This is a sub-page of Proto:Jurassic Park: Rampage Edition.
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This prototype is documented on Hidden Palace. |
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This article is a work in progress. |
The June 30, 1994 build of Jurassic Park: Rampage Edition is the earliest prototype that is bootable without modification. It features many differences to the final, despite development wrapping up just under 3 weeks later.
General Differences#
The SEGA logo screen's T-Rex doesn't roar in this build, merely walking from left to right along the bottom of the screen. The SEGA logo remains on screen for several seconds before moving to the title screen.
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There are no demos while idle at the title screen, and the title music and animation continues to play indefinitely. The screen describing the collectibles before the stage select is also missing.
Composer Sam Powell is not listed in the credits roll at all in the prototype, despite his music already being in the game AND being named in the ROM - His entry simply doesn't show. He's listed under "SOUND AND MUSIC" in the final. The credits also have dummy "TEST TEAM" entries, listing 1, 2, 3, 4 instead of any names.
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Final |
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The Options menu is missing its Sound FX toggle in the prototype, and also lacks the "PRESS START TO EXIT" help text at the bottom of the screen. Given there's no "exit" or "confirm" option, testers must have gotten stuck more often than the devs would have liked.
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Final |
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While you can select your character in the menu and it works, it's not locked in; Pressing "A" on the stage select screen switches the character to Grant; Pressing "C" switches the character to the Raptor. Nothing indicates that this change has occurred except for highlighting the lower-left stage; The Raptor will show Hidden Ruins, while Grant shows Cargo Ship. Stages cleared with one character remain cleared when switching to the other. This doesn't lock out any levels; What areas can be secured in the prototype can be replayed at will, unlike the final.
The "Species Saved Total" counter does not update properly between levels; Instead, "Species Saved Last Level" seems to add both its value and the Total values together (effectively doubling the score from a single-level playthrough). After completing or exiting another level, the Total will have the old "Last Level" values.
Upon receiving a Game Over, your lives counter is not reset, so when starting a new game afterward, it simply shows another Game Over screen. Only the debug reset (Mode on controller 1) and resetting the console will remedy this.
(Source: Original TCRF research)
Gameplay Differences#

On occasion, roaming pteranodons can get up to disturbingly high flight speeds. They were ticketed and ordered to quit caffeine for the final release.
In many cases, enemies are given much more health in normal difficulty, resembling hard difficulty in the final. Often, enemies will require multiple rockets or grenades for Grant to dispatch, and multiple attacks of any kind by the Raptor, where these things would typically be instant kills at normal. This extends to InGen troops, dilophosaurs, and raptors, but what's interesting is that not all of them are like this. Green InGen troops tend to go down a bit more easily, but it seems to vary from level to level, or even spawn to spawn. Dilophosaurs in particular seem to take far more attacks from the Raptor before going down than even the final's hard difficulty.
In addition to the normal HUD, X and Y coordinates are present at the top-right corner of the screen.
Grant
Grant starts off with all weapons available for use, all with full ammo. Ammo is finite, however, with the exception of the tranquilizer gun, which is infinite here as it is in the final game. Grenades and rockets don't do any splash damage to either Grant or enemies behind cover, and vertically-thrown grenades don't chain-explode as they do in the final.
When a fallen InGen soldier drops a weapon pickup, it will stay in place rather than fall, leading to pickups floating in the air when dealing with ziplining troops.
Hitting dilophosaurs with grenades or the rocket launcher causes them to burn as though killed by the flamethrower. The flamethrower itself is especially weak, burning through obscene amounts of ammo to take down dilophosaurs.
Much like the first game, Grant will immediately begin to slide upon touching most slopes, making it difficult to reach platforms like the one in the Aviary with the Raptor guarding the hidden path to the body armour.
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Final |
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Raptor
The Raptor in this build plays very similarly to the final game, except that she seems to take more damage - or has less health. Procompsognathus ("compies") are especially annoying to the Raptor in this state, as, like the final, they spawn in groups, attack the Raptor immediately, and can flinch her out of animations while she's trying to shake them off.
While there doesn't appear to be any food for her to eat in this build, the proto Raptor is a clever enough girl to make use of human medkits! Sadly, a skill she would forget by the final release, unless it's a 1-Up "big" medkit.
Enemies that would be sent flying by a kick in the final merely fall down where they are, like they would with a bite attack.
Lysine (represented by grey crates, which when consumed builds Raptor Rage) is difficult to obtain as the Raptor in this build, often requiring very precise positioning and sometimes seemingly not being obtainable at all. While the Raptor gains increased speed and invulnerability as usual during Raptor Rage, she doesn't kill everything in her path as she does in the final. In addition, Raptor Rage starts instantly, without the Raptor momentarily shaking her head.
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Final |
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(Source: Original TCRF research)
Level Differences#
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Most of the levels have fewer checkpoints than in the final game, and they're often in different locations and usually higher up off the ground. Respawning from one can lead to Grant hanging in midair until moving left or right.
Aviary#
Both Grant and the Raptor spawn at the bottom of the left half of the level, and the goal thus appears to be the same for both in this build. However, while the Raptor's level exit does function as expected, Grant reaching the other side of the central tree doesn't trigger a level exit, and he's trapped forever on the aviary floor.
Speaking of which, there are a number of misaligned tiles down there that were fixed up for the final.
Many item locations have been adjusted in the final, with more available pickups overall. The Aviary is also one of the primary locations to find a red medical kit in the open (this one is a 1-Up):
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Final |
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Grant Version
Where the final level opens with a pteranodon carrying Grant to her nest, with the objective to make it to the bottom of the stage, Grant starts off at the bottom in this build like the Raptor does. It is still possible to be picked up by a pteranodon and brought to the top of the stage - In fact, even with careful slope jumping, you must catch a ride to progress beyond the first zipline. However, rather than dropping Grant at its nest, she will fly past and bring him to the uppermost corner of the map nearby. Sometimes, Grant will be thrown high into the air when dropped by the pteranodon, though not high enough to have an effect on gameplay.
The pteranodon's nest is mostly solid, but there are spots where the InGen soldiers below it can shoot up through it and hit Grant. It's also possible for Grant to get stuck in its geometry, appearing to be "pinned up" onto the sticks and twigs. The final gets around this by making the pteranodon route around the nest itself rather than fly through it.
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Shots can go right through. |
Hanging out in the crib. |
Raptor Version
For some reason, there are two checkpoints at the very beginning of the level; It's very likely that they were placed so that players who got confused on the aviary floor knew to go up. This helping hand was removed for the final version.
Cargo Ship#
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While for Grant, this is a normal stage, the Raptor needs debug to access it. Neither's Cargo Ship has a level exit.
The engine crankshaft in the interior have garbage tiles on their bottom right side when at the highest point of their motion.
Grant Version
Grant is the only character able to access this level without debug buttons in this build. In the outdoor section, lightning strikes will appear in the foreground, making it look like it could strike the player, even though it can't. The smokestack after reaching the bridge, accessible by jumping off the mast as in the final, has collision that ends four tiles early - Either the smokestack was once thinner at some earlier date, or the collision is simply broken.
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Collision in the interior is strange, and due to the density of enemies near the transition, it is possible for lag to clip through the floor that typically needs to be destroyed before granting you access.
Inside the interior, near the end of the level, is a room with chains and falling crates - the floor that is meant to give way under an explosive box may remain solid if none of the fireballs hit it, and requires a grenade to break through.
None of the pipes that emit steam play the sound effect for it, and the electrified water doesn't have its arcing sprites nor the "zap" sound.
The escape sequence begins slightly later, after the final door is opened and not before. Because the level end trigger is missing, the escape sequence is unwinnable, leaving Grant hidden above the screen if the final ladder is climbed all the way. This area is actually walkable, and you can go back down the ladder if you line yourself up with it, but nothing is interactable. Eventually, the water level will rise beyond the top of the ladder and Grant will take damage until inevitably losing a life.
Notable Y Coordinates |
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0039 |
0000 |
0043 |
0993 |
1028 |
1085 |
1980 |
2017 |
Using debug movement, it's possible to see an interesting bit of continuity: The escape ladder is actually to the left of the crates at the beginning of the level, and places Grant's escape at the same Y coordinate as the deck. Triggering the escape sequence by sliding down the ladder will lock the camera and begin the flooding, complete with klaxon and moody strings, while still playing the regular level music. Going up to Y coordinate 1980 will cause the camera lock to break and snap to the top of the level.
Debug movement also shows that the water level does indeed rise indefinitely, pushing past Y coordinate 0000 and continuing on until the entire level is a damage zone. If Grant reaches a certain distance away from the water plane, it will stop rising, but will continue once he gets closer again. If it gets beyond a certain distance from the camera, the jittered dither animation will stop and be replaced with a static pattern. At Y coordinates <1900, the water rises only when Grant is very close to it, making it difficult to keep going (1780 is my record). The water's damage plane "begins" at Y coordinate 0993; Y 0000 is the bottom floor of the ship, and the starting point is Y 0039. It does not extend to the rest of the ship before the escape sequence begins. The water damage plane has a "safe zone" that extends between X 0140 and X 0992.
Also, there is collision on top of the cargo containers at the start and near the bridge, albeit the former is vertically offset by a few tiles.
To the right: Level. To the left: Exit. |
Was this planned to be traversable? |
Raptor Version
Upon dying, the "interior" theme begins to play, even if you died above deck - This doesn't happen for Grant.
In the interior, the engine compartment's pistons function only as an obstacle, not a health-draining hazard. Good thing, too, because their collision is quite a bit more difficult to get through.
In the freezer section, the sliding blocks do not cause damage, but can push the Raptor inside the geometry momentarily if allowed to.
The final battle against the other Raptor (the one from the first game?) uses a much darker palette; While she's onscreen, the debug coordinates display turns black. She flinches quite easily, and can be placed in a stun loop with tail whips. In addition, she doesn't have that much health, going by the number of hits needed to take down a dilophosaur, it's probably the same as a normal raptor from Grant's campaign.
Starting the fight with the other Raptor before doing so will cause black strips to appear. Again unlike Grant's version, the Raptor's sprite appears to despawn once she goes out of bounds, though you can hear stomps when landing on a walkable plane, and the player can still control her movement, but none of her moves will make any sound.
There is no level exit.
Savanna#
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The helicopter can move very quickly and fires its rockets erratically, sometimes one immediately after another rather than on a fixed cycle. The rockets don't use the rocket launcher sound effect, however, instead using a lower-pitched version of the sound used for the tranquilizer gun in this build. After taking enough damage (2 shotgun shells or Raptor flips), it blows up and disappears instead of flying away. The launcher at the front of the helicopter is crudely-drawn and looks more like a gun with a permanent muzzle flash, instead gaining a brief outline before firing each shot. Its projectiles, including the napalm barrels, have momentum, which can create some hilarious results if using debug movement to get above or below while it moves in and out of the left side of the screen at high speed.
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Final |
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The sharp hills later in the level have their collision values offset from the tiles, making the player clip through the outermost tiles, and subsequently float in mid-air a few tiles past the hill's crest.
No enemies will spawn past X coordinate 1000, including the infinitely-spawning raptors for Grant's version, though several helicopter encounters still occur. On some of the gentle hills, compy tweets can be heard, but no compies appear onscreen. It's possible they're spawning inside the terrain.
Grant Version
Raptors will sometimes visibly spawn on-screen if the player turns around or slows down enough.
The gallimimus is the star of this level, and while it's unruly in the final game, it was once so much worse.
Fence collision is somewhat broken, allowing Grant to clip into it completely if he takes damage on approach, or when approached from the right side. It is possible to jump just as Grant is being knocked off by a fence, causing the gallimimus to no longer believe in gravity and fly away to victory. No replacement gallimimus spawns - Grant must continue on foot.
Additionally, pressing down on the D-pad to make Grant duck while riding doesn't use the animation where he hangs off the side; Instead, the gallimimus simply sticks its neck out. The graphic will be used while stationary, and from time to time will continue to be shown if you begin moving while ducking.
At X coordinate 1228-1229 is a rock which, if jumped over while pushing against it to the left, will knock Grant off the gallimimus seemingly without reason. The gallimimus ends up in a tree facing to the right, and is difficult - but not impossible - to get back onto. Doing so and turning it around to the left while in mid-air temporarily breaks collision and can lead to a momentary zip.
Weapons fired while riding on the gallimimus don't have a downward arc like the retail version thankfully does, making it difficult to hit grounded enemies as you run by.
Unlike other levels where there is no end-of-level trigger, this one is slightly different; Rather than being able to continue indefinitely, at x coordinate 1934, the player is blocked by an invisible wall and cannot progress further.
Raptor Version
The Raptor spends her time at the right side of the screen, which is a problem considering this stage is entirely about going to the right.
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At X coordinates 0364, 0971 are red medkits embedded inside hills.
Hidden Ruins#
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This level is only accessible through normal means in this build by the Raptor, but can be accessed by Grant by pressing X on the controller while Grant's levels are on the stage select screen. It is largely identical between the two characters.
The death plane at the bottom of the level behaves as though it is solid, playing the character's normal death animation while suspended in mid-air rather than falling all the way off screen. This also happens for any raptors who fall in, but this would never normally be seen during gameplay.
There's a red medkit at about coordinates 0125, 024, which when collected acts as a regular health pickup.
Pteranodons will spawn continuously as you progress through the level and remain active; If you use debug movement, you can gather an obscene number of them. At X coordinate 380, multiple entities spawn in abruptly, including a triceratops.
Starting where the first breakable wall is, at around coordinates X 0337 Y0060, several broken graphics can be found, including one that appears to point to part of the player's sprite.
Just above the screen boundaries, at Y 2047, the level has walkable geometry.
Grant Version
While at the start, shooting up or up to the left will reveal that there is an invisible barrier absorbing the shots, rather than going off-screen. Also at the start, using debug movement to go directly down will cause a Raptor to zip vertically from below to the starting location.
Triceratops rides ignore pits and continue as if there were still solid ground. They, along with the player, clip straight through the destructible walls that otherwise require an attack to destroy.
Riding triceratops can result in a bug where two triceratops are on screen at once; Jumping off of one and onto the other will prevent the player from moving. This also occurs if the player allows the triceratops to overlap each other, though the original triceratops will continue to run off screen.
If you attempt to exit the level normally via a triceratops ride that ends at 0433, 0061, the game will freeze; This will also happen if attempting to exit through a normally-inaccessible cavern at 0431, 0045. This is curious, as it suggests a level-end trigger exists here, too. Collision marked by vines prevents trying to exit should the player somehow get on top of the wall at 0429, 0023, extending up to Y 0015.
Raptor Version
The level exits that would normally cause the game to freeze for Grant are safely traversible for the Raptor, with an invisible wall at 0430, 0060. The cavern at 0431, 0045 will allow the Raptor to simply walk off the edge of the map.
River Run#
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There is no end of level trigger, nor any health items in either version of River Run.
Pteranodons tend to gather at the far edges of the stage, which can result in the zoomies when they break free, and sometimes, triceratops get stuck at water grates.
Grant Version
Grant starts off in mid-air above the boat (presumably to enable debug movement for testing).
If you try to change direction while falling down a waterfall, Grant will sometimes be sitting in the boat backwards upon landing. The boat will move in the direction Grant faces, but the controls are "reversed" as well, making it very disorienting. Taking damage seems to be the only way to resolve the issue.
Grant has a high opinion of himself |
Clowning on InGen |
Debug movement is only possible while Grant is at the beginning of the level; It isn't possible to use it while in the boat, and you can't leave once you've hopped in.
Using debug movement can result in the game locking up, but will reveal that the water itself is (usually) a normal, walkable surface, as are the pipes. Walking into a diagonal pipe that ends on top of a walkable surface will result in Grant becoming stuck changing state between crouching and falling, soft-locking the game until exiting the stage. Other diagonal pipes cause Grant to slide, but slowly clip through.
Walking off the edge of the map, or trying to walk at the bottom of the level, will result in losing both regular and debug control, falling indefinitely until reaching the level's Y wrap boundary at around Y 1210.
Some bulging pipes are passable without destroying them.
Raptor Version
There is no lysine anywhere in the level in this build.
Burning River#
Starts Grant off in mid-air above the boat (again, presumably to enable debug movement for testing), but otherwise functions as normal. Amusingly, it's possible to board the boat backwards as in River Run, which reverses the controls AND causes Grant to fire in the opposite direction the boat is moving. Unlike River Run, there's nothing that can damage you here, unless you count the T-Rex instant kill, so if you get in backwards, you're stuck that way. There is also no "wall" preventing the player from moving off-screen to the left, though there is a hittable surface where shots will be absorbed. There is no end of level trigger, with Grant and the T-Rex moving off-screen at X coordinate 0255, to Grant's likely demise. The T-Rex is also capable of fast movement when turning around. It does not seem possible to "kill" her in the prototype, unlike in the final, where if she takes enough damage, she will freeze.
The T-Rex does not have any sounds while following Grant or while attacking.
When using debug movement, Grant is vulnerable to the T-Rex between Y coordinates 0004 and 0006. Once activated at X coordinate 0026, the T-Rex will follow you to any X coordinate you move to, even offscreen in either direction, and will not stop no matter how far ahead of her you get.
You really can't win this way |
Optimal T-Rex chase position |
Worth noting is that this is the only level in the game with a locked vertical scroll the whole way through. Missing the boat and falling off the bottom edge of the screen reveals that there is walkable collision down at Y coordinate 0022-0028, seemingly comprised of slopes or rough but passable terrain. Weapons won't pass through to the main screen area, however, so Grant cannot attack the T-Rex from here - And vice-versa, though she does try. Forcing Grant to go further below about Y coordinate 0048 reveals a second layer of rough terrain, and below that are seemingly flat layers at 0094, 0128, 0160, 0302, 0551, and 0890. At 0994, the screen scrolls down two tiles, revealing garbage tiles below the river. At 1040 it does the opposite and reveals garbage tiles above the cavern ceiling. Following that is a stop at 1284, and finally a death plane at 1350.
While the Raptor doesn't have a version of this level, selecting it with debug while the Raptor is the active player will redirect to Grant's version.
(Source: Original TCRF research)
Graphical Differences#
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In place of "big" 1-Up medkits in this build are red medkits, which may grant an extra life, a small amount of health, or max health, depending on the level and which you pick up. The white medkits are the same as in the final, but 1-Up medkits don't exist yet.
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Final |
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The regular white medkits don't get off scot-free: In the upper-right corner of the prototype's sprite, at the medkit's seam, are three pixels with palette entries that change depending on which stage it's found in. In addition, the medkits themselves heal varying amounts of health, from nearly nothing to maximum. In the final, most of the medkits that are partial heals are replaced with candy bars.
Prototype |
Final |
InGen soldiers who normally drop boxes of grenades instead drop an ammo box with machine gun belts coming out of them. The belts would be retained in the final as the very rare full-ammo pickup, rotated and mirrored and completed into a bandolier loop. There's a single green pixel from the box still in the final sprite.
Prototype |
Final |
When the Raptor does a flip, there are occasional frames of corrupt or unfinished tiles around the edges.
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Enemies killed by Grant with the rocket launcher will explode / fall apart rather than simply being flung backward in the final, similar to the shock rifle and flame thrower's unique kill animations. Grenades also cause this death animation, but only for InGen soldiers.
Killing a raptor with the flamethrower while it's in the middle of a jump will cause the burning animation to play while it's airborne, and the regular death animation to also play once she reaches the ground, briefly creating "two" raptors. From time to time, this visual glitch can result in graphical corruption of background tiles.
On entering a river raft, the front portion of Grant's boating sprite where his arm normally rests is corrupt and filled with garbage data. The graphics do exist in the game, as the InGen soldiers' sprites are intact.
(Source: Original TCRF research)
Sound Differences#
The number of sounds that play at once is often very low compared to the final game, and many sounds simply become inaudible, lag, or fail to play if more than 1 or 2 are playing at once. While this can also happen on the final release, this build seems to be less aggressive in allowing sound effects to override music channels or each other.
The sounds for the Tranquilizer gun and InGen soldier gunfire are swapped compared to the final game.
The title screen plays the extended version of the final's main theme; This starts with a few seconds of the more-subdued menu music before a roar is heard and the main theme kicks in. The same extended theme plays in the Player Select screen. The loop point for the track is where the theme normally starts, and instead of an explosion sound effect as punctuation near the end of the track, the T-Rex roar is used instead.
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Speaking of roars, the Raptor is missing hers, emitting only attention, pain, and death sounds. She's also missing the sound she makes while flipping.
There is no music in the menu, which in the final uses the "intro" portion of the extended main theme. The T-Rex and compy sounds do still play, along with the animation of the T-Rex's shadow and the compies running away. The credits roll is entirely silent, when in the final it uses the game's main theme. The "radar sweep" sound on the stage select screen also does not play, leaving the level select entirely silent.
Also missing is the "thunk" sound when the Raptor successfully hits something. Not only does this make it difficult to tell that you actually have hit something, but it's also very unsatisfying by comparison.
The Game Over theme lacks the T-Rex roar, and the "radar sweep" sound doesn't play over it.
(Source: Original TCRF research)
Placeholder Header#
The ROM header is entirely populated with generic strings. The region code is simply "U" in the prototype, as opposed to "U J E" in the final build. Unlike the June 20, 1994 and June 22, 1994 builds, this build has a correct checksum in the header (the checksum's not the problem with those builds, though).
SEGA GENESIS (C)SEGA
US GAME NAME
JAPAN GAME NAME
xx xx-xxxx -xx
Debug Strings#
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Throughout the first part of the ROM shortly after the copyright notice are numerous debugging strings that provide some insight into how the game engine works internally. Each message is preceded by the bytes 41 F9 00 00 ## ## 4E F9 00 00 08 EA, where ## ## is the address the text string is found for display by the debugger. These are not found in the final game.
The strings are dispersed between 17 48 through 4C D8. Here they are in the order they appear:
Playfield A map type ID out of range
Playfield B map type ID out of range
Window map type ID out of range
Background x mask is not a power of 2
Background y mask is not a power of 2
Background x mask is not a power of 2
Background y mask is not a power of 2
Background type ID out of range in draw routine
Map Tile Decompression Buffer Overflow
Internal Error get_hscroll_table
Internal Error get_vscroll_table
Invalid scroll mode for standard_hscroll_set
Invalid scroll mode for standard_vscroll_set
Column vscroll mode not implemented yet
Error setting up mtile map - a0 is neither playfield!
If BGVV map height is not 8 then BGVV_ENABLE_VFEED flag should be set
If BGVV map width is not 16 then BGVV_ENABLE_HFEED flag should be set
BGVV cannot enable both hfeed and vfeed
stile driver not implemented for window
world height in stiles cannot be greater than BG_MAX_MAP_HEIGHT
Too many supertiles
Wrapping in stile maps is not implemented
(Source: Original TCRF research)
Debug Controls#
Like the first game's prototype, using buttons on the second controller can alter gameplay; Unlike that game, a six-button controller also provides extra functionality for controller port 1 (the final game only uses 3 buttons). Interestingly, the game appears to check for controllers on startup, and not after; If only one controller is present, only that controller will be activated. To effectively make use of debug controls, both controller ports should be populated.
When exiting a stage with debug buttons, the character's health value is stored independently of the other; If Grant has half health and the Raptor's health is full, even after switching between them, their health values will be retained next time they're chosen.
Button |
Controller 1 |
Controller 2 |
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D-Pad |
N/A |
Gameplay: Free-movement |
A |
Stage Select: Switch to Grant |
Stage Select: Switch to Grant |
B |
N/A |
N/A |
C |
Stage Select: Switch to Raptor |
Stage Select: Switch to Raptor |
X |
Stage Select: Hidden Ruins/Cargo Ship |
Stage Select: Hidden Ruins/Cargo Ship |
Y |
Stage Select: River Run |
Stage Select: River Run |
Z |
Stage Select: Burning River (not visible) |
Stage Select: Burning River (not visible) |
Start |
N/A |
Gameplay: Exit to stage select.1 |
Mode |
Gameplay: Exit to stage select.1 |
N/A |
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1: Exiting River Run as Grant causes Grant's weapons to glitch in the Aviary and Cargo Ship levels; Projectiles are tremendously sped up, and only move horizontally. Not even dying, changing to the Raptor, or exiting to the SEGA splash will restore normal weapon behaviour. |
2: Graphical corruption / freeze upon entering another level. On cold boot, the player spawns at X 2016 Y 2016; The game freezes upon moving. Savanna immediately crashes, River Run shows glitched visuals, and all others show a black background. |
While using debug movement, Grant will stay suspended in midair until he takes a hit and normal physics takes over. While falling this way, debug movement won't work. The Raptor, on the other hand, will begin to fall as soon as the D-Pad is released. The Raptor is moveable even after her death animation, and will make the death cry every time she hits the ground. By using debug movement to get near a checkpoint or collectible, it's possible to use regular movement while falling to activate/collect it. Picking up a medkit will not add health, however - You must take the death.
Debug movement is slow and jerky on most emulators, but on real hardware it is fast and smooth. This normally wouldn't be noteworthy, but the hurtbox for the character noticeably lags behind debug movement, suggesting that the behaviour shown on emulators is accurate to the hurtbox's position, even if the screen scroll and sprite position are meant to be faster.
(Source: Original TCRF research)
Developer Credits#
Like the final game, a block of text containing the developer credits is present in the ROM. Unlike the final game, it begins with Hello World! As with the in-game credits screen, the Test Team is credited as placeholders.
Hello World.Developed by Bluesky Software...Producer..Jerry Markota...Project Manager..Jennifer Haney.Game Design..Dana Christianson.Rob Cuenca.Jason Weesner.Dok Whitson...Background Design..Rob Cuenca.Mark Lorenzen.Lead Artist..Dok Whitson...Art Team..Liz Anderson.Rosie Cosgrove.Rob Cuenca.Ellis Goodson.Mark Lorenzen.Kevin McMahon.Brian McMurdo.Jeff Remmer.John Roy.Lead Programmer..Keith Freiheit...Programming Team..Kevin Baca.Mark Botta.Rich Karpp.Karl Robillard.Sound and Music..Sam Powell.Lead Tester..Richie Hideshima...Test Team..1.2.3.4.Dedicated To..Rahim Mehra
(Source: Original TCRF research)
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The Jurassic Park series | |
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Arcade |
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NES |
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Amiga |
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Game Gear |
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Genesis |
Jurassic Park (Prototype) • Jurassic Park: Rampage Edition (Prototypes) • The Lost World |
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Sega CD |
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Game Boy |
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Sega Saturn |
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PlayStation |
|
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Game Boy Advance |
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|
Windows |
Trespasser (Prototypes) • Dinosaur Battles • LEGO Jurassic World |
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Android, iOS |
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