Very little influenced my childhood like Prince of Persia paired with the inability to save in game.
There are moments that count as decades.
Exactly 37 years ago on October 3, 1989, a game was released that took the world by storm.
Prince of Persia (by Jordan Mechner) had such fluid and lifelike animations, that gamer-jaws were dropping left, right, and center. Rightfully so. But that alone wouldn’t have made the game such a massive hit and gaming-culture icon, I think.
Prince of Persia also popularized the “cinematic platformer” genre (Karateka, Mechner’s earlier game, introduced it, though on a much smaller scale), with its immersive atmosphere, deadly falls and traps, and a real sense of weight and physics in movement. Jumps and sword swings had to be timed precisely; mistiming felt punishing but realistic, and also far less cartoonish than typical platformers.
It wasn’t just a straight left-to-right platformer either. You had to go back and forth, open pathways through hidden mechanisms, and more. It always felt like it had some Indiana Jones moments with adventure and exploration elements.
The one-on-one duels were more tactical than button-mashy, again diverging from the arcade-style norm of other platformers. You had to read your opponent’s stance, parry, and strike at the right moment. Brains over brawn.
The sense of realism is ultimately what set it apart from the stereotypical platform genre of that era. Prince of Persia felt more “human,” had greater story depth, and made you think, not just react. You could argue that it paved the way for Another World, Flashback and other greats of the 90s.
Mechner is one of the very few true pioneers of gaming history.