Panasonic M2
The Panasonic M2 is a video game console design developed by 3DO and then sold to Matsushita, a company known outside Japan by the brand Panasonic.[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.
Developer | The 3DO Company |
---|---|
Manufacturer | Panasonic |
Type | Video game console |
Generation | Sixth generation era |
Lifespan | Cancelled |
Media | CD-ROM/DVD-ROM |
CPU | Dual 66 MHz PowerPC 602 |
Predecessor | 3DO Interactive Multiplayer |
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. 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][4] 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.
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.[5] All of the software released for the M2 kiosks was developed with the "CDMotion for M2/M2X" software, which was a point and click "codeless" SDK for M2. None of the applications utilized the Macintosh based SDK in conjunction with MPW, or Macintosh Programmers Workbench.
History
As with the 3DO Interactive Multiplayer, the M2 hardware was co-designed by Dave Needle and R. J. Mical.[6] First announced as an add-on chip for the 3DO Interactive Multiplayer with a custom PowerPC microprocessor,[7][8] the M2 eventually became a standalone console and was exhibited and demonstrated at the 1995 Electronic Entertainment Expo.[9] For a time, the M2 was scheduled to be released both as a standalone unit and as an add-on chip.[10][11] In 1996, an M2 developer stated that he didn't think an M2 add-on chip was possible because the 3DO Interactive Multiplayer and M2 architectures were too vastly different from each other.[12]
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 Matsushita (Panasonic) and GoldStar were signed on to produce M2 units.[13][14] However, 3DO later sold exclusive rights to the M2 to Panasonic[15] 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.[16] 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.[17] According to 3DO president Trip Hawkins, "The deal was virtually done. It only fell apart at the last minute."[18]
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.[8] There were plans to make M2 models with built-in DVD players, similar to the later PlayStation 2.[19] According to 3DO senior vice president of hardware engineering Toby Farrand, "M2 was designed knowing that we would make it a DVD capable player."[20]
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."[21]
The M2 failed to make an appearance at the 1996 Electronic Entertainment Expo; a Panasonic spokesperson at the show said they were still undecided on how they were going to use the M2 technology, and that it was no longer certain that they would be using it as a gaming platform.[22] By the end of 1996 a release date had yet to be set for the console, and third party developers were stating that in practice the M2 was not significantly more powerful than the Nintendo 64.[23] Electronic Gaming Monthly summarized the M2 situation at this time: "Some months, it seems the boat is still afloat: Rumors crop up of a public showing, new demos come out or a Matsushita official doles out some tantalizing hints. Other months, it seems the boat has capsized, with developers scrambling to get off the boat while they still can."[24]
—3DO President Trip Hawkins, commenting on the cancellation of the M2[25]
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.[26][27] Word of this leaked in late May, but it was not until late July that the console's cancellation was made public, via an announcement by Matsushita president Yoichi Morishita.[28][29] The M2 was cancelled so close to release, marketing had already taken place in the form of flyers, and several of its prospected launch titles had gameplay screens in circulation.
In October 1997 Matsushita announced that they were marketing the M2 hardware as an industrial system capable of custom multimedia applications for simulations.[30]
Technical specifications
- Central processing unit – Dual 66 MHz PowerPC 602[8][31]
- Implements the 32-bit PowerPC RISC instruction set architecture
- PowerPC CPU designed for consumer electronics applications
- 1.2 watts power usage each
- 32-bit general purpose registers and ALU
- 33 MHz 64-bit multiplexed address and data bus
- 4 KiB data and instruction caches (Level 1). No Level 2 cache
- 1 integer unit, 1 floating point unit, no branch processing unit, 1 load/store unit
- SPECint92 rating of 40 each, approximately 70 MIPS each.
- 1 million transistors manufactured on a 0.50 micrometre CMOS process
- Custom ASICs cohabiting on the motherboard[32]
- BDA:
- CDE:
- Renderer capabilities:
- 1 million un-textured triangles/s geometry rate[32]
- 100 million pixels/s fill rate[33]
- reportedly 700,000 textured polygons/second without gouraud shading or additional effects
- reportedly 500,000 textured polygons/second with gouraud shading, lighting and effects[23]
- shading: flat shading and gouraud shading
- texture mapping
- decal, modulation blending, tiling (16k/128k texture buffer built-in)[23]
- hardware z-buffer (16-bit) (actually a block floating point with multiple (4) range w-buffer)
- object-based full-scene anti-aliasing
- alpha channel (4-bit or 7-bit)[23]
- 320x240 to 640x480 resolution at 24-bit color[8]
- Sound hardware – 16-bit 32-channel DSP at 66 MHz (within BDA chip)[21]
- Media – Quad-speed CD-ROM drive (600 KB/s)[12]
- RAM – Unified memory subsystem with 8 MiB
- Full Motion Video – MPEG-1[8]
- Writable Storage – Memory cards from 128 KiB to 32 MiB
- Expansion Capabilities – 1 PCMCIA port (potentially used for modems, Ethernet NICs, etc.)[23]
Accessories
The M2 gamepad was to have six buttons positioned by the right thumb and two shoulder buttons, much like the standard Sega Saturn gamepad, and a D-pad surrounded by a rotating analog wheel.[23]
Software
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).[21] A fifth game, D2 (a sequel to D), was previewed early the following year.[34] Studio 3DO also claimed to be working on a version of BattleSport for M2.[24] Other confirmed M2 projects include Return Fire 2;[13] Power Crystal, an RPG by British developer Perceptions;[35] a rail shooter developed by Genki;[36] and NFLPA Superstars, a 6v6 backyard football game by Condor (later renamed Blizzard North), whose budget of nearly $1m helped the company financially during the development of Diablo.[37] A game based on the film Escape from L.A. was announced in 1996,[38] but may not have entered development.
Capcom and Konami were both later confirmed to be licensed M2 developers.[39]
In 2010 the only completed M2 game, IMSA Racing, was made available to the public.[26]
In January of 2020, a compilation demo disc was released by the YouTube channel “Video Game Esoterica”. The disc contains twelve diverse demos from the development period of M2 and includes the only known playable files of the M2 version of D2.
Konami arcade games based on M2 hardware
- Tobe! Polystars[28] (1997)
- Total Vice (1997)
- Battle Tryst (1998)
- Evil Night / Hell Night (1998)
- Heat of Eleven '98 / The World Soccer Championship (1998)
References
- "M2 1/2 in 1998, Trip Speaks Out". Electronic Gaming Monthly. No. 79. Sendai Publishing. February 1996. pp. 16–18.
- "Archived copy". Archived from the original on 2006-01-04. Retrieved 2005-12-06.CS1 maint: archived copy as title (link)
- "Overseas Readers Column - Konami To Develop Coin-Op Videos Using 64-bit "M2"". Game Machine (in Japanese). No. 513. Amusement Press, Inc. 1 March 1996. p. 30.
- Webb, Marcus (May 1996). "Konami, Matsushita Plan 64-Bit Home and Arcade Sister Systems". Next Generation. No. 17. Imagine Media. p. 26.
- "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.
- "Don't Count Out 3DO's New M2". Electronic Gaming Monthly. No. 72. Sendai Publishing. July 1995. p. 26.
- "3DO Powers Up". GamePro. No. 74. IDG. November 1994. p. 272.
- "Exploring M2: A Closer Look at 3DO's Newest Technology". Electronic Gaming Monthly. No. 71. Sendai Publishing. June 1995. pp. 60–61.
- "E3: 3DO". Next Generation. No. 7. Imagine Media. July 1995. p. 19.
- "Letters". Next Generation. No. 15. Imagine Media. March 1996. p. 106.
- "Matsushita Grabs M2". GamePro. No. 88. IDG. January 1996. p. 22.
- "More Power to M2". Electronic Gaming Monthly. No. 87. Ziff Davis. October 1996. pp. 20–22.
- "3DO's M2 Prepares for its Debut". Next Generation. No. 10. Imagine Media. October 1995. pp. 14–15.
- "3DO and its Partners Getting Ready for the 64-Bit Battle". Electronic Gaming Monthly. No. 73. Sendai Publishing. August 1995. p. 26.
- "Matsushita Buys 3DO M2 Technology". Next Generation. No. 13. Imagine Media. January 1996. pp. 18–19.
- "Developers Worry About M2's Future". Next Generation. No. 16. Imagine Media. April 1996. p. 18.
- "Divorce Absolute for Sega and M2". Next Generation. No. 18. Imagine Media. June 1996. p. 19.
- "The World According to Trip". Next Generation. No. 22. Imagine Media. October 1996. p. 165.
- "Milk the Clock". Electronic Gaming Monthly. No. 82. Ziff Davis. May 1996. pp. 16–17.
- "Will DVD Change the Face of Videogames?". Next Generation. No. 18. Imagine Media. June 1996. pp. 41–42.
- "Which Game System is the Best!?". Next Generation. No. 12. Imagine Media. December 1995. pp. 79–81.
- "Show Notes". GamePro. No. 95. IDG. August 1996. p. 16.
- "World Exclusive: M2 Specs Revealed". Next Generation. No. 26. Imagine Media. February 1997. pp. 16–17.
- "M2 Jitters?". Electronic Gaming Monthly. No. 90. Ziff Davis. January 1997. p. 21.
- "License to Kill - M2 Axed: 3DO Reacts". Electronic Gaming Monthly. No. 99. Ziff Davis. October 1997. p. 27.
- Matthews, Will (December 2013). "Ahead of its Time: A 3DO Retrospective". Retro Gamer. Imagine Publishing (122): 26.
- "Matsushita Kills the M2". GamePro. No. 108. IDG. September 1997. p. 20.
- "Matsushita: Finally Pulling the Plug". Next Generation. No. 33. Imagine Media. September 1997. pp. 20–21.
- "Where Was the M2?". Electronic Gaming Monthly. No. 98. Ziff Davis. September 1997. p. 73.
- "M2's Second Life". Electronic Gaming Monthly. No. 102. Ziff Davis. January 1998. p. 22.
- "Matsushita M2: Hit or Myth?". Next Generation. No. 30. Imagine Media. June 1997. pp. 62–63.
- "M2". Next Generation. No. 6. Imagine Media. June 1995. pp. 36–40.
- "3DO's M2 Technology". GamePro. No. 82. IDG. July 1995. p. 16.
- "D2". GamePro. No. 92. IDG. May 1996. p. 42.
- "NG Alphas: Power Crystal". Next Generation. No. 29. Imagine Media. May 1997. pp. 72–75.
- "In the Studio". Next Generation. No. 28. Imagine Media. April 1997. p. 19.
- Brevik, David (11 May 2016). "Diablo: A Classic Game Postmortem". Game Developers Conference (conference talk). 30 minutes in. Retrieved 6 January 2019 – via YouTube.
- "Celebrity Sightings". GamePro. No. 92. IDG. May 1996. p. 21.
- "M2: Matsushita Breaks its Silence". Next Generation. No. 22. Imagine Media. October 1996. pp. 16–19.
Further reading
- 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.