Professional Documents
Culture Documents
ENCYCLOPEDIA
copy/paste:
DaddaRuleKonge
DaddaRuleKonge
This is book is made for people who collect for or are interested in
the Atari Jaguar. I made this book cause` I like to catalog and cat-
egorize stuff, and to learn more about the system.
I have tried to make the book well presented and easy to look
through. If you are happy with the book then please look at some of
the web-sites on the “Reference Guide” page. Find a site that you
like and give them some spending money.
If you are annoyed, or the owner of some of the content i took from
you, send an email to me: sennep@hotmail.com. The book is free,
and I hope the information and pictures I use comes under free-use.
I hope you will get some use of this book, and maybe help you in
your quest on collecting, or just having fun with this great system.
All rights are NOT reserved. EVERY part of this publication may be reproduced, distributed, or transmitted in any form or by any means, in-
cluding photocopying, recording, or other electronic or mechanical methods, without the prior written permission of the publisher. I do not own
anything in this book. You use part of this publication on your OWN RISK though. As places in this book may have a copyright by the original
owner.
Atari Jaguar
This is a short wikipedia introduction for the Atari Jaguar.
The Atari Jaguar is a home video game console that was developed by Atari Corporation. The console was
the sixth and last programmable console to be developed under the Atari brand. Marketed as the first 64-bit
video game console, the Jaguar was designed to compete with the existing 16-bit consoles (Sega Genesis and
Super Nintendo Entertainment System) and the 32-bit 3DO Interactive Multiplayer platform (which launched
the same year).
The Jaguar was developed by the members of Flare Technology, a company formed by Martin Brennan and
John Mathieson. The team had claimed that they could not only make a console superior to the Genesis or
the SNES, but they could also be cost-effective. Impressed by their work on the Konix Multisystem, Atari
persuaded them to close Flare and form a new company called Flare II, with Atari providing the funding.
Flare II initially set to work designing two consoles for Atari Corp. One was a 32-bit architecture (codenamed
“Panther”), and the other was a 64-bit system (codenamed “Jaguar”); however, work on the Jaguar design
progressed faster than expected, so Atari Corp. canceled the Panther project to focus on the more promising
Jaguar.
The Jaguar was introduced in 1993 at a price of $249.99,
under a $500 million manufacturing deal with IBM. The
system was initially marketed only in New York City and
San Francisco, under the slogan “Do the Math”, claiming
superiority over competing 16-bit and 32-bit systems. A
US-wide release followed in early 1994.
The Atari Jaguar struggled to attain a substantial user base. In 1993, Atari reported that they had shipped
17,000 units as part of the system’s initial test market. By the end of 1994, Atari reported that they had sold
approximately 100,000 systems and had reduced the price to improve the competitive nature of the console.
By the end of 1995, Sony and Sega had entered the marketplace with competing consoles and Atari’s sales
declined rapidly. In Atari’s 1995 annual report, they noted:
“Jaguar sales were substantially below Atari’s expectations, and Atari’s business and financial results were
materially adversely affected in 1995 as Atari continued to invest heavily in Jaguar game development, en-
tered into arrangements to publish certain licensed titles and reduced the retail price for its Jaguar console unit.
Atari attributes the poor performance of Jaguar to a number of factors including (i) extensive delays in devel-
opment of software for the Jaguar which resulted in reduced orders due to consumer concern as to when titles
for the platform would be released and how many titles would ultimately be available, and (ii) the introduction
of competing products by Sega and Sony in May 1995 and September 1995, respectively.”
Lack of titles was attributable to two main factors: the Jaguar’s questionable long-term prospects among
third-party game-publishers and the problematic nature of developing games for the Jaguar. Atari had one
opportunity to convince third-party developers, vital for the diversity of Jaguar’s game library, with a solid
retail-performance, but as things played out, post-holiday sales figures questioned the viability of Atari’s busi-
ness; Atari failed to attract many third-party developers already committed to other game platforms. Also, an
annoying defects included a buggy UART. The memory controller flaw could have been mitigated by a mature
code-development environment, to unburden the programmer from having to micromanage small chunks of
code. Jaguar’s development tools left much to the programmer’s own implementation, as documentation was
incomplete. Writing game-code was often an endurance exercise in the tedious assembler.
In a July 1995 interview with Next Generation, then-CEO Sam Tramiel declared that the Jaguar was as pow-
erful, if not more powerful, than the Sega Saturn, and slightly weaker than the PlayStation.
By the end of 1995, Atari’s revenues declined by more than half, from US$38.7 million in 1994 to $14.6 mil-
lion in 1995. In late 1995, Atari Corp. ran early-morning infomercial advertisements with enthusiastic sales-
men touting the powerful game system. The infomercials ran most of the year, but did not significantly sell
the remaining stock of Jaguar systems. In its 10-K405 SEC Filing, filed April 12, 1996, Atari informed their
stockholders of the truly dire nature of the Jaguar business:
From the introduction of Jaguar in late 1993 through the end of 1995, Atari sold approximately 125,000 units
of Jaguar. As of December 31, 1995, Atari had approximately 100,000 units of Jaguar in inventory.
Atari had already suffered an ill-fated crash in the mid-1980s as a result of the oversaturation of the video
game market by third-party developers.
Production of the Jaguar ceased after Atari Corp. merged with JT Storage in a reverse takeover. In a last-ditch
effort to revive the Jaguar, Atari Corp. tried to play down the other two consoles by proclaiming the Jaguar
was the only “64-bit” system. This claim is questioned by some, because the CPU (68000) and GPU executed
a 32-bit instruction-set, but sent control signals to the 64-bit graphics co-processors (or “graphics accelera-
tors”). Atari Corp.’s reasoning that the 32-bit “Tom” and “Jerry” chips work in tandem to add up to a 64-bit
system was ridiculed in a mini-editorial by Electronic Gaming Monthly, which commented that “If Sega did
the math for the Sega Saturn the way Atari did the math for their 64-bit Jaguar system, the Sega Saturn would
be a 112-bit monster of a machine.” Design specs for the console allude to the GPU or DSP being capable of
acting as a CPU, leaving the Motorola 68000 to read controller inputs. In practice, however, many developers
used the Motorola 68000 to drive gameplay logic.
Jaguar CD
The Atari Jaguar CD is an add-on to the Jaguar that made use of CD-
ROMs to distribute games. Developed and marketed in response to the
PlayStation and Sega Saturn console, it was released in September 1995,
two years after the Jaguar’s launch. Twelve games were released for the
system during its manufacturing lifetime, with many more being made
after, by homebrew developers. Each copy of the Jaguar CD console
also came with a Virtual Light Machine, which displayed light patterns
corresponding to music, if the user inserts an Audio CD into the console. It was developed by Jeff Minter,
who had created the program after experimenting with graphics during the development of Tempest 2000. The
program was deemed a spiritual successor to the Atari Video Music, a system which served a similar purpose,
released in 1976.
An additional accessory for the Jaguar CD, which allowed Jaguar CD games to save persistent data such as
preferences and saved games, was also released. Known as the Memory Track, it was a cartridge that con-
tained a 128 K EEPROM, and was to be inserted into the cartridge slot on the Jaguar CD while the user played
a Jaguar CD game. The program manager for the Memory Track is accessed by pushing the option button
while the system is starting, and exited by pushing the * and # keys simultaneously. There were plans to make
a second model of the Jaguar console that combined both the Jaguar and the Jaguar CD into one unit, a la the
TurboDuo. Originally codenamed the Jaguar III, and later the Jaguar Duo, the proposed model was developed
to feasibly compete with the PlayStation and Sega Saturn, however, the idea was scrapped after the discontinu-
ation of the Jaguar.
After the Atari Corporation properties were bought out by Hasbro Interactive in the late 1990s, Hasbro re-
leased the rights to the Jaguar, declaring the console an open platform and opening the doors for homebrew
development.
CONTENT
Atari Jaguar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
You are Here . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Reference Guide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Corporations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Jaguar Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
A......................................................................... 16
B......................................................................... 17
C......................................................................... 20
D......................................................................... 22
E......................................................................... 23
F......................................................................... 24
H........................................................................ 25
I......................................................................... 26
K......................................................................... 28
M........................................................................ 28
N......................................................................... 29
P......................................................................... 29
R......................................................................... 31
S......................................................................... 32
T......................................................................... 35
U......................................................................... 36
V......................................................................... 37
W........................................................................ 37
Z......................................................................... 39
CoJag . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Homebrew/Reproduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Hardware . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Overlays . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Jaguar VR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Checklists
Jaguar Cart . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Jaguar CD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
8 • Reference Guide
Reference Guide
These are web sites that i use alot for pictures/screenshots, reference and much of the information. If I have
not used wikipedia on a game description, then I have tried to credit it at the bottom of the text.
I can recommend all of these websites, as they are very informative and fun to look through. If you are the
owner of one of these sites and feel that i have done you wrong, then please send me an e-mail and i will make
the necessary change to your wish.
the aLiVe! HQ
“Behind each and every issue is always a team. We always try to communicate as
much as possible during the creation phase of the magazine. ”
RGCD
“Welcome to the RGCD online store, the only place where you can purchase games
from our catalogue of independently published titles. We specialise in offering the
latest releases for vintage hardware in physical format, as well as selling faux-retro
games for modern platforms.”
http://rgcd.bigcartel.com/
Reeboot
http://reboot.atari.org/new-reboot/news.html
Reference Guide • 9
GameFAQs
“Founded in 1995, GameFAQs has over 40000 video game FAQs, Guides and
Walkthroughs, over 250000 cheat codes, and over 100000 reviews.”
http://www.gamefaqs.com/
AtariAge
A giant site on Atari. Maybe the most important site for an Atari collector. It consist
of a huge forum, detailed information, pictures, and a great rarity score list. With-
out this site, I don`t think I could had made this book...
https://atariage.com/index.php
Moby Games
“MobyGames is the oldest, largest and most accurate video game database for
games of every platform spanning 1979-2014.”
http://www.mobygames.com/
Emuparadise
“Looking for video games? You’ve come to the right place! You will find hundreds
of thousands of roms, isos and games here.”
http://www.emuparadise.me/
10 • Corporations
Corporations
Atari Corporation was an American manufac-
Atari Corporation
turer of computers and video game consoles
from 1984 to 1996. Atari Corp. was founded in
Founded 1984
July 1984 when Warner Communications sold
Defunct 1996
the home computing and game console divi-
Headquarter United States
sions of Atari, Inc. to Jack Tramiel. Its chief
Successor JTS Corporation (1996–1998)
products were the Atari ST, Atari XE, Atari
Atari Interactive (division of
7800, Atari Lynx, and Atari Jaguar. The com-
Hasbro Interactive)
pany reverse merged with JTS Inc. in 1996,
(1998–2001)
becoming a small division, which itself closed
when JTS liquidated the IP to Hasbro Interac-
tive in 1998.
The company was founded by Commodore International’s founder Jack Tramiel soon after his resignation
from Commodore in January 1984. Initially named Tramel Technology, Ltd. (TTL), the company’s goal was
to design and sell a next-generation home computer. On July 1, 1984 TTL bought the Consumer Division as-
sets of Atari, Inc. from its owner Warner Communications, and TTL was renamed Atari Corporation. Warner
sold the division for $240 million in stocks under the new company.
Under Tramiel’s ownership, Atari Corp. used the remaining stock of game console inventory to keep the
company afloat while they finished development of their 16-bit computer system, the Atari ST. In 1985, they
released their update to the 8-bit computer line—the Atari XE series—as well as the 16-bit Atari ST line. Then
in 1986, Atari Corp. launched two consoles designed under the Warner Atari: Atari 2600 Jr and Atari 7800,
which had a limited release in 1984. Atari Corp. rebounded, producing a $25 million profit that year. The Atari
ST line proved very successful (but mostly in Europe, not the U.S.), ultimately selling more than 5 million
units. Its built-in MIDI ports made it especially popular among musicians. Still, its closest competitor in the
marketplace, the Commodore Amiga, outsold it 3 to 2. Atari eventually released a line of inexpensive IBM PC
compatibles as well as an MS-DOS compatible palm computer called the Atari Portfolio.
Atari under Tramiel had a poor reputation in the marketplace. In 1986 a columnist for Atari magazine
A.N.A.L.O.G. warned that company executives seemed to emulate Tramiel’s “’penny-pinching’ [and] hard-
nosed bargaining, sometimes at the risk of everything else”, resulting in poor customer service and docu-
mentation, and product release dates that were “perhaps not the entire truth ... Pretty soon, you don’t believe
anything they say”. He concluded, “I think Atari Corp. had better start considering how they’re perceived by
the non-Atari-using public”. The company, however, was much more open to the press than its predecessor
Atari Inc., which had refused to let Antic preview forthcoming announcements and even opposed the maga-
zine printing the word “Atari” on its issues.
In 1987, Atari acquired Federated Group for $67.3 million to have their own retail store shelf space. Atari
quickly discovered that Federated’s financial problems were far worse than they had believed. During this
time, the FBI investigated Atari for reselling Japanese DRAM chips in the US, “in violation of U.S. import
laws and contrary to import agreements”. Federated was eventually sold to Silo in 1989.
By 1996, a series of successful lawsuits followed by profitable investments had left Atari with millions of
dollars in the bank, but the failure of the Lynx and Jaguar left Atari without any products to sell. In addition,
Tramiel and his family wanted out. The result was a rapid succession of changes in ownership. In July 1996,
Atari merged with JTS Inc., a short-lived maker of hard disk drives, to form JTS Corp. Atari’s role in the new
company largely became a holder for the Atari properties and minor support; consequently the name largely
disappeared from the market.
In March 1998, JTS sold the Atari name and assets to Hasbro Interactive for $5 million—less than a fifth of
what Warner Communications had paid 22 years earlier. This transaction primarily involved the brand and
intellectual property, which now fell under the Atari Interactive division of Hasbro Interactive.
Corporations • 11
Accolade, Inc.
Accolade, Inc. was an American video game devel- Founded 1984
oper and publisher of the 1980s and 1990s. Head- Headquarter San Jose, California
quartered in San Jose, California, it was founded Defunct 1999
in 1984 by Alan Miller and Bob Whitehead after Successor Infogrames
leaving another game developer and publisher they Website accolade.com
had founded, Activision.
According to legend, Miller and Whitehead named their company “Accolade” because it came before “Activi-
sion” alphabetically—implying that Accolade was superior to their previous company, as reportedly the name
Activision was chosen as it came before Atari. Later, a new game development company, Acclaim, another
company formed from ex-Activision employees, apparently formulated their name because it came before
“Accolade.” Absolute Entertainment, again, a third company formed from ex-Activision people, ended up be-
ing first with the ‘first in the alphabet’ race.
Accolade’s revenues grew from $1.5 million in 1985 to $5 million in 1986. It developed for most 1980s-era
home computers, including the Commodore 64, Atari 400 & 800, the Amiga, Apple II and the PC. Some of
their first titles include Law of the West, Psi-5 Trading Company, The Dam Busters, Mean 18 Golf, Test Drive,
and HardBall!. Test Drive and HardBall! went on to become two of Accolade’s longest-running franchises.
Accolade did well in its early years, but by the 1990s, Accolade’s sales suffered and several rounds of lay-
offs ensued. Under Barnett’s direction, Accolade was rebuilt around action games and published Test Drive
4, 5 and 6, all of which sold millions of units and become part of Sony’s greatest hits program. Accolade was
eventually purchased by French publisher Infogrames in 1999, right after publishing their last game Redline.
Argonaut Games Argonaut Games plc was a British video game de-
veloper, founded in 1982 and liquidated in 2004. It
Founded 1982 was most notable for the development of the Star
Founder Jez San Fox Super NES game and its supporting Super FX
Headquarter Edgware, London, U.K. hardware.
Defunct October 2004 Founded as Argonaut Software by teenager Jez San
Fate Liquidated in 1982, the company name is a play on his name
(J. San) and the mythological story of Jason and the
Argonauts.
The company produced its first game, Skyline Attack, for the Commodore 64. It later produced the 3D Star-
glider games for the Amiga and Atari ST platforms.
In 1993, Argonaut collaborated with Nintendo during the early years of the NES and SNES. The combined
efforts from both Nintendo and Argonaut yielded a prototype of the game Star Fox, initially codenamed “Nes-
Glider” and inspired by their earlier Atari ST and Amiga game Starglider, that they had running on the NES
and then some weeks later on a prototype of the SNES. Jez San told Nintendo that his team could only improve
performance or functionality of the demonstration if Nintendo allowed Argonaut to design custom hardware to
extend the SNES to have true 3D capability. Nintendo agreed, so San hired chip designers and made the Super
FX chip. They originally codenamed it the Mathematical Argonaut Rotation I/O, or “MARIO”, as is printed
on the chip’s surface. So powerful was the Super FX chip used to create the graphics and gameplay, that they
joked that the Super NES was just a box to hold the chip.
In late October 2004, Argonaut Games called in receivers David Rubin & Partners, laid off 100 employees,
and was put up for sale. Lack of a constant stream of deals with publishers had led to cashflow issues and a
profit warning earlier in the year.
In 2005, the company was placed into liquidation and in 2006 was dissolved.
12 • Corporations
Bullfrog Productions
Bullfrog Productions was a British computer game
developer, founded in 1987 by Les Edgar and Peter Founded 1987
Molyneux. The company achieved recognition in Headquarter Guildford, United Kingdom
1989 for their third release, Populous. Defunct August 31, 2001
Successor EA UK
At the time of the company’s founding, Edgar and Lionhead Studios
Molyneux were already involved in an enterprise Mucky Foot Productions
called Taurus Impact Systems. Bullfrog’s name was
derived from “Taurus” (the Latin word for bull) and Edgar’s daughter’s love of frogs.
Following a move to Chertsey in 2000, the last titles to bear the company logo were published in 2001. Bull-
frog Productions was finally incorporated and merged into EA on 31 August 2001 upon the formation of EA
UK, effectively closing the studio. Bullfrog’s website remained until spring of 2002, at which point the web-
site link took visitors to Electronic Arts Europe instead.
Many former Bullfrog employees have remained within the games industry since the closure of the company.
Peter Molyneux would stay on with Lionhead Studios until the formation of 22Cans in February 2012. Les
Edgar later became EA’s Vice President of European Studio, and although he has some involvement with the
games industry, is now focused on other ventures. In August 2009, Electronics Arts was considering revising
some of Bullfrog’s games for modern-day systems, and in 2011 they signed a deal with Good Old Games in
order to do this.
The founders of id Software met in the offices of Softdisk developing multiple games for Softdisk’s monthly
publishing. These included Dangerous Dave and other titles. In September 1990, John Carmack developed
an efficient way that would perform rapid side-scrolling graphics on the PC. Upon making this breakthrough,
Carmack and Hall stayed up late into the night making a replica of the first level of the popular 1988 NES
game Super Mario Bros. 3, inserting stock graphics of Romero’s Dangerous Dave character in lieu of Mario.
When Romero saw the demo, entitled “Dangerous Dave in Copyright Infringement”, he realized that Car-
mack’s breakthrough could have potential. The team that would later form id Software immediately began
moonlighting, going so far as to “borrow” company computers that were not being used over the weekends
and at nights while they designed their own remake of Super Mario Bros. 3. Despite their work, Nintendo
turned them down, saying they had no interest in expanding to the PC market, and that Mario games were to
remain exclusive to Nintendo consoles.
As a result, the team began the development of Commander Keen, a Mario-style side-scrolling game for the
PC, once again “borrowing” company computers to work on it at odd hours at the lake house at which they
lived in Shreveport, Louisiana. On December 14, 1990, the first episode was released as shareware by Apo-
gee, and orders began rolling in. Shortly after this, Softdisk management learned of the team’s deception and
suggested that they form a new company together, but the administrative staff at Softdisk threatened to resign
if such an arrangement were made. In a legal settlement, the team was required to provide a game to Softdisk
every two months for a certain period of time, but they would do so on their own. On February 1, 1991, id
Software was founded.
Corporations • 13
Midway Games
Founded 1988 Midway Games was an American video game de-
Successor NetherRealm Studios veloper and publisher. Their titles included Mor-
Defunct 2009 tal Kombat, Ms. Pac-Man, Spy Hunter, Rampage,
Fate Bankruptcy NFL Blitz, and NBA Jam. Midway also acquired
Headquarter Chicago, Illinois, United States. the rights to video games that were originally de-
veloped by Williams Electronics and Atari Games.
Midway Mfg. Co. began in 1958 as an independent manufacturer of amusement equipment. It was purchased
by Bally in 1969. Bally, at that time, was a leader in the manufacture of slot machines. After some years mak-
ing mechanical arcade games such as puck bowling and simulated western shoot-out, Midway became in 1973
an early American maker of arcade video games. Throughout the 1970s, Midway had a close alliance with
Japanese video game publisher Taito, with both companies regularly licensing their games to each other for
distribution in their respective country. Midway entered the consumer market in 1977 by releasing the Bally
Home Library Computer, eventually renamed Bally Astrocade. This was the only home game system ever to
be developed by the company and was discontinued in 1985.
Meanwhile, Midway’s breakthrough success came in 1978, with the licensing and distribution of Taito’s semi-
nal arcade game Space Invaders in America. This was followed by Midway’s licensing and distributing the hit
U.S. version of Namco’s Pac-Man in 1980, and its unauthorized sequel, Ms. Pac-Man, in 1981. From the late
1970s through the late 1980s, Midway was the leading producer of arcade video games in the United States.
In 2008, Midway lost $191 million on sales of $220 million, and Redstone’s sale of his shares to Mark Tho-
mas, a private investor, eliminated Midway’s ability to take advantage of accumulated net operating losses
and other tax assets potentially worth more than $700 million. On February 12, 2009, Midway and its U.S.
subsidiaries filed for bankruptcy protection under Chapter 11 of the U.S. Bankruptcy Code. The company be-
gan to operate as a Debtor in possession. A company spokesperson said, “We felt this was a logical next step
for our organization, considering the change in control triggered the acceleration of the repayment options ...
we’re looking to reorganize and to come out on the other side stronger.”
U.S. Gold
U.S. Gold was a British video game publisher and
developer from the early 1980s through the mid- Headquarter Birmingham, United Kingdom
1990s, producing numerous titles on a variety of Fate Merged into Eidos Interactive
8-bit, 16-bit and 32-bit platforms.
U.S. Gold was founded in Birmingham in spring 1984 by Geoff and Anne Brown as the publishing division of
their software-distribution company Centresoft. Its primary purpose was to republish popular American com-
puter games—which, the company claimed, usually had larger budgets and longer production time than Brit-
ish games—in the UK and Europe. Brown sold them for £9.99, much lower prices than in the United States,
and purchased full-colour advertisements in computer magazines. By 1985 the company claimed to expect
$6 million in annual sales. It planned to release 150 games that year from 24 American software companies,
including up to 80 for the Commodore 64.
The company was voted Best Software House Of The Year at the Golden Joystick Awards. The publisher
continued to expand their operation well into the 1990s. However, a number of their more lucrative licensing
deals, particularly one with LucasArts, fell through, threatening to affect their income.
The last retail game to bear the U.S. Gold logo was Olympic Games: Atlanta 1996, released in June 1996 for
the Sega Saturn, PlayStation, PC and 3DO. The remaining U.S. Gold games awaiting publication at the time
of their acquisition by Eidos were released in August 1996 with the exception of Dream Team Basketball.
14 • Jaguar Games
Jaguar Games
This is the main portion of the book. A collection of every official Jaguar game with cover art, title screem, a
screen-shot and some information about the game.
Page Break-Down
This is a break-down on what the pages consist of:
G B E
A
C
Hover Strike: 8.0
Unconquered Lands
Developer Atari
Publisher Atari
Release date October 1995
Genre Shooter
Mode 1-2 Players
A. Cover-Art
This represent the cover art. I used GameFAQs for much of the pictures. The cover is NTSC
(North-American), since most the bulk of games were only released in North-America.
B. Info
This is the Info box. I used mainly wikipedia and atariage.com for help for information on
the Developers and Publishers. I suspect some of the information is wrong, as often the
developer credited is actually the makers of the original game, e.g. arcades, and not the one
who did the home console port for example. Also, information often differ from different sourc-
es. “Mode” are what the maximum players the game support. I used the information that is
found on the box of the game if it was present. In the info or trivia section, I wanted some
content that would reflect on what the game is about, or an interest part of trivia. If I used
another site for information and did a direct transcript, I would try to credit the source material.
The credit is in italic.
C. Title Screen
This is a screenshot from the title screen of the game, found wherever. More often then not on
gametrailers.com or atariage.com.
D. Screen-shot
This is a random screenshot from the game. I mainly used gametrailers.com or atariage.com.
jaguar Games • 15
E. Web Reviews
The review score SHOULD and MUST be taken with a grain of salt. I used the review score
from “GameFAQs.com”, cause` they can often be seen as fair, as they usually are reviews by
several users. Though, some of the more obscure games often had few reviews, and could be
seen as biased. If the site did not have a review, i would not include one, as seen on the many
unlicensed games.
F. Rarity
In this section is used the rarity info found on atariage.com. The rarity scale is a general indica-
tor of how easy or difficult it is to come across a game. The scale starts at 1 (very easy to find)
and finishes at 10 (nearly impossible to locate). Thanks to auction sites such as eBay, even
extremely rare games come up for auction frequently enough, but these often command a fairly
high price depending on the rarity. Remember, you should just take these scores with a grain
of salt, and should only be used as a refrence point, and not to be taken all too literally.
G. CD Release
If a CD is present, then that means the game has a Jaguar CD release.
.
5.1 Baldies
Developer Creative Edge
Publisher Atari
Release date December 1995
Genre Strategy
Mode 1 Player
6.9 Battlemorph
Developer Attention to Detail
Publisher Atari
Release date December 1995
Genre Shooter
Mode 1 Player
BattleSphere 6.9
Developer 4 Play/ScatoLOGIC inc.
Publisher 4 Play/ScatoLOGIC inc.
Release date 2000
Genre Shooter, Simulator
Mode 1 Player
BattleSphere Gold
Developer 4 Play/ScatoLOGIC inc.
Publisher 4 Play/ScatoLOGIC inc.
Release date 2002
Genre Shooter, Simulator
Mode 1 Player
6.4 BrainDead 13
Developer ReadySoft
Publisher ReadySoft
Release date March 1996
Genre Interactive movie
Mode 1 Player
Cybermorph (2 Meg)
Developer Attention to Detail
Publisher Atari
Release date 1994
Genre Shooter
Mode 1 Player
DOOM 7.9
Developer Id Software
Publisher Atari
Release date November 28, 1994
Genre First-person shooter
Mode 1-2 Players
Flashback 8.1
Developer Tiertex
Publisher U.S. Gold
Release date July 1995
Genre Cinematic platformer
Mode 1 Player
4.2 Highlander
Developer Lore Design Ltd.
Publisher Atari
Release date October 1995
Genre Action-Adventure
Mode 1 Player
I-War 6.7
Developer Imagitec Design
Publisher Atari
Release date 1995
Genre Shooter
Mode 1-2 Players
8.0 Myst
Developer Sunsoft
Publisher Atari
Release date 1995
Genre Adventure
Mode 1 Player
4.5 Protector
Developer Bethesda Softworks
Publisher Songbird Productions
Release date December 20, 1999
Genre Shooter
Mode 1-2 Players
7.3 Raiden
Developer Imagitec Design
Publisher Atari
Release date 1994
Genre Shooter
Mode 1-2 Players
8.1 Rayman
Developer Ubi Soft
Publisher Ubi Soft
Release date 1995
Genre Platformer
Mode 1 Player
Skyhammer 8.5
Developer Rebellion
Publisher Songbird Productions
Release date 2000
Genre First-person shooter
Mode 1 Player
3.3 Supercross 3D
Developer Tiertex
Publisher Atari
Release date December 1995
Genre Racing
Mode 1 Player
Syndicate 7.1
Developer Bullfrog Productions
Publisher Ocean
Release date 1995
Genre Real-time tactics
Mode 1 Player
6.6 Towers II
Developer JV Games
Publisher Telegames
Release date 1996
Genre Role-playing
Mode 1 Player
Wolfenstein 3D 7.5
Developer id Software
Publisher Atari
Release date 1994
Genre First-person shooter
Mode 1 Player
Worms 6.9
Developer Team 17
Publisher Telegames
Release date 1998
Genre Strategy
Mode 1-4 Players
7.6 Zero 5
Developer Caspian Software
Publisher Telegames
Release date September 1997
Genre Shooter
Mode 1 Player
6.7 Zool 2
Developer Gremlin Graphics
Publisher Atari
Release date 1994
Genre Platformer
Mode 1-2 Players
7.0 Zoop!
Developer Viacom
Publisher Atari
Release date January 1996
Genre Puzzle
Mode 1 Player
CoJag
by: RobertJung@AtariAge.com
Area 51 6.5
Developer Mesa Logic
Publisher Atari Games/TimeWarner, (jp) Soft Bank
Release date 1995
Genre Light-gun
Mode 1-2 Players
by: BrucePhilip@alive.atari.org
In a really interesting twist to the CoJag legacy is that unmodified Jaguars were used as the main controller for
two “kiddie rides”. The company that manufactures a few of the kiddie rides, Carousel Entertainment, actually
had plans of using Atari Jaguars in the rides themselves. Unfortunately, this never came to pass due of certain
issues with the Jag’s reliability in wet and/or hot environments, and thus the product was eventually discon-
tinued. The Jaguar was to bee used in three rides by Carousel International -- Speedster II, Skycopter II, and
SpaceGuy (never released). All of the rides were programmed by Mario Perdue, who wrote Breakout 2000.
The rides are no longer manufactured, but may still be found near supermarkets, K-Marts, and some Chuck E.
Cheese pizza parlors to this day.
Speedster II
Developer Carousel Entertainment
Publisher Carousel Entertainment x.x
Release date n/a
Genre Racing
Mode n/a
This prototype resurfaced in 2001 and was sold on Ebay. It was intended to be used
by Carousel Entertainment in kiddie rides in places like K-Mart, Wal-Mart, and other
discount stores and supermarkets. As it was only intended to amuse small children,
the game isn’t very challenging and it simply ends at a prescribed time without
“extended play” or penalties for crashing. Nothing in game can damage the car, and
players will always finish at the Carousel Entertainment parking lot. Speedster II
was written by Mario Perdue right after he finished Breakout 2000, and he also wrote
Skycopter II for the same use.
“atariage.com”
SkyCopter II
Developer Carousel Entertainment
Publisher Carousel Entertainment
Release date n/a
Genre Racing
Mode 1 Player
SkyCopter, or SkyCopter II, looks like it has much the same gameplay and feel of
Speedster II, where kids play as a helicopter instead of a Formula-1 car. They must
dodge incoming targets and score points before landing at the Wall-mart center.
Both games has a rarity score of 9 from the atariage.com website.
42 • Homebrew/Reproduction
Homebrew/Reproduction
After the Atari Corporation properties were bought out by Hasbro Interactive in the late 1990s, Hasbro re-
leased the rights to the Jaguar, declaring the console an open platform and opening the doors for homebrew
development. A few developers, including Telegames and Songbird Productions, have not only released previ-
ously unfinished materials from the Jaguar’s past, but also several brand new titles to satisfy the system’s cult
following.
The Jaguar continues to have a very small and dedicated game development circle.
6.0 Elansar
Developer onorisoft
Publisher RGCD
Release date July 2013
Genre Adventure
Mode 1 Player
GORF Classic
Developer 3D Stooges
Publisher Self-Published
Release date 2006
Genre Shooter
Mode 1-2 Players
Impulse X
Developer MD Games,Duranik
Publisher MD Games
Release date 2012, 2013
Genre Breakout
Mode 1 Player
“reboot.atari.org”
Homebrew/Reproduction • 45
Mad Bodies
Developer Force Design
Publisher Force Design
Release date 2009
Genre Shooter
Mode 1 Player
Ocean Depths
Developer Starcat Developments
Publisher Starcat Developments
Release date 2004
Genre Compilation
Mode 1 Player
Painter
Developer Sinister Developments
Publisher Sinister Developments
Release date 2003
Genre Puzzle
Mode 1 Player
“atariage.com”
“atariage.com”
Total Carnage
Developer Hand Made Software
Publisher Songbird Productions
Release date 2005
Genre Shooter
Mode 1-2 Players
Hardware
These pages consist of different Jaguar hardware. Nearly all the hardware available for the Jaguar was pro-
duced by Atari and is generally pretty easy to come by, even today. However, there is one piece of hardware
produced by a third party company that’s very difficult to get hands on and that’s ICD’s CatBox. There are
very few accessories available for the Jaguar since it wasn’t exactly a resounding success.
Most of the information on these pages are form atariage.com.
Jaguar Controller
Developing ergonomic controllers was never Atari’s forte, but with
the Jaguar they finally abandoned joystick controllers and created a
controller with a directional keypad that was comfortable to use with
enough buttons to suit most games. This is the standard controller
that shipped with the Jaguar. In addition to the directional keypad
it has three action buttons (A, B, and C), Pause and Option buttons,
and a numeric keypad over which an overlay can be secured into
place.
Jaguar TeamTap
A peripheral that allowed 4 controllers to be plugged into the console
was also released. Dubbed the “Team Tap”, it was released inde-
pendently and as a bundle with White Men Can’t Jump. However,
the Team Tap was only compatible with White Men Can’t Jump and
NBA Jam Tournament Edition. Eight player gameplay with the Team
Tap peripheral is also possible if a second Team Tap is plugged into
the second controller port on the console.
Jaguar AC Adapter
The AC Adapters for the Jaguar base unit and the Jaguar CD-ROM are interchangeable.
Jaguar CD AC Adapter
The AC Adapters for the Jaguar base unit and the Jaguar CD-ROM are interchangeable.
CatBox
The CatBox is a much sought after piece of hardware for Jaguar fans.
The CatBox is a nifty little peripheral that has quite a few useful ports:
• Composite and S-Video Jacks
• RGB Monitor port
• Stereo/Mono Line-Out Audio Jacks
• Two Powered Headphone Jacks with Volume Control
• RS232 and RJ11 CatNet communication ports
• DSP-through connector
50 • Overlays
Overlays
The Atari Jaguar was Atari’s second (and last!) console to support overlays. Only a small number of Jaguar
games actually use overlays. The overlays slip into the Jaguar controller over the numeric keypad (they also
work just fine in the Jaguar Pro Controller). Aliens vs. Predator is unique in that it came packaged with three
controllers--you’d use a different overlays depending on whether you’re playing the marine, alien or predator.
Unlike 5200 overlays, which were generally pretty plain (and in fact all of Atari’s overlays used the same exact
style), Jaguar overlays are more varied in their appearance.
“atariage.com”
Alien vs. Predator Alien vs. Predator Alien vs. Predator Baldies
Jaguar VR
A virtual reality headset compatible with the con-
sole, tentatively titled the Jaguar VR, was unveiled
by Atari at the 1995 Winter Consumer Electronics
Show. The development of the peripheral was a re-
sponse to Nintendo’s virtual reality console, the Vir-
tual Boy, which had been announced the previous
year. The headset was developed in cooperation with
Virtuality, who had previously created many virtual
reality arcade systems, and was already develop-
ing a similar headset for practical purposes, named
Project Elysium, for IBM. The peripheral was target-
ed for a commercial release before Christmas 1995.
However, the project was eventually cancelled, and
Atari severed ties with Virtuality afterwards. After
Atari’s merger with JTS in 1996, all prototypes of
the headset were allegedly destroyed. However, two
working units, one low-resolution prototype with red
and grey-colored graphics, and one high-resolution
prototype with blue and grey-colored graphics, have
since been recovered, and are regularly showcased
at retrogaming-themed conventions and festivals.
Only one game was developed for the Jaguar VR
prototype; a 3D-rendered version of the 1980 arcade
game Missile Command, entitled Missile Command
3D, though, a demo of Virtuality’s Zone Hunter was
also created for Jaguar VR demonstrations.
ScatBox
ScatBox is a Jaguar peripheral which makes full use
of the Jaguar Expansion Port, giving it a full suite
of Audio/Video standard connections and provid-
ing 100% Catbox compatible networking for Battle-
Sphere™ (2-16 Consoles), Air Cars (2-8 Consoles),
DOOM (2 Consoles), and all future Catbox compat-
ible software.
ScatBox was created due to requests made for a com-
patible device to replace the discontinued Catbox and
allow players to play networked games. The ScatBox
was designed from the start to be Catbox compatible,
for use in networks with (or without) existing Catbox
units.
52 • Checklist
These pages consist of (hopefully) every official jaguar game. Though, I am not sure if every game listed here
is an official release, as some lay in the grayzone. The games are listed in two categories: Regualar Jaguar
Cartridge release and Jaguar CD release.
I used the site atariage.org for making this list.
The Checklist are made for people to cross out the games they have. “C” measn the cart, or CD. “I” is the
manual/information. “B” is the box. And “S” is for collectors who collect sealed games.
Jaguar Cart
The first list is made up of only games released on cartridge. The Cartridge version of a Jaguar game can be
recognised by it not having the Jagurar CD print on the cover.
Jaguar CD
The second list is made up of only games released on CD. The CD version of a Jaguar game can be recognised
by it having the Jagurar CD print on the cover.