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** For as much scorn as Atari's then-CEO, Sam Tramiel took for claiming that the system was somewhere between the Saturn and the first [=PlayStation=] in terms of overall power, Creator/JohnCarmack later said (while discussing the system's port of ''Doom'') that if they'd included a better CPU than the Motorola 68000, and if they'd included some cache and a few extra registers on the graphics unit, Tramiel's claims would actually have been more or less accurate (even if the lack of CD storage would have been an issue in the longer run). Atari's cost-cutting and rushing the system out the door ended up making it far less potent than it could have been.

to:

** For as much scorn as Atari's then-CEO, Sam Tramiel took for claiming that the system was somewhere between the Saturn and the first [=PlayStation=] in terms of overall power, Creator/JohnCarmack later said (while discussing the system's port of ''Doom'') that if they'd included a better CPU than the Motorola 68000, and if they'd included some cache and a few extra registers on the graphics unit, Tramiel's claims would actually have been more or less accurate (even if the lack of CD storage would have been an issue in the longer run). Atari's cost-cutting and rushing the system out the door ended up making it far less potent than it could have been.[[note]](In fact, the abandoned Jaguar 2 seems to have been designed as a response to Carmack's criticisms, adding in a custom 32-bit RISC CPU, relegating the 68000 to the interface chip it was originally intended to be, and making various improvements aimed to give the graphics chipset the ability to handle proper texture mapping)[[/note]]
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** For as much scorn as Atari's then-CEO, Sam Tramiel took for claiming that the system was somewhere between the Saturn and the first [=PlayStation=] in terms of overall power, Creator/JohnCarmack later said (while discussing the system's port of ''Doom'') that if they'd included a better CPU than the Motorola 68000, and if they'd included a few extra registers on the graphics unit, Tramiel's claims would actually have been more or less accurate (even if the lack of CD storage would have been an issue in the longer run). Atari's cost-cutting and rushing the system out the door ended up making it far less potent than it could have been.

to:

** For as much scorn as Atari's then-CEO, Sam Tramiel took for claiming that the system was somewhere between the Saturn and the first [=PlayStation=] in terms of overall power, Creator/JohnCarmack later said (while discussing the system's port of ''Doom'') that if they'd included a better CPU than the Motorola 68000, and if they'd included some cache and a few extra registers on the graphics unit, Tramiel's claims would actually have been more or less accurate (even if the lack of CD storage would have been an issue in the longer run). Atari's cost-cutting and rushing the system out the door ended up making it far less potent than it could have been.
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** The "Tom" chip ''did'' have texture-mapping capabilities, but it was [[DarthWiki/IdiotDesign very bad at it]], which is why many games look like higher-res [[UsefulNotes/SuperNintendoEntertainmentSystem Super FX]] games.

to:

** The "Tom" chip ''did'' have texture-mapping capabilities, but it but, the system was [[DarthWiki/IdiotDesign not designed with texture-mapping capabilities in mind and thus was very bad at it]], it, which is why many games look like higher-res [[UsefulNotes/SuperNintendoEntertainmentSystem Super FX]] games.

Added: 248

Changed: 786

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While Atari claimed that the Jaguar was a beast of a 64-bit system, many games barely looked better than what you'd find on either of its 16-bit competitors or the 3DO, especially compared to the latter when it came to 3D. Because the Jaguar was poorly documented and hard to program for, developers often defaulted to using the system's Motorola 68000 chip as the main processor instead of its 32-bit chips "Tom" and "Jerry". The 68000 was meant to function as a "manager chip" that wouldn't actually do any heavy lifting, but due to the aforementioned poor documentation and its history of use in previous computers and game consoles, it was the only part of the hardware most developers were comfortable using; unfortunately, the end result was that the Jaguar effectively became an overclocked Sega Genesis when the 68000 was used this way. The system also inexplicably lacked dedicated audio hardware, famously leading to its otherwise decent port of ''VideoGame/{{Doom}}'' missing its soundtrack. These issues led to a common belief that the Jaguar wasn't truly 64-bit and that the technical specs were exaggerated for marketing by adding up the bit numbers of its multiple processors. The real answer of whether or not the Jaguar is a 64-bit system is... complicated, but it definitely isn't on par with the UsefulNotes/Nintendo64 and is actually weaker than the UsefulNotes/PlayStation, a 32-bit system.

to:

While Atari claimed that the Jaguar was a beast of a 64-bit system, many games barely looked better than what you'd find on either of its 16-bit competitors or the 3DO, especially compared to the latter when it came to 3D. Because the Jaguar was poorly documented and hard to program for, developers often defaulted to using the system's Motorola 68000 chip as the main processor instead of its 32-bit chips "Tom" and "Jerry". The 68000 was meant to function as a "manager chip" that wouldn't actually do any heavy lifting, but due to the aforementioned poor documentation and its history of use in previous computers and game consoles, it was the only part of the hardware most developers were comfortable using; unfortunately, the end result was that the Jaguar effectively became an overclocked Sega Genesis when the 68000 was used this way. The system also inexplicably lacked dedicated audio hardware, hardware,[[note]]The "Jerry" DSP chip had audio capabilities, but more often than not, developers ignored these features in favor of using the "Jerry" chip as a math co-processor to make up for the shortcomings of the "Tom" chip, since trying to make it do both at the same time was extremely taxing on the hardware and not worth the effort to make it work[[/note]] famously leading to its otherwise decent port of ''VideoGame/{{Doom}}'' missing its soundtrack. These issues led to a common belief that the Jaguar wasn't truly 64-bit and that the technical specs were exaggerated for marketing by adding up the bit numbers of its multiple processors. The real answer of whether or not the Jaguar is a 64-bit system is... complicated, but it definitely isn't on par with the UsefulNotes/Nintendo64 and is actually weaker than the UsefulNotes/PlayStation, a 32-bit system.



* Sound: Atari "Jerry" DSP.

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** The "Tom" chip ''did'' have texture-mapping capabilities, but it was [[DarthWiki/IdiotDesign very bad at it]], which is why many games look like higher-res [[UsefulNotes/SuperNintendoEntertainmentSystem Super FX]] games.
* Sound: Atari "Jerry" DSP.
32-bit DSP, CD-quality stereo sound (likely intended for streaming audio from the Jaguar CD), wavetable and AM synthesis, [=I/O=] controller, 26.59 [=Mhz=].
** While it was intended as the system's de-facto sound chip, many developers opted to use it as a math co-processor instead. Trying to make the chip do both at the same time was extremely taxing on the hardware, which is why many games lack music.




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* Wavetable and AM synthesis.
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** The [=CDs=] themselves hold 790MB. While this is larger than conventional [=CDs=] (which is usually 650MB or 700MB), it forgoes most error correction coding.

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** The [=CDs=] themselves hold 790MB. While this is larger than conventional [=CDs=] (which is are usually 650MB or 700MB), it forgoes most error correction coding.



* The Team Tap plugged into one of the Jaguar's two controller ports to split it into four controller ports. Using two Team Taps technically allowed for up to eight ports with due to its design, but no games took advantage of this. It was only compatible with ''White Men Can't Jump'' and ''NBA Jam Tournament Edition''.

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* The Team Tap plugged into one of the Jaguar's two controller ports to split it into four controller ports. Using two Team Taps technically allowed for up to eight ports with due to its design, ports, but no games took advantage of this. It was only compatible with ''White Men Can't Jump'' and ''NBA Jam Tournament Edition''.
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Still lingering in the [[UsefulNotes/ConsoleWars console race]] years after losing the gaming public's trust and playing a significant part in UsefulNotes/TheGreatVideoGameCrashOf1983, Creator/{{Atari}} Corp decided to chip in with a new effort to get a head start on the next generation in gaming. They hired some outside help to engineer both an experimental 32- and 64-bit console, codenamed "Panther" and "Jaguar" respectively. The 32-bit Panther was scrapped in favor of the '''Jaguar''', and the system was out the door as early as 1993 with a price of $249.99 and an aggressive marketing campaign against its competitors, the 16-bit UsefulNotes/{{S|uperNintendoEntertainmentSystem}}NES and UsefulNotes/SegaGenesis ''and'' the 32-bit [[UsefulNotes/ThreeDOInteractiveMultiplayer 3DO]]. Consumers were urged to "do the math" and choose the 64-bit system instead, [[UsefulNotes/HowVideoGameSpecsWork because apparently having more bits automatically meant the system was obviously superior]] and it was ''definitely'' not just marketing hype.

While Atari claimed that the Jaguar was a beast of a 64-bit system, many games barely looked better than what you'd find on either of its 16-bit competitors or the 3DO, especially compared to the latter when it came to 3D. Because the Jaguar was poorly documented and hard to program for, developers often defaulted to using the system's Motorola 68000 (meant to act as a manager chip) as the main processor instead of its 32-bit chips. The 68000 had a history of use in previous game consoles, making it familiar and much easier to work with; the Jaguar effectively became an overclocked Sega Genesis/Master Drive when the 68000 was used this way. The system also inexplicably lacked dedicated audio hardware, famously leading to its otherwise decent port of ''VideoGame/{{Doom}}'' missing its soundtrack. These issues led to a common belief that the Jaguar wasn't truly 64-bit and that the technical specs were exaggerated for marketing by adding up the bit numbers of its multiple processors. The real answer of whether or not the Jaguar is a 64-bit system is... complicated, but it definitely isn't on par with the UsefulNotes/Nintendo64 and is actually weaker than the UsefulNotes/PlayStation, a 32-bit system.

to:

Still lingering in the [[UsefulNotes/ConsoleWars console race]] years after losing the gaming public's trust and playing a significant part in UsefulNotes/TheGreatVideoGameCrashOf1983, Creator/{{Atari}} Corp decided to chip in with a new effort to get a head start on the next generation in gaming. They hired some outside help to engineer both an experimental 32- and 64-bit console, codenamed "Panther" and "Jaguar" respectively. The 32-bit Panther was scrapped in favor of solely working on the '''Jaguar''', '''Jaguar''' thanks to how well its development was going, and the system was out the door as early as 1993 with a price of $249.99 and an aggressive marketing campaign against its competitors, the 16-bit UsefulNotes/{{S|uperNintendoEntertainmentSystem}}NES and UsefulNotes/SegaGenesis ''and'' the 32-bit [[UsefulNotes/ThreeDOInteractiveMultiplayer 3DO]]. Consumers were urged to "do the math" and choose the 64-bit system instead, [[UsefulNotes/HowVideoGameSpecsWork because apparently having more bits automatically meant the system was obviously superior]] and it was ''definitely'' not just marketing hype.

While Atari claimed that the Jaguar was a beast of a 64-bit system, many games barely looked better than what you'd find on either of its 16-bit competitors or the 3DO, especially compared to the latter when it came to 3D. Because the Jaguar was poorly documented and hard to program for, developers often defaulted to using the system's Motorola 68000 (meant to act as a manager chip) chip as the main processor instead of its 32-bit chips. chips "Tom" and "Jerry". The 68000 had was meant to function as a "manager chip" that wouldn't actually do any heavy lifting, but due to the aforementioned poor documentation and its history of use in previous computers and game consoles, making it familiar and much easier to work with; was the only part of the hardware most developers were comfortable using; unfortunately, the end result was that the Jaguar effectively became an overclocked Sega Genesis/Master Drive Genesis when the 68000 was used this way. The system also inexplicably lacked dedicated audio hardware, famously leading to its otherwise decent port of ''VideoGame/{{Doom}}'' missing its soundtrack. These issues led to a common belief that the Jaguar wasn't truly 64-bit and that the technical specs were exaggerated for marketing by adding up the bit numbers of its multiple processors. The real answer of whether or not the Jaguar is a 64-bit system is... complicated, but it definitely isn't on par with the UsefulNotes/Nintendo64 and is actually weaker than the UsefulNotes/PlayStation, a 32-bit system.
Is there an issue? Send a MessageReason:
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While Atari claimed that the Jaguar was a beast of a 64-bit system, many games barely looked better than what you'd find on either of its 16-bit competitors or the 3DO, especially compared to the latter when it came to 3D. Because the Jaguar was poorly documented and hard to develop for, developers often defaulted to using the system's Motorola 68000 (meant to act as a manager chip) as the main processor instead of its 32-bit chips. The 68000 had a history of use in previous game consoles, making it familiar and much easier to work with. The Jaguar effectively became an overclocked Sega Genesis/Master Drive when the 68000 was used this way. The system also inexplicably lacked dedicated audio hardware, famously leading to its port of ''VideoGame/{{Doom}}'' missing its soundtrack. These issues led to a common belief that the Jaguar wasn't truly 64-bit and that the technical specs were exaggerated for marketing by adding up the bit numbers of its multiple processors. The real answer of whether or not the Jaguar is a 64-bit system is... complicated, but it definitely isn't on par with the UsefulNotes/Nintendo64 and is actually weaker than the UsefulNotes/PlayStation, a 32-bit system.

to:

While Atari claimed that the Jaguar was a beast of a 64-bit system, many games barely looked better than what you'd find on either of its 16-bit competitors or the 3DO, especially compared to the latter when it came to 3D. Because the Jaguar was poorly documented and hard to develop program for, developers often defaulted to using the system's Motorola 68000 (meant to act as a manager chip) as the main processor instead of its 32-bit chips. The 68000 had a history of use in previous game consoles, making it familiar and much easier to work with. The with; the Jaguar effectively became an overclocked Sega Genesis/Master Drive when the 68000 was used this way. The system also inexplicably lacked dedicated audio hardware, famously leading to its otherwise decent port of ''VideoGame/{{Doom}}'' missing its soundtrack. These issues led to a common belief that the Jaguar wasn't truly 64-bit and that the technical specs were exaggerated for marketing by adding up the bit numbers of its multiple processors. The real answer of whether or not the Jaguar is a 64-bit system is... complicated, but it definitely isn't on par with the UsefulNotes/Nintendo64 and is actually weaker than the UsefulNotes/PlayStation, a 32-bit system.
Is there an issue? Send a MessageReason:
None


Despite all its issues, the Atari Jaguar still has a sizable cult following. Hasbro Interactive (then-owners of the original Atari Corporation's trademarks and patents) [[https://web.archive.org/web/20040818111046/http://www.atari-explorer.com/Hasbro-PR.htm even released the Jaguar's encryption codes into the public domain in 1999]] so fans could make homebrew games. The homebrew community has supported the system all the way into UsefulNotes/TheNewTens.

to:

Despite all its issues, the Atari Jaguar still has a sizable cult following. Hasbro Interactive (then-owners of the original Atari Corporation's trademarks and patents) [[https://web.archive.org/web/20040818111046/http://www.atari-explorer.com/Hasbro-PR.htm even released the Jaguar's encryption codes into the public domain in 1999]] so fans could make homebrew games. The homebrew community has supported the system all the way into UsefulNotes/TheNewTens.UsefulNotes/TheNewTens, more than doubling the amount of games in its library.
Is there an issue? Send a MessageReason:



Still lingering in the [[UsefulNotes/ConsoleWars console race]] years after losing the gaming public's trust and playing a significant part in UsefulNotes/TheGreatVideoGameCrashOf1983, Creator/{{Atari}} Corp decided to chip in with a new effort to get a head start on the next generation in gaming. They hired some outside help to engineer both an experimental 32- and 64-bit console, codenamed "Panther" and "Jaguar" respectively. The 32-bit Panther was scrapped in favor of the '''Jaguar''', and the system was out the door as early as 1993 with a price of $249.99 and an aggressive marketing campaign against its competitors, the 16-bit UsefulNotes/{{S|uperNintendoEntertainmentSystem}}NES and UsefulNotes/SegaGenesis ''and'' the 32-bit [[UsefulNotes/ThreeDOInteractiveMultiplayer 3DO]], urging consumers to "do the math" and choose the 64-bit system instead ([[UsefulNotes/BinaryBitsAndBytes because having]] [[UsefulNotes/HowVideoGameSpecsWork more bits]] [[SarcasmMode meant the system was obviously superior]]).

to:

\n-->--The Jaguar's marketing slogan

Still lingering in the [[UsefulNotes/ConsoleWars console race]] years after losing the gaming public's trust and playing a significant part in UsefulNotes/TheGreatVideoGameCrashOf1983, Creator/{{Atari}} Corp decided to chip in with a new effort to get a head start on the next generation in gaming. They hired some outside help to engineer both an experimental 32- and 64-bit console, codenamed "Panther" and "Jaguar" respectively. The 32-bit Panther was scrapped in favor of the '''Jaguar''', and the system was out the door as early as 1993 with a price of $249.99 and an aggressive marketing campaign against its competitors, the 16-bit UsefulNotes/{{S|uperNintendoEntertainmentSystem}}NES and UsefulNotes/SegaGenesis ''and'' the 32-bit [[UsefulNotes/ThreeDOInteractiveMultiplayer 3DO]], urging consumers 3DO]]. Consumers were urged to "do the math" and choose the 64-bit system instead ([[UsefulNotes/BinaryBitsAndBytes because having]] instead, [[UsefulNotes/HowVideoGameSpecsWork because apparently having more bits]] [[SarcasmMode bits automatically meant the system was obviously superior]]).
superior]] and it was ''definitely'' not just marketing hype.



The Jaguar's issues making game development difficult and Atari's inability to properly fund the system meant its library ended up extremely lacking, with it only receiving 57 games (44 cartridge games and 12 CD games) before being cancelled. Despite this, it managed to nab some notable third-party ports, such as the aforementioned ''Doom'' (oddly the only console port of the game to be developed by Creator/IdSoftware), ''VideoGame/DragonsLair'', and ''VideoGame/Wolfenstein3D''. Other notable games include the first ''VideoGame/{{Rayman}}'' and ''VideoGame/AlienVsPredator''. ''Rayman'' was actually developed and released for the Jaguar first before getting ported to other consoles, while ''Alien vs. Predator'' was a relatively popular exclusive that was the closest thing to a KillerApp the Jaguar had.

to:

The Jaguar's issues making game development difficult and Atari's inability to properly fund the system meant its library ended up extremely lacking, with it only receiving 57 games (44 cartridge games and 12 CD games) before being cancelled.less than 60 games. Despite this, it managed to nab some notable third-party ports, such as the aforementioned ''Doom'' (oddly the only console port of the game to be developed by Creator/IdSoftware), ''VideoGame/DragonsLair'', and ''VideoGame/Wolfenstein3D''. Other notable games include the first ''VideoGame/{{Rayman}}'' and ''VideoGame/AlienVsPredator''. ''VideoGame/AlienVsPredator''; ''Rayman'' was actually developed and released for the Jaguar first before getting ported to other consoles, while ''Alien vs. Predator'' was a relatively popular exclusive that was the closest thing to a KillerApp the Jaguar had.
Is there an issue? Send a MessageReason:
None


The Jaguar's issues making game development difficult and Atari's inability to properly fund the system meant its library ended up extremely lacking, with it only receiving 57 games (44 cartridge games and 12 CD games) before being cancelled. Despite this, it managed to nab some notable third-party ports, such as the aforementioned ''Doom'' (oddly the only console port of the game to be developed by Creator/IdSoftware), ''VideoGame/DragonsLair'', and ''VideoGame/Wolfenstein3D''. The first ''VideoGame/{{Rayman}}'' game was actually developed and released for the Jaguar first, while ''VideoGame/AlienVsPredator'' was also popular enough to be considered the closest thing to a KillerApp the system had.

to:

The Jaguar's issues making game development difficult and Atari's inability to properly fund the system meant its library ended up extremely lacking, with it only receiving 57 games (44 cartridge games and 12 CD games) before being cancelled. Despite this, it managed to nab some notable third-party ports, such as the aforementioned ''Doom'' (oddly the only console port of the game to be developed by Creator/IdSoftware), ''VideoGame/DragonsLair'', and ''VideoGame/Wolfenstein3D''. The Other notable games include the first ''VideoGame/{{Rayman}}'' game and ''VideoGame/AlienVsPredator''. ''Rayman'' was actually developed and released for the Jaguar first, first before getting ported to other consoles, while ''VideoGame/AlienVsPredator'' ''Alien vs. Predator'' was also a relatively popular enough to be considered exclusive that was the closest thing to a KillerApp the system Jaguar had.
Is there an issue? Send a MessageReason:
None


Still lingering in the [[UsefulNotes/ConsoleWars console race]] years after losing the gaming public's trust and playing a significant part in UsefulNotes/TheGreatVideoGameCrashOf1983, Creator/{{Atari}} Corp decided to chip in with a new effort to get a head start on the next generation in gaming. They hired some outside help to engineer both an experimental 32- and 64-bit console, codenamed "Panther" and "Jaguar" respectively. The 32-bit Panther was scrapped in favor of the '''Jaguar''', and the system was out the door as early as 1993 with a price of $249.99 USD and an aggressive marketing campaign against its competitors, the 16-bit UsefulNotes/{{S|uperNintendoEntertainmentSystem}}NES and UsefulNotes/SegaGenesis ''and'' the 32-bit [[UsefulNotes/ThreeDOInteractiveMultiplayer 3DO]], urging consumers to "do the math" and choose the 64-bit system instead ([[UsefulNotes/BinaryBitsAndBytes because having]] [[UsefulNotes/HowVideoGameSpecsWork more bits]] [[SarcasmMode meant the system was obviously superior]]).

to:

Still lingering in the [[UsefulNotes/ConsoleWars console race]] years after losing the gaming public's trust and playing a significant part in UsefulNotes/TheGreatVideoGameCrashOf1983, Creator/{{Atari}} Corp decided to chip in with a new effort to get a head start on the next generation in gaming. They hired some outside help to engineer both an experimental 32- and 64-bit console, codenamed "Panther" and "Jaguar" respectively. The 32-bit Panther was scrapped in favor of the '''Jaguar''', and the system was out the door as early as 1993 with a price of $249.99 USD and an aggressive marketing campaign against its competitors, the 16-bit UsefulNotes/{{S|uperNintendoEntertainmentSystem}}NES and UsefulNotes/SegaGenesis ''and'' the 32-bit [[UsefulNotes/ThreeDOInteractiveMultiplayer 3DO]], urging consumers to "do the math" and choose the 64-bit system instead ([[UsefulNotes/BinaryBitsAndBytes because having]] [[UsefulNotes/HowVideoGameSpecsWork more bits]] [[SarcasmMode meant the system was obviously superior]]).
Is there an issue? Send a MessageReason:
None


While Atari claimed that the Jaguar was a beast of a 64-bit system, many games barely looked better than what you'd find on either of its 16-bit competitors or the 3DO, especially compared to the latter when it came to 3D. Because the Jaguar was poorly documented and hard to develop for, developers often ended up defaulting to using the system's Motorola 68000 (meant to act as a manager chip) as the main processor instead of its 32-bit chips. The 68000 had a history of use in previous game consoles, making it familiar and much easier to work with. The Jaguar effectively became an overclocked Sega Genesis/Master Drive when the 68000 was used this way. The system also inexplicably lacked dedicated audio hardware, famously leading to its port of ''VideoGame/{{Doom}}'' lacking a soundtrack. These issues led to a common belief that the Jaguar wasn't truly 64-bit and that the technical specs were exaggerated for marketing by adding up the bit numbers of its multiple processors. The real answer of whether or not the Jaguar is a 64-bit system is... complicated, but it definitely isn't on par with the UsefulNotes/Nintendo64 and is actually weaker than the UsefulNotes/PlayStation, a 32-bit system.

to:

While Atari claimed that the Jaguar was a beast of a 64-bit system, many games barely looked better than what you'd find on either of its 16-bit competitors or the 3DO, especially compared to the latter when it came to 3D. Because the Jaguar was poorly documented and hard to develop for, developers often ended up defaulting defaulted to using the system's Motorola 68000 (meant to act as a manager chip) as the main processor instead of its 32-bit chips. The 68000 had a history of use in previous game consoles, making it familiar and much easier to work with. The Jaguar effectively became an overclocked Sega Genesis/Master Drive when the 68000 was used this way. The system also inexplicably lacked dedicated audio hardware, famously leading to its port of ''VideoGame/{{Doom}}'' lacking a missing its soundtrack. These issues led to a common belief that the Jaguar wasn't truly 64-bit and that the technical specs were exaggerated for marketing by adding up the bit numbers of its multiple processors. The real answer of whether or not the Jaguar is a 64-bit system is... complicated, but it definitely isn't on par with the UsefulNotes/Nintendo64 and is actually weaker than the UsefulNotes/PlayStation, a 32-bit system.
Is there an issue? Send a MessageReason:
None


The eventual appearance of the Creator/{{Sony}} UsefulNotes/PlayStation, UsefulNotes/SegaSaturn and UsefulNotes/{{Nintendo 64}} with their sleek 3D visuals, simpler controllers, and superior libraries condemned the Jaguar to an early demise. Atari discontinued it in 1996 and it sold less than a quarter million units in that time, making the Jaguar a huge flop. [[CreatorKiller The system's failure heavily contributed to Atari's withdrawal from hardware manufacturing]] until 2017, when they decided to reenter the market with the UsefulNotes/AtariVCS.

The Jaguar still has a sizable cult following, so much so that in 1999, Hasbro Interactive (then-owners of the original Atari Corporation's trademarks and patents) [[https://web.archive.org/web/20040818111046/http://www.atari-explorer.com/Hasbro-PR.htm released the Jaguar's encryption codes into the public domain]] so fans could make homebrew games.

to:

The eventual appearance of the Creator/{{Sony}} UsefulNotes/PlayStation, UsefulNotes/SegaSaturn and UsefulNotes/{{Nintendo 64}} with their sleek 3D visuals, simpler controllers, and superior libraries condemned the Jaguar to an early demise. Atari It was discontinued it in 1996 and it sold less than a quarter million units in that time, making the Jaguar it a huge flop. [[CreatorKiller The system's Jaguar's failure heavily contributed to Atari's withdrawal from hardware manufacturing]] until 2017, when they decided to reenter the market with the UsefulNotes/AtariVCS.

The Despite all its issues, the Atari Jaguar still has a sizable cult following, so much so that in 1999, following. Hasbro Interactive (then-owners of the original Atari Corporation's trademarks and patents) [[https://web.archive.org/web/20040818111046/http://www.atari-explorer.com/Hasbro-PR.htm even released the Jaguar's encryption codes into the public domain]] domain in 1999]] so fans could make homebrew games.games. The homebrew community has supported the system all the way into UsefulNotes/TheNewTens.
Is there an issue? Send a MessageReason:
None


The eventual appearance of the Creator/{{Sony}} UsefulNotes/PlayStation, UsefulNotes/SegaSaturn and UsefulNotes/{{Nintendo 64}} with their sleek 3D visuals, simpler controllers, and superior libraries condemned the Jaguar to an early demise, and resulted in [[CreatorKiller the company withdrawing from console manufacturing]] until 2017, when they decided to reenter the market with the UsefulNotes/AtariVCS. The Jaguar only lasted for 3 years and sold less than a quarter million units in that time, making it a huge flop.

to:

The eventual appearance of the Creator/{{Sony}} UsefulNotes/PlayStation, UsefulNotes/SegaSaturn and UsefulNotes/{{Nintendo 64}} with their sleek 3D visuals, simpler controllers, and superior libraries condemned the Jaguar to an early demise, demise. Atari discontinued it in 1996 and resulted it sold less than a quarter million units in that time, making the Jaguar a huge flop. [[CreatorKiller the company withdrawing The system's failure heavily contributed to Atari's withdrawal from console hardware manufacturing]] until 2017, when they decided to reenter the market with the UsefulNotes/AtariVCS. The Jaguar only lasted for 3 years and sold less than a quarter million units in that time, making it a huge flop.
UsefulNotes/AtariVCS.
Is there an issue? Send a MessageReason:
None


Still lingering in the [[UsefulNotes/ConsoleWars console race]] years after losing the gaming public's trust and playing a significant part in UsefulNotes/TheGreatVideoGameCrashOf1983, Creator/{{Atari}} decided to chip in with a new effort to get a head start on the next generation in gaming. They hired some outside help to engineer both an experimental 32- and 64-bit console, codenamed "Panther" and "Jaguar" respectively. The 32-bit Panther was scrapped in favor of the '''Jaguar''', and the system was out the door as early as 1993 with a price of $249.99 USD and an aggressive marketing campaign against its competitors, the 16-bit UsefulNotes/{{S|uperNintendoEntertainmentSystem}}NES and UsefulNotes/SegaGenesis ''and'' the 32-bit [[UsefulNotes/ThreeDOInteractiveMultiplayer 3DO]], urging consumers to "do the math" and choose the 64-bit system instead ([[UsefulNotes/BinaryBitsAndBytes because having]] [[UsefulNotes/HowVideoGameSpecsWork more bits]] [[SarcasmMode meant the system was obviously superior]]).

to:

Still lingering in the [[UsefulNotes/ConsoleWars console race]] years after losing the gaming public's trust and playing a significant part in UsefulNotes/TheGreatVideoGameCrashOf1983, Creator/{{Atari}} Corp decided to chip in with a new effort to get a head start on the next generation in gaming. They hired some outside help to engineer both an experimental 32- and 64-bit console, codenamed "Panther" and "Jaguar" respectively. The 32-bit Panther was scrapped in favor of the '''Jaguar''', and the system was out the door as early as 1993 with a price of $249.99 USD and an aggressive marketing campaign against its competitors, the 16-bit UsefulNotes/{{S|uperNintendoEntertainmentSystem}}NES and UsefulNotes/SegaGenesis ''and'' the 32-bit [[UsefulNotes/ThreeDOInteractiveMultiplayer 3DO]], urging consumers to "do the math" and choose the 64-bit system instead ([[UsefulNotes/BinaryBitsAndBytes because having]] [[UsefulNotes/HowVideoGameSpecsWork more bits]] [[SarcasmMode meant the system was obviously superior]]).
Is there an issue? Send a MessageReason:
None


The eventual appearance of the Creator/{{Sony}} UsefulNotes/PlayStation, UsefulNotes/SegaSaturn and UsefulNotes/{{Nintendo 64}} with their sleek 3D visuals and simpler controllers condemned the Jaguar to an early demise, and resulted in [[CreatorKiller the company withdrawing from console manufacturing]] until 2017, when they decided to reenter the market with the UsefulNotes/AtariVCS. The Jaguar only lasted for 3 years and sold less than a quarter million units in that time, making it a huge flop.

to:

The eventual appearance of the Creator/{{Sony}} UsefulNotes/PlayStation, UsefulNotes/SegaSaturn and UsefulNotes/{{Nintendo 64}} with their sleek 3D visuals and visuals, simpler controllers controllers, and superior libraries condemned the Jaguar to an early demise, and resulted in [[CreatorKiller the company withdrawing from console manufacturing]] until 2017, when they decided to reenter the market with the UsefulNotes/AtariVCS. The Jaguar only lasted for 3 years and sold less than a quarter million units in that time, making it a huge flop.
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The Jaguar's issues making game development difficult and Atari's inability to properly fund the system meant its library ended up extremely lacking, with it only receiving 57 games (44 cartridge games and 12 CD games) before being cancelled. Despite this, it managed to nab some notable third-party ports, such as ''VideoGame/{{Rayman}}'', the aforementioned ''Doom'' (oddly the only console port of the game to be developed by Creator/IdSoftware), ''VideoGame/DragonsLair'', and ''VideoGame/Wolfenstein3D''. ''VideoGame/AlienVsPredator'' was also popular enough to be considered the closest thing to a KillerApp the system had.

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The Jaguar's issues making game development difficult and Atari's inability to properly fund the system meant its library ended up extremely lacking, with it only receiving 57 games (44 cartridge games and 12 CD games) before being cancelled. Despite this, it managed to nab some notable third-party ports, such as ''VideoGame/{{Rayman}}'', the aforementioned ''Doom'' (oddly the only console port of the game to be developed by Creator/IdSoftware), ''VideoGame/DragonsLair'', and ''VideoGame/Wolfenstein3D''. The first ''VideoGame/{{Rayman}}'' game was actually developed and released for the Jaguar first, while ''VideoGame/AlienVsPredator'' was also popular enough to be considered the closest thing to a KillerApp the system had.
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In the end, how prescient it was that the Jaguar CD, an add-on that looks so much like a toilet, was the straw on the camel's back that resulted in the Jaguar console, and Atari's entire line of consoles, being [[JustForPun flushed]]?
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The Jaguar's issues making game development difficult and Atari's inability to properly fund the system meant its library ended up extremely lacking, with it only receiving 57 games (44 cartridge games and 12 CD games) before being cancelled. Despite this, it managed to nab some notable third-party ports, such as ''VideoGame/{{Rayman}}'', the aforementioned ''Doom'' (oddly the only console port of the game to be developed by id Software), ''VideoGame/DragonsLair'', and ''VideoGame/Wolfenstein3D''. ''VideoGame/AlienVsPredator'' was also popular enough to be considered the closest thing to a KillerApp the system had.

to:

The Jaguar's issues making game development difficult and Atari's inability to properly fund the system meant its library ended up extremely lacking, with it only receiving 57 games (44 cartridge games and 12 CD games) before being cancelled. Despite this, it managed to nab some notable third-party ports, such as ''VideoGame/{{Rayman}}'', the aforementioned ''Doom'' (oddly the only console port of the game to be developed by id Software), Creator/IdSoftware), ''VideoGame/DragonsLair'', and ''VideoGame/Wolfenstein3D''. ''VideoGame/AlienVsPredator'' was also popular enough to be considered the closest thing to a KillerApp the system had.
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The Jaguar's issues making game development difficult and Atari's inability to properly fund the system meant its library ended up extremely lacking, with it only receiving 57 games (44 cartridge games and 12 CD games) before being cancelled. Despite this, it managed to nab some notable third-party ports, such as ''VideoGame/{{Rayman}}'', the aforementioned ''Doom'' (oddly the only console port of the game to be developed by id Software), ''VideoGameDragonsLair'', and ''VideoGame/Wolfenstein3D''. ''VideoGame/AlienVsPredator'' was also popular enough to be considered the closest thing to a KillerApp the system had.

to:

The Jaguar's issues making game development difficult and Atari's inability to properly fund the system meant its library ended up extremely lacking, with it only receiving 57 games (44 cartridge games and 12 CD games) before being cancelled. Despite this, it managed to nab some notable third-party ports, such as ''VideoGame/{{Rayman}}'', the aforementioned ''Doom'' (oddly the only console port of the game to be developed by id Software), ''VideoGameDragonsLair'', ''VideoGame/DragonsLair'', and ''VideoGame/Wolfenstein3D''. ''VideoGame/AlienVsPredator'' was also popular enough to be considered the closest thing to a KillerApp the system had.
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Added DiffLines:

The Jaguar's issues making game development difficult and Atari's inability to properly fund the system meant its library ended up extremely lacking, with it only receiving 57 games (44 cartridge games and 12 CD games) before being cancelled. Despite this, it managed to nab some notable third-party ports, such as ''VideoGame/{{Rayman}}'', the aforementioned ''Doom'' (oddly the only console port of the game to be developed by id Software), ''VideoGameDragonsLair'', and ''VideoGame/Wolfenstein3D''. ''VideoGame/AlienVsPredator'' was also popular enough to be considered the closest thing to a KillerApp the system had.
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[[caption-width-right:350:Top: The Jaguar with a standard controller. Bottom: The Jaguar with CD drive and Pro Controller.]]

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[[caption-width-right:350:Top: The Jaguar with a standard controller. Bottom: The Jaguar with CD drive and Pro Controller.[=ProController=].]]
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While Atari claimed that the Jaguar was a beast of a 64-bit system, many games barely looked better than what you'd find on either of its 16-bit competitors or the 3DO, especially for 3D for the latter. The thing is that the Jaguar was poorly documented and hard to develop for, so developers often ended up defaulting to using the system's Motorola 68000 (meant to act as a manager chip) as the main processor instead of its 32-bit chips due to the 68000's history of use in previous game consoles making it familiar. When used this way, the Jaguar was effectively an overclocked Sega Genesis/Master Drive. The system also inexplicably lacked dedicated audio hardware, leading to the port of ''VideoGame/{{Doom}}'' lacking its soundtrack. These issuse led to a common belief that the system wasn't truly 64-bit and that the technical specs were exaggerated for marketing by adding up the bit numbers of its multiple processors. The real answer of whether or not the Jaguar is a 64-bit system is... complicated, but it definitely isn't on par with the UsefulNotes/Nintendo64 and is actually weaker than the UsefulNotes/PlayStation, a 32-bit system.

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While Atari claimed that the Jaguar was a beast of a 64-bit system, many games barely looked better than what you'd find on either of its 16-bit competitors or the 3DO, especially for 3D for compared to the latter. The thing is that latter when it came to 3D. Because the Jaguar was poorly documented and hard to develop for, so developers often ended up defaulting to using the system's Motorola 68000 (meant to act as a manager chip) as the main processor instead of its 32-bit chips due to the 68000's chips. The 68000 had a history of use in previous game consoles consoles, making it familiar. When used this way, the familiar and much easier to work with. The Jaguar was effectively became an overclocked Sega Genesis/Master Drive. Drive when the 68000 was used this way. The system also inexplicably lacked dedicated audio hardware, famously leading to the its port of ''VideoGame/{{Doom}}'' lacking its a soundtrack. These issuse issues led to a common belief that the system Jaguar wasn't truly 64-bit and that the technical specs were exaggerated for marketing by adding up the bit numbers of its multiple processors. The real answer of whether or not the Jaguar is a 64-bit system is... complicated, but it definitely isn't on par with the UsefulNotes/Nintendo64 and is actually weaker than the UsefulNotes/PlayStation, a 32-bit system.
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* The [=ProController=] is a slight visual facelift of the original controller with 3 extra buttons -- for a total of 6 face buttons -- and the addition of triggers. It was made due to complaints about the original controller's design, especially since it was ill-suited for playing {{Fighting Game}}s. Despite this, it was not bundled with the system.

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* The [=ProController=] is a slight visual facelift of the original controller with 3 extra buttons -- for a total of 6 face buttons and 20 overall buttons -- and the addition of triggers. It was made due to complaints about the original controller's design, especially since it was ill-suited for playing {{Fighting Game}}s. Despite this, it was not bundled with the system.
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The Jaguar's controller tried to combine a numpad-style button layout that was in vogue during the tail end of UsefulNotes/TheGoldenAgeOfVideoGames with a traditional controller, which led to it having a whopping 17 buttons. It was criticized for being overly complicated and cumbersome to use. Ironically, the controller was ill-suited for {{fighting game}} despite its excess of buttons and Atari's attempts to make the Jaguar appeal to that specific crowd due to the controller layout not providing enough standard buttons. They had to release a new [=ProController=] with more normal buttons to make fighting games playable on the system.

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The Jaguar's controller tried to combine a numpad-style button layout that was in vogue during the tail end of UsefulNotes/TheGoldenAgeOfVideoGames with a traditional controller, which led to it having a whopping 17 buttons. It was criticized for being overly complicated and cumbersome to use. Ironically, the controller was ill-suited for {{fighting game}} game}}s despite its excess of buttons and Atari's attempts to make the Jaguar appeal to that specific crowd due to the controller layout not providing enough standard buttons. They had to release a new [=ProController=] with more normal buttons to make fighting games playable on the system.
Is there an issue? Send a MessageReason:
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The Jaguar's controller tried to combine a numpad-style button layout that was in vogue during the tail end of UsefulNotes/TheGoldenAgeOfVideoGames with a traditional controller, which led to having a whopping 17 buttons. It was criticized for being overly complicated and cumbersome to use. Ironically, the controller was ill-suited for fighting games despite its excess of buttons and Atari's attempts to make the Jaguar appeal to the FightingGame crowd due to the controller layout not providing enough standard buttons. They had to release a new [=ProController=] with more normal buttons to make fighting games playable on the system.

to:

The Jaguar's controller tried to combine a numpad-style button layout that was in vogue during the tail end of UsefulNotes/TheGoldenAgeOfVideoGames with a traditional controller, which led to it having a whopping 17 buttons. It was criticized for being overly complicated and cumbersome to use. Ironically, the controller was ill-suited for fighting games {{fighting game}} despite its excess of buttons and Atari's attempts to make the Jaguar appeal to the FightingGame that specific crowd due to the controller layout not providing enough standard buttons. They had to release a new [=ProController=] with more normal buttons to make fighting games playable on the system.
Is there an issue? Send a MessageReason:
None


The Jaguar's controller tried to combine numpad style button layout that was in vogue during the tail end of UsefulNotes/TheGoldenAgeOfVideoGames with a traditional controller, which led to having a whopping 17 buttons. It was criticized for being overly complicated and cumbersome to use. Ironically, the Jaguar's controller was ill-suited for fighting games despite its excess of buttons and attempts to appeal to the fighting game crowd due to the layout not providing enough standard buttons. Atari had to release a new [=ProController=] with more normal buttons to make fighting games playable on the system.

to:

The Jaguar's controller tried to combine numpad style a numpad-style button layout that was in vogue during the tail end of UsefulNotes/TheGoldenAgeOfVideoGames with a traditional controller, which led to having a whopping 17 buttons. It was criticized for being overly complicated and cumbersome to use. Ironically, the Jaguar's controller was ill-suited for fighting games despite its excess of buttons and Atari's attempts to make the Jaguar appeal to the fighting game FightingGame crowd due to the controller layout not providing enough standard buttons. Atari They had to release a new [=ProController=] with more normal buttons to make fighting games playable on the system.
Is there an issue? Send a MessageReason:
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The Jaguar's controller was heavily criticized. It tried to combine numpad style button layout that was in vogue during the tail end of UsefulNotes/TheGoldenAgeOfVideoGames with a traditional controller, which led to it being overly complicated and cumbersome to use. Ironically, the Jaguar's controller was ill-suited for fighting games despite its excess of buttons and attempts to appeal to the fighting game crowd due to the layout not providing enough standard buttons. Atari had to release a new [=ProController=] with more normal buttons to make fighting games playable on the system.

to:

The Jaguar's controller was heavily criticized. It tried to combine numpad style button layout that was in vogue during the tail end of UsefulNotes/TheGoldenAgeOfVideoGames with a traditional controller, which led to it having a whopping 17 buttons. It was criticized for being overly complicated and cumbersome to use. Ironically, the Jaguar's controller was ill-suited for fighting games despite its excess of buttons and attempts to appeal to the fighting game crowd due to the layout not providing enough standard buttons. Atari had to release a new [=ProController=] with more normal buttons to make fighting games playable on the system.
Is there an issue? Send a MessageReason:
None


* The [=ProController=] is a slight visual facelift of the original controller with 3 extra buttons -- for a total of 6 face buttons -- and the addition of triggers. It was made due to complaints about the original controller's design, especially the inability to play {{Fighting Game}}s. Despite this, it was not bundled with the system.
* The Team Tap plugged into one of the Jaguar's two controller port to split it into four controller ports. Using two Team Taps technically allowed for up to eight ports with due to its design, but no games took advantage of this. It was only compatible with ''White Men Can't Jump'' and ''NBA Jam Tournament Edition''.

to:

* The [=ProController=] is a slight visual facelift of the original controller with 3 extra buttons -- for a total of 6 face buttons -- and the addition of triggers. It was made due to complaints about the original controller's design, especially the inability to play since it was ill-suited for playing {{Fighting Game}}s. Despite this, it was not bundled with the system.
* The Team Tap plugged into one of the Jaguar's two controller port ports to split it into four controller ports. Using two Team Taps technically allowed for up to eight ports with due to its design, but no games took advantage of this. It was only compatible with ''White Men Can't Jump'' and ''NBA Jam Tournament Edition''.
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* The [=JagLink=] allowed the console connect to the internet via LAN for online play. Yes, online play did exist back then.

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* The [=JagLink=] allowed the console to connect to the internet via LAN for online play. Yes, online play did exist back then.

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