SEGA had apparently pumped a ridiculous amount of money into it, presumably intending it to become a much needed Mega CD system seller. The Mega CD version meanwhile was a slow-paced point ‘n’ click adventure with a degree of educational value due to the vast amount of dinosaur trivia. The Mega Drive hosted a 2D platformer with digitised sprites, in which it was possible to play as either a human or a velociraptor. The Master System and Game Gear JP games, on the other hand, were painfully generic, and so it’s fair to say SEGA focused their attention on the Mega Drive and Mega CD tie-ins. Although the lack of a save facility in the SNES version did lead to frustration, reviews were mostly positive. Ocean opted for a top-down adventure/shooter hybrid that also featured some ambitious indoor first-person shooting sections. Ocean handled the Amiga, PC and Nintendo versions while SEGA both developed and published their iterations internally. Unsurprising, given that every format going received a JP tie-in. The Jurassic Park video games were likewise hyped as the second coming, taking the cover of just about every magazine at the time. Although the PSone did come packed with a reasonably impressive dinosaur tech demo, we can chalk this up to the unwavering excitement of the ‘90s gaming press. The PSone, Saturn and Ultra 64 (as it was then known) were on the horizon and it was often stated that the next batch of consoles would be able to offer Jurassic Park quality visuals. The special effects, in particular, set a new benchmark. Shops were filled with dinosaur related goods, and the film’s buzz lasted long after the movie left cinemas. It was more than just a summer blockbuster it was a cultural phenomenon, ushering in waves of merchandise and single-handedly kick-starting the ‘90s dinosaur bandwagon. It dawned on us recently that today’s youth are probably unaware of how big Jurassic Park was upon release.
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