Processor: Moto 68000 @ 16mhz |
'32 bit' grfx proc. running at 32mhz |
'29 bit' DSP |
ram: 32k "fast static"; |
sound: 25 'voices' (wiki claims 32) |
res: 320X200 |
colors: 7,860 from 262,144 possible (wiki sez 8,192/262,144) |
(32 colors per line) |
25 'voices' (wiki claims 32 'sound channels') |
2000 sprites on screen at a time (wiki claims '65,535 sprites of any size simultaneously'); either may be unrealistic due to 'tearing' |
SNK Neo Geo |
Processor: Motorola 68000 running at 12 MHz |
Co-Processor: Zilog Z80 running at 4 MHz. This is also used as an audio controller. |
Sound chip: Yamaha YM2610 15 Sound Channels. 7 Digital, 4 FM synthesis, 3 PSG, and 1 Noise Channel. |
Memory: |
Main Memory (used directly by 68K): 64 KB |
Main Video memory : 74 KB |
Video Memory: 64 KB (redundant?) |
Palette Memory : 8 KB |
Fast Video RAM : 2 KB |
Sound Memory (used directly by Z80): 2 KB |
Display: |
Display resolution: 320x224 |
Color Palette: 65,536 |
Maximum Colors On-Screen: 4,096 |
Maximum Sprites On-Screen: 380 |
Minimum Sprite Size: 1x2 |
Maximum Sprite Size: 16x512 |
Maximum Sprites per scanline: 96 |
Sound: |
Sound CPU: Z80 at 4 MHz |
Sound hardware: YM2610 at 8 MHz, stereo sounds up to 56 kHz |
4 channels FM (4 operators + LFO), 3 PSG, 1 noise |
I'm not a tech guy, but a lot of people say the reason for the Jag having poor software was because it was really difficult to program for. There were hundreds of companies who signed up to develop for it though, I think it all went belly up, when they saw what they had to work with.
I don't know what RAM prices were like in 1991, but unless that was the primary factor in the cost of the Neo Geo, the Panther would have been comparable in price to the SNK machine.
So the real reason, IMHO, that the Panther was canceled was the ridiculous cost of the hardware. Atari would have had to take massive losses on the hardware to compete with the SNES and Genny;
Hindsight being 20/20, I'd have preferred to see Atari go out on an ambitious, overpowered machine like the Panther, than the kludgy, cheapass Jaguar.
I'm not a tech guy, but a lot of people say the reason for the Jag having poor software was because it was really difficult to program for. There were hundreds of companies who signed up to develop for it though, I think it all went belly up, when they saw what they had to work with.
The Jag was ambitious and overpowered. The only console with more raw horsepower out at the time was the 3D0, which was nearly three times as expensive. Few (zero?) games ever harnessed that power, but that doesn't make the hardware any less ambitious.
most definitely not.