Game Trivia

  • The mini-genie that pops out of the potion bottle in level 12 was originally going to be twice the size of the prince and would attack the prince upon being summoned. This genie fight had to be cut from the game due to memory limitations.

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  • This was the first game in the franchise to utilize voice acting.

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  • The bodies of skeletons seen in the cavern levels were proposed to have multiple designs, according to Jordan Mechner's design document. The bones of the skeleton bodies were to be placed in random, unorthodox patterns while still gathered in a pile, likely to encourage realism of what a disfigured skeleton would look like after being dead for years. The swords that the skeletons are armed with were to be placed beside the bones, and sometimes underneath the bones, faintly visible. Mechner even wanted the skeletons to collapse into pieces when the player defeats them, complete with sound effects of the bones hitting the ground. Ultimately, only the one principal design seen in the game was used for the skeletons.

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  • Per game design, Jordan Mechner was adamant that the palace rooftops, specifically level 1, contained no healing potions as he considered them out of place for this setting. However, he proposed a feature that the player could find healing potions on the bodies of dead palace guards by kneeling down near them. This feature was instead used for the guards the player can fight in the last level.

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  • The horse seen in level 9 actually has a backstory that is never explained in-game. According to Jordan Mechner's development document, the horse only springs to life when the king of the prince's homeland mounts it. Because the prince is the last of his own royal family line and rightful heir to the throne, the horse comes to life when he mounts it. The sorceress who led the massacre and desecration of the prince's homeland attempted to break the horse's spell but was unsuccessful.

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  • The princess is modeled after actress Vivien Leigh.

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  • The game was conceived entirely by Jordan Mechner, written in complete detail a 200+ page document describing exactly how the game worked and how it would be programmed.

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  • According to Jordan Mechner's original sketches, the ruined city levels had more greenery with grass growing through the floor cracks and ivy clinging to the walls.

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  • Jordan Mechner explained in retrospective that writing a document for how a game is supposed to work is generally not a good idea as ideas and designs frequently change during development as well as the general advances of technology. He calls Prince of Persia 2 a rare example of a game that did get made in such a way and reminisced with joy that the development team followed the Prince of Persia 2 bible very closely.

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  • The game's ending is a cliffhanger. The witch at the end is the sorceress who gave Jaffar his powers. She also led the attack against the prince's homeland as this is evidenced by the marking on her forehead. This cliffhanger was to be resolved in a third game which was never made. Jordan Mechner designed Prince of Persia 2 with Prince of Persia 3 in mind. Prince of Persia 3D doesn't count.

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  • Jordan Mechner was not actually directly involved with the making of Prince of Persia 2. His 200 + page document he wrote himself was referred to as the Prince of persia 2 bible. He was leaving for a trip to France when he handed the bible to staff members and simply said "Here, make this." He subsequently left for France.

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  • The writing on the wall He who would steal the flame must die is a double meaning. If the player were to touch the flame it would kill them instantly, but in order to collect it to proceed with the game, the player must die before the flame can be collected.

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  • One dialogue line in the Macintosh version is May it serve you well. This dialogue is strangely absent from the PC version.

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  • Next to the left exit in level 3 is a deep chasm that the player must clear. This chasm originally had a fatal trap intended where it would be filled with water and drown the prince if the player wasn't quick enough.

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  • One scene never included in the game was a flashback sequence of the Prince's mother sending her son in a floating basket down the river as the armies of darkness are orchestrating a massacre on the prince's homeland when he was only a baby, strikingly similar to the story of Moses.

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  • One scene not included in the game was the prince and princess discussing political matters of Persia, particularly the violence occurring among the common people.

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  • The cutscene where Jaffar casts a spell on the princess is far less than what Jordan Mechner intended. Originally the princess was to discover that the prince was actually Jaffar in disguise by placing a mirror in front of him while he sleeps, only then does she learn from the reflection that it is infact Jaffar, who would've been staring right back at the player when the princess discovers this.

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  • The cave door puzzle at level 2 was originally intended to act as the copy protection method for the game, requiring the player to refer to the manual in order to complete the puzzle. Rather than crossing over the stones and avoiding the marked stone, the player would've been required to step on the stones in a certain order. This copy method proved to be overly complicated and was never implemented. Instead, developers simplified the puzzle to what it is now and used different symbols printed inside the manual. The player had to select only one symbol correctly to proceed.

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  • The opening scene where the prince flees the throne room is slightly different than what was intended. The prince was originally going to run one of the palace guards through with his sword before making a run for it as the rest of the guards chase after him.

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  • The cavern levels have an elaborate backstory that is never mentioned in-game. The island that the prince is washed upon from the shipwreck was once inhabited by natives, when a violent storm leveled the islands, and only the caverns remained intact. The natives placed their family treasure within the caverns, and built fatal traps to prevent thieves from stealing it. During the storm, the surviving natives sought shelter inside the caverns only to be killed by the very traps they had set, died from starvation, or killed by lava. The caverns are volcanic in nature which explains the lava pools. The treasure is still inside the caverns, (presumably the exit room with the flying carpet) and the natives still guard the very treasure they swore to protect from thieves, as undead skeletons. The prince entering the caverns is the first time a human has set foot inside them in 300 years. This backstory is confirmed in Jordan Mechner's design document.

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