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Prince of Persia: The Sands of Time for PlayStation 2
Prince of Persia: The Sands of Time for the PlayStation 2 is an action-adventure game in which a young prince must undo a disaster in a palace. The released Sands of Time transform its inhabitants into dangerous creatures. Together with Princess Farah, he finds his way through the affected buildings. His sword, acrobatic moves and the Dagger of Time help him reverse the consequences of his mistake.
You run along walls, jump between ledges and swing from poles to reach higher passages. A room often doubles as a route puzzle: you look for the next beam, wall or edge to use. Traps and moving obstacles demand timing. In combat, you dodge attacks and use the surroundings to approach opponents. Farah helps at various points with her bow and in finding a passage.
The dagger lets you rewind the last few seconds. A missed jump or wrong movement therefore need not immediately end your attempt. The available sand limits this power, so paying attention remains important. Prince of Persia: The Sands of Time connects exploring palace halls with battles and new climbing routes. The relationship between the prince and Farah develops as they make their way through the palace together.
Region and language
Our PlayStation 2 games are PAL editions and come with a Dutch or English box, unless stated otherwise. By default, you receive the version for the European market. We note it in the product details if the region is different or the box is in another language. In almost all cases, the game is playable at least in English, and often in the other five common European languages too.
Manual
The manual is missing from this copy of Prince of Persia: The Sands of Time for PlayStation 2. That is why the product title says “No Manual”. You receive the game in its box, without the instruction booklet. This makes the contents clear before you order.
The original printed manual usually contains at least English and often around six European languages. The languages vary by edition; Dutch is not always included. This information describes the original booklet and does not mean that it comes with this copy. A copy with a manual is offered separately when available.
The history of Prince of Persia: The Sands of Time
Prince of Persia: The Sands of Time was released in 2003 and developed by Ubisoft Montreal. It gave Jordan Mechner's series a fresh start on platforms including the PlayStation 2. Ubisoft approached Mechner about the project in 2001. He joined producer Yannis Mallat's team, first as an adviser and later also as a writer and game designer.
The aim was to translate the earlier two-dimensional games' fluid movement into a three-dimensional setting. An early animation test showed how the prince could move along walls and past obstacles. Mechner later described how rewinding became central early on: the team wanted to let players correct a failed jump without repeatedly starting again. Implementing that idea technically then influenced the rest of the design.
Art director Raphael Lacoste worked with the designers on a palace whose height differences determined the route. Architecture and movement had to support each other: a supporting beam could also become a swinging point. The alternation of parkour, combat and rewinding time was built into the environment. The game began a new storyline around the prince and Farah, later followed by Warrior Within and The Two Thrones. Here you play the original PS2 design of that first adventure.
Similar games for PlayStation 2
Prince of Persia: Warrior Within builds on wall-running, traps and time powers but gives the prince broader options with two weapons. Combat receives more emphasis, and the story leads to an island with different periods. The Sands of Time focuses its journey on the palace and cooperation with Farah.
Prince of Persia: The Two Thrones moves the adventure to Babylon and adds the Dark Prince and Speed Kills. Climbing routes can help you approach an opponent unseen. The Sands of Time lays the foundation with wall-running, route puzzles and the dagger. Both closely connect movement with the layout of buildings.
Tomb Raider: Legend has Lara Croft climb ledges, jump between platforms and use mechanisms to progress. Reading a room and recognising a route particularly connects it to The Sands of Time. The prince can also rewind time to correct mistakes, while Lara has other tools and firearms.
ICO centres on escaping a castle with Yorda. You investigate rooms and use the surroundings to open a route for both characters. This interplay between people and architecture may feel familiar alongside the prince and Farah. The Sands of Time requires more acrobatic movement and combines its route puzzles with sword fighting.
God of War combines fighting, climbing and puzzles in a world based on Greek mythology. Alternating confrontations with finding a passage is a similarity. The Sands of Time places more emphasis on connected acrobatic routes and the dagger's time power within the journey with Farah.