Tiko Bash
A downloadable game
Genre: single-player 3D corridor action-platformer for the Atari Jaguar, combining jumping, crate smashing, combat, collecting and chase-stage escapes.
Play as Tiko, a copper-russet, spotted-tail quoll wearing a teal vest. Explore original low-poly environments, leap across pits, shoulder-bash obstacles and enemies, and combine a horizontal air dash with an air dive.
Features
- Ten stages across three island regions: Sunburst Archipelago, Billabong Highlands and Obsidian Reach. The campaign includes seven trail/chase stages and three boss stages.
- Three bosses: Kragg the Goanna, Captain Ironjaw and Baron Vexor, each with distinct attacks and a defeat animation.
- Jump, ground dash, air dash and air dive, with checkpoints, finite lives and an animated Game Over sequence.
- Crates with different roles: berry rewards, Ward protection, extra lives, steel obstacles, explosive powder kegs, springs and checkpoints. In Stampede Canyon, the pursuing Runaway Rune Megalith crushes crates it hits—including steel.
- Quandong Berries, optional Opal Prisms for all-breakable-crate clears, and the Boomerang Ward with a gold protection outline.
- Sequential stage unlocking and cartridge-save support. A fresh save begins with Stage 1; earned access is retained for replay.
- Original expanded stage music and sound effects, a music shortcut and pause-menu music control.
- 320×192 Simplified 3D graphics, native Gouraud-shaded geometry, an animated title introduction, an attract demonstration, and a final victory/credits sequence.
Story and main mission
Tiko's adventure takes him across the archipelago to end Baron Vexor's reign and save the islands. Travel from the Sunburst Archipelago through the Billabong Highlands and into Obsidian Reach, overcoming Kragg and Ironjaw before the final showdown on Vexor's Skyship.
Your main mission is to clear all ten stages, defeat the three bosses and take the final exit to complete the campaign. Collect berries, smash breakable crates and survive the hazards along the way. Clearing a stage does not immediately remove control: you can finish collecting, then deliberately enter its Dreamgate Arch / exit warp to save the clear and unlock the next stage. Opal Prisms are optional completion rewards, not a requirement for progressing through the story.
Controls
| Control | Action |
|---|---|
| D-pad | Move; choose map/menu entries. In Stampede Canyon, Down follows the escape route toward the camera. |
| B | Jump; hold for a higher jump. |
| A | Ground dash / horizontal air dash. |
| C | Ground dash / air dive. |
| A in menus | Confirm a selection. |
| B on the map | Save progress. |
| Pause | Pause/resume; B toggles music while paused. |
| Keypad * | Music shortcut. |
| # | Toggle the Hz panel. |
| 1 / 3 / 7 / 9 | Adjust the camera view. |
| 2 / 8 | Zoom. |
| 4 / 6 | Shift the camera. |
| 5 / 0 | Center / reset the camera. |
| Option | Return to the island map; the pause menu also offers a save-and-map option. |
A fresh save starts with Stage 1. Clear a stage and deliberately take its exit warp to unlock the next. Existing earned stage access is retained. Use the map's separate DELETE SAVED PROGRESS confirmation only if you intentionally want a fresh game.
Atari Jaguar Hardware: Specs and What the Game Uses
Tiko Bash is a native Jaguar cartridge program. It splits work between the 68000, Tom's graphics hardware and Jerry's DSP, rather than treating the console as a single processor.
| Hardware / specification | How Tiko Bash puts it to use |
|---|---|
| Motorola 68000 CPU — approximately 13.3 MHz, 16/32-bit architecture | Gameplay, player/enemy logic, collision, controller input, save handling and coordination of rendering/audio jobs. The CPU also performs the bounded structural-triangle clipping fallback that repairs missing floor edges. |
| Tom GPU — 32-bit RISC, approximately 26.6 MHz, 4 KiB local SRAM | Integer 3D transforms, projection and fused transform/culling work. Compact geometry and cached data reduce repeated transfers and unnecessary distant drawing. |
| Tom Blitter — 64-bit graphics/data path with hardware Gouraud shading | Fills the game's untextured, shaded triangle spans and drawing primitives. Depth-sorted ordering tables organize the 3D scene; this build does not claim a textured or hardware-Z-buffered renderer. |
| Tom Object Processor | Scans the finished bitmap from RAM to the display. The active game image is 320×192, letterboxed, with triple buffering. Three 16-bit framebuffers occupy 360 KiB in total. |
| Jerry DSP — 32-bit RISC, approximately 26.6 MHz, 8 KiB local SRAM | Runs the music/SFX mixer: four synthesized music voices plus two PCM sound-effect channels, output through stereo I2S at a nominal 20.8 kHz. Music timing follows the video clock rather than variable rendering speed. |
| 2 MiB shared main DRAM; 64-bit-wide memory subsystem | Holds working code/data, geometry caches, triangle queues and framebuffers. Rendering budgets and reduced draw distance keep the working set and rendering load bounded. |
| Cartridge storage and EEPROM interface | This release is a 6 MiB cartridge image. The game uses the 93C46-style, 128-byte cartridge EEPROM interface for its compact checksummed progress record, including stage unlocks and clears. EEPROM is cartridge-side storage, not additional console main RAM. |
| Jaguar joypad and video timing | Uses the D-pad, A/B/C, Pause, Option and keypad shortcuts. Both NTSC and PAL paths are supported; their video timing must not be mistaken for a promise of 60/50 gameplay updates per second. |
These are nominal hardware specifications and the game's actual division of work, not a claim that every processor is 64-bit, that every hardware feature is used, or that the game exhausts the Jaguar's potential. The GPU and DSP are 32-bit RISC units; the console's 64-bit graphics/memory paths are a separate part of the architecture. Emulator GAME Hz is not a measurement of original-console speed.
Credits
Vibe-coded and created by D-Mar The Daytripper
Creator: dmar3000.itch.io
Created with use of Haroldo-Ok's Atari Jaguar Skill For Claude:
github.com/haroldo-ok/atari-jaguar-skill-for-claude
| Published | 6 days ago |
| Status | Released |
| Author | Dmar3000 |
| Genre | Platformer |
| Tags | 3D, 3D Platformer, Action-Adventure, ai-hands, atari, atari-jaguar, corridor, game-drive, vibe-coding |
| AI Disclosure | AI Assisted, Code, Graphics, Sounds, Text |
Install instructions
This game has been tested to play on original Atari Jaguar hardware using a GameDrive cartridge. Also playable on Jaguar compatible emulators.






Comments
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You're doing some hardcore stuff. 🙇♂️🙇♂️
Thanks!!! I'm trying my best with getting the performance on point for original hardware. And while I keep this ROM uploaded, I'll eventually release a downgraded version of Tiko Bash for better performance on original Hardware.