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How Prince of Persia Defeated Apple II's Memory Limitations | War Stories | Ars Technica

Ars Technica
5 人推荐 · 跨 4 个月 · 2020–2026
游戏历史与怀旧复古游戏复古计算与 Demoscene动画与视觉特效
How Prince of Persia Defeated Apple II's Memory Limitations | War Stories | Ars Technica

中文导读

在 Ars Technica 的《War Stories》节目中,《Prince of Persia》创作者 Jordan Mechner 讲述了如何在硬件内存极限与平台衰落的困境下,于 Apple II 上打造这款游戏。内容涵盖了转描动画(rotoscoped animation)技术以及背后的各种工程技巧。

为什么 HN 推它

被广泛公认为了解游戏开发历史与极限内存约束下巧妙工程设计的必看之作。

「任何对游戏开发历史感兴趣的人的必看之作。」HN 网友原话:Essential viewing for anyone interested in game development history.
英文原摘要(HackerTube / Claude 整理)

In an Ars Technica War Stories episode, Prince of Persia creator Jordan Mechner describes how he made the game on the Apple II, fighting hardware memory limits and the platform's decline. It covers the rotoscoped animation and the engineering tricks involved.

Repeatedly called essential viewing for game development history and clever work under memory constraints.

HN 上的提及

rec softwhale · 2020-12 · HN 原文
Arstechnica has a great interview with Jordan Mechner, the creator of this game.
rec ajdoingnothing · 2021-12 · HN 原文
If you haven't seen Jordan Mechner talking about the development of Prince of Persia yet (definitely recommended)
reference clusmore · 2024-05 · HN 原文
you can see more in this Ars Technica interview with the X poster
strong_rec barishnamazov · 2025-09 · HN 原文
Essential viewing for anyone interested in game development history.
reference throwaway31131 · 2025-09 · HN 原文
It was a huge task just to get our programs to run at all not very long ago.

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