Panasonic M2

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Panasonic M2
Developer The 3DO Company
Manufacturer Panasonic
Type Video game console
Generation Sixth generation era
Retail availability Cancelled
Media CD-ROM
CPU Dual 66 MHz PowerPC 602
Predecessor 3DO Interactive Multiplayer

The Panasonic M2 was a video game console design developed by 3DO and then sold to Matsushita.[1][2] Initially announced as an add-on chip for the 3DO Interactive Multiplayer, it was later unveiled as a standalone console. The console was cancelled in 1997, but the M2 technology was incorporated into other devices.

Development kits and prototypes of the machine became very valuable pieces among collectors. M2's technology was integrated in the multimedia players FZ-21S and FZ-35S, both released in 1998.[citation needed] Both products were aimed at professionals working in medicine, architecture and sales, not home users. The M2 also became a short-lived arcade board by Konami. The agreement to develop the board was made well in advance of the M2 console's planned release date, with the understanding that games using the arcade board would be ported to the home console, similar to the relationship between the PlayStation and Namco System 11.[3] As games ran straight from the CD-ROM drive, it suffered from long load times and a high failure rate, so only five games were developed for it.

The M2 technology was later used in automated teller machines, and in Japan in coffee vending machines.[citation needed]

In the late 1990s and from 2000 on, the system was also sold in the interactive kiosk market. In 2000, PlanetWeb, Inc. began offering software to allow the M2 to be used as an Internet appliance.[4]


As with the 3DO Interactive Multiplayer, the M2 hardware was co-designed by Dave Needle and R. J. Mical.[5] First announced as an add-on chip for the 3DO Interactive Multiplayer with a custom PowerPC microprocessor,[6][7] the M2 eventually became a standalone console and was exhibited and demonstrated at the 1996 Electronic Entertainment Expo.[8] For a time, the M2 was scheduled to be released both as a standalone unit and as an add-on chip.[9][10]

Initially the plan was for the 3DO Company to license the console to multiple manufacturers, as they had done with the 3DO Interactive Multiplayer, and both Panasonic and GoldStar were signed on to produce M2 units.[11] However, 3DO later sold exclusive rights to the M2 to Panasonic[12] and relinquished their involvement with the console over the next several months. Several of the M2's third party developers expressed concern that Panasonic would be unable to give them the same high quality development support that they had been receiving from 3DO, and said that in light of this they were reconsidering whether it would be worth the effort of learning how to develop for the M2.[13] For several months Panasonic and Sega were discussing a partnership over the M2, but talks between the two companies broke down in the second quarter of 1996.[14]

According to Omid Kordestani, a 3DO spokesperson, the M2 could generate 1 million polygons per second with the graphics features turned off and 700,000 polygons per second with the features turned on.[7] There were plans to make M2 models with built-in DVD players, similar to the later PlayStation 2.[15] According to 3DO senior vice president of hardware engineering Toby Farrand, "M2 was designed knowing that we would make it a DVD capable player."[16]

The M2 was considerably hyped by the gaming press. A review in Next Generation published well before the console's planned release gave it four out of five stars, claiming that the M2 was several times as powerful as any gaming console then on the market. They also praised the 3DO Company's strategies for securing third party support for the system, and concluded that "M2 has crossed the line from being a collection of fanciful tech specs to hard silicon that people can work on and believe in."[17]

Matsushita cancelled the project in mid-1997, unwilling to compete against fellow Japanese electronics giant Sony's PlayStation and Nintendo's N64, both of which had recently had several top-selling games released for them.[8] The M2 was cancelled so close to release, marketing had already taken place in the form of flyers, and one of its prospected launch titles, WARP's D2, had several gameplay screens in circulation (a different game by WARP using the same name was later released on the Dreamcast).

Technical specifications[edit]


In late 1995 four M2 games in development had been shown to the public: ClayFighter III, Descent, Ironblood (later released for the PlayStation as Iron & Blood: Warriors of Ravenloft), and an as-yet untitled racing game by Studio 3DO (presumably IMSA Racing).[17] A fifth game, D2 (a sequel to D), was previewed early the following year.[20] A game based on the film Escape from L.A. was announced in 1996,[21] but may not have entered development.

In 2010 the only completed M2 game, IMSA Racing, was made available to the public.[8]

Konami arcade games based on M2 hardware[edit]


  1. ^ "M2 1/2 in 1998, Trip Speaks Out". Electronic Gaming Monthly. Ziff Davis (79): 16–18. February 1996. 
  2. ^ "Archived copy". Archived from the original on 2006-01-04. Retrieved 2005-12-06. 
  3. ^ Webb, Marcus (May 1996). "Konami, Matsushita Plan 64-Bit Home and Arcade Sister Systems". Next Generation. No. 17. Imagine Media. p. 26. 
  4. ^ "Planetweb and Panasonic to Bring the Internet to the Interactive Kiosk Marketplace; Panasonic Internet-enabled M2 Interactive Kiosks to Preview at KioskCom 2000". Business Wire. 2000-04-10. Retrieved 2008-03-16. 
  5. ^ "Don't Count Out 3DO's New M2". Electronic Gaming Monthly. No. 72. Sendai Publishing. July 1995. p. 26. 
  6. ^ "3DO Powers Up". GamePro. No. 74. IDG. November 1994. p. 272. 
  7. ^ a b c d e "Exploring M2: A Closer Look at 3DO's Newest Technology". Electronic Gaming Monthly. No. 71. Sendai Publishing. June 1995. pp. 60–61. 
  8. ^ a b c Matthews, Will (December 2013). "Ahead of its Time: A 3DO Retrospective". Retro Gamer. Imagine Publishing (122): 26. 
  9. ^ "Letters". Next Generation. No. 15. Imagine Media. March 1996. p. 106. 
  10. ^ "Matsushita Grabs M2". GamePro. No. 88. IDG. January 1996. p. 22. 
  11. ^ "3DO's M2 Prepares for its Debut". Next Generation. No. 10. Imagine Media. October 1995. pp. 14–15. 
  12. ^ "Matsushita Buys 3DO M2 Technology". Next Generation. No. 13. Imagine Media. January 1996. pp. 18–19. 
  13. ^ "Developers Worry About M2's Future". Next Generation. No. 16. Imagine Media. April 1996. p. 18. 
  14. ^ "Divorce Absolute for Sega and M2". Next Generation. No. 18. Imagine Media. June 1996. p. 19. 
  15. ^ "Milk the Clock". Electronic Gaming Monthly. No. 82. Ziff Davis. May 1996. pp. 16–17. 
  16. ^ "Will DVD Change the Face of Videogames?". Next Generation. No. 18. Imagine Media. June 1996. pp. 41–42. 
  17. ^ a b c "Which Game System is the Best!?". Next Generation. No. 12. Imagine Media. December 1995. pp. 79–81. 
  18. ^ a b "M2". Next Generation. Imagine Media (6): 36–40. June 1995. 
  19. ^ a b "3DO's M2 Technology". GamePro. IDG (82): 16. July 1995. 
  20. ^ "D2". GamePro. No. 92. IDG. May 1996. p. 42. 
  21. ^ "Celebrity Sightings". GamePro. No. 92. IDG. May 1996. p. 21. 

Further reading[edit]

  • Konami Arcade based on M2 System 16 page on the Konami arcade board based on M2 technology
  • "M2: Hit or Myth?". Next Generation magazine, June 1997, p. 63.
  • Noonburg, Derek. PowerPC FAQ, February 27, 1997.

External links[edit]