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Bron: GE Monthly

Hier heb je een klein stukje van een interview met de lead designer van Prince of Percia 3D, Todd Kerpelman. De overige vragen en wat fraaie screens staan hier!

[Q] What was the original intention of Prince of Persia 3D, to recreate the original classic, or to take Prince of Persia 3D to the next level?

[A] Well, a little of both, actually. While we're moving the game in new directions (literally), we're also trying very hard to keep the same feeling as the original Prince of Persia. Since we started this project, I've talked to a lot of Prince fans who are worried that we're going to turn this game into a shooter or something. But we've had Jordan Mechner working with us to make sure we keep the same type of game as the original Prince of Persia, and to that end, I think the game is working quite well.

[Q] How many different traps will there be in the game? How many traps will there be from the original, and how many new traps will there be in the game? What are some of the specific new traps in the game?

[A] We've got a bucketload of traps -- our trap system is pretty flexible and it allows us to make as many traps as we've got time to model and animate. All the old ones are there -- spikes, wall blades, choppers, collapsing floors, darts, etc. Plus we've got a bunch of new ones in the game, such as a giant block that shoots up out of the ground, and squashes the Prince on spikes in the ceiling, or a rotating blade that works akin to a giant food processor if the Prince isn't careful.

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