Inspired by a timeless classic, PPOT presents 'Prince of Arabia'! Escape the dungeons and free the princess!
This game is only compatible with an FX enabled Arduboy.
🅐 🅑 ▲ ▼ ◄ ►
Press 🅐 to jump over obstacles. For longer jumps, run and jump 🅐+◄/►.
Drop and pull-up.
Ducking down. Shuffling along.
Press 🅑 to select the in game menu. This allows you to...
Crouch down and pickup with 🅐 to collect the sword. When an enemy appears, press 🅑 to unsheathe the sword and start fighting. It is not possible to bring-up the menu (or save the game!) during a fight. During a fight, press 🅐 to sheath sword. It is not possible to jump while the sword is drawn.
Crouch down and pickup with 'A' to drink. Some give life, but some may take life!
Open/ closing. To activate stand on a tile, or some weight must be applied. Switches may reset after a certain amount of time.
Step on (from above). Can be triggered from below.
Jump over these traps or move very carefully to avoid a spiky end!
Legend tells, that these forbidden corridors will reveal our darkest side.
Always start new games with 3 health/max healthIf a game was saved with more health available, this was carrying forward on new games
Always start new games with no swordIf a game was saved with sword available, this was carrying forward on new games
A + B to open menuDown to sheathe swordA or UP to blockB to pick up itemsRequire B to grab ledges while jumping, and only hang when dropping levels if B is held as well- TBD: Done, though the kid still grabs on for a frame before dropping.
- Other issue: the counter before the kid drops never reaches zero, so he can currently hang forever if the button is held
- This is because, at the start of the jump, the distance determines whether to use a
GrabLedge
jump sequence. - To disable, I imagine I'd need to pull the hang frame from the jump sequence if the button is not pressed by the time the frame arrives
No longer automatically grabbing ledges while jumping - need B button pressed- Can always grab and hang on a 3 tile standing jump
- This works when there's a wall, but not if there's a safe landing, such as the first 3-tile jump opportunity in level 2
Can trigger tile by hanging- Doors close slowly rather than abruptly, if possible, allowing to crouch hop through if there's still space
- Careful steps will not walk off the edge the first time an edge is reached
- Also, if possible, when close to edge, but not quite there, last careful step will only take kid to edge
- Different AI patterns for different enemies, following original source code pattern
- Determine if more knockback is needed for strikes
- Investigate blocking -- seems hard to tell if it's successful, and harder to pull off than in original
- Add a 'fat' enemy - he's kind of a classic staple, with a unique fighting style
- Add Jaffar as final fighter (haven't checked if this is implemented or not)
Spikes should trigger (without harm) when jumping over them- Require pushing up to exit level
- Reduce time for tiles falling when hitting from below
- Ensure 1 minute time penalty is in play for dying and restarting level
- Additional sounds
- tiles rattling
- tiles falling to floor
- Different sound for player vs enemy hits to make it clearer how the battle is going - can be hard to tell on the small display who hit who
- blocking sound
Concept: Jordan Mechner. Development: @filmote, @MrBlinky (/Mr.Blinky), @ace-dent (/acedent) Graphics: /clintonium-119, @vampirics Music: @ajsaucier (/raspberrybrain)