The Prisoner
The unnamed player character, a POW trying to break out behind enemy lines.
Documented for this version
Joystick | Move the prisoner Use the direction of the joystick to walk and position the character. |
|---|---|
A | Punch |
B | Kick |
C | Jump |
The arcade cabinet uses a joystick and action buttons; button labels may vary by cabinet.
How it plays
The action is viewed from the side as the prisoner advances through a sequence of enemy-controlled areas. The objective is to defeat soldiers, avoid hazards, collect weapons, and reach the end of each stage before confronting tougher opponents.
Players attack with punches, kicks, and jumps. Weapons such as knives and firearms can change the approach to a fight, but ammunition and opportunities to use them are limited. A second player can join in cooperative mode, while lives and continues govern progression through the arcade game.
Plan your run
Stay near the center of the screen so incoming enemies can be seen before they surround you. Use punches and kicks against ordinary soldiers, and save firearms for dense groups or dangerous enemies.
Avoid rushing into the next area. Jump over predictable attacks, keep moving when grenades or projectiles appear, and use the edges of the screen carefully because enemies can trap the player against them. In two-player mode, attack the same target together rather than splitting across the screen.
Meet the cast
The unnamed player character, a POW trying to break out behind enemy lines.
Before you begin
Conserve ammunition for crowded encounters and bosses.
Do not let multiple enemies approach from both sides.
A second player makes crowd control easier, but careless movement can still cause both players to lose position.
P.O.W.: Prisoners of War is a side-scrolling beat 'em up developed and published by SNK for arcade systems in 1988. The player controls a captured soldier who escapes from a prison camp and fights through enemy territory toward freedom. Its play style combines hand-to-hand combat, weapons picked up during stages, and short platforming sections. The game supports one or two players and reflects the direct, demanding design of late-1980s arcade action games. It received recognition for its responsive combat and military setting, although its difficulty and limited variety were common points of criticism.
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