anotherwhich, as Tramiel said, is illegal. Tramiel and Next Generation agreed that the PlayStation's Japanese price converts to approximately $500. His remark that the small number of third party Jaguar games was good for Atari's profitability, angered Jaguar owners who were already frustrated at how few games were coming out for the system. In Atari's 1995 annual report, it noted: In addition, Atari had severely limited financial resources, and so could not create the level of marketing which has historically backed successful gaming consoles. Decline By November 1995, mass layoffs and insider statements were fueling journalistic speculation that Atari had ceased both development and manufacturing for the Jaguar and was simply trying to sell off existing stock before exiting the video game industry. Although Atari continued to deny these theories going into 1996, core Jaguar developers such as High Voltage Software and Beyond Games stated that they were no longer receiving communications from Atari regarding future Jaguar projects. In its 10-K405 SEC Filing, filed April 12, 1996, Atari informed stockholders that its revenues had declined by more than half, from $38.7 million in 1994 to $14.6 million in 1995, then gave them the news on the truly dire nature of the Jaguar: The filing confirmed that Atari had abandoned the Jaguar in November 1995 and in the subsequent months were concerned chiefly with liquidating its inventory of Jaguar products. On April 8, 1996, Atari Corporation agreed to merge with JTS, Inc. in a reverse takeover, thus forming JTS Corporation. The merger was finalized on July 30. After the merger, the bulk of Jaguar inventory remained unsold and would be finally moved out to Tiger Software, a private liquidator, on December 23, 1996. On March 13, 1998, JTS sold the Atari name and all of the Atari properties to Hasbro Interactive. Technical specifications From the Jaguar Software Reference manual, page 1: 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. Atari's Leonard Tramiel also specifically suggested that the 68000 not be used by developers. In practice, however, many developers use the Motorola 68000 to drive gameplay logic due to the greater developer familiarity of the 68000 and the adequacy of the 68000 for certain types of games. Most critically, a flaw in the memory controller means that certain obscure conventions must be followed for