I was very happy to have gotten this far. I had the Kid, the Prince of Persia, running and jumping on my screen. I was able to control it and perform all the normal actions. And it felt right. Timing, speed, animations. Of course it was spot on, it was using the original code written by Jordan Mechner, lifted from its Apple II grave and brought back to life, with a new purpose.

At this point I was sure I could do this. It would only be a matter of months. Oh boy, was I wrong.

From the Prince of Persia C64 Development Blog, in which the author writes with excellent detail about his recent hobby attempt to reverse engineer and port the classic computer game to the Commodore64 (warning: lots of posts about pixels, sprites and assembly language debugging – your entertainment value may vary). The original Apple ][ source code for PoP had long ago been lost, but the game’s creator coincidentally posted a handy excerpt of the game’s design documentation as a PDF on his blog, and many other ports existed, so…why not try recreate the original code?

Bonus: Prince of Persia creator Jordan Mechner has collated his original design notes and journals into a nice 300-page ebook. Neat! I’d love to have a whole series of these for classic games.

(Via O’Reilly Radar)

Nice-looking little HTML5 <canvas> 2D game engine and toolkit written in JavaScript. More and more the apps are moving to the browser and out of the land of plugins and standalone RIA clients.

The Complete History of Lemmings.

We did manage to fox Psygnosis now and then, and I can lay claim that it took  						John White an hour to figure out &#8220;Its hero time&#8221;. When ever psygnosis  						did some testing, we&#8217;d get back a fax with the level name, time taken to  						complete, and some comments and a difficulty rating. These were usually aound  						3-6 minutes, and some general coments on how they found it.
Every now and again though, the fax would be covered in  						scribbles with the time and comment&#8217;s crossed out again and again; this is  						what we were striving for while we were designing the levels, and it gave  						us all a warm fuzzy feeling inside.

(Yet another good link via O&#8217;Reilly Radar)

The Complete History of Lemmings.

We did manage to fox Psygnosis now and then, and I can lay claim that it took John White an hour to figure out “Its hero time”. When ever psygnosis did some testing, we’d get back a fax with the level name, time taken to complete, and some comments and a difficulty rating. These were usually aound 3-6 minutes, and some general coments on how they found it.

Every now and again though, the fax would be covered in scribbles with the time and comment’s crossed out again and again; this is what we were striving for while we were designing the levels, and it gave us all a warm fuzzy feeling inside.

(Yet another good link via O’Reilly Radar)

Pixel City by Shamus Young. Fun with procedurally-generated OpenGL buildings and some good texturing. Pretty fun little city scape. (via)

Wow, a surprisingly faithful version of the incredible Eric Chahi game Another World (aka Out of this World) recreated using Little Big Planet on the PS3. The only thing that would have made it better is if LBP let the creator script along your alien buddy.