History: Removed off-topic info. Moved out-of-order paragraph.
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| Lack of titles was attributable to two main factors: the Jaguar's questionable long-term prospects among third-party game-publishers, and the problematic nature of developing games for the Jaguar. Atari had one opportunity to convince third-party developers, vital for the diversity of Jaguar's game library, with a solid retail-performance, but as things played out, post-holiday sales figures questioned the viability of Atari's business; merely outselling the niche 3DO-system (which cost almost three times as much as the Jaguar) failed to attract third-party developers already committed to other game platforms. In addition, the Jaguar's underlying hardware was crippled by a flaw in the CPU's [[memory controller]], which prevented code-execution out of system [[RAM]]. Less severe, but still annoying defects included a buggy [[UART]]. The controller flaw could have been mitigated by a mature code-development environment, to unburden the programmer from having to micromanage small chunks of code. Jaguar's development tools left much to the programmer's imagination, as documentation was incomplete. And so writing game-code was often an endurance exercise in the tedious [[assembly language|assembler]]. | Lack of titles was attributable to two main factors: the Jaguar's questionable long-term prospects among third-party game-publishers, and the problematic nature of developing games for the Jaguar. Atari had one opportunity to convince third-party developers, vital for the diversity of Jaguar's game library, with a solid retail-performance, but as things played out, post-holiday sales figures questioned the viability of Atari's business; merely outselling the niche 3DO-system (which cost almost three times as much as the Jaguar) failed to attract third-party developers already committed to other game platforms. In addition, the Jaguar's underlying hardware was crippled by a flaw in the CPU's [[memory controller]], which prevented code-execution out of system [[RAM]]. Less severe, but still annoying defects included a buggy [[UART]]. The controller flaw could have been mitigated by a mature code-development environment, to unburden the programmer from having to micromanage small chunks of code. Jaguar's development tools left much to the programmer's imagination, as documentation was incomplete. And so writing game-code was often an endurance exercise in the tedious [[assembly language|assembler]]. | ||
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| - | By the end of [[1995 in video gaming|1995]], the Jaguar's fate was all but sealed. Atari's revenues declined by more than half, from 38.7 million dollars in 1994 to $14.6 million in 1995.<ref name="10-K405 SEC Filing, filed by ATARI CORP on 4/12/1996"> [sec.edgar-online.com] ATARI CORP Annual Report (Regulation S-K, item 405) (10-K405) ITEM 7. MANAGEMENT'S DISCUSSION AND ANALYSIS OF FINANCIAL C<!-- Bot generated title -->]{{Dead link|date=September 2009}}</ref> In late-1995, Atari Corp. ran early-morning [[infomercial]] advertisements with enthusiastic salesmen touting the powerful game system. The infomercials ran most of the year, but did not significantly sell the remaining stock of Jaguar systems. In their 10-K405 SEC Filing, filed 4/12/1996, Atari informed their stockholders of the truly dire nature of the Jaguar business: {{quote|From the introduction of Jaguar in late 1993 through the end of 1995, Atari sold approximately 125,000 units of Jaguar. As of December 31, 1995, Atari had approximately 100,000 units of Jaguar in inventory.<ref name="10-K405 SEC Filing, filed by ATARI CORP on 4/12/1996"/>}} Atari had already suffered an ill-fated crash in the mid 1980s as a result of the oversaturation of the video game market by third party developers. | ||
| In a July 1995 interview with Next Generation Magazine, then CEO Sam Tramiel declared that the Jaguar was as powerful, if not more powerful, than the Sega Saturn, and slightly weaker than the Sony PlayStation.<ref>{{Citation | In a July 1995 interview with Next Generation Magazine, then CEO Sam Tramiel declared that the Jaguar was as powerful, if not more powerful, than the Sega Saturn, and slightly weaker than the Sony PlayStation.<ref>{{Citation | ||
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| | year = 1995 | | year = 1995 | ||
| | date = July 1995 | | date = July 1995 | ||
| - | }}</ref> Tramiel also predicted that the PlayStation would enter the U.S. market at a retail price of $500, and that any price below $300 would constitute [[dumping (pricing policy)|price dumping]], an illegal market tactic that Atari would challenge in court. The Sony Playstation would launch in the U.S. market at $299, without litigation from Atari. Tramiel's vow to litigate was selected as #3 in [[GameSpy|GameSpy's]] Top 25 Dumbest Moments in Gaming.<ref name="interview on power"> [archive.gamespy.com] GameSpy.com - Article]</ref> | + | }}</ref> |
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| + | By the end of [[1995 in video gaming|1995]], the Jaguar's fate was all but sealed. Atari's revenues declined by more than half, from 38.7 million dollars in 1994 to $14.6 million in 1995.<ref name="10-K405 SEC Filing, filed by ATARI CORP on 4/12/1996"> [sec.edgar-online.com] ATARI CORP Annual Report (Regulation S-K, item 405) (10-K405) ITEM 7. MANAGEMENT'S DISCUSSION AND ANALYSIS OF FINANCIAL C<!-- Bot generated title -->]{{Dead link|date=September 2009}}</ref> In late-1995, Atari Corp. ran early-morning [[infomercial]] advertisements with enthusiastic salesmen touting the powerful game system. The infomercials ran most of the year, but did not significantly sell the remaining stock of Jaguar systems. In their 10-K405 SEC Filing, filed 4/12/1996, Atari informed their stockholders of the truly dire nature of the Jaguar business: {{quote|From the introduction of Jaguar in late 1993 through the end of 1995, Atari sold approximately 125,000 units of Jaguar. As of December 31, 1995, Atari had approximately 100,000 units of Jaguar in inventory.<ref name="10-K405 SEC Filing, filed by ATARI CORP on 4/12/1996"/>}} Atari had already suffered an ill-fated crash in the mid 1980s as a result of the oversaturation of the video game market by third party developers. | ||
| Production of the Jaguar ceased after Atari Corp. merged with [[JT Storage]] in a [[reverse takeover]].<ref name="jtmerger">{{cite web | url=http://contracts.onecle.com/atari/jt.mer.1996.04.08.shtml | title=Atari and JT Storage Reorganisation Plan | publisher=One Cle | accessdate=2006-11-25}}</ref> In a last ditch effort to revive the Jaguar, Atari Corp. tried to play down the other two consoles by proclaiming the Jaguar was the only "64-bit" system. This claim is questioned by some,<ref name="usenet">{{cite web|url= [groups.google.com] Jaguar 64-bit?? No.}}</ref> because the [[Central processing unit|CPU]] ([[Motorola 68000|68000]]) and [[Graphics processing unit|GPU]] executed a 32-bit instruction-set, but sent control signals to the 64-bit graphics co-processors (or "graphics accelerators"). Atari Corp.'s position was that the mere presence of 64-bit ALUs for graphics was sufficient to validate the claim. 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. In practice, however, many developers used the Motorola 68000 to drive gameplay logic. | Production of the Jaguar ceased after Atari Corp. merged with [[JT Storage]] in a [[reverse takeover]].<ref name="jtmerger">{{cite web | url=http://contracts.onecle.com/atari/jt.mer.1996.04.08.shtml | title=Atari and JT Storage Reorganisation Plan | publisher=One Cle | accessdate=2006-11-25}}</ref> In a last ditch effort to revive the Jaguar, Atari Corp. tried to play down the other two consoles by proclaiming the Jaguar was the only "64-bit" system. This claim is questioned by some,<ref name="usenet">{{cite web|url= [groups.google.com] Jaguar 64-bit?? No.}}</ref> because the [[Central processing unit|CPU]] ([[Motorola 68000|68000]]) and [[Graphics processing unit|GPU]] executed a 32-bit instruction-set, but sent control signals to the 64-bit graphics co-processors (or "graphics accelerators"). Atari Corp.'s position was that the mere presence of 64-bit ALUs for graphics was sufficient to validate the claim. 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. In practice, however, many developers used the Motorola 68000 to drive gameplay logic. |