The Atari Jaguar was a home video game console developed by Atari Corporation and released in North America in November 1993. Part of the fifth generation of video game consoles, it competed with the 16-bit Sega Genesis, the Super NES and the 32-bit 3DO Interactive Multiplayer that launched the same year. Powered by two custom 32-bit processorsTom and Jerryin addition to a Motorola 68000, Atari marketed it as the world's first 64-bit game system, emphasizing its 64-bit bus used by the blitter. The Jaguar launched with Cybermorph as the pack-in game, which received divisive reviews. The system's library ultimately comprised only 50 licensed games.
Development of the Atari Jaguar started in the early 1990s by Flare Technology, which focused on the system after cancellation of the Atari Panther console. The Jaguar was an important system for Atari after the company shifted its focus from computers - having ceased development of its Atari ST - back to consoles. However, the multi-chip architecture, hardware bugs, and poor tools made writing games for the Jaguar difficult. Underwhelming sales further eroded the console's third-party support.
Atari attempted to extend the lifespan of the system with the Atari Jaguar CD add-on, with an additional 13 games, and emphasizing the Jaguar's price of over less than its competitors. With the release of the Sega Saturn and PlayStation in 1995, sales of the Jaguar continued to fall. It sold no more than 150,000 units before it was discontinued in 1996. The commercial failure of the Jaguar prompted Atari to leave the console market.
After Hasbro Interactive acquired all Atari Corporation properties, the patents of the Jaguar were released into the public domain, with the console declared an open platform. Since its discontinuation, hobbyists have produced games for the system.
Atari Corporation's previous home video game console, the Atari 7800, was released in 1986. While it sold 3.77 million units in the U.S. in the period to 1990, it was considered an 'also-ran' and far behind rival Nintendo.
This page is automatically generated and may contain information that is not correct, complete, up-to-date, or relevant to your search query. The same applies to every other page on this website. Please make sure to verify the information with EPFL's official sources.
Covers the Augmented Reality Sandbox, exploring depth-sensing equipment, dichotomies, Python scripting for 3D interactions, and hardware performance measurement methods.
The fifth generation era (also known as the 32-bit era, the 64-bit era, or the 3D era) refers to computer and video games, video game consoles, and handheld gaming consoles dating from approximately October 4, 1993, to March 23, 2006. For home consoles, the best-selling console was the Sony PlayStation, followed by the Nintendo 64, and then the Sega Saturn. The PlayStation also had a redesigned version, the PSone, which was launched on July 7, 2000.
The Sega Genesis, known as the Mega Drive outside North America, is a 16-bit fourth generation home video game console developed and sold by Sega. It was Sega's third console and the successor to the Master System. Sega released it in 1988 in Japan as the Mega Drive, and in 1989 in North America as the Genesis. In 1990, it was distributed as the Mega Drive by Virgin Mastertronic in Europe, Ozisoft in Australasia, and Tectoy in Brazil. In South Korea, it was distributed by Samsung Electronics as the Super Gam*Boy and later the Super Aladdin Boy.
The Nintendo 64 (N64) is a home video game console developed by Nintendo. It was released on June 23, 1996, in Japan; on September 26, 1996, in North America; and on March 1, 1997, in Europe and Australia. The successor to the Super Nintendo Entertainment System, it was the last major home console to use cartridges as its primary storage format until the Nintendo Switch in 2017. It competed primarily with the Sony PlayStation and the Sega Saturn.
, , ,
Accessing input data is a critical operation in data analytics: i) slow data access significantly degrades performance, and ii) storing everything in the fastest medium, i.e., memory, incurs high operational and hardware costs. Further, while GPUs offer in ...