Dino Crisis: Нашествие тварей чит-файл №1

DINO CRISIS
SPEED GAME WALKTHROUGH (NA)

Title: Dino Crisis
Producer: Capcom
For: Sony Playstation
WordPad
Created: 6/10/00
Modified: 10/18/00
By: Ghidrah
Submitted:
EMaul: Darn139@AOL.COM


If anyone wishes to use this on their site, I would like to know, I
don't have a problem with it's use by others on Gaming forums or being
copied for personal uses, etc. I do, however, have a problem with
someone making money from it, however unlikely that may be. It wouldn't
be ethical, eh! I would like to know if it's to be used on a site, just
so I could drop by and see it.

If anyone has a time cutting improvement for this walkthrough Emaul me
at the above address and I will add it to the walkthrough and add your
name to give credit.

I created this speed game walkthrough early last summer, after writing
a full game one. What I didn't realize when doing both of them, was the
restrictions imposed by GameFaqs. I wrote my walkthroughs in MS Works;
GameFaqs only accepts MS Word or WordPad. I had it in 12 point Times New
Roman (I like the type); they require 10 point Courier! I had mine set
up for an 8 by 11 page; they require 79 characters or less per line. I
had the standard walkthrough set up with crosslinks, so that a player
who didn't want to get too much info, or was curious about an important
bit of info - on a Dino, for example - could click the link and jump to
that info, read it and then jump back to the original information. Man,
was I naive! I was beginning to suspect a conspiracy. The GameFaqs world
was against me.
So, I have the Standard one accepted by a couple of Gaming forums, and
one of them asked me to transfer it to WordPad, I figured, what the
heck, if I gotta go this far I might as well go the rest of the way and
transfer this one too. At least the standard one didn't have to be
switched from 12 to 10 point or Times New Roman to Courier. The Speed
Game, being only seven pages long, it wouldn't be as daunting a task as
the standard would at forty-one pages. So, I go back to GameFaqs and
look at the DC walkthrough page and the bloody thing is chock full of DC
walkthroughs. Well, maybe they'll accept this one because no one else
has written a speed game for DC yet. I'm afraid to read all of the
walkthroughs to see if any of them are Speed Games.

------------------------------------------------------------------------
----



DINO CRISIS
INTRODUCTION



There is no need to go into the basic instructions for this DC Speed
Game. By the time you're ready for this, you should be thoroughly aware
of DC1.


THIS WALKTHROUGH WILL GIVE YOU THE TIMES YOUR LOOKING FOR IF


1. Your game's mission time is hovering around 2 hours. Times shorter
than this will make following this walkthrough easier to follow because
you will have most, if not all, the dexterity skills needed to end-run
the Dinos. You should have achieved all three endings before attempting
speed games.

2. You are thoroughly familiar with the layout of all levels and rooms.

3. You are familiar with the general positions of all Dinosaurs in the
game. If you're still being surprised by Raptors or Therizinos, your
times will suffer, you'll use up your limited supplies and just get
really frustrated. Don't blame the walkthrough.

Each Dino has an area to patrol, Example: (Lecture Room Hall) Fernando
has a patrol zone that stretches from the hall corner where the security
screen and Office door are, all the way down to the corpse at the far
end of the Lecture Room door. Quite often he will be at the vending
machines doing a Snickers bar and shooting a soda. He can also appear at
either extreme in this zone.

4. Know the position of all pertinent articles in every room. It isn't
necessary to know which DDK or key is in which room - we'll be following
an obvious, straight forward path. However, knowing where in each room
they're located "IS" important. You need to head in the proper direction
upon entering each room to acquire the specific article as efficiently
as possible.

5. You are inventory aware. Being able to navigate through your
inventory quickly and accurately is extremely important to speed gaming.
Time wasted flailing around in inventory is time not spent running the
route!


6. Run everywhere! Never walk, except to fine-adjust to hit a mark, like
a DDK Door lock, disc or key. Time spent walking is time wasted. Hitting
walls while running and turning down halls or through doors slows you
down. Unnecessary zig-zagging when not avoiding Dinos wastes time.

7. You are thoroughly familiar with all puzzles, codes and passwords.
Any mistakes causing a puzzle, password or combination redo will kill
any time you've been cutting.

8. You always have the option to use continue; you receive five of them.
If you're deep into the first or second half of the game, have been
doing well up to this point and don't want to restart, let yourself be
killed and use the continue.

9. Supply pick-ups: one way to cut down on game time is to stop picking
up floor boxes and opening E-Boxes. Time spent doing this is time
wasted. You have the shotgun for darts, a pistol that will only be used
as a dump article and the grenade gun with infinite ammo, "You Don't
Need Anything Else".
In this walkthrough, you will be making very few stops. There are some
extra Med Packs to pick up if you're still getting hit a lot. Other than
that, the only time we'll be stopping will be for doors, DDKs and the
like.


DINO CRISIS SPEED GAME
WALKTHROUGH
------------------------------------------------------------------------
-----


We'll skip the beginning "You have mail" and the FMV (as cool as it is).
I'm not sure when the mission clock starts, so, jump right to the
Backyard enclosure.

Here we go! (cutscene) Gail leaves the enclosure, then Rick, followed
by Regina. (cutscene) Rick relates his intentions for the Control Room
and exits the scene. As soon as Regina is released from the cutscene, go
immediately to inventory and equip Regina with the grenade gun and infi
ammo.

Her inventory at the start of the game consists of:
(2)Hemostats, (34)9mm rounds, (3)Medium Anesthetic Darts, (10)Slag
rounds, (6)Grenade rounds, (Infinite)Grenade rounds.
For weapons you have the 9mm pistol, a shotgun and the grenade gun.

Move over to Gail. (cutscene) Head into the Storage Room and get the
key. 180° (R2) and split this place. Head back to the enclosure where
the game started. (cutscene) Follow Gail out to the Backup Generator
Building. (cutscene) You can pick up your first (M. Med) off the
body,(apparently this Dino didn't finish it's meal - its parents never
mentioned the starving Dinosaurs in future Biafra). I don't pick this
Med up - get it if you still take too many hits. (You won't lose much
but two seconds time getting this one.) Enter the building and do the
Battery puzzle. (cutscene) Exit the building. (cutscene) Prepare for
Raptor introduction. There's no way to guarantee a first round kill on
any Raptor in this game. (That I can guarantee.) Approximately 30% of
the time I get a first shot kill; 60% of the time it's a two shot kill.
The final 10% is a three shot kill. I have adopted this rule: as the
cutscene winds down, I press ready (R1) and Forward (the up button).
Have your thumb hovering over the Action button (X). As soon as you are
released from the cutscene, fire two rounds and run. If Fernando isn't
bleeding out on your way by, you can stop and finish him, or you can
reset and start over. You don't want to leave him alive - he will force
two cutscenes at the gates.

Enter the back yard of the Facility. (cutscene) Run to the Main Control
Room. (cutscene) Use the first floor Piping Passageway A. Drop down into
the Control Room Hall and enter the Main Control Room. (cutscene) When
Free, exit the Control Room, move to the Management Office, Run across
the room to the power switch and flip it, get the H. DDK input disc and
plug. Move into the other room and pick up the #2 LEO Panel Key, pop
open the locker with the combination and get the Entrance Key. Exit the
Management Office through the door near the power switch. (Do Not Save)
(cutscene) Ignore Fernando in the hall, enter Locker Room and get the H.
DDK Code Disc. Leave the Locker Room, Ignoring Fernando. Kill the screen
and enter the Main Entrance. (cutscene)
Head outside and retrieve the N. DDK Code Disc. Return to the Main
Entrance and climb the Central stairs. Enter the second floor hall, bee
line it straight to the Chief's Office door and do the H. DDK password.
Ignore Fernando. If you are correctly positioned, regardless of where he
is, you'll get in without a scratch. (cutscene, the 1st survivor) Take
the #1 SOL Panel Key from him, run clockwise around the desk, get the N.
DDK Input Disc, then access the Wall Safe for the L Key Card. Turn left
and head for the back of the room. (cutscene, meet Mr. Chuckles)
Chuckles grabs the fresh meat (albeit deceased) and returns for seconds.
He knocks over the desk. The quickest way out of here, that I know of,
is to wait for him to give the ogle eye to Regina. (A red blooded male
if I ever saw one.) When he begins to rear back and sway his bone head,
run for the door. If you haven't used this technique before now, it can
be a bit unnerving, but it's much faster and quite safe once you're good
at it. (You can bounce off him a few times before he eats you.) It's a
simple "S" pattern.

Leave the Chief's Office and head back to the first floors N. DDK door
(under the stairs). (cutscene) Unlock the N. door, enter the Elevator
Hall, turn right, get the plug and access the Red E-Box. You want to
trade the 9mm rounds for the Poison Darts; if you're still getting
hammered in the game, you may elect to trade the slag rounds off for the
Intensifier. (Don't empty the supplies you don't want and then load the
ones you do - it takes too long.)
Cross the room to the other door and enter the Lecture Room Hall. Kill
the screen and enter the Office. Locate Fernando and kill him. It's
faster to run up and kill him than to try a salvo across the room and
have him drop behind the desk forcing you to find and kill him. You
don't want him coming after you in the hall. Two rounds up close will do
the job nicely. If you can't see him at entry, hit (R1)- she'll track
Fernando for a second.
Run back to the Lecture Room Hall and enter the Lecture Room; get the
B1 Backup Generator Key. (Cutscene: Gail saves mega-babeage's hide; he's
looking for the bathroom - took a wrong turn or something.) Exit the
Lecture Room and make your way through the Office, out into the Office
Hallway. You may be attacked on the way outside - if not, surely on the
way back. Return to the Backyard and access the B1 Generator enclosure,
drop down, get the Red Battery and do the Battery Puzzle. (cutscene)
Back to the Main Control Room. Prepare to play "kick off the Raptor".
Use Piping Passageway A and enter the Control Room. Listen to the two
Tuthogs argue. (Tuthog 1 Gail, Tuthog 2 Rick) You'll be following Gail,
so head out of the Control Room and down the stairs to the B1 Medical
Room. Pick up the ID card and the two M. Medpacs. (Again, if you're
still being pounded by the Dinos, mix the Intensifier you picked up in
the Elevator Hall with the two M. Meds to create two L. Meds.) (R2) and
leave, (Do Not Save) Ignore the Pansies and enter the B1 Hall.
(cutscene) This is where you meet Doctor Kirk, (the 3rd survivor). Make
your way back to the Piping Passageway in the Main Control Room Hall.
You want to be back inside the Backyard enclosure where the game
started. (cutscene)
Switch weapons - trade for the pistol before you enter the next gate
into the Large Elevator Passage. There are two Fernandos out there -
they're easy to run around. You also want to be ready for the
Pteranodon's flying lesson. You'll drop the pistol; you don't need it.
Sidestep the two Raptors and go for your first flying lesson. When
released, run to the Elevator Control Room. Get the L. DDK Input and
Code Discs. Meet good old Dead Tom, (2nd survivor, he would have been
the 2nd survivor if you had taken Rick's path)
Exit the Control Room and go to the Elevator Power Room. If you run
straight, don't bump into anything and dodge at the right moment, you'll
avoid a hacking by the 'Dactyls. Enter the Elevator Power Room, get the
B1 Crane Card and do the Pipe Puzzle. (Face the six consoles with your
back to the ladder and go to the console furthest to your right.) Start
on this one and move one console to your right and then again.
(R,G,B)(R2) Your back is to the ladder again, start at the one across
from you and move to your right, one console at a time.
(R,G,B)(cutscene)
Climb back up the ladder and exit the Power Room. Prepare for your
second flying lesson. When released from this, head back to the Large
Elevator. Activate the Large Elevator Console and ride down to the B1
Carrying Out Room. (cutscene) Complete the B1 Crane Puzzle and exit from
the other side of the room to the Hallway for Carrying Out Materials.
Kick off Fernando and enter the B1 Hall. Make your way back to and up
the stairs in the B1 Medical Hall; run through the Managment Office. (Do
Not Save) Kill the last screen in this hall and enter the Strategy Room.
Get the E. DDK Code Disc and the Fingerprint Device. (Hence known as the
FPD) Run back to the first floor Elevator Hall, get Paul's prints, and
rewrite the ID card with his prints and Reg.# on the rewrite computer in
the Office off the Lecture Room Hall. Once done, return to the Elevator
Hall and access the elevator. (cutscene) Kick off Fernando (R2) and book
for the L. DDK Door. Enter the password, enter the B1 Main Hallway, kill
the screen and end-run the two stupid Raptors, kill the next screen and
head for the B1 Computer Room. Run to the end of the long comp console
and input the Gas Experiment Room access code. Get the screwdriver and
open the computer panel with the screwdriver.
Exit the Computer Room, enter the Research Meeting Room, get the E. DDK
Input Disc and enter the Gas Experiment Room. (Meet the 4th survivor -
it takes longer to save the Researcher than it does to kill him)... so,
kill him. (It's because of the cutscene in the gas chamber - this game
has more than it's fair share of cutscenes.) Do this: G,R,R, pause for
the meter to climb to the fatal mark and then G,B. (This trick saves
about 30 seconds, and you don't want the key he has anyway.) Get the B1
Key chip and exit the chamber. (cutscene) Kill the Raptor quickly by
gassing him. Go back out to the Research Area Hall, kill the screen
around the corner and beat feet to the Library. Here is the last Medpac
you'll have access to in the game; if you're still being swatted around,
pick it up. Do the B1 Key Chip Puzzle. (This puzzle is do-able in 4
moves - if you're not getting it in 4, you're wasting time.) Get the R
Key Card; don't read the memo. Exit the door near the B1 Key Chip
Rewrite Puzzle. Go back to the B1 Computer Room and input the R Key
Card. (cutscene) E. Door password and enter the Experiment Simulation
Room. (Don't Save)(cutscene)Back to the B1 Comp Room. (cutscene) Solve
the Emergency Lockdown Puzzle to free up the doors. (done in three
moves) (cutscene) Ve vill be following Fearless Leader (Gail) for this
section of the game. Exit the B1 Comp Room. (Do Not Save) Avoid all
Dinos and head for the B1 Carrying Out Room via the B1 Library.
(cutscene) Watch - and hear Gail threaten Kirk with unnecessary
ventilation. Hear Doctor Kirk whine about being popular, then unpopular
and now popular again - he's so confused.
This is the beginning of the final run for the first half of the game.
You have the Communications ID Card now, so beat feet. Use the Medical
Room Hall to get to the Main Control Room. Hop into the Elevator, ride
it up to the Comm Room, quickly get the Antenna Activation Key. Exit
there. (Do Not Save) Enter the Communication Antenna Room. Set the
antenna. (cutscene) Exit and make ready for your first running with the
Ibis Island resident T-Rex. (almost like running with the bulls in
Pamplona, Sp.) (cutscene) When you get back to the Comm Room Door, turn
and fire the grenade gun two times into Chuckles' wanting maw. (It's the
quickest way out of this situation.) Enter the Comm Room. (cutscene)
(R2) (cutscene) Exit the Comm Room. Return to the first floor Management
Office. (!!!SAVE!!! on the way out.) Hey... shut de dor, dyou liv inna
barn or sumpin? Din't yer parents larn ye betterer?


THIS IS THE HALFWAY POINT IN THE GAME
---------------------------------------------------------------------


Here's where we start the second half of the game. How did you do for
time? Your save file will give your time. If you didn't get into any
clustering, you should be somewhere between say, 43 and 48 minutes. My
best is a pube over 43 minutes.

So, "let's get it on". (Did I hear Marvin Gaye in the background?)

Make your way outside. (cutscene) Avoid the 'Dactyls and the Raptors.
Enter the Hangar, do the box thing and exit to the Heliport. For this
exercise in dealing with Mr. Chuckles, as always, we'll use the quickest
way that I have found. There are many ways to go about this section of
the game. (Running around the chopper for two or three minutes until
Rick fixes the Elevator - that stinks when your trying to cut time.)
Trying the half way around the chopper thing and firing on Chuckles from
the other side is safer and faster than the "ring around the chopper"
game, but it also takes too long. I have even been successful running
directly into the far corner near the chopper (not the Exit elevator
side), doing a 180° and firing on him that way as he approaches. I
occasionally got knocked down, but most of the time I can survive the
shorter time span and escape when Rick shoots his warning round, often
with just an M. Med, sometimes with nothing at all. This technique cuts
time considerably, compared to the first two suggestions. But, there is
an even safer and faster method. You must play "Tag, You're It" with
Chuckles, though. If you're still having trouble with Chuckles in this
area, try the corner trick. If you want some serious time-cutting, learn
this tech.
As you exit the Hangar, bypass probably one of the coolest FMVs I have
seen.
When you regain control of Regina, FIRE! and reload. He's facing you at
this point. Do a (clockwise) run around Chuckles (you'll be on his
backside now). FIRE!, putting a round up his ancient Poop Chute. (He's
not going to like it!) Reload, continue (clockwise) and run back, nearly
to the wall where you entered the Helipad, (R2) and FIRE! After this
third round, Rick will release his warning round. You must continue
(clockwise) around Chuckles and beat feet to the elevator. (Don't try
squeezing between him and the chopper.) Once inside, push Rick out onto
the Helipad; tell him it's his turn to play with Chuckles.

You'll go through the elevator switching game. In the process, you'll
find the CO Pass Card and a memo. Be sure to read the memo, or you ain't
going nowhere. Run to the next elevator, Rick has fixed it. Pop up to
the Large Elevator. Ride the Large Elevator down to the B3 Carrying Out
Room. Deal with the Battery Puzzle and head to the B3 Control Room. Pick
up the two B3 Crane Cards and exit the other door into the B3 General
Weapons Storage. (Do Not Save)(For emergency's sake, switch to the
shotgun and load with a small or med Dart.) Don't waste your time
shooting Hanz, and in the Transport Passageway, leave Franz alone.
(Sometimes you may have to get creative weaving around him, otherwise,
Dart him. He'll be back whether you kill him or not.) Just get in there
and get the CO Area Key and the last B3 Crane Card. Deal with the B3
Crane Puzzle and get the W. DDK Input Disc. ( You will only move each
box once and the last box will be left hanging.) Book back to and
through the B3 Carrying Out Room. Access the Passageway, dart Hanz or
Franz if you have to. Most times, they are separated far enough to allow
you to slip between them. Enter the Rest Station Area, head through, to,
and up the Central Stairs to the B2 level; again, ignore Hanz und Franz.
Run around Lucien and climb up into the Piping Passage. Drop down into
the B2 Experiment Room Hall. Find Gail in the Researcher's Rest Room. On
your way to the Rest Room, pick up the Darts. (cutscene) (Gail's still
looking for Dr. Kirk. Rick told him that Kirk took the last roll of
toilet paper in the facility.) Go back to get the "C" level Key, (KILL
LUCIEN) and get the W.DDK Code Disc in the Stabilizer Design Room. Exit
and go back up the Piping Passage. Enter the B2 Security Room and get
the S.DDK Input Disc and the #1 B2 Key Chip. Kill the alarm and leave.
(Do Not Save) Go back to B3 Rest Area. Again, almost always, Lucien and
the Therizinos can be ignored. If you must, dart Hanz, He doesn't hold a
grudge like Franz does. I'm able to end-run both of them about 70% of
the time. It's this section of the game where I tend to use Meds. The
Therizinos are in pairs and at times hog the halls they're in. Sometimes
Hanz or Franz will make it into the B3 Rest Station. Either of the two
can be ignored most of the time. Plug in the W.DDK password and enter
the Disembarkation/Immigration Office. (cutscene) Get the #2 B2 Key chip
and exit the room. (Do Not Save) Run to the B3 Carrying Out Room, doing
the best you can to get around the Therizs. (Often, killing one will
give you the room you need. This is also the time I would seriously
consider using a Continue if I get tangled up with them and slowed
down.) You want to save your heavy hitting Darts for the Stab/Init run.
(cutscene) Quickly deal with the Battery Puzzle, get the D.DDK Input
Disc along with the Port Card Key from the Elevator. Run back to the
Disembarkation/Immigration Office. (cutscene) Get the S.DDK Code Disc in
the Passageway to the Port. Exit the D/I Office. (Do Not Save) Back up
the Central Stairs to the B2 Piping Passageway, drop down, kill the
screen and enter the B2 Stabilizer Experiment Room. Get the D. DDK Code
Disc.
Go back to the B2 Security Pass Room via the Piping Passageway and
rewrite the B2 Key Cards. (This puzzle is done in 8 moves total) Do the
S DDK door password, make your way through the Sterilization Hall to the
B2 Parts Storage Hall and do the D.DDK Door. Use the #2 B2 Key Chip in
the first lock, then the #1 B2 Key Chip in the next lock. Enter the B2
Third Energy Area. (cutscene) Extend the Walkway, enter the B2 Power
Frequency Room via the Third Energy Control Room and do the Generator
Control Release Puzzle. (done in three moves) Return to the Third Energy
Control Room and do the Generator test on the computer. Return to the
Power Frequency Room and get Kirk's prints off the wall on your way to
his Private Lab/Office thingy. (cutscene)
We are going to follow Gail's suggestion one last time.

You want to make your way to the Transport Passageway, you must do the
B3 route through the B3 Rest Station, Carrying Out Room, Control Room
and General Weapons Storage Room. There are many Therizinos to pass
this time. If you've been using up Meds, you may be low. This is the
time to switch to Darts and seriously consider using continues instead
of Meds if you get thumped too often on the way. You could be passing up
to 14 Dinos to and from the Special Weapons Room. Two Luciens on B2 and
up to 12 Therizinos on B3.
Try to conserve your Darts - you have about seven. Do your best
dodging. I can usually dodge the two in the General Weapons Storage Room
and Franz in the Transport Passageway. Sometimes the two in the Central
Stairwell are both near the Screen. You won't be coming back this way,
so, if you can dodge them, all the better. If you're able to dance
around the Dinos mentioned, you'll have more than enough Darts to
complete this gauntlet.

Move out, stop in the B2 Security Pass Room and rewrite the ID with
Kirk's Registration numbers and prints. Exit. (Do Not Save) Put on your
big poofy Pastry Chef's hat cause it's TIME TO BAKE!!!

Darting what you absolutely had to and doing ballet things to dodge the
rest, you have made it to the B3 Special Weapons Storage Room. Head to
the second floor and take both devices. Make your way back to the B3
Rest Station. (any darts left?) Access the elevator to the B2 Third
Energy Control Room and do another test on the Computer console
!!!SUCCESS!!!

Use the elevator in the B2 Third Energy Area to access the B3 Energy
Area to install the Initializer and start the breather thing. Go back to
the B2 Third Energy Area, install the Stabilizer and start the MACHINE.
(Pink Floyd background music please) (cutscene) Enter Kirk's Library
Room (cutscene) Wake up in the Disembarkation/Immigration Office.
(cutscene) You'll be following Rick this time. So, have Regina make Gail
a soprano and let Rick take the newest member of the Morman Tabernacle
Choir to the Hovercraft.

Get Regina's butt moving to the Hovercraft Storage Area. (cutscene)
Take the tank from Rick and retrieve the Nucleum/whatever from the
barrels on the dock area. (Do Not Save) Return to the Hovercraft Storage
Area. (cutscene) Get ready for the final battle with Mr. Chuckles. Make
sure you have switched back to the Grenade gun. Don't bother with the
stuff Rick throws to you; you don't need them. Exit to the Port Area.
(Do Not Save) You have to hit Chuckles three times in the mouth on your
"Once around the Port" run. Don't try to get them all at once, or you'll
be shooting more than you need to. Pay attention to where you are, so
that your last round is at or near the dock. Rick will show up and give
a grand display of his ineptitude with the Launcher. (He can't shoot
straight.) He blows up a perfectly good Evil Facility. Regina climbs
aboard the Hovercraft and they're off!


!!!GAME OVER!!!
------------------------------------------------------------------------
-----


Once you're on the Hovercraft, the game is over for you. Let the
credits roll by. Have someone pry your clenched hands from the
controller, I find a large standard screwdriver works well. If that
fails, an injection of muscle relaxers will surely work. Your hands,
they really need that stuff called blood to be moving at an even pace to
keep tissue healthy. Wait for your score to log on screen. If you have
followed the instructions and are proficient and agile with the control
of Regina, you should have an impressive time for yourself.

If your game time was around the 1:35 to 1:45 mark, this walkthrough
may not be as helpful. Maybe all you needed was the little tricks for
dealing with some of the puzzles, or with your meetings with Chuckles in
the game. The Helipad and the Gas chamber tricks save something in the
2-plus minute range in game play. If you have figured out the tricks
mentioned in the game on your own already, but still aren't at the 1:30
something time, then all I can think of is a lack of control in moving
Regina through the game. (i.e., bumping into walls, missing your mark on
pick-ups or not getting the puzzles on the first try in the most
efficient manner.)

I don't have a Game Shark, and I don't use PS cheats or codes. I'm a
Dinosaur, I guess. I prefer to play the game without enhancements. (Not
to disparage anyone for using any of these devices to play games.) I
feel that earning the bonuses through shrewd game play is the best way,
(FOR ME)

My best time on DC1 is 1:29:56. With 1 save, 2M. Meds. 0 continues. A
half time time of :43:17.

Your game time will differ from mine because of control ability, I'm
sure. Being able to hit your marks when approaching doors and picking up
articles is a big time saver. Being able to end-run the Dinos is the
major time saver; the more Dinos you have to shoot, the slower your time
will be. The Dinos I shoot or Dart in the speed game are necessary to
minimize cutscenes and taking hits from them. Every time you take a hit,
you're being slowed down. Every time you access a Medpac and every time
you shoot a Dino, you're wasting time. If you can keep these things in
mind while your playing, you'll either snap and go mad like I almost
did, or you'll achieve the same times I do and possibly better, I'm an
old man as far as most of you are concerned, so, your gaming reflexes
are more likely much faster than moi!

Go get'em! You're all a bunch of animals - so, get out of here, I mean
that!!!

Ghidrah

Darn139@aol.com