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Game info

Jurassic Park II

Jurassic Park II
GenreAction Adventure
DeveloperOcean Software
PublisherOcean Software
Reviewed byP.Dial
Jurassic Park II: The Chaos Continues, is the sequel to the Jurassic Park, created by Ocean in 1995 for the Nintendo SNES and Game Boy.
Dr. Alan Grant sets off to help a military team inside the Park, lead by John Hammond. At the same time, another team from the Biosyn Corp Company is sent there to take control of the Park in order to use it for themselves. You control Alan Grant a soldier are armed with six different weapons (machine gun, cattle prod, shotgun etc). There are 6 different missions for you to choose and accomplish. On the way you encounter many roaming dinosaurs and sometimes Biosyn armed soldiers, all wanting to kill you. Your main aim is to check and find out what happened to the Park, after the events of the first Jurassic Park. This is one of the best SNES games I ever played. Though its high difficulty level the game is quite intense and particularly beautiful.

The game's graphics are impressive, designed with multiple colors on screen and offer great backgrounds that depict well the Jurassic Park atmosphere. The game offers a variety of sprites, from soldiers to huge and detailed dinosaurs. (especially the T-Rex is brilliantly animated). The different environments have their own unique style and visuals! Sonically, Jurassic Park II is awesome. The music binds well and adds a lot to the creepy atmosphere and action; the same happens with the digitized sound effects that vary from realistic dinos' screeches and growls to weapons gunfire and explosions.
  • Jurassic Park II
  • Jurassic Park II
  • Jurassic Park II
  • Jurassic Park II
  • Jurassic Park II
  • Jurassic Park II
Intro/Menu music:  In-game music sample:
Gameplay sample
Hardware information

Super Nintendo (SNES)

Super Nintendo (SNES)CPU: Ricoh 5A22, based on a 16-bit CMD/GTE 65c816 core, Input: 21.28137 MHz Bus: 3.55 MHz, 2.66 MHz, or 1.77 MHz
MEMORY: Main RAM: 128Kb / Video RAM: 64Kb / Sound RAM: 64Kb
GRAPHICS: Progressive: 256x224, 512x224, 256x239, 512x239 and Interlaced: 512x448, 512x478 / Pixel Depth 2,4,7,8 bpp (8 to 11 bpp dorect) / Colors: 32768 (Depth 15bit) / Sprites: 128 (64x64 pixels) / Backgrounds: Up to 4 planes each up to 1024x1024 pixels / Special: Mode 7 matrix operations. (1 layer 128x128 tiles out of 256 with 256 colors)
SOUND: Sony SPC700, Sony DSP: 16-bit ADPCM, 8 channels. Output: 32 kHz 16-bit stereo
The Super Nintendo (SNES) (default) color palette
15bit RGB 32,768-color palette (256 on screen)
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