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Trespasser: The Lost World - Jurassic Park

Moby ID: 1048

Description official descriptions

Trespasser uses the Jurassic Park license and takes place on "Site B", the Costa Rican Island from the Lost World where Jurassic Park's dinosaurs were originally created and, following the island's abandonment, allowed to breed out of control.

Players take the role of Anne, the sole survivor of an airplane crash who finds herself stranded in the Lost World, and who needs to find a way off the island (or at least avoid becoming a dinosaur meal). Throughout the journey, Anne will be accompanied by the disembodied voice of John Hammond, the founder of Jurassic Park.

Trespasser does not feature some of the typical first-person shooter interface elements. There are no health bars, ammo displays, or power-ups, and players can't pick things up just by walking over them. Instead, interaction with the environment is done using Anne's arm, which can be moved around using the mouse and which can be used to pick up items, throw rocks, push down crates or wield weapons. Anne's voice gives a rough estimate of the amount of ammo left whenever she wield a gun, and Anne has a heart-tattoo that fills with red as she becomes more damaged.

The game also features a 'realistic' physics model where every movable object can be knocked over, roll around, or thrown in a manner related to their size and weight. This also means players can crush some of the smaller dinosaurs with heavy crates, and can even use a rock to bash their heads in. The dinosaurs in the game are only trying to survive instead of existing solely for the purpose of killing Anne in wave after wave. Thus they run away when injured and will often attack other dinosaurs rather than the player.

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Credits (Windows version)

134 People (78 developers, 56 thanks) · View all

Voice Talent
Associate Producer
Executive Producer
Product Marketing Manager
Production Coordinatior
Lead Porgrammers
Designer
Programmers
Shell & Setup Programming
Special Thanks To
Additional Programming
[ full credits ]

Reviews

Critics

Average score: 59% (based on 32 ratings)

Players

Average score: 3.2 out of 5 (based on 45 ratings with 10 reviews)

White girl can't jump

The Good
The graphics are pretty nice; though they lack intense detail they still cut it. Guns are plentiful and placed just where you need them most. Looking down and seeing a big pair of jugs is always a nice thing, too bad the tattoo wasn't on her rear end huh? LOL The dinosaurs aren't dumb, they get right in your face and if a near by dino pisses them off they wind up attacking one another. i also found that Minnie Driver has a rather sexy voice, she does the voice over rather well.

The Bad
She can't jump! i mean she can and does jump but she's awful at it. [Rule of thumb for future players: Before making a potential life ending jump make sure to save your game because she'll most likely ignore the fact that your hitting the jump key and fall to her demise]. Raptors, cool looking? yes. monotony from their over abundance? you bet your sweet ass. The game needed a wider variety of dinos. The task of picking up boxes is what annoyed me the most.. well, it's a tie between that and her feeble attempts at jumping, she constantly contorts her arm like a circus freak. When you finally get the box where you want it she usually knocks it over when trying to climb on top of it. And forget about stacking boxes on top of each other... it will drive you mad!

The Bottom Line
Not a bad game but not a good game, it's worth a try. If your asked to pay more than $5 for it you'll be getting the screw job.

Windows · by MrSuperGod (54) · 2004

an incredible game, innovative, and immersive

The Good
Its not like any other First person 3D game, the unique engine gives it great graphics (look at its rendering of water !) and the physics allow for true to life puzzles. Totally immersive and really big. I bought it in spite of the bad reviews and am not sorry at all.

The Bad
the requirements are a little steep and the resolution doesnt go above 800x 600 and some of the puzzles are of the get the key type ( not many though)

The Bottom Line
If you want a unique experience that in my opinion kicks Half-Lifes butt, you cant go wrong here.

Windows · by khaled f (2) · 2000

Clumsy lady simulator

The Good
Lots of weapons, cool locations.

The Bad
You ALWAYS drop things. Very bad physics cause some wacky stuff to happen- such as boxes rolling into each other then blasting out into the air. Or trying to pick up a rifle from under a truck only to be thrust several miles up and left to fall to your doom!!! Also you move VERY slow and you can hardly navigate through most areas. Mindless keycard-hunting and really long load times even on newer computers!!

The Bottom Line
A good idea poorly executed... VERY poorly executed. The idea was to give the player total interaction with the environment- allowing them to pick up, move and manipulate almost any object in the game world, from weapons to rocks, 2x4's, sticks, crates, etc. However, your character seems to have a butter finger grip and, therefore, she constantly drops things forcing you to pick them up repeatedly. Combine this with annoying Minnie Driver voice overs and some of the worst physics ever and you have Trespasser. Avoid this game.

Windows · by Ben Fahy (92) · 2001

[ View all 10 player reviews ]

Discussion

Subject By Date
Check out this excellent Let's Play! Mobygamesisreanimated (11069) Sep 17, 2009

Trivia

Basketball

Project leader Seamus Blackley and designers Austin Grossman, Andrew Haydn Grant and Richard Wyckoff had previously worked for Looking Glass studios. Trespasser has an early incarnation of Looking Glass' traditional basketball court, at the beginning of the 'town' level, complete with a ball you can dunk into one of the nets.

Development

A few months after release, Wyckoff gave a revealing interview to Gamasutra, in which he admitted that the game's production had been beset by problems. In particular, flaws in the physics engine made it almost impossible for the player to stack objects without them sliding off each other. As a consequence, although Trespasser was often stereotyped as a game consisting of crate-stacking puzzles, the final product features no crate-stacking at all; you only have to knock crates over, or climb crates which have, conveniently, already been stacked. The complex, processor-heavy mathematics ensured that the physics-based dinosaurs - which had strictly limited AI, and were added only a few months before release - could only be used sparingly, hence the lack of packs.

The game was designed entirely using 3D Studio Max as a level editor. It was designed before 3D graphics cards were ubiquitous, and has some clever tricks to speed up software rendering; specifically, distance objects (and not-so-distant objects!) are rendered as 2D bitmaps, which flick into 3D when you approach.

Probably because they wanted to ship the game together with The Lost World movie many features had to be cut and the game was released unfinished in 1998. This is the reason why it often feels more like a gaming experiment than a finished release. Close to Trespasser's release, some sources said computer technology wasn't advanced enough to run it decently.

Music

The music had to be written from scratch, as the licence only allowed use of the 'Jurassic Park' name and a few story and character elements; no sound effects or music. It remains the only part of the game to be universally admired. Dreamworks Interactive used several music scores from Trespasser in their next game, Undying. This explains the odd fact that Undying's boss battle music is so heavy on jungle drums and elephant trumbones.

Physics

This game proved that technology didn't cause gameplay. The engine had very difficult and never-seen-before features. like every object had its own material and weight and on this way collisions could be calculated very realistic. Also the sounds in this game aren't pre-programmed as some sources say, but they are real-time-calculated based on the speed of collision and the materials of the objects.

You were carrying a body with the camera all the time time which you could see when you looked down, but then you could also see you're actually too close to the ground which means this woman doesn't have legs below her breasts.

User interface

The game has no in-game user interface. But it still uses a traditional health system and presents Anne's health in form of a tattoo on her breasts.

Awards

  • Computer Gaming World
    • April 1999 (Issue #177) – Coaster of the Year

Information also contributed by Alan Chan, Ashley Pomeroy, Erwin Bergevoet, Lumpi and Zack Green

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Contributors to this Entry

Game added by Alan Chan.

Additional contributors: Kasey Chang, AdminBB, Lumpi, Patrick Bregger, Sun King.

Game added March 15, 2000. Last modified March 3, 2024.