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* ''The Rogue Prince of Persia'' (2024): Developed by Evil Empire (''VideoGame/DeadCells''), ''The Rogue'' is a new 2.5D action platformer following The Prince's journey to liberate Persia from the attack of the Hun army.

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* ''The Rogue Prince of Persia'' (2024): Developed by Evil Empire (''VideoGame/DeadCells''), ''The Rogue'' is a new 2.5D action platformer roguelite following The Prince's journey to liberate Persia from the attack of the Hun army.
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* ''The Rogue Prince of Persia'' (2024): Developed by Evil Empire (''VideoGame/DeadCells''), ''The Rogue'' is a new 2.5D action platformer following The Prince's journey to liberate Persia from the attack of the Hun army.
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!!!First continuity

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!!!First continuity!!!Original Continuity



!!!The Sands of Time

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!!!The Sands of TimeTime Saga



!!!2008 reboot

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!!!2008 rebootContinuity
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** ''Prince of Persia: Revelations'' (2005): [[/index]]Port of ''Warrior Within'' on the UsefulNotes/{{PSP}}.[[index]]

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** ''Prince of Persia: Revelations'' (2005): [[/index]]Port of ''Warrior Within'' on the UsefulNotes/{{PSP}}.Platform/{{PSP}}.[[index]]



** ''Prince of Persia: Rival Swords'' (2007): [[/index]]Port of ''The Two Thrones'' on the UsefulNotes/{{PSP}} and UsefulNotes/{{Wii}}.[[index]]
* ''VideoGame/BattlesOfPrinceOfPersia'' (2005): Spin-off on the UsefulNotes/NintendoDS. Is an {{Interquel}} taking place after ''The Sands of Time'' and before ''Warrior Within''.

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** ''Prince of Persia: Rival Swords'' (2007): [[/index]]Port of ''The Two Thrones'' on the UsefulNotes/{{PSP}} Platform/{{PSP}} and UsefulNotes/{{Wii}}.Platform/{{Wii}}.[[index]]
* ''VideoGame/BattlesOfPrinceOfPersia'' (2005): Spin-off on the UsefulNotes/NintendoDS.Platform/NintendoDS. Is an {{Interquel}} taking place after ''The Sands of Time'' and before ''Warrior Within''.
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* ''Prince of Persia: The Lost Crown'' (2024): A 2.5D side-scroller, following the journey of a warrior named Sargon who is searching for the missing Prince Ghassan, while battling several monsters from Myth/PersianMythology.

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* ''Prince of Persia: The Lost Crown'' ''VideoGame/PrinceOfPersiaTheLostCrown'' (2024): A 2.5D side-scroller, following the journey of a warrior named Sargon who is searching for the missing Prince Ghassan, while battling several monsters from Myth/PersianMythology.
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* DependingOnTheArtist: Rampant in the original trilogy. The Prince, the Princess, Jaffar and the Sultan all have drastically different looks across the games, covers and artworks.
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* ''Prince of Persia: The Lost Crown'' (2024): A 2D side-scroller, following the journey of a warrior named Sargon who is searching for the missing Prince Ghassan, while battling several monsters from Myth/PersianMythology.

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* ''Prince of Persia: The Lost Crown'' (2024): A 2D 2.5D side-scroller, following the journey of a warrior named Sargon who is searching for the missing Prince Ghassan, while battling several monsters from Myth/PersianMythology.
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* ''Prince of Persia: The Lost Crown'' (2024): A 2D side-scroller, following the journey of a warrior named Sargon who is searching for the missing Prince Ghassan, while battling several monsters from Persian mythology.

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* ''Prince of Persia: The Lost Crown'' (2024): A 2D side-scroller, following the journey of a warrior named Sargon who is searching for the missing Prince Ghassan, while battling several monsters from Persian mythology.
Myth/PersianMythology.
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!!!Other
* ''Prince of Persia: The Lost Crown'' (2024): A 2D side-scroller, following the journey of a warrior named Sargon who is searching for the missing Prince Ghassan, while battling several monsters from Persian mythology.
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* SharedUniverse: Possibly. While nothing in the story hints to it, the description of the [[ComicBook/PrinceOfPersiaTheGraphicNovel graphic novel]] states that the prophecy was first pronounced before [[VideoGame/PrinceOfPersia1 a young adventurer escaped a dungeon to rescue a princess]] and before a [[VideoGame/PrinceOfPersiaTheSandsOfTime a scheming vizier tricked a prince into unleashing the sands of time]]. The graphic novel switches between the 9th century and the 13th century, when the prophecy comes true, and if canon this would place those games between those centuries.

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* DidYouJustPunchOutCthulhu: The Prince is surprisingly competent at this. In the canon ending of ''Warrior Within'', he kills [[spoiler:both the Empress of Time and the unstoppable beast that makes sure the timeline stays correct]]. In ''The Two Thrones'', he kills [[spoiler:a god of time]]. In ''The Forgotten Sands'', he kills [[spoiler:Ratash, an Ifrit and supposedly invincible]].

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* DidYouJustPunchOutCthulhu: The Prince is surprisingly competent at this. In the canon ending of ''Warrior Within'', he kills [[spoiler:both the Empress of Time and the unstoppable beast that makes sure the timeline stays correct]]. In ''The Two Thrones'', he kills [[spoiler:a god of time]]. In the console/PC version ''The Forgotten Sands'', Sands'' he kills [[spoiler:Ratash, an Ifrit and a Djinn that's supposedly invincible]].invincible]], and in the PSP version he kills [[spoiler:Ahihud who is a fire spirit who took over a mythical realm]].


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* StableTimeLoop: ''Warrior Within'' reveals [[spoiler:that the Prince is stuck in one. He was always meant to open the Hourglass and then rewind time so it never happened, only for the Dahaka to then chase him for years until he arrived at the Island of Time. He would then kill Kaileena, who becomes the Sands upon her death while the Dahaka continues to try and kill him for opening them.]] [[spoiler:He's able to break it using the Mask of the Wraith, changing both his own and Kaileena's fate by killing the Dahaka.]]

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A game series following the adventures of a man who becomes the Prince of Persia after marrying the Sultan's daughter.



A new ContinuityReboot game trilogy (which was expanded), with LeParkour and TimeTravel as its most prominent features, was created under Creator/{{Ubisoft}}. Originally Mechner intended it to be a vague prequel to the other games, but his input was left out of ''Warrior Within'', which firmly established it as a new continuity.

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A new ContinuityReboot game trilogy (which was expanded), with LeParkour and TimeTravel as its most prominent features, was created under Creator/{{Ubisoft}}. Originally Mechner intended it to be a vague prequel to the other games, but his input was left out of ''Warrior Within'', which firmly established it as a new continuity. The games follow the adventures of the son of the king of Persia, with the original three games showing his adventures with the mystical Sands of Time.



** ''Prince of Persia: Revelations'' (2005): [[/index]]Port of ''Warrior Within'' on the UsefulNotes/{{PSP}}.[[index]]



* ''VideoGame/BattlesOfPrinceOfPersia'' (2005): Spin-off on the UsefulNotes/NintendoDS.
* ''Prince of Persia: Revelations'' (2005): [[/index]]Port of ''Warrior Within'' on the UsefulNotes/{{PSP}}.[[index]]
* ''Prince of Persia: Rival Swords'' (2007): [[/index]]Port of ''The Two Thrones'' on the UsefulNotes/{{PSP}} and UsefulNotes/{{Wii}}.[[index]]
* ''VideoGame/PrinceOfPersiaTheForgottenSands'' (2010): [[TrilogyCreep A new chapter]] in the ''Sands of Time'' series, produced by Ubisoft to coincide with the movie's release.

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* ''VideoGame/BattlesOfPrinceOfPersia'' (2005): Spin-off on the UsefulNotes/NintendoDS.
*
** ''Prince of Persia: Revelations'' (2005): Rival Swords'' (2007): [[/index]]Port of ''Warrior Within'' ''The Two Thrones'' on the UsefulNotes/{{PSP}}.UsefulNotes/{{PSP}} and UsefulNotes/{{Wii}}.[[index]]
* ''Prince of Persia: Rival Swords'' (2007): [[/index]]Port of ''VideoGame/BattlesOfPrinceOfPersia'' (2005): Spin-off on the UsefulNotes/NintendoDS. Is an {{Interquel}} taking place after ''The Two Thrones'' on the UsefulNotes/{{PSP}} Sands of Time'' and UsefulNotes/{{Wii}}.[[index]]
before ''Warrior Within''.
* ''VideoGame/PrinceOfPersiaTheForgottenSands'' (2010): [[TrilogyCreep A new chapter]] in the ''Sands of Time'' series, produced by Ubisoft to coincide with the movie's release.
release. Is an {{Interquel}} taking place after ''The Sands of Time'' and before ''Battles of Prince of Persia''. Despite the title being used for console, PC, DS and PSP, each version tells it's own unique story as opposed to telling the same story on different platforms.



A ContinuityReboot in 2008.

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A ContinuityReboot in 2008.2008, the games follow a roguish thief who is called the Prince due to [[NoNameGiven never giving]] a name as he encounters a princess named Elika. Together they must prevent Elika's father from unleashing the GodOfEvil and destroying the world.
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* ''The Young Dastan Chronicles'' -- A book series about the adventures in the younger days of hero Dastan.
** ''The Chronicle of Young Dastan'' (2010)
** ''Walls of Babylon'' (2010)
** ''The Search for Cyra'' (2010)
* ''Prince of Persia: The Sands of Time'' (2013) -- [[/index]]ComicBookAdaptation of 2010 movie.[[index]]
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* LeParkour: The Prince relies on his acrobatics to navigate the environment and solve puzzles. The 3D games starting with ''Sands of Time'' popularized this concept.
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Moving tropes to the Franchise page for those that apply to the Sands of Time games in general.

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* TimeMaster: The Prince with his dagger, medallion, or magic. Not only are the sands the main plot device in the games, but being able to rewind when you make a mistake as a player is extremely useful.
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* DualWielding:
** In ''Sands of Time'', the Prince wields the Dagger of Time along with his primary sword.
** In ''Warrior Within'' and ''Two Thrones'', the Prince can pick a secondary weapon from a rack or a dead enemy and use it in tandem with his other sword. He forfeits his grab attacks but can unleash a series of combos and even throw the weapon like a projectile.
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* HealThyself: By drinking water.
* HeartContainer: The mysterious magic fountains that increase the Prince's life meter.


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* {{Knockback}}: Most enemies attack by throwing the Prince to the floor. Fortunately he can still block while knocked down.


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* OurTimeMachineIsDifferent: It runs on sand, actually.


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* TimeIsDangerous: The [[BookEnds Prince's repeated dialogue]] to Farah in ''Sands of Time'' and ''Two Thrones'' summarizes this trope.
-->"''Most people think time is like a river that flows swift and sure in one direction. But I have seen the face of time, and I can tell you: ''they are wrong''. Time is an ocean in a storm.''"
* TimeRewindMechanic:
** The game gave the Prince a magical dagger that would let him reverse time if things got hairy or even if he died. The dagger was powered by magical sand, however, so it could theoretically run of charge, giving you a true GameOver.
** ''Warrior Within'' has the Medallion of Time, which also gives a time-rewind mechanic like the Dagger.
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* WallJump:
** Taken to an absurd extent in ''VideoGame/PrinceOfPersia2008''. You rarely run more than 10 feet on any given piece of land; most of your travel is done by wall.
** The Prince in the ''Sands of Time'' [[TrilogyCreep quadrilogy]] can employ the inverse of this trope as well: if two walls are far enough apart, he can Wall Jump ''down'' the shaft.
* WallRun: Ever since the ''Sands of Time'' series, this has been a staple of the ''Prince of Persia'' games, both vertically and horizontally. It's accomplished via LeParkour, so it's less extreme than most examples, but it's still beyond human capabilities.


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* UnnecessaryCombatRoll: The jump button can be combined with the movement keys to roll in a specified direction. It can be spammed during combat to quickly distance yourself, or used in puzzles such as crawling through cracks on the walls. Some traps can also be evaded by rolling at the right time.
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* HoistByHisOwnPetard: A specific grab attack in ''Warrior Within'' and ''Two Thrones'' makes the Prince repeatedly twist his target's arms from behind. When the enemy becomes too weak, the Prince would then steal the enemy's weapon and behead them using it.
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* AntiFrustrationFeatures: There's a button to sheathe and unsheathe your weapons, but the Prince will automatically draw his sword whenever he detects enemies, and holsters them whenever the fight is finished.
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* RealTime: In the first two games, anyway.

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* RealTime: In the first two games, anyway. The Prince has one hour to rescue the DamselInDistress, and you have one real-life hour to beat the game. The 1992 sequel does the same, but gives you slightly more time.
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* VideoGameCrueltyPotential: The games in the series offer you a lot of chances to kill the Prince.
** In the original continuity, you get infinite continues (the only penalty is that the hourglass still drips in RealTime, while you get to restart the level). This means that you can deliberately have the Prince killed.
** Throw the ''Sands of Time'' saga Prince down pits or into spikes as many times as you like! You've still got the necessary time-rewinding sand, right?
** The Prince cannot die at all in the 2008 reboot because DeathIsCheap and Elika can support you back up. However, you can still deliberately jump off to the bottomless pits as many times as you want and Elika will carry you back no matter what.




* VideoGameCrueltyPotential: Throw the ''Sands of Time'' Prince down pits or into spikes as many times as you like! You've still got the necessary time-rewinding sand, right?

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* TwoPartTrilogy:
** The original games were slated to be this. The first game was a self-contained story that wasn't initially meant to be anything bigger. A sequel was made, however, and it ended on a CliffHanger. This was ultimately subverted, since the planned third game never happened, and the eventual sequel, ''VideoGame/PrinceOfPersia3D'', was completely unrelated.
** The ''Sand Of Time'' trilogy plays it straight. The first game is a standalone while the second ends with a cliffhanger leading directly to the third. However, Farah and the Vizir from the first game come back.



[[/folder]]



* TwoPartTrilogy:
** The original games were slated to be this. The first game was a self-contained story that wasn't initially meant to be anything bigger. A sequel was made, however, and it ended on a CliffHanger. This was ultimately subverted, since the planned third game never happened, and the eventual sequel, ''VideoGame/PrinceOfPersia3D'', was completely unrelated.
** The ''Sand Of Time'' trilogy plays it straight. The first game is a standalone while the second ends with a cliffhanger leading directly to the third. However, Farah and the Vizir from the first game come back.
* VideoGameCrueltyPotential: Throw the ''Sands of Time'' Prince down pits or into spikes as many times as you like! You've still got the necessary time-rewinding sand, right?



* YouGetKnockedDownYouGetBackUpAgain: Averted; in the ''Sands of Time'' series, enemies can and will attack you while you're down. Fortunately, you can rewind time, block while on your back, or perform a roll to swipe at their feet and get back up.

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* YouGetKnockedDownYouGetBackUpAgain: Averted; in the ''Sands of Time'' series, saga, enemies can and will attack you while you're down. Fortunately, you can rewind time, block while on your back, or perform a roll to swipe at their feet and get back up.up.
[[/folder]]

* VideoGameCrueltyPotential: Throw the ''Sands of Time'' Prince down pits or into spikes as many times as you like! You've still got the necessary time-rewinding sand, right?

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This page covers the most tropes that apply to multiple installments in the franchise. For more specific tropes that apply only to one work, see the individual pages listed above.



!!The series contains the following tropes:
[[folder:The entire franchise in general]]

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!!The series contains the following tropes:
[[folder:The
following:
[[folder:General tropes for the
entire franchise in general]]franchise]]



[[folder:The ''Sands of Time'' saga and film in general]]

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[[folder:The [[folder:Additional tropes for the ''Sands of Time'' saga and film in general]]saga]]

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!!Tropes common to multiple installments:

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!!Tropes common to multiple installments:!!The series contains the following tropes:



* RealTime: In the first two games, anyway.
* RecycledTitle: The original and 2008 games in the series share the name ''Prince Of Persia''.
* SceneryPorn:
** You'll have a nice view of the Arabian settings whenever you explore the outdoors.
** The ''Sands of Time'' series has this as well, but in gorgeous 3D.
** The 2008 remake uses cel-shading, and vibrant colors to resemble paintings or watercolors. The color blue is also predominant this time around.
* {{Stripperiffic}}: All female characters from all games, at one point or another (particularly the women in ''Warrior Within'', the only game in the entire franchise to emphasize this a lot).
* TemporaryPlatform:
** ''VideoGame/PrinceOfPersia1'' has loose floor tiles that dislodge and fall moments after the [[NoNameGiven Prince character]] ran across them. Nearby vibrations (from you jumping up and down, for instance) will cause them to shake a little, allowing the player to identify them from a distance. They are useful on occasion for making running jumps off, and permanently holding down {{Pressure Plate}}s where they landed. They can also be dislodged by jumping from underneath, to access secret parts of levels, though standing below falling ones will hurt you if you don't duck.
** In the sequel ''VideoGame/PrinceOfPersia2: The Shadow and the Flame'', they can kill {{Mook}}s and destroy potions.
** The ''Sands of Time'' trilogy, especially ''Warrior Within'' features a lot of these as crumbling wooden platforms and poles. They visibly shake whenever you walk on them and dust falls off below. What makes it worse is that jumping on top of them, or grabbing down the edges will force them to fall without warning.
** Interquel ''VideoGame/PrinceOfPersiaTheForgottenSands'' features two types of temporary platform, firstly the ability to pause water to turn it into something you can grab onto, and then later remaking formerly existing platforms reappear with the power of memory. This can quickly cause DamnYouMuscleMemory rage during sections where you have to use both at once, turning one off to jump through something that would otherwise block your way to a platform you just turned on with the other ability...



[[/folder]]



* RealTime: In the first two games, anyway.
* RecycledTitle: The original and 2008 games in the series share the name "Prince Of Persia".



* SceneryPorn: The ''Sands of Time'' series has this as well.



* {{Stripperiffic}}: All female characters, at one point or another (particularly the women in ''Warrior Within'').



* TemporaryPlatform:
** ''VideoGame/PrinceOfPersia1'' has loose floor tiles that dislodge and fall moments after the [[NoNameGiven Prince character]] ran across them. Nearby vibrations (from you jumping up and down, for instance) will cause them to shake a little, allowing the player to identify them from a distance. They are useful on occasion for making running jumps off, and permanently holding down {{Pressure Plate}}s where they landed. They can also be dislodged by jumping from underneath, to access secret parts of levels, though standing below falling ones will hurt you if you don't duck.
** In the sequel ''VideoGame/PrinceOfPersia2: The Shadow and the Flame'', they can kill {{Mook}}s and destroy potions.
** The ''Sands of Time'' trilogy, especially ''Warrior Within'' features a lot of these as crumbling wooden platforms and poles. They visibly shake whenever you walk on them and dust falls off below. What makes it worse is that jumping on top of them, or grabbing down the edges will force them to fall without warning.
** Interquel ''VideoGame/PrinceOfPersiaTheForgottenSands'' features two types of temporary platform, firstly the ability to pause water to turn it into something you can grab onto, and then later remaking formerly existing platforms reappear with the power of memory. This can quickly cause DamnYouMuscleMemory rage during sections where you have to use both at once, turning one off to jump through something that would otherwise block your way to a platform you just turned on with the other ability...

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* TemporaryPlatform:
** ''VideoGame/PrinceOfPersia1'' has loose floor tiles that dislodge and fall moments after the [[NoNameGiven Prince character]] ran across them. Nearby vibrations (from you jumping up and down, for instance) will cause them to shake a little, allowing the player to identify them from a distance. They are useful on occasion for making running jumps off, and permanently holding down {{Pressure Plate}}s where they landed. They can also be dislodged by jumping from underneath, to access secret parts of levels, though standing below falling ones will hurt you if you don't duck.
** In the sequel ''VideoGame/PrinceOfPersia2: The Shadow and the Flame'', they can kill {{Mook}}s and destroy potions.
** The ''Sands of Time'' trilogy, especially ''Warrior Within'' features a lot of these as crumbling wooden platforms and poles. They visibly shake whenever you walk on them and dust falls off below. What makes it worse is that jumping on top of them, or grabbing down the edges will force them to fall without warning.
** Interquel ''VideoGame/PrinceOfPersiaTheForgottenSands'' features two types of temporary platform, firstly the ability to pause water to turn it into something you can grab onto, and then later remaking formerly existing platforms reappear with the power of memory. This can quickly cause DamnYouMuscleMemory rage during sections where you have to use both at once, turning one off to jump through something that would otherwise block your way to a platform you just turned on with the other ability...
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* LeapOfFaith: Used several times throughout the series, such as with an unlabeled potion in the first two games (it turned out to be a slow-fall potion), to a daring leap in the second game off a ledge into the next screen to land on a horse statue (which promptly comes to life).
* MalevolentArchitecture: Horrible splatty demises are freely available in most localities even without you encountering any enemies. Try [[SpikesOfDoom spike pits]], buzzsaws, sets of scimitars on revolving axles, [[TemporaryPlatform collapsing floors]], crushing rams, bladed pendulums, and [[GravityBarrier enormous drops]] -- many of which may be found combined as {{death course}}s. Fortunately often overlaps with BenevolentArchitecture, or else you'd never get anywhere.
* TheManyDeathsOfYou: The above-mentioned selection box of unpleasant exits gives rise to an exciting assortment of death animations. The original game alone memorably had [[NightmareFuel nightmare-inducing]] clanging metal jaws in mid-corridor that ''guillotined you in half'' if you mistimed stepping through them. Alternatives were being run through by enemy swords, [[ImpaledWithExtremePrejudice impaled on spikes]], and hitting the bottom of [[DeathTrap deep pits]] with a skull-cracking ''smack''.
* NominalImportance: Inverted. The Prince is the main protagonist, but he is never named except in TheMovie, and several of the games have the majority of characters go unnamed.
* NoNameGiven: The Prince. Yes, almost every single one of his iterations is nameless. Those who avert this are Guiv (from ''The Graphic Novel''), and Dastan (from the 2010 film).
* OddballInTheSeries: ''VideoGame/BattlesOfPrinceOfPersia'', a turn-based strategy game.
* PopStarComposer: Stuart Chatwood, multi-instrumentalist and former bassist for Music/TheTeaParty, wrote the soundtracks to all the ''Prince of Persia'' games made by Ubisoft.
* PressurePlate: The 2-D ''Prince of Persia'' games made extensive use of pressure plates to open or close distant doors; they could be held down permanently by killing a {{Mook}} over them or dropping a TemporaryPlatform on them. The ''Sands of Time'' saga has more variations of them; some are placed on walls and must be activated by wall-running, while some require a heavy object to keep them down.



[[/folder]]



* LeapOfFaith: Used several times throughout the series, such as with an unlabeled potion in the first two games (it turned out to be a slow-fall potion), to a daring leap in the second game off a ledge into the next screen to land on a horse statue (which promptly comes to life).
* MalevolentArchitecture: Horrible splatty demises are freely available in most localities even without you encountering any enemies. Try [[SpikesOfDoom spike pits]], buzzsaws, sets of scimitars on revolving axles, [[TemporaryPlatform collapsing floors]], crushing rams, bladed pendulums, and [[GravityBarrier enormous drops]] -- many of which may be found combined as {{death course}}s. Fortunately often overlaps with BenevolentArchitecture, or else you'd never get anywhere.
* TheManyDeathsOfYou: The above-mentioned selection box of unpleasant exits gives rise to an exciting assortment of death animations. The original game alone memorably had [[NightmareFuel nightmare-inducing]] clanging metal jaws in mid-corridor that ''guillotined you in half'' if you mistimed stepping through them. Alternatives were being run through by enemy swords, [[ImpaledWithExtremePrejudice impaled on spikes]], and hitting the bottom of [[DeathTrap deep pits]] with a skull-cracking ''smack''.



* NominalImportance: Inverted. The Prince is the main protagonist, but he is never named except in TheMovie, and several of the games have the majority of characters go unnamed.
* NoNameGiven: The Prince. Yes, almost every single one of his iterations is nameless. Those who avert this are Guiv (from ''The Graphic Novel''), and Dastan (from the 2010 film).
* OddballInTheSeries: ''VideoGame/BattlesOfPrinceOfPersia'', a turn-based strategy game.



* PermanentlyMissableContent: All Sands ot Time trilogy games contain missable life upgrades; however, you're only penalized with a different kind of ending in ''Warrior Within'' for missing any. The upgrades have no bearing on the plot of the preceding ''Sands of Time'', nor in the following ''The Two Thrones''. This last game also packs missable Sand Credits. Miss enough and you won't be able to pay for all the unlockable artwork. Not a big deal, unless you're after HundredPercentCompletion.
* PopStarComposer: Stuart Chatwood, multi-instrumentalist and former bassist for Music/TheTeaParty, wrote the soundtracks to all the Prince of Persia games made by Ubisoft.
* PressurePlate: The 2-D ''Prince of Persia'' games made extensive use of pressure plates to open or close distant doors; they could be held down permanently by killing a {{Mook}} over them or dropping a TemporaryPlatform on them. The ''Sands of Time'' saga has more variations of them; some are placed on walls and must be activated by wall-running, while some require a heavy object to keep them down.

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* PermanentlyMissableContent: All Sands ''Sands ot Time Time'' trilogy games contain missable life upgrades; however, you're only penalized with a different kind of ending in ''Warrior Within'' for missing any. The upgrades have no bearing on the plot of the preceding ''Sands of Time'', nor in the following ''The Two Thrones''. This last game also packs missable Sand Credits. Miss enough and you won't be able to pay for all the unlockable artwork. Not a big deal, unless you're after HundredPercentCompletion.
* PopStarComposer: Stuart Chatwood, multi-instrumentalist and former bassist for Music/TheTeaParty, wrote the soundtracks to all the Prince of Persia games made by Ubisoft.
* PressurePlate: The 2-D ''Prince of Persia'' games made extensive use of pressure plates to open or close distant doors; they could be held down permanently by killing a {{Mook}} over them or dropping a TemporaryPlatform on them. The ''Sands of Time'' saga has more variations of them; some are placed on walls and must be activated by wall-running, while some require a heavy object to keep them down.
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[[folder:The entire franchise in general]]



* CounterAttack: Plenty of it in the ''Sands of Time'' trilogy. In combat, the Prince is able to counter most enemy attacks and deal them a devastating blow. However, enemies can sometimes counter the counter attack, forcing the Prince to block or counter the enemy's counter attack. There are instances where the Prince and his opponent will exchange half a dozen counter attacks before one misses their timing and gets hit.

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* CounterAttack: Plenty of it CounterAttack:
** The most common fighting tactic
in ''VideoGame/PrinceOfPersia1'' is to wait for the ''Sands opponent to attack, then defend and counter the attack. One of Time'' trilogy. In combat, the enemies actually utilizes this tactic himself, and will not attack until the prince attacks him first.
** ''VideoGame/PrinceOfPersiaTheSandsOfTime'' uses this heavily. Beware, however, since some sand creatures are capable of countering the Prince's counter. Luckily,
the Prince is able to counter most enemy attacks and deal them a devastating blow. However, enemies can sometimes counter the counter attack, forcing of his counter, which can itsef be countered, and so on and so forth. Successfully countering a sand creature knocks them down and leaves them open to be Retrieved.
** Also used in the sequels ''VideoGame/PrinceOfPersiaWarriorWithin'' and ''VideoGame/PrinceOfPersiaTheTwoThrones''. The effects of successfully countering an opponent change because of the Free Form Fighting system, but they will always give
the Prince to an advantage.
** Timing a
block or counter the enemy's counter attack. There are instances where the Prince and his opponent will exchange half a dozen counter attacks before one misses their timing and gets hit.correctly in ''VideoGame/PrinceOfPersia2008'' leaves an enemy open to attack.



* DialogDuringGameplay: From the ''Sands of Time'' trilogy onwards.

to:

* DialogDuringGameplay: From the ''Sands of Time'' trilogy onwards.onwards, also in the 2008 reboot.
[[/folder]]

[[folder:The ''Sands of Time'' saga and film in general]]


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