I absolutely love the Atari Jaguar. I currently own two consoles and a Jaguar CD unit. A great system, lots of fun. I agree with you too regarding Club Drive. I laugh the whole time when playing that game, and so does everyone else when playing against each other in multiplayer.
@@hopejackson1741 look at the sheer resources required to make AVP though, 2 teams:Rebellion in Oxford and Purple Hampton team in the States, they ran out of budget and cart space during development, I don't think we will ever see the likes again on the system.
When Jag was at its end KB Toys in the mall was unloading them for maybe $50 each. Games $5-15. In some stores you could find the CD attachment if I’m not mistaken. And stupid me would laugh as I walked by instead of hoarding it all.
I used to have a complete Jag collection, I bought every thing you could buy in the stores either brand new or in the discount bins. Plus every cd game and cd player. I had a roommate lose it carelessly unfortunately. All I have right now is Doom, Super Burnouts, Ruiner Pinball, and I War. Plus most of the cd games still. I'm just gonna buy a Jag system, get a sd rom loader, new 6 button controller, and RGB Scart cable. My buddy Scott is also a huge Jag collector because of my influence. He was a Playstation guy and I played a $7 copy of Super Burnout in front of him. The super crisp music sample in the intro blew him away. So yes! Jag users are out there!
This is pretty good, I subbed after watching. Like many of us, I've always been interested in the un-tapped potential of the Jaguar, particularly the 3D aspects. I love my Doom and AvP games, as well as Cybermorph and Iron Soldier; so I'm crossing my fingers for a great 3D homebrew someday.
Jaguar has a lot of good games that were official and a lot of home brews that are also good. Jaguar’s homebrew community is the most active of any console really. Hopefully some more talented developers will latch onto the system and really push it.
The Atari jaguar. What. A. Beast. Not even the 3D0 or Neo Geo compare, and it's also on par with the 32X. The 7800 was god like in 1984, 9 years later and the Jaguar was the most powerful system period until the PS1 came out and it doesn't win by much. It seems like they took the lynx, beefed it up a ton, and out came the Atari Jaguar. It is a little complex to program, but once you get it the Jaguar can do insane feats, especially when you have that CD drive.
Heck yes brother. Thank you for the amazing content. I'm new to Jaguar and ..... Seriously even the "bad" games entertain me for hours. I just love the console, and your content!
I always love your Jaguar reviews man. My favorite Jaguar Homebrew is called Tube SE by Dr. Typo. He made Gem Race, Fallen Angels, and Tube SE. If you haven't tried that one you're missing out! The only issue for me is that it doesn't save high scores/times. I think you'll love the graphics on it!
@@SecondOpinionGames1 I wish they could do a lot better like 2d cartoony stuff. Rayman looks great that's what the home brewers should be shooting for.
Good video! I don't remember seeing that Superfly game for the Jaguar! I do have that Frogz64 and it is buggy, Wave 1 Games tried to fix it. Jag Zombies is fun and has come down a bit in price. I have it both on CD and Cartridge. I am hoping to get Rebooteroids and Escape 2042 this year sometime!
PSA: OpenLaura was showcased on 3DO, GBA, and SEGA 32x. We're now optimistic that it CAN be done for the Jaguar with better performance than what's showcased on the mentioned consoles. Comes to find out, the big 3 (3DO, 32x, Jag) are all capable of impressive 3D gaming. There is something called Atari Owl Project (old homebrew) that showcases how the Jaguar's draw distance was pushed back to impressive levels. I'm convinced NO ONE has pushed these 3 systems to their limits, not by a longshot. With today's know-how, someone out there can make an epic game for each system that will redefine how we have looked at them all these years.
Can anybody make a homebrew that isn't on the same level as a SNES or NES? I'd like to see someone push the limits of this system or don't even make a homebrew.
It's insanely ultra as hell difficult to create a fully 3D 32-bit / 64-bit game for the Jaguar. There was an interview with video game programmer Rebecca Heineman who had worked on the Jaguar but had worked on TONS of games for TONS of other systems ranging from SNES, 3DO, Gamecube, Playstation 2, Xbox, etc, etc, and computers like the Atari 8-bit computers, Apple II, Macs, etc. She went on record to say that the Atari Jaguar was hands down the most DIFFICULT thing she ever had to work on. To directly quote from her interview: "The worst had to be the Atari Jaguar. Forcing everyone to use an Atari Falcon computer as a dev system and expecting us to use bug ridden and barely working compilers and other tools, it was a miracle any game was completed on that system.". In order to make a game for the Atari Jaguar, especially a high end game with 3D stuff in it, developers had to work around all the bugs and glitches that were part of Jaguar development. Developing for the Jaguar was so difficult for most gaming companies that instead of fully utilizing the Jaguar GPU / Graphics processing unit (which really is powerful when properly utilized) and the DSP / Digital Sound Processor to it's highest ability, most developers would be forced to primarily use the Motorolla 68K microprocessor inside the Jaguar (which is a microprocessor also found in the Sega Genesis) and only a TINY bit of the Jaguar's GPU since it was insanely difficult to fully utilize the Jaguar's GPU (that's why a lot of Jaguar games, even during 1994 and 1995, look 16-bit or were 16-bit ports and didn't look 32-bit or 64-bit). VERY FEW developers were able to properly utilize the GPU with the DSP (some games like Alien vs Predator and some others managed to pull it off, but most games couldn't due to how insanely difficult it is to program for it due to the numerous problems). It's easier for homebrewers to make 8-bit / 16-bit looking games. To make games that look 32-bit / 64-bit on the Jaguar are beyond the capabilities of the vast majority of homebrewers (they were beyond the capabilities of most professional companies even back during the 90's. The Jaguar is NOT a user friendly machine for programmers). Now granted, as I'm typing this, could a homebrewer easily take an already existing 3D game like Fight for Life, re-skin / re-design the already existing characters to technically turn them into new characters and add gameplay differences and improvements to technically make a new game (kind of like what homebrewers do with the AKI WWF No Mercy wrestling game on Nintendo 64 every few years)? That would probably be the easiest way to create a new 3D game on Jaguar (it's definitely easier than creating a new 3D game on the Jaguar from the ground up). But even then, it will most likely a huge pain in the ass given how difficult the Jaguar is to work on for 3D stuff.
Unfortunately mediocre developers come to the Jag scene to hide behind this. Oh yeah well that's the best we can do it's the Jaguar... Look in Jag programming sections and you'll hear programmers kicking and screaming and blaming t he Jag for their woes.Then other programmers look and point out no you did this wrong etc. The Jag community, where mediocrity goes to hide...
The Atari Jaguar seems like it has a lot of potential as a gaming console, but they just didn't make any super cool games for it. I think the controller holds back the console a little bit too, only 3 buttons? But yeah, as a developer, I would like to make some really cool games for the Jaguar and show everyone that the console doesn't suck, it just didn't get the attention that maybe it could have.
Luffy's Keyblade also a fan of WiiU as the controller is way better than the switch. It seems everyone is avoiding the Tom and Jerry processors in these games which is a shame. Did any game use them?
Always a good video. I'm not sure if you have reviewed it but I would like to mention Fallen Angels for the Jaguar. Its kinda hard to find and it took me forever to find but its a damn good Rescue on Fractalus clone
The one with the parallax scrolling looked beautiful but it was so simple it was essentially an atari 2600 game in fancy packaging. All of them were. Nothing I'd ever consider buying here. Give me a home brew like rayman quality and we're talking. Or a good shooter like raiden.
I don't see very many reviews for Thief: Deadly Shadows, on the original Xbox, and I love that game! Also, Deus Ex Invisible War is damn good, too. Despite it's flaws, I dare anybody to play it and not have fun.
🤔 Curious to see an 8-bit machine running these titles with the colour range, resolution, layers of parallax and frame rate many of these are running at.
You are the internet's number 1 Jaguar reviewer and fan. Are there any new TurboGrafx 16 games? I found out Kanye made a mix tape titles TueboGrafx 16. The album cover is amazing! Looks just like a real game cover! Love you as always
People expecting commercial Jaguar quality titles (AVP, T2K, Iron Soldier, Wolfenstein 3D,Rayman etc etc) from the Homebrew community, really need to start being realistic. Titles like:Skyhammer, Iron Soldier II, Battlemorph , Battlesphere, pushed the Jaguar, took years to make in cases and were done by dedicated teams. There simply isn't a viable jaguar market for people to devote to 3D efforts on the system. Just be thankful there are people out there doing titles like Gravitic Mines and Jumping At Shadows. People like Jane Whittaker announcing spiritual successors to AVP are just bullshitting you, never going to happen.
None of those except the cool robotron clone seems to be the only one even worth wasting time making a video for. The rest look like flash games from the early 2ks or late 90s. Is this all the homebrew offerings this system has? Kinda weak
This is not what I'm looking for. At this day and age, I expect homebrew games to be something that maximizes the systems potential or breaks the systems limitations. One of the main issues with the jaguars failure was game developers not knowing how to tap the Jaguars full potential. There are homebrew games for the Atari 7800 that look like something you'd see on the NES in its last days. Thats impressive. Shitty asteroids clones for a 64 bit system is just lazy and pathetic.
I feel like most people (myself included until fairly recently) don't realise just how much of a failure this console was, it sold only a few hundred thousand globally! The 7800 likely sold ten times that amount, as did the 3DO, the Odyssey 2. CDi 5 times more etc etc. And how many have broken over the years? I think in reality next to nobody owns this console, especially outside of Britain and North America which is where almost all those sales will be. All the interest in posthumous. Few will have the strong nostalgia for it required to spend an inordinate amount of time making a 3D game, and who will they make them for? The hardware barely exists in the real world, and emulation for the Jaguar is terrible.
So what potential? I always wanted to code a BeamTree and the JagRISC seems to be ideal to implement it. A BeamTree has zero overdraw, and thus I could live the slow blitter. Still Doom, which uses simpler level geometry where you don't need a BeamTree, ran at 12 FPS @ 160x200 px ! Who has fun to develop that? FirstPerson View is not so fun on standard resolution. Do you have any great idea for a superScaler game? I don't get why Space Harrier should be fun. And then on the other hand: It is almost too easy to make OutRun run smooth. I think we need something like the Spectrum Next as FPGA. The planned debugged Version2 where Silicon already exist .. but why don't we know of any netlists? Maybe they added even more bugs in a desperate effort to overtake PSX ? JaguarNext .. where everything is 64 bit, especially the access to the line buffer. Modern async await to race the beam. Software rendering MMX style. Blitter commands in a single instruction: Fill, Copy using pitches and widths .. nothing else .. no pattern no pixel format change. How do you race the beam in 3d though? The Jaguar has a z-buffer and internal SRAM ( with buggy busses ). So you would sort your display list by texture. Load the texture and then render all triangles to the frame buffer using the z-buffer. Then do the next texture. That is what N64 does. Did the Jaguar Devs wanted this way? Or did they wanted to go the Dreamcast way: You render all triangles to a low resolution buffer ( 40x25 px -- so called tiles ). At each px you store a list of triangles which hit the tile. Now you could look out for the tiles with the shortest lists of triangles/edges/textures. So first you render all other tiles: Each one into internal RAM and then copy to external DRAM. But the easy tiles you render just in time and copy them to another, simpler internal buffer. When the electron beam comes across those tiles ( position marked in a bit pattern ), it fetches them from internal RAM. So as with sprites, you save some writes and reads to the framebuffer .. But I would not want to pay for two much internal tile memory. Like 8 tiles per tile row? A tiler reuses some calculations from the corners of the tiles before and above itself, but with a small penalty here, we could stagger the tiles across the screen so that every scanline one tile buffer becomes available (8*5). A tiler renders the tile in the order the electron beam races the screen even if the current tile is so far ahead that it needs to be "swapped out" to DRAM for some scanline. You still don't need a full frame buffer, certainly not a double buffer, and not a triple buffer because this is all for 60 fps arcade action. With a tiler all texture addresses are stored and checked if they are the same as in the pixel left or top. In this case the skip counter in the last unique address is increased. In this way the tiler can load all texture data at a constant and high data rate without a need to scan multiple of its pixels. A nice property of a tiler is that you can render your tile at full 640x480 (or more) 9bit per color channel RGB resolution internally and then save them as JPEG blocks to fit them in the small memory back in the day. Interlaced and composite just love this blurry JPEG DCT stuff. The Dreamcast tiler stores a list of RGBA,Z value pairs per pixel. I can then sort per pixel by z and resolve all transparency effects. This method allows for detailed renders at lower framerate. The Object Processor hints at the fact that the Jag was supposed to have an "active edge" list. So you sort all triangles by their lowest y. The Object List with a little help by the branch objects allow the Processor to fetch all spans relevant for the current scan line and render them back to front .. Hu? Wait what, we sorted by y? Why is there no z-buffer for the scanline buffer? So triangles go into the object list by their top.y , but then at every scanline the GPU reorders all active triangles by z? Would you not rather have a shadow list sorted by y, and the GPU copies those to the Object List and inserts them at the correct z? But why is all the cool shader stuff in the blitter not accessible for the OP? There aren't even enough fields in the two object phrases to store a pixel shader not even fixed function like in the blitter. Why does the Jag seem to follow the philosophy that scan lines are done in software, but somehow for easy sprites there is multiline support everywhere? The Object description allows to specify the pixel depth as 2^n .. but you cannot have 0 bit .. constant color using the Index in the descriptor.. for flat shaded 3d without slow down bus access. The OP even can do a scaling operation from scanline to scanline, but you cannot configure it to do an edge slope instead. Each object has a link to the next object, but you cannot set a flag to denote that they share an edge and that the next object should start where the last stopped . The time they spend on multi-scanline objects and full motion video hardware, could have been better spent on a simple logic which does not write back the DestinationRegister ( which holds 4 px ) until it is full. No they only fill it in simple shaders (flat, sprites), but not for textures. There they go out of their way to to write out the same contents 4 times! I don't even want to buffer more than 4px output. If the Blitter could just -- in one go without dropping a cycle -- write out the pixels, the z vales, load destination pixels at new position and z at new position. So they love the scanline, but why can't textures be stored as 2x2 px phrases? The Jag already has two 64 bit Source Registers. This is more than enough to store the pixel phrase + the address where its from. So no need to reload most of the time. But instead we got great support for monochrome fonts and FFT audio. Did anybody hear the great audio on Jag? Why is there a bug in the Jerry bus interface? Does any game even FFT the sound effects in real time? Devs were so preoccupied with FMV. Wolfenstein came out May 5, 1992 for DOS. So I think they added a way to render vertical ( and diagonal ) lines. Instead they would have needed a way to rotate content by 90° in a fast way (4x4 px blocks). A lot of overhead view Amiga games would want that ( and cache rotated sprites ). So you would render wolfenstein 3d, rotate it by 90° and put on screen. Doom could render the floors after rotation.
@@RetroSanctuary Exactly. What do existing Jaguar homebrew cart production runs number? 200 copies and for a mainly collectors market. Nobody is going to spend time and resources putting together a dedicated team to write anything on par with say AVP for the Jaguar. Jane Whittaker announcing a spiritual successor for it on modern consoles, PC and Jaguar was just absolute bullshit.
@@SecondOpinionGames1 yeah, I haven't. But on principle I am opposed to it, lol. It's just a very poorly designed console that is outperformed by the fx chip games on the snes and the 32x. AVP looks cool though.
wow that llamatron trying real hard to give people a seizure
🤢
I absolutely love the Atari Jaguar. I currently own two consoles and a Jaguar CD unit. A great system, lots of fun. I agree with you too regarding Club Drive. I laugh the whole time when playing that game, and so does everyone else when playing against each other in multiplayer.
Just seeing its name made me smile. Thanks 😁
This is the best that homebrew can come up with? I'm still waiting for someone to actually push the limits with this system. Great review, poor games.
That is battle sphere gold. I have a review of it but it’s one of those 1,500$ games 😃
Me too, I mean come on, we need a Alien vs Predator Type of game I think that would push the system.
You can get replicas now of that. Repros
@@hopejackson1741 look at the sheer resources required to make AVP though, 2 teams:Rebellion in Oxford and Purple Hampton team in the States, they ran out of budget and cart space during development, I don't think we will ever see the likes again on the system.
When Jag was at its end KB Toys in the mall was unloading them for maybe $50 each. Games $5-15. In some stores you could find the CD attachment if I’m not mistaken. And stupid me would laugh as I walked by instead of hoarding it all.
Thank you for supporting the Jaguar scene
Someone has to 😊
I used to have a complete Jag collection, I bought every thing you could buy in the stores either brand new or in the discount bins. Plus every cd game and cd player. I had a roommate lose it carelessly unfortunately. All I have right now is Doom, Super Burnouts, Ruiner Pinball, and I War. Plus most of the cd games still. I'm just gonna buy a Jag system, get a sd rom loader, new 6 button controller, and RGB Scart cable. My buddy Scott is also a huge Jag collector because of my influence. He was a Playstation guy and I played a $7 copy of Super Burnout in front of him. The super crisp music sample in the intro blew him away. So yes! Jag users are out there!
@@mikejohnson699 we are a dieing breed 😞
This is pretty good, I subbed after watching. Like many of us, I've always been interested in the un-tapped potential of the Jaguar, particularly the 3D aspects. I love my Doom and AvP games, as well as Cybermorph and Iron Soldier; so I'm crossing my fingers for a great 3D homebrew someday.
I think we need a team of developers to get that job done. 😃
@@SecondOpinionGames1 very much so, 3D games require large teams
Jaguar has a lot of good games that were official and a lot of home brews that are also good. Jaguar’s homebrew community is the most active of any console really. Hopefully some more talented developers will latch onto the system and really push it.
Maybe some day 😃
The Atari jaguar. What. A. Beast.
Not even the 3D0 or Neo Geo compare, and it's also on par with the 32X.
The 7800 was god like in 1984, 9 years later and the Jaguar was the most powerful system period until the PS1 came out and it doesn't win by much.
It seems like they took the lynx, beefed it up a ton, and out came the Atari Jaguar.
It is a little complex to program, but once you get it the Jaguar can do insane feats, especially when you have that CD drive.
It’s a shame we couldn’t see it’s full potential 😃
@@SecondOpinionGames1 … Until now!
That "Goat AI" in Revenge of the Mutant Camels is Ancipital, star of his own game called Ancipital.
Heck yes brother. Thank you for the amazing content. I'm new to Jaguar and ..... Seriously even the "bad" games entertain me for hours. I just love the console, and your content!
Thank for taking the time to watch 😃🙏
Love the jag. And these games were good. Homebrew jag games are coming along nicely. Now we need a really good Homebrew racing game!!!
Burn out 😃
One is being made.
I always love your Jaguar reviews man. My favorite Jaguar Homebrew is called Tube SE by Dr. Typo. He made Gem Race, Fallen Angels, and Tube SE. If you haven't tried that one you're missing out! The only issue for me is that it doesn't save high scores/times. I think you'll love the graphics on it!
How can we get our hands on those?
I searched tube se on TH-cam and I regretted it >_< I also didn’t find the game
I'm fairly disappointed on these Homebrew games. They look like Atari 5200 games and not Jaguar.
Me to. But it’s better than nothing 😃
@@SecondOpinionGames1 I wish they could do a lot better like 2d cartoony stuff. Rayman looks great that's what the home brewers should be shooting for.
@@attilathehun0 Some devs do port their mobile games with great artwork to retro hardware. Of course they do GBA, and SNES first.
Good video! I don't remember seeing that Superfly game for the Jaguar! I do have that Frogz64 and it is buggy, Wave 1 Games tried to fix it. Jag Zombies is fun and has come down a bit in price. I have it both on CD and Cartridge. I am hoping to get Rebooteroids and Escape 2042 this year sometime!
Nice
PSA: OpenLaura was showcased on 3DO, GBA, and SEGA 32x. We're now optimistic that it CAN be done for the Jaguar with better performance than what's showcased on the mentioned consoles. Comes to find out, the big 3 (3DO, 32x, Jag) are all capable of impressive 3D gaming. There is something called Atari Owl Project (old homebrew) that showcases how the Jaguar's draw distance was pushed back to impressive levels. I'm convinced NO ONE has pushed these 3 systems to their limits, not by a longshot. With today's know-how, someone out there can make an epic game for each system that will redefine how we have looked at them all these years.
Can anybody make a homebrew that isn't on the same level as a SNES or NES? I'd like to see someone push the limits of this system or don't even make a homebrew.
Sadly no it would be to hard. 😞
Yepi was thinking the same thing, this is new plus level stuff mostly
It's insanely ultra as hell difficult to create a fully 3D 32-bit / 64-bit game for the Jaguar. There was an interview with video game programmer Rebecca Heineman who had worked on the Jaguar but had worked on TONS of games for TONS of other systems ranging from SNES, 3DO, Gamecube, Playstation 2, Xbox, etc, etc, and computers like the Atari 8-bit computers, Apple II, Macs, etc. She went on record to say that the Atari Jaguar was hands down the most DIFFICULT thing she ever had to work on. To directly quote from her interview: "The worst had to be the Atari Jaguar. Forcing everyone to use an Atari Falcon computer as a dev system and expecting us to use bug ridden and barely working compilers and other tools, it was a miracle any game was completed on that system.". In order to make a game for the Atari Jaguar, especially a high end game with 3D stuff in it, developers had to work around all the bugs and glitches that were part of Jaguar development.
Developing for the Jaguar was so difficult for most gaming companies that instead of fully utilizing the Jaguar GPU / Graphics processing unit (which really is powerful when properly utilized) and the DSP / Digital Sound Processor to it's highest ability, most developers would be forced to primarily use the Motorolla 68K microprocessor inside the Jaguar (which is a microprocessor also found in the Sega Genesis) and only a TINY bit of the Jaguar's GPU since it was insanely difficult to fully utilize the Jaguar's GPU (that's why a lot of Jaguar games, even during 1994 and 1995, look 16-bit or were 16-bit ports and didn't look 32-bit or 64-bit). VERY FEW developers were able to properly utilize the GPU with the DSP (some games like Alien vs Predator and some others managed to pull it off, but most games couldn't due to how insanely difficult it is to program for it due to the numerous problems). It's easier for homebrewers to make 8-bit / 16-bit looking games. To make games that look 32-bit / 64-bit on the Jaguar are beyond the capabilities of the vast majority of homebrewers (they were beyond the capabilities of most professional companies even back during the 90's. The Jaguar is NOT a user friendly machine for programmers).
Now granted, as I'm typing this, could a homebrewer easily take an already existing 3D game like Fight for Life, re-skin / re-design the already existing characters to technically turn them into new characters and add gameplay differences and improvements to technically make a new game (kind of like what homebrewers do with the AKI WWF No Mercy wrestling game on Nintendo 64 every few years)? That would probably be the easiest way to create a new 3D game on Jaguar (it's definitely easier than creating a new 3D game on the Jaguar from the ground up). But even then, it will most likely a huge pain in the ass given how difficult the Jaguar is to work on for 3D stuff.
Unfortunately mediocre developers come to the Jag scene to hide behind this. Oh yeah well that's the best we can do it's the Jaguar...
Look in Jag programming sections and you'll hear programmers kicking and screaming and blaming t he Jag for their woes.Then other programmers look and point out no you did this wrong etc.
The Jag community, where mediocrity goes to hide...
@@johnpenguinthe3rd13 But today there are like 3 dev environments which you can use on your PC.
The Atari Jaguar seems like it has a lot of potential as a gaming console, but they just didn't make any super cool games for it. I think the controller holds back the console a little bit too, only 3 buttons?
But yeah, as a developer, I would like to make some really cool games for the Jaguar and show everyone that the console doesn't suck, it just didn't get the attention that maybe it could have.
Very true. In the end it didn’t have enough money behind it.
3 buttons? But doesn't it have like 20 buttons? What do you mean
@@eetuthereindeer6671He meant the 3 action buttons (A,B and C).
Another great video bro! You’re underrated man. And thanks to you, my Wii U collection has grown in the past two months. No regrets!
Love the Wii U. But soon you Wii collection will grow as well 😃
Luffy's Keyblade also a fan of WiiU as the controller is way better than the switch.
It seems everyone is avoiding the Tom and Jerry processors in these games which is a shame. Did any game use them?
@@joesshows6793 ill look into that 😊
Second Opinion Games nice. I’ve always wondered this when I found out about the Motorola chip. Maybe ROM improvement patches can be done?????
I don't care what anyone says there is no amount of games that they can make today that fix the library of this system
Always a good video. I'm not sure if you have reviewed it but I would like to mention Fallen Angels for the Jaguar. Its kinda hard to find and it took me forever to find but its a damn good Rescue on Fractalus clone
Im going to find it now 😊
Whaaaat a game that Second Opinion Games doesn't have? Even I've got it on cart man! Just giving you shit!
I think this system could've been better I don't believe the programmers new how to program for it.
Homebrews are never going to push a system like this
Has anyone made a game that truly shows off the Jaguars potential?
Doom, wolf 3D , battlesphere gold, super burn out 😃
Iron Soldier II, Bttlemorph, Skyhammer. Rayman, Zero 5..
Ur actually a damn good channel imma go ahead n sub
Na i suck. But i don't pretend to be the best. Im just having fun 😃
@@SecondOpinionGames1 do you have a neo geo?
@@Sensei.shonuff no but i will cover some games due to Wiiware and ps2 games 😊
@@SecondOpinionGames1 just aint the same without the real deal ya know but when u post ill still check it out for sure
@@Sensei.shonuff 😊
The one with the parallax scrolling looked beautiful but it was so simple it was essentially an atari 2600 game in fancy packaging. All of them were. Nothing I'd ever consider buying here. Give me a home brew like rayman quality and we're talking. Or a good shooter like raiden.
Yeah the jaguar needs that 😃
Hombrew like Rayman quality.....Seriously????
@@atarijaguarsgarage8873 exactly, as if the Homebrew teams have the resources Ubisoft had..
You should be the first opinion games, because you’re number 1
At least give me a clue who are 😃
Second Opinion Games haha i did on the last video, a couple actually
I don't see very many reviews for Thief: Deadly Shadows, on the original Xbox, and I love that game! Also, Deus Ex Invisible War is damn good, too. Despite it's flaws, I dare anybody to play it and not have fun.
Good games 😃
Nice video. Those homebrews all look 16 bit
Really? I thought most looked 8bit.
🤔 Curious to see an 8-bit machine running these titles with the colour range, resolution, layers of parallax and frame rate many of these are running at.
You are the internet's number 1 Jaguar reviewer and fan.
Are there any new TurboGrafx 16 games? I found out Kanye made a mix tape titles TueboGrafx 16. The album cover is amazing! Looks just like a real game cover!
Love you as always
So far most are bad 😞 but maybe i can find some gems
I wish Atari Owl didn't get cancelled. :(
😟 very sad
If anyone wants to be creative, try creating a 4k blu ray player add on for the Jaguar, just a 64 Bit idea
The world isn’t ready for that 😃
Imagine port of games snk or capcom arcades on atari jaguar? Dam could be epic!!!!
I’m no shire it would work. The hardware would not be compatible. It would have to be built from the ground up. Way to much work for the sales 😞
@@SecondOpinionGames1 use same CPUs, if port Kof 97 could be best textures sprites help strong graphics of Atari jaguar☹️
I hope you'll review Protector and Protector SE, they are amazing games!!!!!!!!!!!!!1
I’ll look into them 😃
Jeff Minter is a living programming God : try Polybius VR by Llammasoft. Trust me it is better than LSD and Ayahuasca combined.
Is the Frogz game free? They don't actually charge for that do they?
lol 😝 they charge big. It’s a collection thing.
@@SecondOpinionGames1 and its buggy and crashes? They dont offer you a refund? They expect you to pay big for crap?
What's that companies name?
@@jh5124 wave1 that’s why you got to watch my videos before you buy 😃
@@SecondOpinionGames1 yeah thanks for the heads up. i'll avoid anythng from them and spread the word.
@@jh5124 that’s not exactly what I was saying. Just like my channel my first videos sucked but I got better as I made more.
People expecting commercial Jaguar quality titles (AVP, T2K, Iron Soldier, Wolfenstein 3D,Rayman etc etc) from the Homebrew community, really need to start being realistic.
Titles like:Skyhammer, Iron Soldier II, Battlemorph , Battlesphere, pushed the Jaguar, took years to make in cases and were done by dedicated teams.
There simply isn't a viable jaguar market for people to devote to 3D efforts on the system.
Just be thankful there are people out there doing titles like Gravitic Mines and Jumping At Shadows.
People like Jane Whittaker announcing spiritual successors to AVP are just bullshitting you, never going to happen.
no 3d homebrew, huh
"I don't do Ad's in the middle of my videos like some Dic*'s"
Im getting their i know what video to put it in 😃
@@SecondOpinionGames1 Excellent!
None of those except the cool robotron clone seems to be the only one even worth wasting time making a video for. The rest look like flash games from the early 2ks or late 90s. Is this all the homebrew offerings this system has? Kinda weak
Not really some are more fun than they look 👀
This is not what I'm looking for. At this day and age, I expect homebrew games to be something that maximizes the systems potential or breaks the systems limitations. One of the main issues with the jaguars failure was game developers not knowing how to tap the Jaguars full potential. There are homebrew games for the Atari 7800 that look like something you'd see on the NES in its last days. Thats impressive. Shitty asteroids clones for a 64 bit system is just lazy and pathetic.
I don’t think we will ever see that 🤔
I feel like most people (myself included until fairly recently) don't realise just how much of a failure this console was, it sold only a few hundred thousand globally! The 7800 likely sold ten times that amount, as did the 3DO, the Odyssey 2. CDi 5 times more etc etc.
And how many have broken over the years? I think in reality next to nobody owns this console, especially outside of Britain and North America which is where almost all those sales will be. All the interest in posthumous.
Few will have the strong nostalgia for it required to spend an inordinate amount of time making a 3D game, and who will they make them for? The hardware barely exists in the real world, and emulation for the Jaguar is terrible.
So what potential? I always wanted to code a BeamTree and the JagRISC seems to be ideal to implement it. A BeamTree has zero overdraw, and thus I could live the slow blitter. Still Doom, which uses simpler level geometry where you don't need a BeamTree, ran at 12 FPS @ 160x200 px ! Who has fun to develop that? FirstPerson View is not so fun on standard resolution. Do you have any great idea for a superScaler game? I don't get why Space Harrier should be fun. And then on the other hand: It is almost too easy to make OutRun run smooth.
I think we need something like the Spectrum Next as FPGA. The planned debugged Version2 where Silicon already exist .. but why don't we know of any netlists? Maybe they added even more bugs in a desperate effort to overtake PSX ? JaguarNext .. where everything is 64 bit, especially the access to the line buffer. Modern async await to race the beam. Software rendering MMX style. Blitter commands in a single instruction: Fill, Copy using pitches and widths .. nothing else .. no pattern no pixel format change.
How do you race the beam in 3d though? The Jaguar has a z-buffer and internal SRAM ( with buggy busses ). So you would sort your display list by texture. Load the texture and then render all triangles to the frame buffer using the z-buffer. Then do the next texture. That is what N64 does. Did the Jaguar Devs wanted this way? Or did they wanted to go the Dreamcast way: You render all triangles to a low resolution buffer ( 40x25 px -- so called tiles ). At each px you store a list of triangles which hit the tile. Now you could look out for the tiles with the shortest lists of triangles/edges/textures. So first you render all other tiles: Each one into internal RAM and then copy to external DRAM. But the easy tiles you render just in time and copy them to another, simpler internal buffer. When the electron beam comes across those tiles ( position marked in a bit pattern ), it fetches them from internal RAM. So as with sprites, you save some writes and reads to the framebuffer .. But I would not want to pay for two much internal tile memory. Like 8 tiles per tile row? A tiler reuses some calculations from the corners of the tiles before and above itself, but with a small penalty here, we could stagger the tiles across the screen so that every scanline one tile buffer becomes available (8*5). A tiler renders the tile in the order the electron beam races the screen even if the current tile is so far ahead that it needs to be "swapped out" to DRAM for some scanline. You still don't need a full frame buffer, certainly not a double buffer, and not a triple buffer because this is all for 60 fps arcade action. With a tiler all texture addresses are stored and checked if they are the same as in the pixel left or top. In this case the skip counter in the last unique address is increased. In this way the tiler can load all texture data at a constant and high data rate without a need to scan multiple of its pixels.
A nice property of a tiler is that you can render your tile at full 640x480 (or more) 9bit per color channel RGB resolution internally and then save them as JPEG blocks to fit them in the small memory back in the day. Interlaced and composite just love this blurry JPEG DCT stuff. The Dreamcast tiler stores a list of RGBA,Z value pairs per pixel. I can then sort per pixel by z and resolve all transparency effects. This method allows for detailed renders at lower framerate.
The Object Processor hints at the fact that the Jag was supposed to have an "active edge" list. So you sort all triangles by their lowest y. The Object List with a little help by the branch objects allow the Processor to fetch all spans relevant for the current scan line and render them back to front .. Hu? Wait what, we sorted by y? Why is there no z-buffer for the scanline buffer? So triangles go into the object list by their top.y , but then at every scanline the GPU reorders all active triangles by z? Would you not rather have a shadow list sorted by y, and the GPU copies those to the Object List and inserts them at the correct z? But why is all the cool shader stuff in the blitter not accessible for the OP? There aren't even enough fields in the two object phrases to store a pixel shader not even fixed function like in the blitter. Why does the Jag seem to follow the philosophy that scan lines are done in software, but somehow for easy sprites there is multiline support everywhere? The Object description allows to specify the pixel depth as 2^n .. but you cannot have 0 bit .. constant color using the Index in the descriptor.. for flat shaded 3d without slow down bus access. The OP even can do a scaling operation from scanline to scanline, but you cannot configure it to do an edge slope instead. Each object has a link to the next object, but you cannot set a flag to denote that they share an edge and that the next object should start where the last stopped .
The time they spend on multi-scanline objects and full motion video hardware, could have been better spent on a simple logic which does not write back the DestinationRegister ( which holds 4 px ) until it is full. No they only fill it in simple shaders (flat, sprites), but not for textures. There they go out of their way to to write out the same contents 4 times! I don't even want to buffer more than 4px output. If the Blitter could just -- in one go without dropping a cycle -- write out the pixels, the z vales, load destination pixels at new position and z at new position. So they love the scanline, but why can't textures be stored as 2x2 px phrases? The Jag already has two 64 bit Source Registers. This is more than enough to store the pixel phrase + the address where its from. So no need to reload most of the time. But instead we got great support for monochrome fonts and FFT audio. Did anybody hear the great audio on Jag? Why is there a bug in the Jerry bus interface? Does any game even FFT the sound effects in real time? Devs were so preoccupied with FMV.
Wolfenstein came out May 5, 1992 for DOS. So I think they added a way to render vertical ( and diagonal ) lines. Instead they would have needed a way to rotate content by 90° in a fast way (4x4 px blocks). A lot of overhead view Amiga games would want that ( and cache rotated sprites ). So you would render wolfenstein 3d, rotate it by 90° and put on screen. Doom could render the floors after rotation.
@@RetroSanctuary Exactly.
What do existing Jaguar homebrew cart production runs number?
200 copies and for a mainly collectors market.
Nobody is going to spend time and resources putting together a dedicated team to write anything on par with say AVP for the Jaguar.
Jane Whittaker announcing a spiritual successor for it on modern consoles, PC and Jaguar was just absolute bullshit.
Jaguar sux
It’s not that bad. Only people that never played one say that 😃
@@SecondOpinionGames1 yeah, I haven't. But on principle I am opposed to it, lol. It's just a very poorly designed console that is outperformed by the fx chip games on the snes and the 32x. AVP looks cool though.
These games suck so much butt! 😅 they only using the 68000! People are so lazy
None of these games were worth paying for. Except Llamatron. I sent Minter $10 for that when it got a Jag rewrap.