A collection of Jaguar’s protos has been leaked!

A collection of Jaguar’s protos has been leaked!

X-cult has found many protos for the Atari Jaguar in the Jaguar Sector website. You can download them here. Here’s the list:

2600 Emulator (Stella)(Unreleased)
Arena Football 95 (JSII Release)
Barkley Shut Up And Jam (Prototype)
Blue Lightning Tour 4 Beta
Blue Lightning Tour 5 Beta
Blue Lightning Tour 6 Beta
BrainGames (unreleased)Breakout2000 (Prototype)
Brett Hull Hockey (Cart Version)
Cybermorph (Early Prototype)
Dante’s Inferno PC Demo (Unreleased)
Defender 2000 (Prototype)
Fight For Life (BETA 3-22)
Fight For Life (BETA 9-7)
GPU26 2600 Emulator (Unreleased)
Jack Nicklaus Golf (V002)(Unreleased)
Jack Nicklaus Golf (V002A)(Unreleased)
Jack Nicklaus Golf (V003)(unreleased)
Jack Nicklaus Golf (V004)(Unreleased)
Missile Command VR (not 3D)
Oswald’s Invention – PC Demo (Unreleased)
Phase Zero (Prototype)
Rayman (Early Prototype)
Slam Racer (Unreleased)
Spacewar2000 (unreleased)
Tiny Toons Plucky Duck (unreleased tech demo)
Ultra VorteX (Prototype)


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yota

yota

A video game enthusiast since 1989, he was in the past a contributor for multiplayer.it and alternative-reality.com, two italian video games websites. Currently he writes about popular culture on playersmagazine.it
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15 thoughts on “A collection of Jaguar’s protos has been leaked!

  1. Jaxxon

    Certainly! The original Aliens vs. Predator, Doom (best console version, in my opinion), and Castle Wolfenstein for starters…

  2. Ross Sillifant

    YAK (Jeff Minter) talking about Spacewar 2000:

    ‘ I was at Atari and I saw a near-final
    Space War 2000. When you see this title you’ll notice that Mr. Zdybel
    has been borrowing rather heavily from Yak’s Little Book of
    Melt-O-Vision Tricks and Spells! There’s a cool bit at the end of a
    round where Lance Chromedome appears in a field of melting with a third
    eye and grins at you! Hoots of laughter were heard around the test
    dept. when that came on…’

    Sadly of course we never saw the game, seems it used the same game engine as Hoverstrike:Unconqured Lands, but due to nature of the game was able to have more detailed models etc without effecting the frame rate etc.

  3. Ross Sillifant

    Bill Rehbock in his interview with Arcade Attack,talks of Atari playing with the big boys with regard F.F.L…

    Since Sega’s Virtual Fighter was not fully texture mapped,Atari wanted to do a fully texture mapped game on the Jaguar and Bill himself admits the system wasn’t geared up to do this.
    He also talked of Sam Tramiel focus group testing the game,knew it would review badly,ecen though some in the group thought the game was pretty cool,but Jaguar badly needed a game in this genre so it was green lit to be shipped,where as other companies would of simply pulled the plug on it.

    Bill went onto say the game needed another 3 artists for art and animation and entire thing needed a bigger budget.

  4. Ross Sillifant

    More from Minter on Space War 2000:

    All I know is it’s gonna have some killer poly graphics (explosions
    which look like someone sneezed into a pile of confetti, so many polygons
    blowing away) and a splitscreen (vertically!) 2 player mode…

    \
    (:-)
    /

  5. Ross Sillifant

    Jeff talking plans for D2K and Major Havoc being held back for him:

    Posted Today, 1:15 PM

    Another snippet from Jeff Minter where he talks about Atari saving Major Havoc for him:

    (Regarding Defender 2K) It’ll happen as fast as I can make it
    happen, and I’ll probably start at the beginning of October. I think the approach will be to glory up the scrolling, work out some coollooking
    ways to show ships exploding or being otherwise destroyed, design some devious new enemy types and then some viciously-efficient death-delivery systems to allow you to deal with them, throw in a sleek and
    manoeuverable starship which looks completely unlike a cow, and some
    seriously ferret-bending bonus levels. Sprinkle liberally with bonuses and powerups, add a bottle of tequila and stand well back.

    I would not rule out the possibility of llamas or other ungulates.

    John at Atari sez they’ll hold Major Havoc so I can do it after D2K.

    \
    (:-) Little fluffy clouds look a bit like sheep.
    /

  6. Ross Sillifant

    Regarding Space War 2000…

    I’d previously been lead to believe (via comments from the team behind the game), that once Atari saw what would go onto become Battlesphere, Space War 2000 was canned.

    It looks as if there’s more to it than that:

    Zero 5 coder Matthew Gosling:”After showing little or no interest in us, Atari suddenly asked for a demo two days or so after I got the AI up and running. It turned out they secretly put it to a focus group against one of their own completed titles, Space War 2000, and when we clobbered them in comparison tests, they canned theirs.

    Matthew has also said the only reason Zero 5 has the (limited) texture mapping it has,was to keep Atari happy.

    Yet another case where Atari asked for texture mapping rather than developers wanting to include it..

    Matthew also talked of being told Caspain were” making waves ” at Atari USA and Leonard Tramiel was p#seed about Space War 2000 being canned.

  7. Ross Sillifant

    So…according to Jeff Minter, Space War 2000 started out as Star Raiders 2000:

    “All I know is that what was going to be SR2K has now ended up being Space War. The fate of the SR title is undecided at the moment. Maybe
    after I’ve done Defender, and Robotron, and Major Havoc, and Revenge of the Mutant Camels (if only!)…

    \
    (:-) – now, I gotta put in the wave structure and the planet blowing up
    /

  8. Ross Sillifant

    Bump load of FFL info.

    Will have to split so site can post it:

    Ted Hoff: I would like to also share with you that Francois Bertrand
    has been asked back to complete work on Fight for Life.
    It’s important that I also tell you that our official
    position is the same as it has been for months…. that FFL
    will be released IF and WHEN it meets Atari standards.
    As you may have heard, the latest test reports have been
    favorable and I’m delighted to review it, but if Atari
    personnel answer your inquiries that the title remains on
    hold, then they are answering your question accurately.
    Atari remains faithful to publishing software under strict
    guidelines so that the product Atari customers buy meets
    or exceeds their expectations.

  9. Ross Sillifant

    From the coder himself, F.Y.B:

    FFL is going to be a 4 Mbyte (32 Mbits) cartridge for the Jaguar64

    Most of the character are fully Texture mapped (not as Virtua Fighter), and the type of fight is closer to TEKKEN than to Toshiden.
    ..the frame rate in FFL is very good (up to 27 frame/second) and an
    average of 22.We has some design problem and some visual problems.If you look at the latest screen shot from the game, you will see that the graphics have improved a lot, and the game is now pushing the Jaguar as it should have done from the beginning.

    I am just finishing to clean up the latest texture for some of the
    characters, and debugging whatever the test department doesn’t like.When you devellop a game, you can make some choice which seems logical to you but are sometime not the best solution.The test department is doing a great job on this side.GA

    FFL does include a lot of thing you will not find on any of the other
    platform.The fact that you can devellop your own fighter, fight after
    fight is unique.I did include a combo system in the game, which give it a deeper gameplay.And I did devellop a morphing system, that is a first on a 3d fighting game.Stick with your Jaguar.Nobody else give you this sort of thing.

  10. Ross Sillifant

    The Jaguar architecture is different than the playstation’s one. I do
    believe that the Jaguar may be stronger in certain area, but not all
    of them. The Jag+Jag CD is a strong environment, and you should see some
    beautiful products coming out for those two.

    More from FYB: During the development of FFL, I did discover some new way (faster way) to do things.Sometime, it wasn’t too late to make the modification to include those new tricks in the code, but not all of the time. If I had to redo FFL from scratch today,I do believe I may go faster on some area.But the actual result is still pretty impressive.

  11. Ross Sillifant

    Statement from Don Thomas :

     FIGHT for LIFE
     
     To me, it seems like a decade since the Fight for Life
     project began. For a long time, Mr. Francois Yves Bertrand,
     it’s creator, worked in a cubicle next to mine at 1196 on
     Borregas Avenue. Every once in a while, Francois would
     invite to peer over the wall at his latest revisions and
     little by little I saw Fight for Life come together as if I
     were watching time lapse photography.
     
     Francois is an extremely talented individual. He initiated
     the project virtually on a single handed basis. As he
     developed the project, he solicited the talents of other
     wizards to help with some of the bit maps, texture maps and
     sound effects used in the game. By the time Francois was
     finished and submitted the final copy, the Fight for Life
     team was numerous, exhausted and proud… and they should be
     proud.
     
     Atari Corporation has always prioritized the famous “fun
     factor” over almost any other element in a game. The reason
     for this is because eye candy is only appealing in the store
     or when you show off a game to a friend for the first time.
     If the game isn’t fun, then consumers look for ways to
     return or sell it as soon as they decided it is boring to
     play.
     
     Bill Rehbock, the executive producer, and J Patton, the
     producer of Fight for Life believed very much in the “fun
     factor” formula and asked Francois to work on those parts of
     the game engine first. As he did, news began to leak out
     that Atari was working on a polygonal fighter and before
     long, Atari was pressed into providing work-in-progress
     demos to the gaming press. Unfortunately, the gaming
     magazines decided to evaluate the game by terms other than
     how it was being developed. While Francois was spending
     relatively little time making it look good and a lot of time
     at making it play well, the magazines insisted on
     evaluations based on how well the screen shots appeared in
     their glossy magazine pages. By the end of the third quarter
     of 1995, Atari felt compelled to announce that Fight for
     Life was “indefinitely postponed” while, behind the scenes,
     Francois and his team accelerated final development with a
     focus on the graphic elements of the game.
     
     On Friday, April 19, 1996, Atari released Fight for Life to
     the Jaguar community. As you will see below by unsolicited
     Internet feedback, the game is being touted as an excellent
     new addition to the Jaguar library. I finally got a chance
     to look at it this morning. Please let me say first, that I
     am not pretending to be a polygonal fighter expert. I’ve
     seen the Virtual Fighter clones, but I have not played them
     any more than maybe a quarter’s worth each. That being
     established, Fight for Life definitely has the fun factor
     elements I’d expect from an Atari product. Not only does the
     game look GREAT!, but the mechanism to “earn” new moves as I
     win bouts is a challenging motivation. I also like the fact
     that each bout feels like a real time fight. Even in
     instances where I found a particular one move that seems to
     defeat my opponent, I have to work hard using it to win.
     
     I’ll let the comments that follow speak for themselves, but
     overall, I’d say Fight for Life kicks BUTTered buns!
     

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