Jurassic Park (Mega-CD)
From Sega Retro
- For other games with the same name, see Jurassic Park.
Jurassic Park | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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System(s): Sega Mega-CD | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Publisher: Sega | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Developer: Sega Multimedia Studio[1] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Distributor: Tec Toy (BR) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Licensor: Universal City Studios, Amblin Entertainment, MCA/Universal Merchandising | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Sound driver: GEMS | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Peripherals supported: CD BackUp RAM Cart | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Genre: Adventure[2][3] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Number of players: 1 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Official in-game languages: | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Jurassic Park (ジュラシックパーク) is a Sega Mega-CD graphic adventure game developed by Sega Multimedia Studio and published by Sega. Based on the June 1993 film Jurassic Park, the game was first released in the United States and Europe in December 1993, and was developed in coordination with the film's production team, notably enlisting the help of prominent dinosaur paleontologist Dr. Robert T. Bakker.
Contents
Story
Set after the events of the film, a group of scientists is sent to collect dinosaur eggs at InGen's Jurassic Park, a theme park that is populated with genetically engineered dinosaurs and is located on the fictional island of Isla Nublar. After the group's helicopter crashes on the island, a survivor, the player, receives a video message from Emily Shimura, a computer expert. Shimura states that the crash was the result of sabotage orchestrated by InGen's corporate rival, Biosyn Corporation, which paid to have a bomb attached to the helicopter.
A second helicopter is sent to rescue the player, but it is also compromised by Biosyn, which has sent out its own team to steal the dinosaur eggs. When Biosyn's helicopter arrives, the company's agents are tranquilized by the player, who uses the helicopter to escape the island.
Gameplay
Jurassic Park is a point-and-click adventure game. The player must search Isla Nublar to retrieve eggs from seven different dinosaur species and place them in an incubator at the Jurassic Park Visitor's Center. The eggs must be collected within a 12-hour time limit; at least one egg from each dinosaur species must be collected to finish the game. The player can view the collected eggs with START . Eggs die if the player waits too long to deposit them in the incubator after collecting them. The time ticks down faster than real-time, and traveling to different areas costs time. The player can freely explore the island, though some areas require particular items in order to progress.
The game is played from a first-person perspective, giving the player a panoramic view of the surroundings. The player can move the cursor around with the D-Pad. It pans the view when moved to the edges of the screen. The cursor changes to an arrow when the player can travel in a direction, which can be done with . Full-motion video interludes are played when traveling between different areas. The player can find items in the environment, which must be used in a variety of ways to complete the puzzles in the game. The player can pick-up, inspect, or use items with . The inventory of items can be invoked with . Among the items are a trio of weapons that the player can use to contend with the dinosaurs in the game. None of the weapons (a stun gun, tranquilizer darts, and gas grenades) are lethal and all of them have limited ammunition, so the player must use the weapons strategically or avoid engaging with dinosaurs outright.
Paleontologist Robert T. Bakker makes video appearances throughout the game to provide the player with hints and dinosaur information, via special kiosks that are located near dinosaur paddocks. Shimura also provides the player with information through video messages.
The player has a health bar and can take damage from dinosaurs. Some dinosaurs are outwardly hostile, but others only harm the player if provoked. The player can heal using the first aid kit in the Visitor's Center. The game ends if the player runs out of health or time, but it can be continued from the last saved game.
Items
Equipment
Compass | |
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The compass appears in the top-center of the screen and indicates the direction that the player is facing, which is useful for navigating the park. It is initially equipped. It is not active in the Visitor's Center. | |
Motion Detector | |
The motion detector appears in the bottom-center of the screen and shows any dinosaurs that may be in the area but not necessarily in sight. Found in a crate in the Visitor's Center. | |
Night Vision Goggles | |
The night vision goggles automatically activate in low-light situations. They are needed for the Velociraptor Area. Found in a cabinet in the Game Warden's Room. |
Areas
Crash Site | |
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The starting area is located near the Brachiosaurus Area. | |
Brachiosaurus | |
Gallimimus | |
Dilophosaurus | |
Compys | |
Compy eggs can be found in the Dilophosaurus and Velociraptor Areas. | |
Triceratops | |
Tyrannosaurus | |
Velociraptor | |
Escape | |
The final section is located in the Gallimimus Area. |
Visitor's Center
Rotunda | |
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Control Room | |
The player can use the computer to view video messages from Shimura, which provide hints and progress the plot of the game, and to save the game. | |
Hatchery/Nursery | |
The Hatchery/Nursery room contains the egg incubator, where the player can deposit the collected dinosaur eggs. It also contains a computer with a map of the island, a first aid kit that the player can use to replenish lost health, and a cabinet with a tranquilizer gun and ammunition for it. | |
Game Warden's Room | |
The Game Warden's Room contains a cabinet with a gas grenade launcher and ammunition for it. The panel next to the cabinet recharges the player's stunner. There is also a computer with surveillance cameras for the park. If the player inserts the Triceratops CD into it, it reveals a passcode used in the Triceratops Area. |
History
Development
The game was originally supposed to use three different perspectives. The game designers eventually decided to focus on the first-person perspective and making a point-and-click adventure game.
“ | Well, when I first started working on JP (as the most junior of the programmers on the team), each of three junior coders were given the task of prototyping one of the three perspectives. I was given the first-person view, probably because it was the most likely to be dropped from the game if needed.
However, about two months later, the designers realized that the game design was far too big, and made the decision to just concentrate on one of the three perspectives. I think the decision to go with the first person point and click view came from two things. 1) there were very few point and click style games on the consoles, though they were pretty popular on PCs at the time, so they thought the style might stand out on a console, and 2) my prototype was the most complete when they were making the decision... From there, they just threw out the old design and started from scratch, redesigning everything from the ground up. |
„ |
Sega enlisted the support of Dr. Robert T. Bakker, a prominent paleontologist who advised the production of the Jurassic Park film, for the Mega-CD tie in. He wrote a "field guide" for the seven species of dinosaur featured in the game, and features as part of the production's full-motion video segments.[13] To better explain to the designers and animators how dinosaurs likely moved, Bakker dissected a chicken at the Sega Multimedia Studio offices to show how the leg joints operated.[14]
“ | Working on JP was also very chaotic. We were pioneering the abilities and features of the Genesis and CD rom systems while trying to create the killer content for it. A lot of it was PC game design approach but constrained to an 8bit color side-scrolling engine with FM sound mixed with CD audio and samples. It was amazing that we got it done and shipped. I was one of 4 contributing composers, sound supervisor and liaison design and programming. We had switched producers 3 times! | „ |
Production credits
- Executive Producer: Tom Reuterdahl
- Producer: Scot Bayless
- Creative Manager: Jerome Domurat
- Art Manager: Mimi Doggett
- Sound Manager: David Javelosa
- Product Manager: Pamela Kelly
- Programming: Gordon Haberfelde, Rob Lamb, Doug Lanford, Dave Marshall, Martin Power, Rex Sabio
- Design: Adam Sevillia, Douglas Eidsmore, Eric Quakenbush, Chris Shen
- Art: Jon Bell, Dick Holmes, Brian Kumanchik, Clifford Lau, Kristin Mallory, Mike Mangano, Russell Barba, John Broenen, Marilyn Churchill, Matt Crane, Eric Fisher, Alyson Markell, Marty Murphy, Bruce Kreuger, Debbie Kramer
- Video: Clifford Lau, Eric Quakenbush, Byron Werner
- Manual: Carol Ann Hanshaw
- Sound: Barry Blum, Brian Coburn, Tom Miley, Spencer Nilsen
- Testers: Eric Rawlins, David Forster, Dianna Boundy, Michael Baldwin, Stanley Weaver, Joe Cain, Dan Caraballo, Jason Epps, Ari Warner, Ivan Fong, Jim McCarthy, Max Loeb, Jason Kuo, Conan Tigard, Bill Person, Eric Fong, Blair Bullock
- Special Thanks To: Dr. Robert Bakker, Ed Annunziata, Sharon Bone, Nick Shaw, Steve Patterson, Chuck Romberger
- Executive Producer: Tom Reuterdahl
- Producer: Scot Bayless
- Creative Manager: Jerome Domurat
- Art Manager: Mimi Doggett
- Sound Manager: David Javelosa
- Product Manager: Pamela Kelly
- Programming: Gordon Haberfelde, Rob Lamb, Doug Lanford, Dave Marshall, Martin Power, Rex Sabio
- Design: Adam Sevillia, Douglas Eidsmore, Eric Quakenbush, Chris Shen
- Art: Jon Bell, Dick Holmes, Brian Kumanchik, Clifford Lau, Kristin Mallory, Mike Mangano, Russell Barba, John Broenen, Marilyn Churchill, Matt Crane, Eric Fisher, Alyson Markell, Marty Murphy, Bruce Kruger, Debbie Kramer
- Video: Clifford Lau, Eric Quakenbush, Byron Werner
- Testers: Eric Rawlins, David Forster, Dianna Boundy
- Sound: Barry Blum, Brian Coburn, Tom Miley, Spencer Nilsen
- Special Thanks: Dr. Robert Bakker, Ed Annunziata, Sharon Bone, Nick Shaw, Stephen Patterson, Chuck Romberger
- Project Manager: Adam Sevillia
- Japanese Liaison: Yukimi Shimura
- Programming: Dave Marshall, Jean Yu, Gordon Haberfelde
- Art: Mimi Doggett, Jerome Domurat, Dick Holmes, Ken Richardson
- Bilingual Assistant: Jill Alexander
- Japanese Script Translation: Kazuko Smith
- Voice Over Recording Director: Bobby White
- Audio Engineering: Barry Blum, Byron Werner
- Japanese Voice Artists: Goh Misawa, Mako Hattori, Max Kirishima
- Sega Of Japan Representative: Hiroshi Aso, Ryoichi Hasegawa
Magazine articles
- Main article: Jurassic Park (Mega-CD)/Magazine articles.
Promotional material
also published in:
- Electronic Games (1992-1995) (US) #16: "January 1994" (1993-12-21)[17]
- GamePro (US) #54: "January 1994" (199x-xx-xx)[18]
- Sega Visions (US) #17: "February/March 1994" (199x-xx-xx)[19]
also published in:
- Beep! MegaDrive (JP) #1994-10: "October 1994" (1994-09-08)[20]
Physical scans
80 | |
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Based on 34 reviews |
Mega-CD, AS† |
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Images
Eric Quakenbush at Jurassic Park's Winter CES 1994 booth.
Technical information
- Main article: Jurassic Park (Mega-CD)/Technical information.
References
- ↑ 1.0 1.1 Interview: Doug Lanford (2011-03-01) by Sega-16
- ↑ File:JurassicPark MCD JP Box Back.jpg
- ↑ 3.0 3.1 https://sega.jp/history/hard/mega-cd/software.html (Wayback Machine: 2020-06-22 19:24)
- ↑ https://groups.google.com/g/rec.games.video.sega/c/qeKIcUfxpHU/m/ybVHXn9hwUEJ
- ↑ GamePro, "February 1994" (US; 199x-xx-xx), page 86
- ↑ 6.0 6.1 Game Players, "Vol. 7 No. 4 April 1994" (US; 1994-0x-xx), page 64
- ↑ Sega Force Mega, "January 1994" (UK; 1993-12-16), page 8
- ↑ Computer Trade Weekly, "" (UK; 1994-08-08), page 10
- ↑ Computer & Video Games, "July 1994" (UK; 1994-06-15), page 73
- ↑ 10.0 10.1 Games World: The Magazine, "October 1994" (UK; 1994-08-25), page 17
- ↑ Video Games, "9/93" (DE; 1993-08-25), page 43
- ↑ Megablast, "4/93" (DE; 1993-09-29), page 35
- ↑ Game Players, "Vol. 6 No. 11 November 1993" (US; 1993-1x-xx), page 95
- ↑ Game Players, "Vol. 6 No. 11 November 1993" (US; 1993-1x-xx), page 96
- ↑ Interview: David Javelosa (2023-12-09) by Alexander Rojas
- ↑ File:Jurassic Park MCD credits.pdf
- ↑ Electronic Games (1992-1995), "January 1994" (US; 1993-12-21), page 20
- ↑ GamePro, "January 1994" (US; 199x-xx-xx), page 142
- ↑ Sega Visions, "February/March 1994" (US; 199x-xx-xx), page 68
- ↑ Beep! MegaDrive, "October 1994" (JP; 1994-09-08), page 5
- ↑ Score, "Listopad 1994" (CZ; 1994-11-01), page 2
- ↑ Score, "Prosinec 1994" (CZ; 1994-12-01), page 23
- ↑ Score, "Leden 1995" (CZ; 1995-01-01), page 41
- ↑ Score, "Únor 1995" (CZ; 1995-02-01), page 41
- ↑ Score, "Březen 1995" (CZ; 1995-03-01), page 41
- ↑ Beep! MegaDrive, "October 1994" (JP; 1994-09-08), page 20
- ↑ Consoles +, "Juillet/Août 1994" (FR; 1994-0x-xx), page 142
- ↑ Computer & Video Games, "May 1994" (UK; 1994-04-15), page 62
- ↑ Digitiser (UK) (1994-08-25)
- ↑ Electronic Gaming Monthly, "March 1994" (US; 1994-xx-xx), page 36
- ↑ Famitsu, "1994-10-07" (JP; 1994-09-22), page 1
- ↑ GamePro, "April 1994" (US; 1994-xx-xx), page 36
- ↑ Gamers, "Juli/August 1994" (DE; 1994-07-01), page 44
- ↑ GamesMaster, "April 1994" (UK; 1994-03-17), page 67
- ↑ Hyper, "March 1994" (AU; 1994-xx-xx), page 48
- ↑ Joypad, "Juillet/Août 1994" (FR; 1994-0x-xx), page 146
- ↑ Mega, "March 1994" (UK; 1994-02-17), page 38
- ↑ Mega Force, "Juillet/Août 1994" (FR; 1994-07-04), page 76
- ↑ Mega Fun, "03/94" (DE; 1994-02-23), page 116
- ↑ Mega Power, "March 1994" (UK; 1994-02-17), page 28
- ↑ MegaTech, "February 1994" (UK; 1994-01-20), page 14
- ↑ Mean Machines Sega, "May 1994" (UK; 1994-03-xx), page 67
- ↑ Player One, "Juillet/Août 1994" (FR; 1994-0x-xx), page 104
- ↑ Play Time, "4/94" (DE; 1994-03-09), page 158
- ↑ Play Time, "1/95" (DE; 1994-12-07), page 106
- ↑ Sega Magazin, "Dezember 1994" (DE; 1994-11-17), page 83
- ↑ Sega Magazine, "May 1994" (UK; 1994-04-15), page 92
- ↑ Sega Power, "March 1994" (UK; 1994-02-03), page 32
- ↑ Sega Pro, "March 1994" (UK; 1994-01-27), page 56
- ↑ Sega Zone, "March 1994" (UK; 1994-02-24), page 44
- ↑ Sonic Mag: B.D. & Jeux-Video!, "Mai 1994" (FR; 1994-04-15), page 36
- ↑ Sega Saturn Magazine, "September 1995" (JP; 1995-08-08), page 85
- ↑ Supergames, "Ano I, Numero I" (AR; 1994-xx-xx), page 20
- ↑ Super Juegos, "Abril 1994" (ES; 1994-0x-xx), page 120
- ↑ Todo Sega, "Marzo 1994" (ES; 1994-0x-xx), page 50
- ↑ Video Games, "3/94" (DE; 1994-02-23), page 73
- ↑ VideoGames, "April 1994" (US; 1994-0x-xx), page 69
Jurassic Park games for Sega systems | |
---|---|
Jurassic Park (1994) | The Lost World: Jurassic Park (1997) | The Lost World: Jurassic Park Special (1997) | |
Jurassic Park (1993) | Jurassic Park: Rampage Edition (1994) | The Lost World: Jurassic Park (1997) | |
Jurassic Park (1993) | |
Jurassic Park (1993) | The Lost World: Jurassic Park (1997) | |
Jurassic Park (1993) | |
The Lost World: Jurassic Park (1997) | |
Jurassic Park: Operation Genesis (2003) | |
Jurassic Park (1993) | The Lost World: Jurassic Park (1997) |
Jurassic Park (Mega-CD) | |
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