‘Jurassic Park’ took more money in its first weekend than any film
before it and after nine days it had already made over $100 million. Tie-in
video games were inevitable and competition between the system owners was
fierce. Thankfully Sega’s developers had some tricks up their sleeves for the
Mega Drives’ version of ‘Jurassic Park’.
Developed by Blue Sky Software
Published by Sega
Released in 1993
Published by Sega
Released in 1993
As an 11 year old, my favourite moment in the ‘Jurassic Park’ movie was
when the t-Rex gobbles up the slimy lawyer sitting on the toilet. Even though
he had abandoned defenceless children to save himself He probably didn’t
deserve this gruesome fate, but the stars of the ‘Jurassic park’ films has
always been the dinosaurs and in this scene their King was at his best. In 1993
we flocked to the cinema to see these long extinct beasts brought to life so
realistically on the big screen. Twenty-five years on we have become accustomed
to special effects and photo-realistic dinosaurs no longer seem remarkable. But
while the spectacle doesn’t dazzle, the Rex’s and Velociraptors are still the
stars of the show. Chris Pratt and Jeff Goldblum may have promoted ‘Jurassic World:
Fallen kingdom’ but Blue the intelligent Raptor featured just as prominently on
the film’s posters.
When we watch a ‘Jurassic Park’ film we of course want to see the heroes
triumph over adversity, but we are also there to see the havoc that dinosaurs
can create. It makes sense then, that when we play a game based on the films we
will want to embody that chaos-creating-monster just as much as we will want to
adopt the role of someone attempt to survive against them. So in 1993, if
playing both hero and villain was your desire, it was the Mega Drive adaptation
of ‘Jurassic Park’ you needed.
But as Kurland implies, ignore the novelty of playing as a dinosaur and
Sega’s ’Jurassic Park’ is a very generic game. Throughout the nineties, the
side scrolling action platformer was the goto genre for licensed games. While Super Nintendo players were offered a ‘Jurassic Park’ game that was an
intriguing mix of first person shooting and over head exploration, Sega players
got to experience a type of game they had seen countless times before.
For the main campaign you play as Sam Neil’s character in the film. In a
plot inspired by both the film and the book that preceded it, Dr Grant travels
through seven areas of an island over run with dinosaurs. To escape he must
make it safely to the Visitors Centre where a helicopter awaits. Thankfully
despite playing as a mild mannered palaeontologist, Dr Grant is surprisingly
adept at using an arsenal of weapons. A tranquilliser gun, cattle prod,
grenades and a rocket launcher pose no technical obstacle to him. However, all
of these require ammunition refills which are scattered throughout the stages,
typically in hard to reach places swarming with prehistoric monsters. Echoing
the likes of ‘Flashback’ and ‘Alien3’, level Exploration is defined by
considering risk and reward. The route through a level is usually obvious, but
taking a dangerous detour will likely mean you get a first-aid kit or a more
impressive weapon. For the most part you’ll find yourself leaping between platforms,
climbing up and Down ladders, sliding down inclines or traversing hanging
wires.
One level does see you riding a boat down mini waterfalls, but even then you’ll disembark frequently to return to leaping and climbing. The stages themselves are intricate, with tubes to crawl through and occasionally branching paths offering multiple routes to an exit. On one more involved level you also have to turn off valves to create access to certain areas. However ‘Jurassic Park’ is certainly not a ‘Metroid-vania’ type of game, as when a valve is turned the nearest water obstruction is turned off so there’s no backtracking.
There are also no boss battles. Occasionally a Tyrannosaurus Rex will burst through the background, which is visually impressive but otherwise unremarkable. Provided you can avoid his head as he flails around you’ll suffer no damage. The final stage is actually based on the original planned ending for the ‘Jurassic park’ film. You trap the velociraptors that have been chasing you under the skeletons of a display dinosaur. Sadly it sounds more exciting than it is, as in practice this just means scaling the bony exhibit and shooting it till it collapses.
One level does see you riding a boat down mini waterfalls, but even then you’ll disembark frequently to return to leaping and climbing. The stages themselves are intricate, with tubes to crawl through and occasionally branching paths offering multiple routes to an exit. On one more involved level you also have to turn off valves to create access to certain areas. However ‘Jurassic Park’ is certainly not a ‘Metroid-vania’ type of game, as when a valve is turned the nearest water obstruction is turned off so there’s no backtracking.
There are also no boss battles. Occasionally a Tyrannosaurus Rex will burst through the background, which is visually impressive but otherwise unremarkable. Provided you can avoid his head as he flails around you’ll suffer no damage. The final stage is actually based on the original planned ending for the ‘Jurassic park’ film. You trap the velociraptors that have been chasing you under the skeletons of a display dinosaur. Sadly it sounds more exciting than it is, as in practice this just means scaling the bony exhibit and shooting it till it collapses.
The uninspired gameplay may well have been a result of two thirds of the
development team focusing on the game’s graphics and animation. The film itself
based on was sold on its state of the art effects and Blue Sky felt pressured
to offer visuals that measured up. Nine graphic artists and animators were
employed with Doug TenNapel serving as the games lead artist. TenNapel would
later go on to create ‘Earthworm Jim’, however he claims his position on
‘Jurassic Park’ was due to circumstances rather than skill. “I ended up getting
a full time job at Blue Sky Software in San Diego and within a year I was the
lead on ‘Jurassic Park’ [for the] Genesis, mostly because there weren’t many
people to choose from in this young industry.”
Much like John Hammond, the fictional founder of the park in the film,
Sega “spared by expense” when it came to the game’s visuals. ‘Jurassic Park’
was the first Sega game to be developed using Silicon Graphics workstations,
which according to The Courier-Journal, were the same state-of-the-art
computers used to create the celebrated effects in the source film. Inspired by
‘Mortal Kombat’, the spirits for Dr. Grant were created by team member Mark
Dobratz acting out specific actions. These was videotaped in front of a blue
screen background, with specific moments digitized and turned into the frames
of the character animations. Then numerous Graphic artists tidied up the
captured images while adjusting the colours. Special smoothing and blending
techniques were also used to ensure consistency between the colours and the
increments of movement. The result was 50 realistic animation sequences that
would seamlessly blend together depending on the player’s controller
inputs.
Of course when it came to the level enemies, Blue Sky games didn’t have
a living dinosaur available to film. They did however have the next best thing;
models used in the creation of the film, and according to CVG magazine one Velociraptor
puppet from the film was said to be worth $75,000. Stop motion animation
techniques created the realistic motions, and the large team of graphics
artists tided the digitised images in the same way as they have done with the
motion capture footage.
In previews much was made of the “Artificial Dinosaur
Intelligence". According to Sega Visions this causes the dinosaur enemies
to react differently every time a level is played reportedly giving the player
a unique experience each time. In practice I didn’t find much variation though
and if anything levels felt quite baron and devoid of life at times. But the
environments are certainly varied and interesting to look at. From jungles to
volcanoes and even inside buildings like a power station and the visitor
centre. There’s very little repetition in the environments which makes them far
easier to navigate with less danger of getting lost. Evidently Levels consist of
1,120 different 8×8 pixels tiles, which could be rotated and mirrored to add
even greater variation. Multi-plain parallax scrolling adds greater depth to
the locations and there is grandiosity about the whole game, it’s hard to
ignore the ambition behind it.
Of course time is never kind and the pioneering graphics haven’t
aged well. Given the limitations of the 16meg cart, there was never going to be
enough space to include anything but the essentials. “Due to memory storage and
delivery of sprites [...] we had to spend our time on the big moves of a
character with little room for more frames” confirms TenNapel. Realistic
graphics are always tormented by “The Un-canny Valley”, and it’s a sad truth
that we are naturally repulsed by a lifelike playable character that doesn’t
behave in a lifelike way. Dr Grant may well have 50 unique animations, but he
only has one leap cycle. Considering this is what you’ll spend the majority of
your time doing, the repeated identical jumps make him look robotic. The
complexity of the graphic capturing process has also limited the number of
different types of enemies you face. You’ll meet identical dinosaurs throughout
the game and familiarity breeds’ contempt.
At the time of course critics were stunned at the visuals. Pat Ferguson,
a New York City-based video game industry analyst felt "The quality of the
graphics is as good as it's going to get”. “The realism of Sega's
"Jurassic Park" will likely keep the game on bestseller lists after
the current popularity of the movie fades” adds Playthings magazine editor
Frank Reysen.
Sadly the budget didn’t extend to securing the rights to John William’s
iconic ‘Jurassic Park’ score. Sam Powell has created alternative tracks, but
they’re functional rather than memorable. Certainly no match for the Super Nintendo’s ‘Jurassic Park’ which has a soundtrack far greater than it deserved!
The music of the mega drive is melodic and rhythmic but grated and irritates.
Some tracks are punctuated by occasional dinosaur and bird calls. While this
may have helped a feeling of immersion in the jungle environments I found it
confusing; it made me think there was a foe on screen I couldn’t see.
Development of the game was swift, partly because Sega knew that for it
to return the significant financial investment it would have to be in shops to
coincide with the film was in cinema. Blue Sky’s Richard Karpp recalls the mood
in the studio at the time. “I remember a lot of pressure to get the game out in
time for the movie’s release. [...] We knew that there was a lot riding on the
game, because it would be getting a big marketing campaign, and we expected the
movie to be huge, so we looked at it as a great opportunity. “The game’s
brevity was perhaps the result of the quick turnaround time. With scalable
difficulty ‘Jurassic Park’ should be accessible to all, but with little
incentive to replay the entirety of the game can be seen in less than 5 hours,
and that includes the levels where you play as a dinosaur. There’s a case to be
made that with the repetitive gameplay it’s short to not out stay its welcome;
like its big screen counterpart it’s all spectacle but over before the novelty
of the dinosaurs wears off. However this will come as cold comfort to someone
who has spent £50 on a game rather than £7 on a cinema ticket.
Impressive graphics do look great on the back of a box though, and that
was at the time what many people made a purchasing decision on. While other
systems had ‘Jurassic Park’ games, the Mega Drive game’s was the first to hit
shelves and Sega’s big promotional drive translated into commercial success.
According to The Salina Journal, Sega claimed Their First-week sales of the
game broke all box office records topping $13.5 million, and selling over 2.2
million copies.
Twenty years ago, Frank Reysen believed that "The added
interaction, letting players be dinosaurs if that's what they want, could very
well keep this game popular for a long time.” Of course with series like
‘Rampage’, ‘God of War’, ‘Grand Theft Auto’, ‘Overlord’ and ‘Infamous’ where
you explicitly play as a bad guy, (not to mention other games like ‘The Last Of
Us’, ‘Shadow of the Colossus’ and ‘Bioshock’ where you are revealed to be the
villain) players are now used to not always being the hero. The Mega Drives’
‘Jurassic Park’ has been cited as the first film licensed game to do this
though and it was a brave, if obvious, idea. The films were sold on the
dinosaurs, so of course continuing the experience at home playing as one of the
fearsome beasts was always going to be popular. As Games Players magazine
pointed out at the time, “In the huge sea of JP paraphernalia, this one stands
out if for no other reason than it lets you rip into Dr. Grant as the raptor.
Hey - sometimes, it's enough.” The game’s ambitious graphics may have aged,
it’s levels may be formulaic and it’s music may be mediocre, but as Reysen
predicted even two decades later it’s still fun spending twenty minutes as a
pixelated raptor devouring anything that stands in your way. It’s just a shame
you never meet any slimy lawyers on toilets though!
Where did I get this game from?
Perhaps due to our shared love of ‘Jurassic Park’ films, or maybe because I was disappointed by the SNES interpretation a friend bought this game for me for Christmas. Sadly the search will continue for a truly great ‘Jurassic Park’ game.
Perhaps due to our shared love of ‘Jurassic Park’ films, or maybe because I was disappointed by the SNES interpretation a friend bought this game for me for Christmas. Sadly the search will continue for a truly great ‘Jurassic Park’ game.
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