a bar on opening night, nervously peeking outside and wondering if anyone will show up. Come in and say hello!

(Oh yeah… To get there, click on the Forum tab at the top of this page, or here.)

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