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The Atari Jaguar is a home video game console developed by Atari Corporation and released in North America in November 1993. It is in the fifth generation of video game consoles, and it competed with fourth generation consoles, including the 16-bit Genesis, the 16-bit Super NES, and the 32-bit 3DO Interactive Multiplayer. Jaguar has a Motorola 68000 CPU and two custom 32-bit coprocessors named Tom and Jerry. Atari marketed it as the world's first 64-bit game system, emphasizing the blitter's 64-bit bus; however, none of its three processors have a 64-bit instruction set, as do later 64-bit consoles such as PlayStation 2 and Nintendo 64.<ref name="Jaguar_NA_RD"/> The Jaguar launched with Cybermorph as the pack-in game,<ref name="atariage.com">Template:Cite web</ref> which received mixed reviews. The system's library ultimately comprises only 50 licensed games.

Development started in the early 1990s by Flare Technology, which focused on the system after cancellation of the Panther console. The Jaguar was an important system for Atari after discontinuing Atari ST computers in favor of video games.<ref>Template:Cite magazine</ref> However, game development was complicated by the multi-chip architecture, hardware bugs, and poor programming tools. Underwhelming sales further eroded third-party support.<ref name="atariage.com"/>

Atari attempted to extend the system's lifespan with the Jaguar CD add-on, with an additional 13 games, and emphasizing the Jaguar's price of over Template:US$ less than its competitors.<ref>Template:Cite magazine</ref> However, Jaguar could not compete against the Saturn and PlayStation, both released in 1995. Atari had internally abandoned the system by the end of that year, liquidating its inventory by 1996.<ref name=":0" /> The commercial failure of the Jaguar prompted Atari to leave the console market, and restructure itself as a third-party developer. After Hasbro Interactive acquired all Atari Corporation properties,<ref name="ataritohasbro" /> it released the Jaguar patents into the public domain in 1999, and declared it an open platform.<ref name="hasbro" /> Since its discontinuation, hobbyists have produced games for the system.<ref name="redundant" />

History

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Development

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Atari Corporation's previous home video game console, the 7800, was released in 1986. It was considered an "also-ran" and far behind rival Nintendo.<ref name="Atari40">Template:Cite book</ref> Around 1989, work began on a new console leveraging technology from Atari ST computers. It was originally named the Super XE, following the XE Game System, and eventually became the Panther using either 16 or 32-bit architecture. A more advanced system codenamed Jaguar also began work.<ref name="Atari40"/>

Both the Jaguar and Panther were 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 Super NES, but they could also be cost-effective.<ref>Template:Cite web</ref> Atari was impressed by Flare's work on the Konix Multisystem, and persuaded them to close Flare and form a new company called Flare II, to be funded by Atari.Template:Cn

Work on the Jaguar design progressed faster than expected, so Atari canceled the Panther project in 1991<ref name="Atari40"/> to focus on the more promising Jaguar. Rumors were already circulating of a 1992 launch<ref>Template:Cite magazine</ref> and its 32-bit or even 64-bit architecture.<ref>Template:Cite magazine</ref> By this time the Atari ST had long been surpassed in popularity by the Amiga, while both Atari and Commodore became victims of Wintel, which became the dominant computer platform.<ref name="Atari40"/> Atari's support for legacy 8-bit products was canceled to fully focus on developing Jaguar,Template:Fact and ST computers were canceled during the Jaguar's release in 1993.<ref name="Atari40"/>

The Jaguar was unveiled at the Summer Consumer Electronics Show in June 1993, calling it a "multi-media entertainment system".<ref>Template:Cite web</ref><ref>Template:Cite news</ref><ref>Template:Cite magazine</ref>

Launch

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The Jaguar was launched on November 23, 1993, at Template:US$, under a Template:US$ manufacturing deal with IBM. The system was initially available only in the test markets of New York City and San Francisco, with the slogan "Get bit by Jaguar", claiming superiority over competing 16-bit and 32-bit systems.<ref name="Boris Kretzinger">Template:Cite book</ref> During this test launch, Atari sold all units hoping it would rally support for the system.<ref name="auto">blob:https://imgur.com/0b9f824b-6413-4717-9628-8220ceb02910Template:Dead link</ref> A nationwide release followed six months later, in early 1994.<ref>Template:Cite magazine</ref> The Jaguar struggled to attain a substantial user base. Atari reported shipping 17,000 units as part of the test market in 1993.<ref>Atari Corporation Annual Report, 1993. pp 14.</ref> By the end of 1994, it reported that it had sold approximately 100,000 units.<ref>Atari Corporation Annual Report. pp 11.</ref>

Computer Gaming World wrote in January 1994 that the Jaguar was "a great machine in search of a developer/customer base", as Atari had to "overcome the stigma of its name (lack of marketing and customer support, as well as poor developer relations in the past)". Atari had "ventured late into third-party software support" for the Jaguar, but competing console 3DO's "18 month public relations blitz" resulted in "an avalanche of software support".<ref name="cgw199401">Template:Cite magazine</ref> The small size and poor quality of the Jaguar's game library became the most commonly cited reason for tepid adoption, because early releases like Trevor McFur in the Crescent Galaxy, Raiden, and Evolution: Dino Dudes also received poor reviews, the latter two for failing to take full advantage of the Jaguar's hardware. Jaguar did eventually earn praise with games such as Tempest 2000, Doom, and Wolfenstein 3D.<ref name="Atari Jaguar History">Atari Jaguar History Template:Webarchive. AtariAge. Retrieved December 9, 2008.</ref> The most successful game during the Jaguar's first year was Alien vs. Predator.<ref name="ReferenceA">Atari Corporation 1994 annual report, p. 3.</ref> However, these occasional successes were seen as insufficient while the Jaguar's competitors were receiving a continual stream of critically acclaimed software; GamePro concluded its rave review of Alien vs. Predator by remarking "If Atari can turn out a dozen more games like AvP, Jaguar owners could truly rest easy and enjoy their purchase."<ref name="ProReview: Alien vs. Predator">Template:Cite magazine</ref> Next Generation commented that "thus far, Atari has spectacularly failed to deliver on the software side, leaving many to question the actual quality and capability of the hardware. With only one or two exceptions – Tempest 2000 is cited most frequently – there have just been no truly great games for the Jaguar up to now." It further noted that though Atari is well known by older gamers, the company had much less overall brand recognition than Sega, Sony, Nintendo, or even The 3DO Company. However, they argued that with its low price point, the Jaguar might still compete if Atari could improve the software situation.<ref name=NGen12/>

Bit count controversy

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Atari tried to downplay competing consoles by proclaiming the Jaguar was the only "64-bit" system; in its marketing in the American market the company used the tagline "Do the math!", in reference to the 64 number.<ref>Template:Cite web</ref> This claim is questioned by some, because the Motorola 68000 CPU and the Tom and Jerry coprocessors execute 32-bit instruction sets. Atari'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."<ref>Template:Cite magazine</ref> Next Generation, in a mostly negative review of the Jaguar, maintained that it is a true 64-bit system, because the data path from the DRAM to the CPU and Tom and Jerry chips is 64 bits wide.<ref name="NGen12">Template:Cite magazine</ref>

Arrival of Saturn and PlayStation

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In early 1995, Atari announced that it had dropped the price of the Jaguar to Template:US$, to be more competitive. Atari ran infomercials with enthusiastic salesmen touting the game system for most of 1995, but did not sell the remaining stock.<ref name=NGen24>Template:Cite magazine</ref>

In 1995, CEO Sam Tramiel declared the Jaguar at least as powerful than the newly launched Saturn, and slightly weaker than the upcoming PlayStation.<ref>Template:Cite magazine</ref> Next Generation received a deluge of letters in response to Tramiel's comments, particularly his threat to bring Sony to court for price dumping if the PlayStation entered the U.S. market at a retail price below $300. Many readers found this threat hollow and hypocritical, since Tramiel noted in the same interview that Atari was selling the Jaguar at a loss. The editor responded that price dumping does not have to do with a product being priced below cost, but its being priced much lower in one country than anotherTemplate:Mdashwhich, as Tramiel said, is illegal. Tramiel and Next Generation agreed that the PlayStation's Japanese price converts to approximately $500. His remark, that the small number of third party Jaguar games was good for Atari's profitability, angered Jaguar owners already frustrated at the small library.<ref>Template:Cite magazine</ref>

Atari's 1995 annual report noted: Template:Blockquote In addition, Atari had severely limited financial resources, and so could not create the level of marketing which has historically backed successful gaming consoles.<ref name=NGen24/>

Decline

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Figures from the NPD Group showed that at the end of year 1995, the Jaguar had statistically a share of zero percent of the "sold through" units (which are systems purchased by consumers) in the 32-bit market, which was also lower than the one percent held by its struggling rival 3DO.<ref name="3-3DO">Template:Cite magazine</ref>

By November 1995, mass layoffs and insider statements were fueling journalistic speculation that Atari had ceased both development and manufacturing for the Jaguar and was simply trying to sell off existing stock before exiting the video game industry.<ref name=NGen13>Template:Cite magazine</ref><ref>Template:Cite magazine</ref> Although Atari continued to deny these theories going into 1996, core Jaguar developers such as High Voltage Software and Beyond Games stated that they were no longer receiving communications from Atari regarding future Jaguar projects.<ref>Template:Cite magazine</ref>

In its 10-K405 SEC Filing, filed April 12, 1996,<ref name="10-K405 SEC Filing, filed by ATARI CORP on 4/12/1996"/> Atari informed stockholders that its revenues had declined by more than half, from $38.7 million in 1994 to $14.6 million in 1995, then gave them the news on the truly dire nature of the Jaguar:

Template:Blockquote

The filing confirmed that Atari had abandoned the Jaguar in November 1995 and in the subsequent months were concerned chiefly with liquidating its inventory of Jaguar products.<ref name=":0">Template:Cite magazine</ref> On April 8, 1996, Atari Corporation agreed to merge with JTS, Inc. in a reverse takeover,<ref name="jtmerger">Template:Cite web</ref> thus forming JTS Corporation. The merger was finalized on July 30.<ref>Template:Cite magazine</ref>

After the merger, the bulk of Jaguar inventory remained unsold<ref name=NGen24/> and would be finally moved out to Tiger Software, a private liquidator, on December 23, 1996.<ref>Template:Cite web</ref> On March 13, 1998, JTS sold the Atari name and properties to Hasbro Interactive.<ref name="ataritohasbro">Template:Cite web</ref>

Technical specifications

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From the Jaguar Software Reference manual, page 1:<ref name=atarimanual>Template:Cite book</ref>

Template:Blockquote

File:Atari-Jaguar-Motherboard-Flat.jpg
The Jaguar's multi-chip architecture was difficult to use for most contemporary developers.

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. Atari's Leonard Tramiel also specifically suggested that the 68000 not be used by developers. In practice, however, many developers use the Motorola 68000 to drive gameplay logic due to the greater developer familiarity of the 68000 and the adequacy of the 68000 for certain types of games. Most critically, a flaw in the memory controller means that certain obscure conventions must be followed for the RISC chips to be able to execute code from RAM.<ref name="Owl">Template:Cite webTemplate:Better source needed</ref>

The system was notoriously difficult to program for, because its multi-processor design is complex, development tools were released in an unfinished state, and the hardware had crippling bugs.<ref>ATARI JAGUAR Template:Webarchive by Retro Gamer Team, November 27, 2014</ref>

Processors

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  • Tom chip, 26.59 MHz
    • Graphics processing unit (GPU) – 32-bit RISC architecture, 4 KB internal RAM, all graphical effects are software-based, with additional instructions intended for 3D operations
    • Object Processor – 64-bit fixed-function video processor, converts display lists to video output at scan time.
    • Blitter – 64-bit high speed logic operations, z-buffering and Gouraud shading, with 64-bit internal registers.
    • DRAM controller, 8-, 16-, 32- and 64-bit memory management
  • Jerry chip, 26.59 MHz
    • Digital Signal Processor – 32-bit RISC architecture, 8 KB internal RAM
      • Similar RISC core as the GPU, additional instructions intended for audio operations
    • CD-quality sound (16-bit stereo)
      • Number of sound channels limited by software
      • Two DACs (stereo) convert digital data to analog sound signals
      • Full stereo capabilities
    • Wavetable synthesis and AM synthesis
    • A clock control block, incorporating timers, and a UART
    • Joystick control
  • Motorola 68000 - system processor "used as a manager".<ref>Atari Jaguar Software Reference Manual, Atari Corp. 1995, Pg 2</ref>
    • General purpose 16-/32-bit control processor, 13.295 MHz

Other features

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File:Atari-Jaguar-Console-Back.jpg
The inputs and outputs of an NTSC Jaguar
  • RAM: 2 MB on a 64-bit bus using 4 16-bit fast-page-mode DRAMs (80 ns)<ref>Atari Jaguar OrderTemplate:Dead link, Atari, 1994</ref>
  • Storage: ROM cartridges – up to 6 MB
  • DSP-port (JagLink)
  • Monitor-port (composite/S-Video/RGB)
  • Antenna-port (UHF/VHF) - fixed at 591 MHz in Europe; not present on French model
  • Support for ComLynx I/O
  • NTSC/PAL machines can be identified by their power LED colour, Red: NTSC; Green: PAL.

COJAG arcade games

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Template:Main Atari Games licensed the Jaguar's chipset for use in its arcade games. The system, named CoJag (for "Coin-Op Jaguar"), replaced the 68000 with a 68020 or MIPS R3000-based CPU (depending on the board version), added more RAM, a full 64-bit wide ROM bus (Jaguar ROM bus is 32-bit), and optionally a hard drive (some games such as Freeze are ROM only). It runs the lightgun games Area 51 and Maximum Force, which were released as dedicated cabinets or as the Area 51 and Maximum Force combo machine. Other games were developed but never released: 3 On 3 Basketball, Fishin' Frenzy, Freeze, and Vicious Circle.

Peripherals

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Template:Multiple image

Prior to the launch of the console in November 1993, Atari had announced a variety of peripherals to be released over the console's lifespan. This included a CD-ROM-based console, dial-up Internet access with support for online games, a virtual reality headset, and an MPEG-2 video card.<ref>Template:Cite magazine</ref><ref name="cgw199311">Template:Cite magazine</ref> However, due to the poor sales and eventual commercial failure of the Jaguar, most of the peripherals in development were canceled. The only peripherals and add-ons released by Atari for the Jaguar are a redesigned controller, an adapter for four players, a CD console add-on, and a link cable for local area network (LAN) gaming.

The redesigned second controller, the ProController by Atari, added three more face buttons and two triggers.<ref name="GPro89">Template:Cite magazine</ref> It was created in response to the criticism of the original controller, said to lack enough buttons for fighting games in particular. It was never bundled with the system. The Team Tap multitap adds 4-controller support, compatible only with the optionally bundled White Men Can't Jump<ref name="computinghistory.org.uk">Template:Cite web</ref> and NBA Jam Tournament Edition.<ref>Template:Cite web</ref> Eight player gameplay with two Team Taps is possible<ref name="computinghistory.org.uk"/> but unsupported by those games.<ref name="GPro89"/> For LAN multiplayer support, the Jaglink Interface links two Jaguar consoles<ref name="GPro89"/> through a modular extension and a UTP phone cable. It is compatible with three games: AirCars, BattleSphere, and Doom.

In 1994 at the CES, Atari announced that it had partnered with Phylon to create the Jaguar Voice/Data Communicator. The unit was delayed and an estimated 100 units were produced, but eventually, in 1995, it was canceled. The Jaguar Voice Modem or JVM utilizes a 19.9 kbit/s dial up modem to answer incoming phone calls and store up to 18 phone numbers. Players directly dial each other for online play, only compatible with Ultra Vortek.<ref>Template:Cite web</ref>

Jaguar CD

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Template:Main Template:Multiple image

The Jaguar CD is a CD-ROM peripheral for games. It was released in September 1995, two years after the Jaguar's launch. Thirteen CD games were released during its manufacturing lifetime, with more being made later by homebrew developers. Each Jaguar CD unit has a Virtual Light Machine, which displays light patterns corresponding to music, if the user inserts an audio CD into the console. It was developed by Jeff Minter, after experimenting with graphics during the development of Tempest 2000.<ref>Template:Cite web</ref> The program was deemed a spiritual successor to the Atari Video Music, a visualizer released in 1976.<ref>Template:Cite web</ref>

The Memory Track is a cartridge accessory for the Jaguar CD, providing Jaguar CD games with 128 K EEPROM for persistent storage of data such as preferences and saved games.<ref name="GPro89"/><ref> Template:Citation</ref><ref>Template:Cite web</ref> The Jaguar Duo (codenamed Jaguar III) was a proposal to integrate the Jaguar CD to make a new console, a concept similar to the TurboDuo and Genesis CDX.<ref>Template:Cite magazine</ref> A prototype, described by journalists as resembling a bathroom scale, was unveiled at the 1995 Winter Consumer Electronics Show,<ref>Template:Cite magazine</ref> but the console was canceled before production.<ref>Template:Cite magazine</ref>

Jaguar VR

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A virtual reality headset compatible with the console, tentatively titled the Jaguar VR, was unveiled by Atari at the 1995 Winter Consumer Electronics Show.<ref>Template:Cite web</ref> The development of the peripheral was a response to Nintendo's virtual reality console, the Virtual Boy, which had been announced the previous year.<ref>Template:Cite web</ref> The headset was developed in cooperation with Virtuality, which had previously created many virtual reality arcade systems, and was already developing a similar headset for practical purposes, named Project Elysium, for IBM.<ref>Template:Cite web</ref> The peripheral was targeted for a commercial release before Christmas 1995.<ref>Template:Cite magazine</ref> However, the deal with Virtuality was abandoned in October 1995.<ref>Template:Cite magazine</ref><ref name="vr">Template:Cite web</ref> 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.<ref>Template:Cite web</ref><ref>Template:Cite web</ref> Only one game was developed for the Jaguar VR prototype: a 3D-rendered version of the 1980 arcade game Missile Command, titled Missile Command 3D, and a demo of Virtuality's Zone Hunter was created.<ref name="vr"/>

Unlicensed peripherals

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An unofficial expansion peripheral for the Jaguar dubbed the "Catbox" was released by the Rockford, Illinois company ICD. It was originally slated to be released early in the Jaguar's life, in the second quarter of 1994,<ref>Template:Cite magazine</ref> but was not actually released until mid-1995.<ref name="GPro83">Template:Cite magazine</ref> The ICD CatBox plugs directly into the AV/DSP connectors located in the rear of the Jaguar console and provides three main functions. These are audio, video, and communications. It features six output formats, three for audio (Line level stereo, RGB monitor, headphone jack with volume control) and three for video (composite, S-Video, and RGB analog component video) making the Jaguar compatible with multiple high quality monitor systems and multiple monitors at the same time. It is capable of communications methods known as CatNet and RS-232 and DSP pass through, allowing the user to connect two or more Jaguars together for multiplayer games either directly or with modems. The ICD CatBox features a polished stainless steel casing<ref name="GPro83"/> and red LEDs in the jaguar's eyes on the logo that indicate communications activity. An IBM AT-type null modem cable may be used to connect two Jaguars together.<ref>Official CatBox Manual - Final Version 1.01c - May 8, 1996</ref> The CatBox is also compatible with Atari's Jaglink Interface peripheral.

Game library

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Template:Main Template:See also

Reception

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Reviewing the Jaguar just a few weeks prior to its launch, GamePro gave it a "thumbs sideways". They praised the power of the hardware but criticized the controller, and were dubious of how the software lineup would turn out, commenting that Atari's failure to secure support from key third party publishers such as Capcom was a bad sign. They concluded: "Like the 3DO, the Jaguar is a risky investment – just not quite as expensive."<ref>Template:Cite magazine</ref>

The Jaguar won GameFanTemplate:'s "Best New System" award for 1993.<ref>Template:Cite magazine</ref>

The small size and poor quality of the Jaguar's game library became the most commonly cited reason for its failure in the marketplace. The pack-in game Cybermorph was one of the first polygon-based games for consoles, but was criticized for design flaws and a weak color palette, and compared unfavorably with the SNES's Star Fox. Other early releases like Trevor McFur in the Crescent Galaxy, Raiden, and Evolution: Dino Dudes also received poor reviews, the latter two for failing to take full advantage of the Jaguar's hardware. The Jaguar did eventually earn praise with games such as Tempest 2000, Doom and Wolfenstein 3D.<ref name="Atari Jaguar History"/> The most successful title during the Jaguar's first year was Alien vs. Predator.<ref name="ReferenceA"/> However, these occasional successes were seen as insufficient, while the Jaguar's competitors were receiving a continual stream of critically acclaimed software; GamePro concluded their rave review of Alien vs. Predator by remarking: "If Atari can turn out a dozen more games like AvP, Jaguar owners could truly rest easy and enjoy their purchase."<ref name="ProReview: Alien vs. Predator"/> In a late 1995 review of the Jaguar, Game Players remarked: "The Jaguar suffers from several problems, most importantly the lack of good software."<ref name=GPl79>Template:Cite magazine</ref> Next Generation likewise commented that "thus far, Atari has spectacularly failed to deliver on the software side, leaving many to question the actual quality and capability of the hardware. With only one or two exceptions – Tempest 2000 is cited most frequently – there have just been no truly great games for the Jaguar up to now." They further noted that though Atari is well known by older gamers, the company had much less overall brand recognition than Sega, Sony, Nintendo, or even The 3DO Company. However, they argued that with its low price point, the Jaguar might still compete if Atari could improve the software situation. They gave the system two out of five stars.<ref name=NGen12/> Game Players also stated though it is 64-bit, the Jaguar is much less powerful than the 3DO, Saturn, and PlayStation, even when supplemented with the Jaguar CD.<ref name=GPl79/> With such a small library of games<ref name="wired">Template:Cite web</ref> to challenge the incumbent 16-bit game consoles, the Jaguar's appeal never grew beyond a small gaming audience. Digital Spy commented: "Like many failed hardware ventures, it still maintains something of a cult following but can only be considered a misstep for Atari."<ref>Mark Langshaw. "Atari retrospective: The rise and fall of a gaming giant Template:Webarchive". Digital Spy, January 27, 2013.</ref>

In 2006, IGN editor Craig Harris rated the original Jaguar controller as the worst game controller ever, criticizing the unwarranted recycling of the 1980s "phone keypad" format and the small number of action buttons, which he found particularly unwise given that Atari was actively trying to court fighting game fans to the system.<ref name =harris>Template:Cite web</ref> Ed Semrad of Electronic Gaming Monthly commented that many Jaguar games gratuitously used all of the controller's phone keypad buttons, making the controls much more difficult than they needed to be.<ref>Template:Cite magazine</ref> GameProTemplate:'s The Watch Dog remarked: "The controller usually doesn't use the keypad, and for games that use the keypad extensively (Alien vs. Predator, Doom), a keypad overlay is used to minimize confusion. But yes, it is a lot of buttons for nuttin'."<ref>Template:Cite magazine</ref> Atari added more action buttons for its Pro Controller, to improve performance in fighting games in particular.<ref name=LOCR>Template:Cite web</ref><ref>Template:Cite web</ref>

Legacy

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Telegames continued to publish games for the Jaguar after it was discontinued, and for a time was the only company to do so.<ref>Template:Cite magazine</ref> On May 14, 1999, Hasbro Interactive announced that it had released all patents to the Jaguar, declaring it an open platform,<ref name="hasbro">Template:Cite web</ref> and enabling extensive homebrew development.<ref name="redundant">Template:Cite web</ref> Following the announcement, Songbird Productions joined Telegames in releasing unfinished Jaguar games alongside new games to satisfy the cult following. Hasbro Interactive, along with all the Atari properties, was sold to Infogrames on January 29, 2001.<ref name="IGNBuyout">Template:Cite web</ref><ref>Template:Cite web</ref>

In the United Kingdom in 2001, Telegames and retailer Game made a deal to bring the Jaguar to Game's retail outlets. It was initially sold for £29.99 new and software ranged between £9.99 for more common games such as Doom and Ruiner Pinball and £39.99 for rarer releases such as Defender 2000 and Checkered Flag. The machine had a presence in the stores until 2007, when remaining consoles were sold off for £9.99 and games were sold for as low as 97p.<ref name="MyAtari14">Template:Cite magazine</ref><ref name="MyAtari15">Template:Cite magazine</ref><ref name="MyAtari16">Template:Cite magazine</ref>

In 2022, the compilation Atari 50 was released with a collection of Jaguar games, as one of the first instances of Jaguar software being officially re-released by Atari.<ref>Template:Cite web</ref> Due to the unique design of the original Jaguar controller, the games feature reworked control layouts to allow them to work with modern hardware.

Molds

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In 1997, Imagin Systems, a manufacturer of dental imaging equipment, purchased the Jaguar cartridge and console molds, including the molds for the CD add-on, from JTS.<ref name="Boris Kretzinger"/> With minor modification, they fit its HotRod camera,<ref>Template:Cite web</ref> and the cartridge molds were reused to create an optional memory expansion card.<ref>Template:Cite web</ref> In a retrospective, Imagin founder Steve Mortenson praised the design, but admitted that their device came at the time of the dental industry's transition to USB, and apart from a few prototypes, the molds went unused.<ref name="AdamKoralik">Template:Cite web</ref>

In December 2014, the molds were purchased from Imagin Systems by Mike Kennedy, owner of the Kickstarter funded Retro Videogame Magazine, to propose a new crowdfunded video game console, the Retro VGS,<ref>Template:Cite web</ref> later rebranded the Coleco Chameleon<ref>Template:Cite web</ref> with a licensing agreement with Coleco. The purchase of the molds was far cheaper than designing and manufacturing entirely new molds, and Kennedy described their acquisition as "the entire reason [the Retro VGS] is possible".<ref>Template:Cite web</ref> However, the project was terminated in March 2016 following criticism of Kennedy<ref>Template:Cite web</ref> and doubts regarding demand for the proposed console. Two "prototypes" were discovered to be fakes and Coleco withdrew from the project.<ref>Template:Cite news</ref> After the project's termination, the molds were sold to Albert Yarusso, the founder of the AtariAge website.<ref>Template:Cite news</ref>

See also

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  • Contiki, portable operating system, including a port for the Jaguar with GUI, TCP/IP, and web browser support.

References

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Template:Reflist

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Template:Commons category

Template:Atari hardware Template:Fifth generation game consoles Template:Home video game consoles