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Video Game / Jurassic Park: Trespasser

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A lost world is a sort of scientific myth. An evolutionary scenario in which an ecosystem is isolated and preserved. The rest of the world changes, leaving a tiny, fragile pocket where ancient species survive.
John Hammond

Jurassic Park: Trespasser is a First-Person Shooter game released in 1998 for PCs by Dreamworks Interactive, developed as a tie-in to the film The Lost World: Jurassic Park. The game stars Anne, a plane crash survivor who finds herself on the shores of Isla Sorna, also known as Site B, two years after the events of The Lost World, and desperately needs to find a way off the island, armed with nothing but her wits and one lone (surprisingly strong) noodly arm for her to pull boxes and throw rocks around with.

A fan remake is currently in development.



  • A.K.A.-47: Some weapons go by different names, such as the "AG-47" (a Norinco Type 56) and "Bell shotgun" (a SPAS-12); some others don't bother, like the M14 and Benelli M1. It's not even a case of not getting the license from specific manufacturers, since Heckler & Koch's MP5k is apparently called the "SB5" in-game, but their HK91 (a semi-auto version of the G3) and VP70 keep their names, and the "Calico MP50" is still attributed it to its real-life manufacturer, which this trope is generally dedicated to avoiding. The "M2", similarly, is actually its smaller .30-06 cousin, the M1919.
  • Apocalyptic Log: A surprisingly well-written and acted Dr. John Hammond narrates your journey.
  • Artificial Stupidity:
    • You can easily trick dinosaurs by running around a rock. Raptors occasionally jump off of cliffs. One raptor tribe's attack is literally to just charge at you.
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    • In development, dinos had many different emotions, but this resulted in them becoming paralyzed with indecision. In order to fix this, all emotion meters were set to zero, except for anger and hunger.
  • Artistic License – Physics: Bet you didn't know you could knock over stone columns with long-range machine gun fire.
  • Awesome, but Impractical: The Barrett .50 deals ridiculous damage, but it cannot be carried, you cannot move while using it, you cannot use the scope and/or sights, and it carries 10 shots, tops.
  • Bag of Spilling: New level? All your guns are gone. Most levels do give you access to some new guns before it throws dinos at you, typically in a container near the start of the level, but it's all but guaranteed all the game will grant you at this point are, at most, a pair of Desert Eagles.
  • Batter Up!: Bats are the most common melee weapon. They also do nothing except kill you if you accidentally smack yourself in the face with one.
  • Beating A Dead Player: Your body will be eaten!
  • Broad Strokes: Done unintentionally, presumably because of the game's Troubled Production. The game seems to use the movies as its backstory, but has elements from the book canon as well, making it feel as if the creators weren't entirely sure which continuity the game was supposed to be part of. See Continuity Snarl for more.
  • Carry a Big Stick: One of the special weapons you can find is a huge replica mace formerly owned by Dennis Nedry. It's pretty much the only melee weapon in the game that actually works properly, which would make it a huge Game-Breaker if not for the fact that it's located at the end of a level, when there's probably only one dinosaur left to deal with before the level transition takes it away from you.
  • Continuity Nod: Loads. Various locations and objects from the films can be found at various points in the game, such as the remains of some of the hunters from the second film, and the mural of the main park that Nick van Owen stumbled upon near the end of the same movie.
  • Continuity Snarl: By the same token, there would have been no way Trespasser could fit into the canon of either the novels or the movies, even before the later films released. The intent was for the story to actually take place within the story of the novels, and the game uses those years for the events of Jurassic Park and The Lost World. At the same time, Hammond died in the first novel and was a complete jerk, various events that happened only in the film are referenced, and while the stated years are from the novel, anytime someone says "X years ago", the number is accurate to the movies instead.
  • Crate Expectations: Used for every jumping puzzle.
  • Damage-Sponge Boss: The Tyrannosaurs aren't immune to damage, but they have such a ridiculous amount of health that trying to kill one with conventional weapons is an exercise in frustration.
  • Deadpan Snarker: Anne faces being trapped on an island chock-full of hostile dinosaurs with a remarkable amount of dry wit, including an observation about halfway through that she can't really call the adventure a "vacation" because she doesn't know when she's getting back from it.
  • Die, Chair, Die!: Certain objects, notably chairs and some statues, are "breakable" in the sense that they're composed of little piles of their constituent parts. The engine doesn't have any coding for friction, so the parts are all frozen in placenote  on spawning, but a little nudge will cause them to fall apart.
  • Diegetic Interface: You have no HUD whatsoever. Your Life Meter is a heart tattoo on your left breast that fills with red as you take damage. Aiming your weapons requires you to line up their iron sights. Anne verbally keeps track of how much ammo guns have remaining. Almost every interaction in the world requires you to reach out with your arm.
  • Disney Villain Death: Unintentionally; during the final level, the braindead AI means the raptors blocking your path (including the Final Boss) are more likely to hurl themselves off nearby cliffs to their deaths than seriously hurt you.
  • Drop the Hammer: Don't even bother to pick it up, it does nothing.
  • Dumb Dinos: Not intentional, mind you. The shoddy AI means that the dinosaurs mostly just stumble around like concussed babies before you kill them. Raptors and Albertosaurus will try to kill you, but have no attacks beyond flailing their heads in your general direction, while herbivores just ignore you. The Tyrannosaurus will likewise ignore you in favor of killing every other dinosaur around it, then try to go after you if you’re still there.
  • Enemy Civil War: The various Raptor tribes were supposed to be fighting amongst each other over territory, but no such feature exists in the game.
  • Exploding Barrels: There are barrels of fuel scattered about the island, and while their rather convenient placement (including a huge amount of them near an Albertosaurus you're expected to fight rather than just avoid) suggests they were supposed to explode, they don't.
  • Falling Damage: Anne apparently has kneecaps that are Made of Plasticine, because while she can fall her jump height, anything higher than that will nearly kill her at best, and break her legs for an instant death at worst. Naturally, certain platforming and box puzzles become more dangerous getting back down than it was to get up.
  • Fan Remake: One fan has been working on a complete remake of the game since 2011, in the style of Far Cry 3, with an added open-world emphasis. The results so far look absolutely amazing.
  • First-Person Ghost: Zig-zagged. Anne has an arm and visible cleavage, the latter of which bear the Life Meter in tattoo form, though a fan-made third-person mode reveals that she has nothing but that arm and cleavage. Also, any weapon you happen to be carrying will be floating over Anne's shoulder or vaguely in the area where a holster would be, if she had a waist.
  • Flunky Boss: The Alpha raptor has minions.
  • Gag Boobs: Anne's are apparently so big that she can't even see her feet.
  • Game-Breaking Bug: Too many to count without the patches.
  • Game Mod: A surprising amount for a game that only sold 50,000 copies. The fan-base is devoted. They've actually made the game playable, and still release graphics updates more than 12 years after the game was released.
    • The fanbase also got a beta version up and running (as it was incompatible with most new systems) and discovered that it ran twice as fast as the retail version of the game. Makes you wonder what the dev team could have pulled off with some more prep time.
    • Someone had made a custom level called "East Dock", taking place in the first movie, where you play as Dennis and you have to make your way to the boat on foot with the Barbasol can before it leaves. Of course there are the Dilophosaurus and other dinos to look out for.
  • Gameplay and Story Segregation: Despite Hammond explicitly saying raptors travel in packs you only ever encounter one or two at a time, probably because the game would be too hard otherwise.
  • Gangsta Style: You can fire this way. Just don't expect to hit anything.
  • Guns Are Worthless: Inverted, as while some deal less damage than others, guns are still the only consistent tools for damaging dinos - save for Nedry's mace, all melee weapons either do nothing to what you hit with them, or deal respectable damage but continually damage you until you die when stowed, it is possible to hurt raptors with melee weapons if you get the weapon stuck in their neck but its not reliable and best only tried as a last resort when out of ammo.
  • Hand Cannon: Parodied with the ridiculously overpowered .38 snub nose stashed in Hammond's room. Otherwise played straight; the most common weapon is a .44 Desert Eagle. Possibly justified, given that the majority of the weapons in the game were originally carried by hunters, and the Desert Eagle is primarily meant as a hunting weapon, despite its media reputation.
  • HUD: None. And there is no crosshair, and the mouse combined with four modifier keys control your arm. Aiming is difficult, especially if you don't bother to align a gun's iron sights, though fortunately the game tends to at least attempt to line them up for you upon picking up a gun.
  • High-Pressure Blood: Shooting a dino will more often than not result in a several-foot long arc of blood spraying out of the body. Taken Up to Eleven if you use the neurotoxin dart rifle on the T-rex, with a single shot resulting in comically huge torrents of blood shooting out like a giant punctured beer can (and, as per usual, slowing the game to a crawl), even sillier if it's from a wooden stick lodging in their neck in melee combat.
  • Immune to Bullets: T-rex and Brachiosaurus. The only easy way to kill a T-rex is three headshots from a unique weapon that only appears in one level. The T-rex is near the end of the level, the gun at the beginning. The gun carries 3 shots and there are no reloads in this game. Still, it is satisfying to finally kill one of the bastards. They have such ridiculously high health that you'd otherwise have to find half of the guns on the level and unload them all into one in order to kill it.note  Also, the very first T-Rex you meet can be killed by dropping a jeep on its head.
  • Improvised Weapon: Throwing a skull at a raptor deals a surprising amount of damage.
  • Infinity +1 Sword: The poison dart gun. It kills most enemies in 1 shot and is the only weapon that can practically kill a T-Rex. It is also one of only 2 weapons that is easy to aim, due to having a reflex sight. You only get 3 shots, but given all of the above, that's plenty.
  • Informing the Fourth Wall: Since there's no way to visually check your ammunition, Anne will dictate either the exact count of bullets in a gun ("Looks like twelve," etc.) or will estimate magazine-fed firearms by weight ("Feels about half full", etc.). This trope is also followed out of necessity, since Anne is the only living human on the island.
  • Insurmountable Waist-Height Fence: Anne cannot go up most slopes. Possibly unintentional, as her mode of locomotion is, literally, a rolling cube.
    • You'd think that Anne could strong-arm herself over any fence, considering that she can lug around huge metal girders with her single arm... but no such luck.
  • Intimate Marks: Anne's breast tattoo that doubles as the Life Meter component of the Diegetic Interface.
  • King Mook: The Alpha raptor is a palette-swapped and upscaled Tribe C raptor (which was a palette-swapped Tribe B raptor, which was in turn a palette-swapped Tribe A raptor). He has more health, but he is also much bigger than other raptors, and therefore easier to hit.
  • Last Episode Theme Reprise: An actionized version of the Jurassic Park theme plays during the final fight with the Alpha Raptor.
  • Lethal Joke Item: Two of them:
    • Nedry's Mace, the only functioning melee weapon that won't kill you when stored, and
    • Hammond's Ladies Model .38 snub nose. In a game where the .44 Desert Eagle is the most common weapon, it deals more damage then anything but the Barrett .50 and the poison dart rifle.
  • Let's Play: A very popular video LP by Something Awful goon Research Indicates, who braves the buggy and often-tedious gameplay to bring viewers the game's excellent story in video form.
  • Life Meter: Nonstandard, as it is a tattoo on the character's breast.
  • Limited Loadout: You can only carry two items at a time, of any size. One on your back/waist (depending on size), one in your hand. Normally, you would just carry two guns, but key cards also take up one of those spaces, halving your already limited firepower.
  • Locked Door: Some require key cards. Others can be blown open with a shotgun blast.
  • Look on My Works, Ye Mighty, and Despair!: The secret alternate ending has the Trope Namer poem being read by Hammond. Appropriate, for the ruins of an experiment Gone Horribly Right.
  • Magnet Hands: Not in this game; sometimes you will lose whatever it is you're holding. Notably any time you walk up a slight slope. This results in a major part of the gameplay coming from flinging the item you're carrying as far as you can up the slope and then running up and grabbing it before it slides all the way down again.
  • Mini-Boss: Albertosaurus. Unlike T-Rex, he can always be killed. Oddly, there are fewer of them than there are T-rexes (two or three Albertosaurs versus seven T-rexes).
  • More Dakka: The 100-round M960 and drum-fed AK-47. Of course, with the game's lack of crosshairs and thus total reliance on iron sights, you will use it up very quickly.
  • Musical Gameplay: The music is rather nice, so much so that most of it was reused for Clive Barker's Undying.
  • Non-Indicative Name: In one of his monologues, Hammond lampshades that Jurassic Park isn’t a very accurate name for the place; there are very few dinosaurs actually from the Jurassic, with most of the stock being from the Cretaceous.
  • Obvious Beta: Nearly half the tropes on the page are willing to attest to it.
  • Palette Swap: The three raptor tribes differ only in markings and hitpoints. The Alpha raptor at the end of the game is bigger as well, but otherwise follows the same pattern. Same for the T-rexes, all sharing the same base model with unique textures applied.
  • Personal Space Invader: The Raptors' main form of attack is to make contact with the player's hitbox with the "damage strip" inside their mouths. This more often than not results in you backpedalling away madly with a Raptor's mouth trying to latch onto your face.
  • Ragdoll Physics: The original. In some cases, it was actually more advanced than modern games; for instance, every dinosaur is actually a ragdoll constantly animated via inverse kinematics, instead of using fixed keyframe animations.
  • Raptor Attack: Raptors are the primary enemy you’ll be fighting for most of the game. There are three Tribes of them, which were supposed be locked in an Enemy Civil War, but that plot thread was cut.
  • Regenerating Health: As ResearchIndicates' Let's Play put it, Trespasser was ahead of the curve in many respects. This was one of them.
  • Revolvers Are Just Better: Played straight with the Redhawk and Hammond's snub-nose, the former of which deals more damage than the Desert Eagle despite using the same ammo, and the latter is one of the most powerful weapons in the game. The .357, however, is nearly useless; a few fans have pointed out that the gun might be loaded with the much weaker .38 Special round.
  • Set a Mook to Kill a Mook: The Raptor tribes were supposed to be hostile to each other, but this was not implemented. Dinos of different species will generally attack one another before going after you, however.
  • Short-Range Shotgun: Averted. Both shotguns have surprisingly tight spreads, allowing for use at almost the same ranges any other weapon can be used at. They're actually pretty close to how shotguns work in reality, being decently accurate but still allowing some leeway for glancing blows that other weapons would miss with.
  • Shout-Out: The third level contains The Monolith, complete with spooky music that plays when you approach it, hidden in a section of a level inaccessible without noclip.
  • Soft Water: At one point, the player is required to dive off a 5 or 6 story cliff into a pond that's 8 feet deep at the most. As the trope is fully in effect, Anne can still land on the edge of the pond flat on her feet and take extremely little damage.
  • Standard FPS Guns: Pistols, shotguns, SMGs, machine pistols, assault rifles, various implements for melee, mounted sniper rifles and machine guns... about all that's missing from the game are explosives.
  • Sticks to the Back: All items are stored on the player character's back (except keys and smaller guns, which instead go on the belt). In the case of melee weapons, this has the unfortunate effect of occasionally clipping with the character model and causing damage. The developers fixed this by removing almost all mass from nearly every melee item... which fixed the problem of them doing damage to the player, but introduced the problem of them doing no damage to enemies. The sole exception is Nedry's mace, which appears at the end of the Town, unfortunately at a point where there's only one dinosaur to go medieval on with it.
  • Stock Dinosaurs: Played straight at first, then all of a sudden, Albertosaurus! Hammond's narration over the game notes this, stating that only a few species managed to adapt to the new world. It also pokes a little fun at this when you see the first dinos in the game, a Brachiosaurus, noting that they were the only dinos in the park to actually come from the Jurassic period.
  • Story Breadcrumbs: The backstory of the island and information about the park's creation is mostly conveyed through short narrations from Hammond's autobiography and environmental hints.
  • Super Strength: Unintentional example. The protagonist can lift absurdly large items with her right hand and arm alone because that's all she has.
  • Temple of Doom: At one point, Anne has to traverse an ancient Meso-American temple, built by the native tribe that used to inhabit the island centuries ago.
  • Third-Person Shooter: They planned to implement this, but it was scrapped early on, though a limited third-person mode was created by modders. When you use it, the only thing you see when you enter third person is a pair of floating breasts and your noodle arm.
  • Throwaway Guns: The guns are useless once you run out of ammo, and you can't restock your ammo supplies. Once the weapon has run dry, you might as well throw it away.
  • Unbroken First-Person Perspective: The game was an experimental effort to use a consistent first-person perspective with no HUD and everything represented diegetically.
  • Viewer-Friendly Interface: Number pads and various other buttons that the player has to manually operate with the infamous arm are all conspicuously large, as is any handwriting that presents important information.
  • Wreaking Havok: Trespasser was one of the first games to simulate a realistic physics engine in 3D, but it was nearly impossible to stack objects on top of one another because the engine didn't include friction, meaning several puzzles and one entire level had to be scrapped.
  • Writers Cannot Do Math: John Hammond's memoirs claim the dinosaurs died out 65 thousand centuries ago. That would be 6 and a half million years, not 65 million.

Alternative Title(s): Trespasser