Jurassic War
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What is better than the original

The rules stay exactly as they were in 1996. Everything below is about the hands, not about the game.

The promise first

The mechanics are strictly the original ones. Unit behaviour, statistics, table values, damage, weapons, prices, timings and the artwork are untouched — they are read from the original data and computed by functions ported from the original executable at the original addresses. What this port adds is comfort of control: the same orders, given with fewer clicks. Anything that could change the balance is an optional rule with a switch in the lobby, off by default, and the page below says so every time.

Orders in a queue

Hold Shift and click several times: the unit walks the points one after another instead of forgetting the previous order. An attack step follows the living target, not the patch of ground where it stood. The plan is drawn on the map as a dashed line with numbered stops, so you can see what the unit is going to do.

A queued route with numbered stops
A queued route with numbered stops

One key for the meat

After a hunt the kills lie scattered around and each piece used to need its own click. T sends every selected unit to collect everything within ten tiles, one piece per unit, nearest first; B sends whoever carries something to the storehouse. The orders are the ordinary ones the game already has.

T: every selected unit gets its own chain of pickups
T: every selected unit gets its own chain of pickups

Groups with a visible number

Bind a selection to a digit and the number is drawn beside every unit of that group. You can see who belongs where without clicking through the map, and the binding survives losses and reinforcements.

Two squads: the first selected, the second marked with its number
Two squads: the first selected, the second marked with its number

Patrol

Up to ten points; the unit walks them in a circle, fights what it meets on the way and goes back to the route afterwards. It never chases further than eight tiles from the route, and it never turns its back on an enemy already at arm’s length.

The route is drawn the same way as a queue of orders
The route is drawn the same way as a queue of orders

Tooltips with the real numbers

Hovering an item or a production button prints what it is, what it does and what it costs — with the numbers read from the game tables of this very tribe, not from a wiki. Three languages: English, Russian, Polish.

The tooltip is printed in the game font, where the engine writes its own messages
The tooltip is printed in the game font, where the engine writes its own messages

The map window is as wide as your screen

The original draws a 512×480 window into the map — sixteen tiles by fifteen, which on a modern monitor is a keyhole. The magnifier buttons now enlarge the window itself instead of the picture: the game renders into a frame the size of your browser window, one pixel to one pixel, with no scaling and no blur, so you simply see three times more ground. The side panel moves to the right edge, the minimap, the cursor and the scrolling at the screen edge follow it. The rules do not change at all — the engine never had the screen size hard-coded, it reads it out of memory, so it was enough to hand it a bigger frame. The page always opens at the native size; only the magnifiers change it.

The wide window: the same pixels, three times more map
The wide window: the same pixels, three times more map

The whole map at a glance

An observer can zoom out to the entire map. The far step draws it from tile colours the way the minimap does, so even 256×176 costs 5 ms instead of 79.

The whole map at once
The whole map at once

Replays that do not die with the tab

Every match records itself and the recording goes to the server as it plays, so it survives a closed tab and other people can watch it. Playback is exact: the same seed, the same orders, the same computer opponents.

The replay list: mine above, the server ones below
The replay list: mine above, the server ones below

A computer you can actually pick

Every computer seat in the lobby picks its difficulty, its character and now its brain: the script or the trained networks. That is a choice of opponent, not a change of rules — the units still fight by the original tables.

A seat with both networks chosen instead of the script
A seat with both networks chosen instead of the script

Optional rules, off by default

These do change the game, so each of them is a switch in the lobby and the memory stays byte for byte like the original while it is off: the artifacts in slots 9 to 11 that the original never reads, and 2000 food a minute to every base with a Sanctuary for maps where hunting alone caps the economy.