Because of the advantages that a turbo controller/setting can give, and let's face it, mashing can take a heavy toll on us, I would be willing to add a 2nd category that allows the use of Turbo. As the speed of mashing down the bosses is mostly what the top runs have separating them (that plus not skipping Rayjack's 1st shield), it should definitely be a separate category. If there is any interest in this, please let us know!
As I've recently become a moderator for the board, I am having difficulties with finding a consistent start frame from run to run.
The old timing rule is vague sounding - Timer Starts when Start Pushed from Main Menu (scrolling will appear roughly .8 seconds after pushing start).
I will go back over the runs while I can and update them to a standard, easily visible frame of first frame the game play screen starts to appear. This is ~3 seconds off of existing runs, but leaves less guess work on what frame to start the timing with.
During my attempts at figuring out how to get faster bosses than what I had been getting, it was brought to my attention that utilizing a hard reset will set up your boss fights to have predictable patterns. As long as you move Left or Right at the same times during the fights, you'll get a predictable pattern, but it was also discovered that pausing the game can change the patterns you get somehow.
During my 24:14 session, I experimented more in depth with trying to get ideal fast boss patterns but I couldn't get the VZR-5 fight double drills at first. Tomkabs mentioned about the hard reset, so I did that, redoing all my save-states along the way with a hard reset pattern, but my menu/save/load button combinations all require start and select. This led me to a slightly different Bandal fight and a much slower VZR-5 fight. Tomkabs asked if I was pausing to set up my save states, and I went back through it one more time, making sure every save state was done when it is impossible to pause. This resulted in the same pattern start to VZR-5 as tomkabs and BeetZero, and I had earlier discovered how to change some of the boss patterns by moving left or right, or mixing it up.
As it stands, I need to drill in my movement pattern for Bandal yet, as this fight is the longest one that can lead to time loss if you move the wrong direction once the boss's attack disappears. He can usually re-appear fairly quickly, but I had a pattern I worked on that I just didn't get a chance to have it sink in yet.
Between tomkabs and myself, we found a simpler solution to stage 2's Anrock boss. Tomkabs talks to G-13 twice, then Locke, then G-13 2 more times. This results in only needing to shoot the boss's attack twice then you're at 100%. I found that you can keep talking to G-13 to gain 5% until you cannot use talk anymore to bring the total to 85% which is 1 attack shot and you're at 100%. If you mis-menu, you won't get enough from G-13 to get the reduction, so it's best to just get the 2 additional after Locke and go for 2 hits. This results in around the same time cost for either method.
I experimented Talking with the other bosses, but I didn't find anything like Anrock.
Not all of the rules are finalized yet. As I am unfamiliar with Saturn emulation platforms, I am working on updating the rules as I continue to get research/input from more knowledgeable sources.
Things that may be added in the future on an as needed basis - 2P categories, accepted emulators, separation of emulators/console if needed.
If there's any questions or suggestions, please add them here.
I will be going through the runs on the board and making sure everything is timed to a standard start/stop time. There is also a minor difference in game play based on which character you play as, but I'm uncertain if it is enough to warrant a separate category yet, so a selection box will do for now.
For Genesis/MD runs - the frame before the black screen after character selection is a good visual start point and the frame the boss explodes is a valid stop point as there is nothing that can kill the player once this happens.
For SNES/SFC runs - the frame the Character select starts to fade out after selecting the character is the starting frame and the frame the boss begins fading out (large explosions) is the final frame.
There will also be a requirement to have the FULL RUN shown. There was a run that had been on the leaderboard that skipped from a reset into stage 1-2 and that is not acceptable as a submission for any game. Difficulty being shown will also be a requirement moving forward. I will be reviewing what the already approved runs displayed for approximate boss damage times to confirm any that might not have done the options display before a run.
No loading the game start from save states will be allowed. Any prior approved runs will be rejected stating this reason. Future submissions will require a reset/power on be shown.
If there are any further rules updates that are of concern, please list them here.
I added clarification on the start/stop frames for NES and made sure the board times were updated to this timing standard.
For at least Toby's dungeon (I wasn't able to get it to work for Rayjack's, Kaliva's or Barusa's yet) you can press select upon entering the stairs and get a pretty much free trip to the wyvern mini boss and still be able to pick up all the items in there.
I will be updating the board over the next few days with more precise start/stop times (frame before Start disappears and the first explosion frame as the final boss is defeated) as before there was no easy distinct ending time. Going forward there will also be an added requirement to show the ending scene/credits as well (just to easily confirm difficulty settings if not shown in options before the run).
If there are any additional comments on this, please mention them here or message me directly.
Research has been done on this and there is only cosmetic differences between Jurassic Park SNES and Jurassic Park 16-Bit in the collection. I have added the consoles this collection is playable on, and I will scrutinize these platforms a little more heavily to make sure there are no timing issues that would require dividing the board.
Time to go Parking on your favorite platform!
After playing through this game several times, I felt there was a significant enough difference in the characters to warrant separate categories for each, as the strategies will differ depending on who is selected. If there is an interest in individual levels, that can be discussed here.
In an effort to have more runs come to the board, I added a couple of rules clarifications:
Showing the Options menu (to show difficulty level) and saying HOW to get to the options menu. While it was a quick google search, it's still nice to have something so simple stated in the open.
As it can take an immense amount of practice to get through this game with up to 4 starting lives, I thought it would also spark a new set of strats if lives were less of a concern using the 0 (99) lives option. This will not have a significant impact on the fastest possible times after the first 4 stages, as not dying is still the fastest approach after that.
There was a recent run submission that was uncertain of the stop time. While reviewing the starting time frame vs. some of the other runs, I noticed all SGB/SGB2 runs had 0 frames from options to action, and all emulated runs have a handful of frames between options to action. I feel we should clarify the start frame to first frame of stage 1 and the first frame of final boss explosion for the ending frame. I will confirm if OG hardware (I have a GBC and GBA and functional cartridge I can test this with) also has the delay present in emulation after work tonight. If that is the case, I will 100% be in favor of changing the start frame to best reflect OG hardware.
If anyone else has any additional input, please feel free to communicate that here.
While I'm fairly new to this game in particular, I did find that many of the timings were wildly inaccurate in just the first few runs I frame counted. To avoid any starting frame confusion for those not using an input display, I will be timing everything from the last frame the title screen is displayed as the start frame. I will be combing through the boards here and double checking the frame counts with somewes.com, so if you feel that the adjusted timing is not correct, please feel free to contact me via dm and figure out where the discrepancy is in the timing.
There will be adjustments to non-NES runs on start timing if that comes up. There is 4 frames of black screen until the ship sprite appears on the 5th frame after the title screen, so if a version has a different title to action time, it will be offset based on these 5 frames.
I tried to learn this run last year and made some progress with the glitches described in the current Grant guide, but there has been so much more added to the run that was not covered and with how fast the run is, I found it very hard to understand what was going on.
I am a little confused as to the official stop time of the run as both current runs by GoBonsGo and JYAGARantaro are timed to a different stop point. I did a frame count for both runs (to the best of my capabilities after seeing the frame count off of my inputs) for the start (3 frames before the screen starts to fade off NEW GAME) to both ending positions which seemed to have been 27.033 seconds for GoBonsGo at the exclaimation point ! of SUCCESSFUL MANAGEMENT ! or 23.867 to the first frame the first pixel of the S showing up and JYAGARantaro's run at around 42.100 for S and 45.083 for ! (from what I could discern from hardware recording). My own run submission was 19.800 for S and 23.000 for !
I don't want to surprise too many people with some changes coming to this board, but I will be retiming the board to a unified starting/ending point that is also now specified in the rules, as well as clarifying that runs need to start from a New Game (to avoid any possible saved game runs being submitted). After seeing that many runs were submitted with a -29 second start timer, I verified the exact time from input press on new game start to when the first dialogue box appears (not first possible input to shift the dialogue as -29 was). -28.333 is 4 frames before the first frame of fade out after the input for New Game until the first frame the dialogue box appears. I will also be unifying the ending time to the first black frame after leaving the throne room via the south exit after defeating the final boss.
I want to thank LovenityJade for their moderator time on this board, and I will do my best to keep things fair and simple here. If there are any questions, feel free to DM me or post here.
It's not as widely known, or as easily available from rom sites, but the version 0 of the game has a few exploits many of the top runners are able to utilize in the run. Most notably - the FPS section dinos have smaller collision boxes that let us just pass them by in areas that the Rev 1/A does not, for example the dilophosaurs in the raptor pen B1 at the door after the elevator, the one next to the NVG battery and the one just before the floor meat can all just be passed by running along the wall/door next to them. In Revision 1, these specific dinos are impossible to pass by between them and the walls.
In terms of hardware, the version 0 cartridge can be identified by the Made in Japan on the back of the cart/box, revision 1/A has a Made in Mexico/Assembled in Mexico instead.
If there are more runs that are on other systems other than SNES, I will be happy to separate the boards into those consoles as all 3 versions are different in terms of cutscenes and events (or lack thereof like no mines in SNES). As it stands, with only my run being on Genesis, I'm fine with leaving it as such.
There are 8 frames from input press until the black screen for the screen transition off the main screen used for timing the start of runs (for runs with no input reader) and time stops on the final frame of movement/color change (not grayscale) of the final alien fight. It had been "on alien scream" but an audio cue is not a precise point to time from.
So, I "completed" a run of low% JP. There is a major snag in the theory in stage 5, the copper ammo between floors on the left side to the egg on the ship (timestamp 19:35) and the ammo at the beginning of electric room 1(timestamp 21:05). I unloaded all the shots into the wall so I had none of it (kind of like how Ninja Gaiden low% runs deal with oops candles). I only avoided the yellow ammo in the lower right corner of stage 4 where there's the huge walk around (timestamp 13:15 range), but I ended up having to pretty much pacifist% stage 6. I think it would be better to actually grab that ammo and take extra pot shots at eggs later than to skip any ammo drops. There is a 40 pack of yellow in stage 6, but it's inside the last building. I have it highlighted on my channel for now, but I kinda want to give that ammo a shot, and to see how possible it is to skip the ammo in electric room 1. I think that we should allow green ammo on compy's ONLY on stage 5 ship and 6 in the case of a continue, if only for the sake of not having a RIP run or having to pacifist% 95% of stage 6. It is incredibly difficult to make it through the ship in pacifist mode without 3 lives.

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