Down here in my city in Mexico that's basically how everyone played it, so most of us played only the first level.
At some point, I was tinkering with the "x tree gold" program and saw the "hex view" thing. I remember opening Prince's .sav file, which was a very small file that only appeared after you saved. After tinkering with the numbers I managed to appear in the next level .
It was my 5 minutes of fame at my computer class when I arrived and showed that I had passed the bottles room.
And I became fascinated by cracking at that point.
But still it was an amazing experience whenever I played it. I felt the pressure and the need to start again like no other game nowadays.
But maybe that’s just because I was a kid.
Years later though, and games like Dark Souls and Monster Hunter have a similar sluggishness / unresponsiveness to them. But it doesn't feel as unfair in those games.
And we dumb kids used to play it without the manual. It was a minor victory day for us when we finally figured out how to pick up the sword!
(But I also didn't like it very much...)
The game came on a floppy disk; if you inserted it in the drive upside down (the Apple II only used one side of the medium) you found (unusually) that the game would load, but was rendered upside down.
It was fully playable. Non trivial given the way those games were written!!!
You can see if Dead Cells's parrying mechanic works for you.
I have to admit the game is a little overwhelming but maybe I need to stick with it a bit more.
Part of PoP's charm is that the game is very simple, yet the parry mechanic has nuance - you can buffer parry/attack/parry/attack/... sequences and the timing is just a bit faster than normal enemies, meaning you can wear them out (these fights have a very Errol Flynn Swashbuckler feel to them). Eventually your attack lands before they can begin their parry animation.
Later in the game you meet enemies that hit faster than you can respond to with a parry, so you need to change up your tactics.