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The Atari CoJag is an arcade board released in 1995 by Atari Games (a then-subsidiary of Time Warner Interactive that licensed the console hardware) before Atari Corporation's reverse merger with JT Storage. It was based on the Atari Jaguar chipset. It features nearly identical hardware that doesn't differ from that of the console except for ...
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
Atari COJAG (A modified Atari Jaguar for arcade systems). Digital Equipment Corporation (DEC) for their DECstation workstations and multiprocessor DECsystem servers. Evans & Sutherland for their Vision (ESV) series workstations. LSI Logic for their CW4003 RISC processor core and DCAM-101 system-on-a-chip. [3]
The multi-processor Atari Jaguar console from 1993 used a 68000 as a support chip, although, due to familiarity, some developers used it as the primary processor. The 1994 Sega Saturn console used the 68000 as a sound co-processor. In October 1995, the 68000 made it into a handheld game console, Sega's Genesis Nomad, as its CPU. [46]
The list of Atari Jaguar games has the complete library of 50 cartridges and 13 CD-ROMs from the console's original 1990s retail release period. The list of canceled games is of those announced or in development but never released.
The CPU then triggers the blitter to begin operating. The CPU is free for other processing while the blitter is working, though the blit running in parallel uses memory bandwidth. To copy data with fully transparent pixels—such as sprites—some hardware allows a specific pixel value to be ignored, such as color 0, during the blit.
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The 32-bit/64-bit era is most noted for the rise of fully 3D polygon games. While there were games prior that had used three-dimensional polygon environments, such as Virtua Racing and Virtua Fighter in the arcades and Star Fox on the Super NES, it was in this era that many game designers began to move traditionally 2D and pseudo-3D genres into 3D on video game consoles.
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