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That's very common in games. Doubtful it's Developers Foresight.


* TheDevTeamThinksOfEverything: If the player tries to walk into the ocean at the start of the game, Ann makes some sarcastic comments about not really wanting to swim.

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* DeadpanSnarker: Anne faces being trapped on an island chock-full of hostile dinosaurs with a remarkable amount of dry wit.



** Hammond's Ladies Model .38 snub nose. In a game with the .44 Desert Eagle being the most common weapon, it deals more damage then anything but the Barrett .50 and the poison dart rifle.

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** Hammond's Ladies Model .38 snub nose. In a game with where the .44 Desert Eagle being is the most common weapon, it deals more damage then anything but the Barrett .50 and the poison dart rifle.

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* FirstPersonGhost: Anne has an arm and visible cleavage, the latter of which bear the LifeMeter in tattoo form. A fan-made third person mode make this even more absurd, revealing that she has nothing ''but'' an arm and boobs.
** Also, any weapon you happen to be carrying will be floating vaguely in the area where a holster would be, if you had a waist.

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* FirstPersonGhost: Anne has an arm and visible cleavage, the latter of which bear the LifeMeter in tattoo form. A fan-made third person mode make this even more absurd, revealing that she has nothing ''but'' an arm and boobs.
**
boobs. Also, any weapon you happen to be carrying will be floating vaguely in the area where a holster would be, if you had a waist.
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* MoreDakka: The 100 round M960 and drum-fed AK-47. Of course, with the game's lack of crosshairs and thus total reliance on iron sights, [[ATeamFiring you will use it up very quickly.]]

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* MoreDakka: The 100 round 100-round M960 and drum-fed AK-47. Of course, with the game's lack of crosshairs and thus total reliance on iron sights, [[ATeamFiring you will use it up very quickly.]]



* ShortRangeShotgun: Averted, both shotguns have surprisingly tight spreads allowing for use at almost the same ranges any other weapon can be used at.

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* ShortRangeShotgun: Averted, both Averted. Both shotguns have surprisingly tight spreads spreads, allowing for use at almost the same ranges any other weapon can be used at.at. They're actually pretty close to how shotguns work in reality, being decently accurate but still allowing some leeway for glancing blows that other weapons would miss with.

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* AKA47: The [=AG47=] isn't fooling anyone.

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* AKA47: Some weapons go by different names, such as the "AG-47" (a Norinco Type 56) and "Bell shotgun" (a SPAS-12); some others don't bother, like the M14 and [=HK91=] (a semi-auto version of the G3). The [=AG47=] isn't fooling anyone."Calico [=MP50=]" is an odd example, as its name still attributes it to its real-life manufacturer. The "M2", similarly, is actually its smaller .30-06 cousin, the M1919.



* BagOfSpilling: New level? All your guns are gone. For some reason, they thought this was a good idea.
** Though some levels have weapons right next to the start, they're typically just a pair of .44 Desert Eagles.

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* BagOfSpilling: New level? All your guns are gone. For some reason, they thought this was a good idea.
** Though some
Some levels have weapons in a container right next to the start, but they're typically just a pair of .44 Desert Eagles.



* DamageSpongeBoss: The Tyrannosaurs aren't immune to damage, but they have such a ridiculous amount of health that trying to kill one with conventional weapons is an excercise in frustration.

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* DamageSpongeBoss: The Tyrannosaurs aren't immune to damage, but they have such a ridiculous amount of health that trying to kill one with conventional weapons is an excercise exercise in frustration.



* DieChairDie: Certain objects, notable chairs and some statues, are "breakable" in the sense that they're composed of little piles of their constituent parts. The engine doesn't have any coding for friction, so the parts are all frozen in place (often visibly levitating) on spawning, but a little nudge will cause them to fall apart.

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* DieChairDie: Certain objects, notable chairs and some statues, are "breakable" in the sense that they're composed of little piles of their constituent parts. The engine doesn't have any coding for friction, so the parts are all frozen in place (often visibly levitating) levitating close to a foot off the ground) on spawning, but a little nudge will cause them to fall apart.



* DummiedOut: The discovery of an internal beta (which was subsequently dumped and uploaded the internet) shows what kind of a game ''Trespasser'' could have been if it hadn't been subject to a bunch of quick fixes to get it out the door - before its release, most of the cut content could only be accessed through the game's internal code. The beta runs twice as fast as the retail version, additional parts of levels, the fabled "Pine Valley" level (that was inaccessible in the final version), longer voiceovers, more dinosaurs, etc. There's also various cut weapons, both left in the game but never spawned (an M1911, a cattle prod) and actually removed (a silenced version of the MAC-10, an M16).

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* DummiedOut: The discovery of an internal beta (which was subsequently dumped and uploaded the internet) shows what kind of a game ''Trespasser'' could have been if it hadn't been subject to a bunch of quick fixes to get it out the door - before its release, most of the cut content could only be accessed through the game's internal code. The beta runs twice as fast as the retail version, additional parts of levels, the fabled "Pine Valley" level (that was inaccessible in the final version), longer voiceovers, more dinosaurs, etc. There's also various cut weapons, both left in the game but never spawned (an M1911, a longer cattle prod) and actually removed (a silenced version of the MAC-10, an M16).



* FanRemake: [[http://trespassingpetrolia.com/ One fan]] has been working on a complete remake of the game since 2011, and in the style of FarCry 3, with an added open-world emphasis. The results so far [[http://www.flickr.com/photos/trespassingpetrolia/8384037587/lightbox/ look]] [[http://www.flickr.com/photos/trespassingpetrolia/8284923505/in/photostream/lightbox/ absolutely]] [[http://www.flickr.com/photos/trespassingpetrolia/8309111093/in/photostream/lightbox/ amazing]].

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* FanRemake: [[http://trespassingpetrolia.com/ One fan]] has been working on a complete remake of the game since 2011, and in the style of FarCry 3, VideoGame/FarCry3'', with an added open-world emphasis. The results so far [[http://www.flickr.com/photos/trespassingpetrolia/8384037587/lightbox/ look]] [[http://www.flickr.com/photos/trespassingpetrolia/8284923505/in/photostream/lightbox/ absolutely]] [[http://www.flickr.com/photos/trespassingpetrolia/8309111093/in/photostream/lightbox/ amazing]].



** The fanbase also got a recently-discovered beta version up and running (as it was incompatible with most new systems) and discovered that it ran ''twice as fast'' as the retail version of the game. Makes you wonder what the dev team could have pulled off [[WhatCouldHaveBeen with some more prep time]].

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** The fanbase also got a recently-discovered beta version up and running (as it was incompatible with most new systems) and discovered that it ran ''twice as fast'' as the retail version of the game. Makes you wonder what the dev team could have pulled off [[WhatCouldHaveBeen with some more prep time]].



* GunsAreWorthless: [[InvertedTrope Inverted.]] Melee weapons (save for one) either do nothing, or kill you when you put them away.
* HandCannon: Parodied with the ridiculously overpowered .38 snub nose. Otherwise played straight; the ''most common weapon'' is a .44 Desert Eagle. Possibly justified, given what you're shooting with them.
* {{HUD}}: [[AvertedTrope None.]] And there is no crosshair, and the mouse combined with four modifier keys control your arm. Aiming is difficult, especially if you don't bother to align a gun's iron sights.

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* GunsAreWorthless: [[InvertedTrope Inverted.]] Melee Save for Nedry's mace, melee weapons (save for one) all either simply do nothing, nothing to dinos, or kill continually damage you until you die when you put them away.
stowed.
* HandCannon: Parodied with the ridiculously overpowered .38 snub nose.nose stashed in Hammond's room. Otherwise played straight; the ''most common weapon'' is a .44 Desert Eagle. Possibly justified, given what you're shooting with them.
that the majority of the weapons in the game were originally carried by ''hunters'', and the Desert Eagle, despite its media reputation, is primarily meant as a hunting weapon.
* {{HUD}}: [[AvertedTrope None.]] And there is no crosshair, and the mouse combined with four modifier keys control your arm. Aiming is difficult, especially if you don't bother to align a gun's iron sights.sights, though fortunately the game tends to at least attempt to line them up for you upon picking up a gun.



* InsurmountableWaistHeightFence: Anne cannot go up most slopes. Possibly unintentional, as she is a rolling hitbox.
** You'd think that Anne could strong-arm herself over any fence, considering that she can lug around huge metal girders with her single arm...but no such luck.

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* InsurmountableWaistHeightFence: Anne cannot go up most slopes. Possibly unintentional, as she her mode of locomotion is a rolling hitbox.
** You'd think that Anne could strong-arm herself over any fence, considering that she can lug around huge metal girders with her single arm... but no such luck.



* KingMook: The Alpha raptor is a palette-swapped Tribe C raptor (which was a palette-swapped Tribe B raptor, which...). He has more health, but he is also much bigger than other raptors, and therefore easier to hit.

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* KingMook: The Alpha raptor is a palette-swapped and upscaled Tribe C raptor (which was a palette-swapped Tribe B raptor, which...).which was in turn a palette-swapped Tribe A raptor). He has more health, but he is also much bigger than other raptors, and therefore easier to hit.



* MiniBoss: Albertosaurus. Unlike T-Rex, he can always be killed. There are less of them than T-rexes, oddly. Then again, this is ''Trespasser''...

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* MiniBoss: Albertosaurus. Unlike T-Rex, he can always be killed. There Oddly, there are less fewer of them than T-rexes, oddly. Then again, this is ''Trespasser''...there are T-rexes (two or three Albertosaurs versus seven T-rexes).



* PaletteSwap: Played straight for the seven T-Rex's, subverted for the three raptor tribes.

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* PaletteSwap: Played straight for the seven T-Rex's, subverted for the The three raptor tribes.tribes differ only in markings and hitpoints. The Alpha raptor at the end of the game is bigger as well, but otherwise follows the same pattern. Same for the T-rexes, all sharing the same base model with unique textures applied.



* RevolversAreJustBetter: Played straight with the Redhawk and Hammond's snub-nose. The .357, however, is nearly useless; a few fans have pointed out that the gun might be loaded with the much weaker .38 Special round.
* SetAMookToKillAMook: The Raptor tribes were supposed to be hostile to each other, but this was not implemented. They will attack other dinosaur species, however.
* ShortRangeShotgun: Averted. It works just like any other ranged weapon. While, this being Trespasser, it may be unintentional, or, the dev team has heard of slugs.
* ShoutOut: One of the levels contains TheMonolith, complete with spooky music that plays when you approach it. This being ''Trespasser'', this easter egg is located in a section of the level inaccessible without the use of cheats.

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* RevolversAreJustBetter: Played straight with the Redhawk and Hammond's snub-nose.snub-nose, the former of which deals more damage than the Desert Eagle despite using the same ammo, and the latter is one of the most powerful weapons in the game. The .357, however, is nearly useless; a few fans have pointed out that the gun might be loaded with the much weaker .38 Special round.
* SetAMookToKillAMook: The Raptor tribes were supposed to be hostile to each other, but this was not implemented. They Dinos of different species will attack other dinosaur species, one another before going after you, however.
* ShortRangeShotgun: Averted. It works just like Averted, both shotguns have surprisingly tight spreads allowing for use at almost the same ranges any other ranged weapon. While, this being Trespasser, it may weapon can be unintentional, or, the dev team has heard of slugs.
used at.
* ShoutOut: One of the levels The third level contains TheMonolith, complete with spooky music that plays when you approach it. This being ''Trespasser'', this easter egg is located it, hidden in a section of the a level inaccessible without the use of cheats.noclip.



* StandardFPSGuns: Pistols, Shotguns, [=SMGs=], Machine Pistols, Assault rifles...
** But no explosive weapons.
* SticksToTheBack: All items are stored on the player character's back (except keys and smaller guns, which instead go on the belt), which in the case of melee weapons has the unfortunate effect of occasionally clipping with the character model and causing damage. The developers fixed this by removing almost all mass from every melee item... which fixed the problem of them doing damage to the player, but introduced the problem of them doing no damage to enemies. The sole exception is Nedry's mace, which, naturally, appears at a point in a level where you have maybe one dinosaur to bash to death with it.
* StockDinosaurs: Played straight, then all of a sudden...Albertosaurus!

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* StandardFPSGuns: Pistols, Shotguns, shotguns, [=SMGs=], Machine Pistols, Assault rifles...
** But no explosive weapons.
machine pistols, assault rifles, various implements for melee, mounted sniper rifles and machine guns... about all that's missing from the game are explosives.
* SticksToTheBack: All items are stored on the player character's back (except keys and smaller guns, which instead go on the belt), which in belt). In the case of melee weapons weapons, this has the unfortunate effect of occasionally clipping with the character model and causing damage. The developers fixed this by removing almost all mass from nearly every melee item... which fixed the problem of them doing damage to the player, but introduced the problem of them doing no damage to enemies. ''enemies''. The sole exception is Nedry's mace, which, naturally, which appears at the end of the Town, unfortunately at a point in a level where you have maybe there's only one dinosaur to bash to death go medieval on with it.
* StockDinosaurs: Played straight, straight at first, then all of a sudden...Albertosaurus!sudden, Albertosaurus! Hammond's narration over the game notes this, stating that only a few species managed to adapt to the new world. It also pokes a little fun at this when you first see a Brachiosaurus, noting that they were the only dinos in the park from [[NonindicativeName the actual Jurassic period]].



* ThirdPersonShooter: They planned to implement this, but it was scrapped. With fan-made patches, the only thing you see when you enter third person is a pair of floating breasts and your noodle arm.

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* ThirdPersonShooter: They planned to implement this, but it was scrapped. With fan-made patches, scrapped early on, though a limited third-person mode is still available in the game. When you use it, the only thing you see when you enter third person is a pair of floating breasts and your noodle arm.



* WreakingHavok: ''Trespasser'' was one of the first games to simulate a realistic physics engine in 3D, but the way it was created made it nearly impossible to stack objects on top of one another, meaning several puzzles and one entire level had to be scrapped.

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* WreakingHavok: ''Trespasser'' was one of the first games to simulate a realistic physics engine in 3D, but the way it was created made it nearly impossible to stack objects on top of one another, another because the engine didn't include friction, meaning several puzzles and one entire level had to be scrapped.
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Initially considered a massive disappointment, most consumers eventually forgot about the game when, within a few years, their attention was drawn to the spectacular ''VideoGame/{{Half-Life|1}}'' and the even-more-awful ''VideoGame/{{Daikatana}}''. The game's legacy lives on, though, because ''Trespasser'' still has an active mod community, dedicated to ironing out the game's problems, and the game essentially laid the groundwork for later developers in terms of game engines and interactive physics: Creator/ValveSoftware in particular considered ''Trespasser'' a major source of inspiration for ''VideoGame/{{Half-Life 2}}'' and its [[WreakingHavok physics engine]]. If you'd like to try it out for yourself, good luck: The game sold only 50,000 copies at its time of release, and even if you find a copy, don't even bother running it on an "old games" box. What it did in 1998 made it unplayable, far moreso than what ''VideoGame/{{Crysis}}'' did to late 2007 computers.

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Initially considered a massive disappointment, most consumers eventually forgot about the game when, within a few years, their attention was drawn to the spectacular ''VideoGame/{{Half-Life|1}}'' ''VideoGame/HalfLife1'' and the even-more-awful ''VideoGame/{{Daikatana}}''. The game's legacy lives on, though, because ''Trespasser'' still has an active mod community, dedicated to ironing out the game's problems, and the game essentially laid the groundwork for later developers in terms of game engines and interactive physics: Creator/ValveSoftware in particular considered ''Trespasser'' a major source of inspiration for ''VideoGame/{{Half-Life 2}}'' ''VideoGame/HalfLife2'' and its [[WreakingHavok physics engine]]. If you'd like to try it out for yourself, good luck: The game sold only 50,000 copies at its time of release, and even if you find a copy, don't even bother running it on an "old games" box. What it did in 1998 made it unplayable, far moreso than what ''VideoGame/{{Crysis}}'' did to late 2007 computers.
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* LetsPlay: A ''very'' popular video LP by SomethingAwful goon LetsPlay/ResearchIndicates, who braves the buggy and often-tedious gameplay to bring viewers the game's excellent story in video form.

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* LetsPlay: A ''very'' popular video LP by SomethingAwful Website/SomethingAwful goon LetsPlay/ResearchIndicates, who braves the buggy and often-tedious gameplay to bring viewers the game's excellent story in video form.

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* ICantUseTheseThingsTogether: Since there's no way to visually check your ammunition, Anne will dictate either the exact count of bullets in a gun ("Looks like twelve," etc.) or will estimate magazine-fed firearms by weight ("Feels about half full", etc.). This trope is also followed out of necessity, since Anne is the only living human on the island.


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* InformingTheFourthWall: Since there's no way to visually check your ammunition, Anne will dictate either the exact count of bullets in a gun ("Looks like twelve," etc.) or will estimate magazine-fed firearms by weight ("Feels about half full", etc.). This trope is also followed out of necessity, since Anne is the only living human on the island.
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* LetsPlay: A ''very'' popular video LP by SomethingAwful goon 'Research Indicates', who braves the buggy and often-tedious gameplay to bring viewers the game's excellent story in video form.

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* LetsPlay: A ''very'' popular video LP by SomethingAwful goon 'Research Indicates', LetsPlay/ResearchIndicates, who braves the buggy and often-tedious gameplay to bring viewers the game's excellent story in video form.
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* UnbrokenFirstPersonPerspective: The game was an experimental effort to use a consistent first-person perspective with no HUD and everything represented diegetically.
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** ...And as of 2012, the team abandoned the project and have no intention of returning to it. Seems like the flying pigs were shot down.
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** Someone had made a custom level called [[https://www.youtube.com/watch?v=luDSiP_otqA "East Dock"]], taking place in [[Film/JurassicPark the first movie]]. Where you play as Dennis and you have to make your way to the boat on foot with the Barbasol can [[TimedMission before it leaves.]] Of course there are the Dilophosaurus and other dinos to look out for.
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Around is one word.


** You can easily trick dinosaurs by running a round a rock. Raptors occasionally jump off of cliffs. One raptor tribe's attack is literally to just charge at you.

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** You can easily trick dinosaurs by running a round around a rock. Raptors occasionally jump off of cliffs. One raptor tribe's attack is literally to just charge at you.
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Moving \"Troubled Production\" to a new Trivia section.


* TroubledProduction: As noted in [[http://www.gamasutra.com/view/feature/3339/postmortem_dreamworks_.php a Gamasutra feature published in 1999]], the development team went up against incredibly serious challenges trying to get the game to even ''run properly''. Aside from going into production with only a vague pie-in-the-sky idea of what they wanted, the developers faced serious problems with the AI coding (which necessitated dropping in quick fixes a short time before the release date), physics system (all the melee weapons hurt the player when they were holstered, so all mass was removed from most of them), music clearance problems (the team couldn't '''license any of John Williams' iconic score!''') and total [[ExecutiveMeddling ignorance]] and mismanagement within the development company. The final product was nowhere near finished.

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* InfinityPlusOneSword: The poison dart gun. It kills most enemies in 1 shot and is the only weapon that can practically kill a T-Rex. It is also one of only 2 weapons that is easy to aim, due to having a reflex sight. You only get 3 shots, but given all of the above, that's plenty.



* InfinityPlusOneSword: The poison dart gun. It kills most enemies in 1 shot and is the only weapon that can practically kill a T-Rex. It is also one of only 2 weapons that is easy to aim, due to having a reflex sight. You only get 3 shots, but given all of the above, that's plenty.

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* InfinityPlusOneSword: The poison dart gun. It kills most enemies in 1 shot and is the only weapon IntimateMarks: Anne's breast tattoo that can practically kill a T-Rex. It is also one of only 2 weapons that is easy to aim, due to having a reflex sight. You only get 3 shots, but given all doubles as the LifeMeter component of the above, that's plenty.DiegeticInterface.

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* ImmuneToBullets: T-rex and Brachiosaurus.
** To clarify, the only easy way to kill a T-rex is three headshots from a unique weapon that only appears in one level. The T-rex is near the end of the level, the gun at the beginning. The gun carries 3 shots and there are no reloads in this game. Still, it is satisfying to kill one of the bastards. They have such ridiculously high health that you'd otherwise have to find half of the guns on the level and unload them all into one in order to kill it.[[note]]According to the shoddy documentation, with very good accuracy the mounted M2, Barrett, Calico, and drum-fed AK can kill the T-rex in one magazine, eventually; all other weapons will require backups. This is only feasible in the town, as there are far more guns than raptors within.[[/note]] Also, the very first T-Rex you meet can be killed by dropping a jeep on its head.

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* ImmuneToBullets: T-rex and Brachiosaurus.
** To clarify, the
Brachiosaurus. The only easy way to kill a T-rex is three headshots from a unique weapon that only appears in one level. The T-rex is near the end of the level, the gun at the beginning. The gun carries 3 shots and there are no reloads in this game. Still, it is satisfying to kill one of the bastards. They have such ridiculously high health that you'd otherwise have to find half of the guns on the level and unload them all into one in order to kill it.[[note]]According to the shoddy documentation, with very good accuracy the mounted M2, Barrett, Calico, and drum-fed AK can kill the T-rex in one magazine, eventually; all other weapons will require backups. This is only feasible in the town, as there are far more guns than raptors within.[[/note]] Also, the very first T-Rex you meet can be killed by dropping a jeep on its head.



* MagnetHands: Subverted, sometimes you will lose whatever it is you're holding.
** Notably any time you walk up a slight slope. This results in a major part of the gameplay coming from flinging the item you're carrying as far as you can up the slope and then running up and grabbing it before it slides all the way down again.

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* MagnetHands: Subverted, Not in this game; sometimes you will lose whatever it is you're holding.
**
holding. Notably any time you walk up a slight slope. This results in a major part of the gameplay coming from flinging the item you're carrying as far as you can up the slope and then running up and grabbing it before it slides all the way down again.



* WreakingHavok: ''Trespasser'' was one of the first games to simulate a realistic physics engine in 3D, but the way it was created made it nearly impossible to stack objects on top of one another, meaning several puzzles and one entire level had to be scrapped.

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* WreakingHavok: ''Trespasser'' was one of the first games to simulate a realistic physics engine in 3D, but the way it was created made it nearly impossible to stack objects on top of one another, meaning several puzzles and one entire level had to be scrapped.scrapped.
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!!Examples

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!!Examples!!Examples:



* MusicalGameplay: The music is rather nice, so much so that most of it was reused for ''CliveBarkersUndying''.

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* MusicalGameplay: The music is rather nice, so much so that most of it was reused for ''CliveBarkersUndying''.''VideoGame/CliveBarkersUndying''.
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[[http://trespassingpetrolia.com/ A fan remake is currently in development]].

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* SoftWater: At one point, the player is required to cliff-dive into a shallow pond.

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* SoftWater: At one point, the player is required to cliff-dive dive off a 5 or 6 story cliff into a shallow pond.pond that's 8 feet deep at the most. As the trope is fully in effect, Anne can still land on the edge of the pond flat on her feet and take extremely little damage.
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* ContinuityNod: Loads. Various locations and objects from the films can be found at various points in the game, such as the remains of some of the hunters from the second film.


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* TheDevTeamThinksOfEverything: If the player tries to walk into the ocean at the start of the game, Ann makes some sarcastic comments about not really wanting to swim.

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* InventoryManagementPuzzle: You can only carry two items at a time, of any size. One on your back/waist (depending on size), one in your hand. Normally, you would just carry two guns, but key cards also take up one of those spaces, halving your already limited firepower.


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* LimitedLoadout: You can only carry two items at a time, of any size. One on your back/waist (depending on size), one in your hand. Normally, you would just carry two guns, but key cards also take up one of those spaces, halving your already limited firepower.

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* DevelopmentHell: As noted in [[http://www.gamasutra.com/view/feature/3339/postmortem_dreamworks_.php a Gamasutra feature published in 1999]], the development team went up against incredibly serious challenges trying to get the game to even ''run properly''. Aside from going into production with only a vague pie-in-the-sky idea of what they wanted, the developers faced serious problems with the AI coding (which necessitated dropping in quick fixes a short time before the release date), physics system (all the melee weapons hurt the player when they were holstered, so all mass was removed from most of them), music clearance problems (the team couldn't '''license any of John Williams' iconic score!''') and total [[ExecutiveMeddling ignorance]] and mismanagement within the development company. The final product was nowhere near finished.



* TroubledProduction: To the point that it ended up released unifinished.

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* TroubledProduction: To As noted in [[http://www.gamasutra.com/view/feature/3339/postmortem_dreamworks_.php a Gamasutra feature published in 1999]], the point that it ended development team went up released unifinished.against incredibly serious challenges trying to get the game to even ''run properly''. Aside from going into production with only a vague pie-in-the-sky idea of what they wanted, the developers faced serious problems with the AI coding (which necessitated dropping in quick fixes a short time before the release date), physics system (all the melee weapons hurt the player when they were holstered, so all mass was removed from most of them), music clearance problems (the team couldn't '''license any of John Williams' iconic score!''') and total [[ExecutiveMeddling ignorance]] and mismanagement within the development company. The final product was nowhere near finished.

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''Trespasser'' was an extremely ambitious project, flaunting a skilled development team (with the occasional contribution from Creator/StevenSpielberg himself), a fully three-dimensional game engine with incredible draw distances, massive, sprawling outdoor environments, a full physics engine to simulate objects realistically, and artificially intelligent dinosaurs that would react accordingly to the player's actions...or that was the plan anyway. In practice, ''Trespasser'' was much less impressive: The developers were strapped for time and had to delay the game again and again, until they were forced to cut back on features and quality assurance just to get the game to ship on time, and the game that was released in 1998 was a glitchy, broken mess that was nearly impossible to play on most computers at the time.

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''Trespasser'' was an extremely ambitious project, flaunting a skilled development team (with the occasional contribution from Creator/StevenSpielberg himself), a fully three-dimensional game engine with incredible draw distances, massive, sprawling outdoor environments, a full physics engine to simulate objects realistically, and artificially intelligent dinosaurs that would react accordingly to the player's actions...or that was the plan anyway. In practice, ''Trespasser'' was much less impressive: [[TroubledProduction The developers were strapped for time and had to delay the game again and again, until they were forced to cut back on features and quality assurance just to get the game to ship on time, time,]] and the game that was released in 1998 was a glitchy, broken mess that was nearly impossible to play on most computers at the time.


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* TroubledProduction: To the point that it ended up released unifinished.

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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/Albertosmall_7471.jpg]]
[[caption-width-right:350:He's bad news, [[GoodBadBugs until he trips over his own feet]], or [[ArtificialStupidity you hide behind a rock]].]]



-->-- '''[=ResearchIndicates=]''', [[http://lparchive.org/LetsPlay/Trespasser/ Let's Play Jurassic Park: Trespasser]]''

[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/Albertosmall_7471.jpg]]
[[caption-width-right:350:He's bad news, [[GoodBadBugs until he trips over his own feet]], or [[ArtificialStupidity you hide behind a rock]].]]

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-->-- '''[=ResearchIndicates=]''', '''LetsPlay/ResearchIndicates''', [[http://lparchive.org/LetsPlay/Trespasser/ Let's Play Jurassic Park: Trespasser]]''

[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/Albertosmall_7471.jpg]]
[[caption-width-right:350:He's bad news, [[GoodBadBugs until he trips over his own feet]], or [[ArtificialStupidity you hide behind a rock]].]]
Trespasser]]''
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-->--'''[=ResearchIndicates=]''', [[http://lparchive.org/LetsPlay/Trespasser/ Let's Play Jurassic Park: Trespasser]]''

to:

-->--'''[=ResearchIndicates=]''', -->-- '''[=ResearchIndicates=]''', [[http://lparchive.org/LetsPlay/Trespasser/ Let's Play Jurassic Park: Trespasser]]''



''Jurassic Park: Trespasser'' is an infamous FirstPersonShooter game released in 1998 for [=PCs=] by Dreamworks Interactive, developed as a tie-in to the film ''TheLostWorldJurassicPark''. The game stars Anne, a plane crash survivor who finds herself on the shores of Isla Sorna, also known as Site B, two years after the events of ''The Lost World'', and desperately needs to find a way off the island, armed with nothing but her wits and one lone (surprisingly strong) noodly arm for her to pull boxes and throw rocks around with.

to:

''Jurassic Park: Trespasser'' is an infamous FirstPersonShooter game released in 1998 for [=PCs=] by Dreamworks Interactive, developed as a tie-in to the film ''TheLostWorldJurassicPark''.''Film/TheLostWorldJurassicPark''. The game stars Anne, a plane crash survivor who finds herself on the shores of Isla Sorna, also known as Site B, two years after the events of ''The Lost World'', and desperately needs to find a way off the island, armed with nothing but her wits and one lone (surprisingly strong) noodly arm for her to pull boxes and throw rocks around with.

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* AnticlimaxBoss: The Alpha raptor is only slightly tougher than the other raptors, while it is easier to hit.


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* FanRemake: [[http://trespassingpetrolia.com/ One fan]] has been working on a complete remake of the game since 2011, and in the style of FarCry 3, with an added open-world emphasis. The results so far [[http://www.flickr.com/photos/trespassingpetrolia/8384037587/lightbox/ look]] [[http://www.flickr.com/photos/trespassingpetrolia/8284923505/in/photostream/lightbox/ absolutely]] [[http://www.flickr.com/photos/trespassingpetrolia/8309111093/in/photostream/lightbox/ amazing]].
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* DieChairDie: Certain objects, notable chairs and some statues, are "breakable" in the sense that they're composed of little piles of their constituent parts. A little nudge will cause them to fall apart.

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* DieChairDie: Certain objects, notable chairs and some statues, are "breakable" in the sense that they're composed of little piles of their constituent parts. A The engine doesn't have any coding for friction, so the parts are all frozen in place (often visibly levitating) on spawning, but a little nudge will cause them to fall apart.

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* ICantUseTheseThingsTogether: Since there's no way to visually check your ammunition, Anne will dictate either the exact count of bullets chambered ("Looks like twelve," etc.) or will estimate magazine-fed firearms by weight ("Feels about half full", etc.). This trope is also followed out of necessity, since Anne is the only living human on the island.

to:

* ICantUseTheseThingsTogether: Since there's no way to visually check your ammunition, Anne will dictate either the exact count of bullets chambered in a gun ("Looks like twelve," etc.) or will estimate magazine-fed firearms by weight ("Feels about half full", etc.). This trope is also followed out of necessity, since Anne is the only living human on the island.



** To clarify, the only way to kill the T-rex is three headshots from a unique weapon. The T-rex is near the end of the level, the gun at the beginning. The gun carries 3 shots and there are no reloads in this game. Still, it is satisfying to kill one of the bastards.
** Actually, the T-Rexes aren't immune to bullets, they simply have such ridiculously high health that you'd have to find half of the guns on the level and unload them all into one in order to kill it.
** Also, the first T-Rex you meet, in level 3, can be killed by dropping a jeep on its head.
*** According to the shoddy documentation, with very good accuracy the Mounted Machine gun, Barrett, Calico, and the drum fed AK can kill the T-rex in one magazine, eventually, all other weapons will require backups. This is only feasible in the town, as there are far more guns than raptors within, the multiple tranq pistols found there help.

to:

** To clarify, the only easy way to kill the a T-rex is three headshots from a unique weapon.weapon that only appears in one level. The T-rex is near the end of the level, the gun at the beginning. The gun carries 3 shots and there are no reloads in this game. Still, it is satisfying to kill one of the bastards.
** Actually, the T-Rexes aren't immune to bullets, they simply
bastards. They have such ridiculously high health that you'd otherwise have to find half of the guns on the level and unload them all into one in order to kill it.
** Also, the first T-Rex you meet, in level 3, can be killed by dropping a jeep on its head.
*** According
it.[[note]]According to the shoddy documentation, with very good accuracy the Mounted Machine gun, mounted M2, Barrett, Calico, and the drum fed drum-fed AK can kill the T-rex in one magazine, eventually, eventually; all other weapons will require backups. This is only feasible in the town, as there are far more guns than raptors within, within.[[/note]] Also, the multiple tranq pistols found there help.very first T-Rex you meet can be killed by dropping a jeep on its head.



* InsurmountableWaistHeightFence: Ann cannot go up most slopes. Possibly unintentional, as she is a rolling hitbox.
** You'd think that Ann could strong-arm herself over any fence, considering that she can lug around huge metal girders with her single arm...but no such luck.

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* InsurmountableWaistHeightFence: Ann Anne cannot go up most slopes. Possibly unintentional, as she is a rolling hitbox.
** You'd think that Ann Anne could strong-arm herself over any fence, considering that she can lug around huge metal girders with her single arm...but no such luck.



** Nedry's Mace, the only functioning melee weapon that won't kill you, and

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** Nedry's Mace, the only functioning melee weapon that won't kill you, you when stored, and



* RevolversAreJustBetter: Played straight with the Redhawk and Hammond's snub-nose. The .357, however, is nearly useless.
** A few fans have pointed out that the gun might be loaded with the much weaker .38 Special round, thus explaining it's uselessness.

to:

* RevolversAreJustBetter: Played straight with the Redhawk and Hammond's snub-nose. The .357, however, is nearly useless.
** A
useless; a few fans have pointed out that the gun might be loaded with the much weaker .38 Special round, thus explaining it's uselessness.round.



* ShortRangeShotgun: Averted. It works just like any other ranged weapon. While, this being Trespasser, it may be unitentional, or, the dev team has heard of slugs.

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* ShortRangeShotgun: Averted. It works just like any other ranged weapon. While, this being Trespasser, it may be unitentional, unintentional, or, the dev team has heard of slugs.



* SticksToTheBack: All items are stored on the player character's back (except keys and smaller guns, which instead go on the belt), which in the case of melee weapons has the unfortunate effect of occasionally clipping with the character model and causing damage. The developers fixed this by removing almost all mass from every melee item... which fixed the problem of them doing damage to the player, but introduced the problem of them doing no damage to enemies.

to:

* SticksToTheBack: All items are stored on the player character's back (except keys and smaller guns, which instead go on the belt), which in the case of melee weapons has the unfortunate effect of occasionally clipping with the character model and causing damage. The developers fixed this by removing almost all mass from every melee item... which fixed the problem of them doing damage to the player, but introduced the problem of them doing no damage to enemies. The sole exception is Nedry's mace, which, naturally, appears at a point in a level where you have maybe one dinosaur to bash to death with it.
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Initially considered a massive disappointment, most consumers eventually forgot about the game when, within a few years, their attention was drawn to the spectacular ''HalfLife'' and the even-more-awful ''VideoGame/{{Daikatana}}''. The game's legacy lives on, though, because ''Trespasser'' still has an active mod community, dedicated to ironing out the game's problems, and the game essentially laid the groundwork for later developers in terms of game engines and interactive physics: ValveSoftware in particular considered ''Trespasser'' a major source of inspiration for ''HalfLife 2'' and its [[WreakingHavok physics engine]]. If you'd like to try it out for yourself, good luck: The game sold only 50,000 copies at its time of release, and even if you find a copy, don't even bother running it on an "old games" box. What it did in 1998 made it unplayable, far moreso than what ''VideoGame/{{Crysis}}'' did to late 2007 computers.

to:

Initially considered a massive disappointment, most consumers eventually forgot about the game when, within a few years, their attention was drawn to the spectacular ''HalfLife'' ''VideoGame/{{Half-Life|1}}'' and the even-more-awful ''VideoGame/{{Daikatana}}''. The game's legacy lives on, though, because ''Trespasser'' still has an active mod community, dedicated to ironing out the game's problems, and the game essentially laid the groundwork for later developers in terms of game engines and interactive physics: ValveSoftware Creator/ValveSoftware in particular considered ''Trespasser'' a major source of inspiration for ''HalfLife 2'' ''VideoGame/{{Half-Life 2}}'' and its [[WreakingHavok physics engine]]. If you'd like to try it out for yourself, good luck: The game sold only 50,000 copies at its time of release, and even if you find a copy, don't even bother running it on an "old games" box. What it did in 1998 made it unplayable, far moreso than what ''VideoGame/{{Crysis}}'' did to late 2007 computers.
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->''"Let's make this clear: ''Trespasser'' is not a good game. It could have been a good game. It had the potential to be a good game, but what was released in late 1998 and sold to the public was simply not a good game...You can liken it to babysitting a big, lovable and slightly retarded child. You know he means well, but that doesn't stop him from dropping trou and shitting in the middle of the aisle in Costco from time to time."''
-->--'''[=ResearchIndicates=]''', [[http://lparchive.org/LetsPlay/Trespasser/ Let's Play Jurassic Park: Trespasser]]''

[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/Albertosmall_7471.jpg]]
[[caption-width-right:350:He's bad news, [[GoodBadBugs until he trips over his own feet]], or [[ArtificialStupidity you hide behind a rock]].]]

''Jurassic Park: Trespasser'' is an infamous FirstPersonShooter game released in 1998 for [=PCs=] by Dreamworks Interactive, developed as a tie-in to the film ''TheLostWorldJurassicPark''. The game stars Anne, a plane crash survivor who finds herself on the shores of Isla Sorna, also known as Site B, two years after the events of ''The Lost World'', and desperately needs to find a way off the island, armed with nothing but her wits and one lone (surprisingly strong) noodly arm for her to pull boxes and throw rocks around with.

''Trespasser'' was an extremely ambitious project, flaunting a skilled development team (with the occasional contribution from Creator/StevenSpielberg himself), a fully three-dimensional game engine with incredible draw distances, massive, sprawling outdoor environments, a full physics engine to simulate objects realistically, and artificially intelligent dinosaurs that would react accordingly to the player's actions...or that was the plan anyway. In practice, ''Trespasser'' was much less impressive: The developers were strapped for time and had to delay the game again and again, until they were forced to cut back on features and quality assurance just to get the game to ship on time, and the game that was released in 1998 was a glitchy, broken mess that was nearly impossible to play on most computers at the time.

Initially considered a massive disappointment, most consumers eventually forgot about the game when, within a few years, their attention was drawn to the spectacular ''HalfLife'' and the even-more-awful ''VideoGame/{{Daikatana}}''. The game's legacy lives on, though, because ''Trespasser'' still has an active mod community, dedicated to ironing out the game's problems, and the game essentially laid the groundwork for later developers in terms of game engines and interactive physics: ValveSoftware in particular considered ''Trespasser'' a major source of inspiration for ''HalfLife 2'' and its [[WreakingHavok physics engine]]. If you'd like to try it out for yourself, good luck: The game sold only 50,000 copies at its time of release, and even if you find a copy, don't even bother running it on an "old games" box. What it did in 1998 made it unplayable, far moreso than what ''VideoGame/{{Crysis}}'' did to late 2007 computers.

!!Examples
* AKA47: The [=AG47=] isn't fooling anyone.
* AnticlimaxBoss: The Alpha raptor is only slightly tougher than the other raptors, while it is easier to hit.
* ApocalypticLog: A [[DoingItForTheArt surprisingly well-written and acted]] Dr. John Hammond narrates your journey.
* ArtificialStupidity:
** You can easily trick dinosaurs by running a round a rock. Raptors occasionally jump off of cliffs. One raptor tribe's attack is literally to just charge at you.
** In development, dinos had many different emotions, but this resulted in them becoming paralyzed with indecision. In order to fix this, all emotion meters were set to zero, except for anger and hunger.
* ArtisticLicensePhysics: Bet you didn't know you could knock over stone columns with long-range machine gun fire.
* AwesomeButImpractical: The Barrett .50 deals ridiculous damage, but...
** It cannot be carried,
** You cannot move while using it,
** You cannot use the scope and/or sights, and
** It carries 10 shots. Tops.
* BagOfSpilling: New level? All your guns are gone. For some reason, they thought this was a good idea.
** Though some levels have weapons right next to the start, they're typically just a pair of .44 Desert Eagles.
* BatterUp: Bats are the most common melee weapon. They also do nothing except kill you if you accidentally smack yourself in the face with one.
* BeatingADeadPlayer: Your body will be eaten!
* CrateExpectations: Used for every jumping puzzle.
* CueTheFlyingPigs: The [[http://www.moddb.com/mods/jurassic-park-dark-secrets Jurassic Park Dark Secrets mod]] has been in development since 2004, with the creator telling people it would likely be available to test and/or release within the year multiple times. Now, in March 2011, beta testers are finally getting copies of the levels, and the whole package is expected to be distributed sometime within the next few months.
* DamageSpongeBoss: The Tyrannosaurs aren't immune to damage, but they have such a ridiculous amount of health that trying to kill one with conventional weapons is an excercise in frustration.
* DevelopmentHell: As noted in [[http://www.gamasutra.com/view/feature/3339/postmortem_dreamworks_.php a Gamasutra feature published in 1999]], the development team went up against incredibly serious challenges trying to get the game to even ''run properly''. Aside from going into production with only a vague pie-in-the-sky idea of what they wanted, the developers faced serious problems with the AI coding (which necessitated dropping in quick fixes a short time before the release date), physics system (all the melee weapons hurt the player when they were holstered, so all mass was removed from most of them), music clearance problems (the team couldn't '''license any of John Williams' iconic score!''') and total [[ExecutiveMeddling ignorance]] and mismanagement within the development company. The final product was nowhere near finished.
* DieChairDie: Certain objects, notable chairs and some statues, are "breakable" in the sense that they're composed of little piles of their constituent parts. A little nudge will cause them to fall apart.
* DiegeticInterface: You have no HUD whatsoever. Your LifeMeter is a heart tattoo on your left breast that fills with red as you take damage. Aiming your weapons requires you to line up their iron sights. Anne verbally keeps track of how much ammo guns have remaining. Almost every interaction in the world requires you to reach out with your arm.
* DropTheHammer: [[IncrediblyLamePun Don't even bother to pick it up]], it does '''nothing'''.
* DummiedOut: The discovery of an internal beta (which was subsequently dumped and uploaded the internet) shows what kind of a game ''Trespasser'' could have been if it hadn't been subject to a bunch of quick fixes to get it out the door - before its release, most of the cut content could only be accessed through the game's internal code. The beta runs twice as fast as the retail version, additional parts of levels, the fabled "Pine Valley" level (that was inaccessible in the final version), longer voiceovers, more dinosaurs, etc. There's also various cut weapons, both left in the game but never spawned (an M1911, a cattle prod) and actually removed (a silenced version of the MAC-10, an M16).
* ExplodingBarrels: There are barrels of fuel scattered about the island. Go ahead, shoot them. [[SubvertedTrope They don't do anything.]] One can guess they were meant to explode, considering most of them show up near an Albertosaurus you're supposed to fight.
* FirstPersonGhost: Anne has an arm and visible cleavage, the latter of which bear the LifeMeter in tattoo form. A fan-made third person mode make this even more absurd, revealing that she has nothing ''but'' an arm and boobs.
** Also, any weapon you happen to be carrying will be floating vaguely in the area where a holster would be, if you had a waist.
* FlunkyBoss: The Alpha raptor has minions.
* GameBreakingBug: Too many to count without the patches.
* GameMod: A surprising amount for a game that only sold 50,000 copies. [[CultClassic The fan-base is devoted.]] They've actually made the game playable, and still release graphics updates ''12 years'' after the game was released.
** The fanbase also got a recently-discovered beta version up and running (as it was incompatible with most new systems) and discovered that it ran ''twice as fast'' as the retail version of the game. Makes you wonder what the dev team could have pulled off [[WhatCouldHaveBeen with some more prep time]].
* GangstaStyle: You ''can'' fire this way. Just don't expect to hit anything.
* GunsAreWorthless: [[InvertedTrope Inverted.]] Melee weapons (save for one) either do nothing, or kill you when you put them away.
* HandCannon: Parodied with the ridiculously overpowered .38 snub nose. Otherwise played straight; the ''most common weapon'' is a .44 Desert Eagle. Possibly justified, given what you're shooting with them.
* {{HUD}}: [[AvertedTrope None.]] And there is no crosshair, and the mouse combined with four modifier keys control your arm. Aiming is difficult, especially if you don't bother to align a gun's iron sights.
* ICantUseTheseThingsTogether: Since there's no way to visually check your ammunition, Anne will dictate either the exact count of bullets chambered ("Looks like twelve," etc.) or will estimate magazine-fed firearms by weight ("Feels about half full", etc.). This trope is also followed out of necessity, since Anne is the only living human on the island.
* HighPressureBlood: Shooting a dino will more often than not result in a several-foot long arc of blood spraying out of the body. Taken UpToEleven if you use the neurotoxin dart rifle on the T-rex, with a single shot resulting in [[BloodyHilarious comically huge]] [[OverdrawnAtTheBloodBank torrents of blood]] shooting out like a giant punctured beer can (and, as per usual, slowing the game to a crawl).
* ImmuneToBullets: T-rex and Brachiosaurus.
** To clarify, the only way to kill the T-rex is three headshots from a unique weapon. The T-rex is near the end of the level, the gun at the beginning. The gun carries 3 shots and there are no reloads in this game. Still, it is satisfying to kill one of the bastards.
** Actually, the T-Rexes aren't immune to bullets, they simply have such ridiculously high health that you'd have to find half of the guns on the level and unload them all into one in order to kill it.
** Also, the first T-Rex you meet, in level 3, can be killed by dropping a jeep on its head.
*** According to the shoddy documentation, with very good accuracy the Mounted Machine gun, Barrett, Calico, and the drum fed AK can kill the T-rex in one magazine, eventually, all other weapons will require backups. This is only feasible in the town, as there are far more guns than raptors within, the multiple tranq pistols found there help.
* ImprovisedWeapon: Throwing a skull at a raptor deals a surprising amount of damage.
* InsurmountableWaistHeightFence: Ann cannot go up most slopes. Possibly unintentional, as she is a rolling hitbox.
** You'd think that Ann could strong-arm herself over any fence, considering that she can lug around huge metal girders with her single arm...but no such luck.
* InfinityPlusOneSword: The poison dart gun. It kills most enemies in 1 shot and is the only weapon that can practically kill a T-Rex. It is also one of only 2 weapons that is easy to aim, due to having a reflex sight. You only get 3 shots, but given all of the above, that's plenty.
* InventoryManagementPuzzle: You can only carry two items at a time, of any size. One on your back/waist (depending on size), one in your hand. Normally, you would just carry two guns, but key cards also take up one of those spaces, halving your already limited firepower.
* KingMook: The Alpha raptor is a palette-swapped Tribe C raptor (which was a palette-swapped Tribe B raptor, which...). He has more health, but he is also much bigger than other raptors, and therefore easier to hit.
* LethalJokeItem: Two of them:
** Nedry's Mace, the only functioning melee weapon that won't kill you, and
** Hammond's Ladies Model .38 snub nose. In a game with the .44 Desert Eagle being the most common weapon, it deals more damage then anything but the Barrett .50 and the poison dart rifle.
* LetsPlay: A ''very'' popular video LP by SomethingAwful goon 'Research Indicates', who braves the buggy and often-tedious gameplay to bring viewers the game's excellent story in video form.
* LifeMeter: Nonstandard, as it is [[DiegeticInterface a tattoo on the character's breast.]]
* LockedDoor: Some require key cards. Others can be blown open with a shotgun blast.
* LookOnMyWorksYeMightyAndDespair: The secret alternate ending has the TropeNamer poem being read by Hammond. Appropriate, for the ruins of an experiment GoneHorriblyRight.
* MagnetHands: Subverted, sometimes you will lose whatever it is you're holding.
** Notably any time you walk up a slight slope. This results in a major part of the gameplay coming from flinging the item you're carrying as far as you can up the slope and then running up and grabbing it before it slides all the way down again.
* MiniBoss: Albertosaurus. Unlike T-Rex, he can always be killed. There are less of them than T-rexes, oddly. Then again, this is ''Trespasser''...
* MoreDakka: The 100 round M960 and drum-fed AK-47. Of course, with the game's lack of crosshairs and thus total reliance on iron sights, [[ATeamFiring you will use it up very quickly.]]
* MusicalGameplay: The music is rather nice, so much so that most of it was reused for ''CliveBarkersUndying''.
* ObviousBeta: Nearly half the tropes on the page are willing to attest to it.
* PaletteSwap: Played straight for the seven T-Rex's, subverted for the three raptor tribes.
* PersonalSpaceInvader: The Raptors' main form of attack is to make contact with the player's hitbox with the "damage strip" inside their mouths. This more often than not results in you backpedalling away madly with a Raptor's mouth trying to latch onto your face.
* RagdollPhysics: The original. In some cases, it was actually more advanced than modern games; for instance, every dinosaur is actually a ragdoll constantly animated via inverse kinematics, instead of using fixed keyframe animations.
* RegeneratingHealth: As [=ResearchIndicates=]' Let's Play put it, ''Trespasser'' was ahead of the curve in many respects. This was one of them.
* RevolversAreJustBetter: Played straight with the Redhawk and Hammond's snub-nose. The .357, however, is nearly useless.
** A few fans have pointed out that the gun might be loaded with the much weaker .38 Special round, thus explaining it's uselessness.
* SetAMookToKillAMook: The Raptor tribes were supposed to be hostile to each other, but this was not implemented. They will attack other dinosaur species, however.
* ShortRangeShotgun: Averted. It works just like any other ranged weapon. While, this being Trespasser, it may be unitentional, or, the dev team has heard of slugs.
* ShoutOut: One of the levels contains TheMonolith, complete with spooky music that plays when you approach it. This being ''Trespasser'', this easter egg is located in a section of the level inaccessible without the use of cheats.
* SoftWater: At one point, the player is required to cliff-dive into a shallow pond.
* StandardFPSGuns: Pistols, Shotguns, [=SMGs=], Machine Pistols, Assault rifles...
** But no explosive weapons.
* SticksToTheBack: All items are stored on the player character's back (except keys and smaller guns, which instead go on the belt), which in the case of melee weapons has the unfortunate effect of occasionally clipping with the character model and causing damage. The developers fixed this by removing almost all mass from every melee item... which fixed the problem of them doing damage to the player, but introduced the problem of them doing no damage to enemies.
* StockDinosaurs: Played straight, then all of a sudden...Albertosaurus!
* SuperStrength: Unintentional example. The protagonist can lift absurdly large items with her right hand and arm alone because that's all she has.
* ThirdPersonShooter: They planned to implement this, but it was scrapped. With fan-made patches, the only thing you see when you enter third person is a pair of floating breasts and your noodle arm.
* ThrowawayGuns: The guns are useless once you run out of ammo, and you can't restock your ammo supplies. Once the weapon has run dry, you might as well throw it away.
* ViewerFriendlyInterface: Number pads and various other buttons that the player has to manually operate with the infamous arm are all conspicuously large, as is any handwriting that presents important information.
* WreakingHavok: ''Trespasser'' was one of the first games to simulate a realistic physics engine in 3D, but the way it was created made it nearly impossible to stack objects on top of one another, meaning several puzzles and one entire level had to be scrapped.

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