Jurassic Park for the Sega CD is a point and click adventure game, with a few action sequences, released on 1994, the main objective is to collect and put in the incubator at least one egg of each type of dinosaur, and then escape the island, within the 12 hour in-game time limit.
Game objectives
- Emulator used: BizHawk 2.9.1
- BIOS used: Sega CD Model 1 US (v1.00)
- Aims for fastest time
Game mechanics
- U/D/L/R to move the cursor
- A to travel to a new location
- B to open the inventory
- C to use the currently selected item
- Start to open a menu with the eggs you have, have died, or have put in the incubator
- Eggs die if a certain amount of time has passed after you've collected them, unless you get them to the incubator
Tech
Manual scrolling
When selecting a new location to travel to, the camera will scroll to a specific position, and then the transition will start, so in cases where you are waiting for some event, its faster to preemtively scroll the screen to that position.
Input buffering
In a few screens, you can buffer inputs before you are on that screen proper, its only a few tho.
The clearest example of this is on the Brachiosaurus info screen, after being done going through it, it seemingly just goes to a black screen and exits it, but actually the inputs of going down and pressing A to exit that screen were buffered.
Brachiosaurus skip
On that Brachiosaurus info screen I mentioned before, you are supposed to skip to the last section, and then let the final section play, which, at the end of the FMV, will play a sound that makes the Brachiosaurus that was near the infobox run away, but I found that there's a two frame window where if you press C to skip, it will start playing the FMV, and immediately skip it, which seems like the game understands as you having gone through the whole of it, and continues as if the sound has been played, saving 20 seconds.
Lag reduction
Lag doesn't come much on this game, but certain actions can produce lag. For example, opening the menu at the wrong time can produce 3 frames of lag, out of nowhere.
Scrolling can also produce lag in some cases, which is part of the reason I don't scroll more, near the start of the TAS, so you can see the Triceratops bashing the car, but you can imagine it instead.
I also found that delaying traveling to a new location, in some cases, could reduce the loading time by a frame or two.
RNG
In this game, RNG is kind of weird, since it seems like it uses different kinds of RNG in different cases.
In the T. Rex encounter, for example, when the T. Rex would appear and when the door would open extactly could be influenced by changing around the inputs, when to menu, when to move the cursor, etc. But in the case of the dinosaur you shoot right after opening the locker, at around frame 36319, the pattern of that dino depends on the frame you enter that location.
In any case, in some cases I had to delay a bit, or not push for more, for RNG reasons, for example, after the T.Rex encounter, it's very important to not get attacked while the sewers gate is opening, since it will close. I also had to delay after the locker to get the right dinosaur pattern on the next location, waiting for 4 or 8 frames less could also give you the correct pattern, but that messes up the RNG on the velociraptor area, which is important since the AFK strategy is the only reason no more tranq ammo is picked up in the visitor's center, and it also saves time from menuing.
There is one RNG element I didn't get perfect, the locker code, since there's other codes from the table which should be slightly faster to input, I tried influencing the code by delaying on a few sections, or changing around the input, but it didn't change, so it's probably set by when you start the game.
Possible improvements
Trying to get a faster locker code seems like the most probable way to improve this.
Thanks to
- RetroBrando for his RTA run and route, and for posting on the src forum the possible locker codes.
ThunderAxe31: Claiming for judging.
ThunderAxe31: Very straightforward, it beats the game fast. Accepting.
despoa: Processing...