Panasonic M2
Panasonic M2, earlier known as 3DO M2, is a multimedia terminal and cancelled video game console. It was initially developed by The 3DO Company as a peripheral chip for the 3DO hardware before turning into a standalone successor system. In January 1996, the technology was acquired by Matsushita (Panasonic) who continued development as their own game console before cancelling it altogether in 1997.
Also recorded as 3DO M2
Panasonic M2
- Name
- Panasonic M2 (console)
- Field
- video game console
Reference Check
Propose documentary evidence for Panasonic M2. A contribution is never written directly as fact: identity, source, rights and evidence gates still decide.
Sign in to contribute
World of VALÉORINE
Documentary connections
Only confirmed graph relationships appear here. Images are shown only when their identity and reuse rights both pass the documentary gate.
Documentary evidence
Documentary basis
Authority files
wikidata · Q7130104 · wikipedia · Panasonic M2
In this article
Overview
Overview
The M2 technology was then incorporated into commercial-oriented devices including a Konami arcade board and in interactive kiosks.
Key facts
Key facts
• Name — Panasonic M2 (console) • Developer — The 3DO Company, Panasonic Wondertainment • Type — Video game console • Lifespan — Cancelled • Media — CD-ROM/DVD-ROM • Cpu — Dual 66 MHz PowerPC 602 • Predecessor — 3DO Interactive Multiplayer
History
History
As with the 3DO Interactive Multiplayer, the M2 hardware was co-designed by Dave Needle and RJ Mical. First announced as a peripheral chip for the 3DO Interactive Multiplayer with a custom PowerPC microprocessor, the M2 eventually became a standalone console and was exhibited and demonstrated at the 1995 Electronic Entertainment Expo. For a time, the M2 was scheduled to be released both as a standalone unit and as an add-on chip. In 1996, an M2 developer stated that he did not think an M2 add-on chip was possible because the 3DO Interactive Multiplayer and M2 architectures were too vastly different from each other.
Matsushita sale
Matsushita sale
Initially the plan was for the 3DO Company to license the console to multiple manufacturers, as it had done with the 3DO Interactive Multiplayer, and both Matsushita (Panasonic) and GoldStar were signed on to produce M2 units. However, 3DO later sold exclusive rights to the M2 to Panasonic for a sum of $100 million agreed in October 1995, and relinquished their involvement with the console over the next several months. Matsushita formed a new division in April 1996 named Panasonic Wondertainment Inc. headquartered in Tokyo to be their in-house software developer for the M2. 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. 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. According to 3DO president Trip Hawkins, "The deal was virtually done. It only fell apart at the last minute." 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. There were plans to make M2 models with built-in DVD players, similar to the later PlayStation 2. According to 3DO senior vice president of hardware engineering Toby Farrand, "M2 was designed knowing that we would make it a DVD capable player." A preview 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." The M2 failed to appear 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. By the end of 1996 a release date was not yet set for the console, and third-party developers were stating that in practice the M2 was not significantly more powerful than the Nintendo 64. 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."
Cancellation of console
Cancellation of console
Matsushita cancelled the project in mid-1997, unwilling to compete against fellow Japanese electronics giant Sony's PlayStation and Nintendo's Nintendo 64, both of which had recently had several top-selling games released for them. Word of this leaked in late May, but it was not until July that the console's cancellation was made public, via an announcement by Matsushita president Yoichi Morishita. The M2 was canceled 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.
Use in other hardware
Use in other hardware
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. Because 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. 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. 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 Macintosh Programmers Workbench. The M2 technology was later used in automated teller machines, and in Japan in coffee vending machines.
Technical specifications
Technical specifications
These refer to the cancelled video game console. • Central processing unit – Dual 66 MHz PowerPC 602 • 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 • BDA: • Memory control, system control, and video/graphic control • Full triangle renderer including setup engine, MPEG-1 decoder hardware, DSP for audio and various kinds of DMA control and port access • Random access of frame buffer and z-buffer (actually w-buffer) possible at the same time • CDE: • Power bus connected to BDA and the two CPUs • "bio-bus" used as a low-speed bus for peripheral hardware • Renderer capabilities: • 1 million un-textured triangles/s geometry rate • 100 million pixels/s fill rate • reportedly 700,000 textured polygons/second without gouraud shading or additional effects • reportedly 500,000 textured polygons/second with gouraud shading, lighting and effects • shading: flat shading and gouraud shading • texture mapping • decal, modulation blending, tiling (16k/128k texture buffer built-in) • 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) • 256x224 to 640x480 resolution at 24-bit color • Sound hardware – 16-bit 32-channel DSP at 66 MHz (within BDA chip) • Media – Quad-speed CD-ROM drive (600 KB/s) • RAM – Unified memory subsystem with 8 MiB • 64-bit bus resulting in peak 528 MB/s bandwidth • Average access 400 MB/s • Full Motion Video – MPEG-1 • Writable Storage – Memory cards from 128 KiB to 32 MiB • Expansion Capabilities – 1 PCMCIA port (potentially used for modems, Ethernet NICs, etc.)
Accessories
Accessories
The M2 console 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.
Games
Games
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 untitled racing game by Studio 3DO (presumably IMSA Racing). A fifth game, D2 (a sequel to D), was previewed early the following year. Studio 3DO also claimed to be working on a version of BattleSport for M2. Other confirmed M2 projects include Return Fire 2; Power Crystal, an RPG by British developer Perceptions; a rail shooter developed by Genki; 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. A game based on the film Escape from L.A. was announced in 1996, but may not have entered development. In 1996, a Top Gun game was in development by Spectrum Holobyte but was never released. Capcom and Konami were both later confirmed to be licensed M2 developers. Ultra Game Players magazine reported in its July 1997 issue that, according to a former 3DO employee, nearly 80 games were in development for the M2. In 2008, the now-defunct website Games That Weren't 3DO/M2 released a 2d shooter that was originally part of IMSA Racing as a hidden mini game but was made bootable to work as a stand-alone game on any 3DO M2 hardware. In 2010 the only completed M2 game, IMSA Racing, was made available to the public. In 2017, two fully playable builds of Ironblood were released by a German collector and are available for download to this day. In January 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
Konami arcade games based on M2
• Tobe! Polystars (1997) • Total Vice (1997) • Battle Tryst (1998) • Evil Night / Hell Night (1998) • Heat of Eleven '98 / The World Soccer Championship (1998)
Literature
Scholarly footprint
A count of publications is evidence of attention, not of standing, and is given here only as a measure.
Text attribution
Licensing
Text attribution
Part of the biographical narrative on this page reuses licensed material. Its origin, revision and licence are recorded here.
The biographical narrative on this page is based on the Wikipedia article Panasonic M2, revision 1368231536 (EN edition), by its contributors. VALÉORINE has edited that text and built its own documentary record around it. The reused material is available under CC BY-SA 4.0, and this page's reuse of it is offered under the same licence. Everything else on this page — the chronology, the holdings, the evidence, the plates and the connections — is VALÉORINE's own record. Sources and licences.
Notes from the source article
Cited by Wikipedia
Notes from the source article
These works are cited by the source article, in its own numbering. They are recorded as its citations, not as sources VALÉORINE has verified.
- 1.Sendai Publishing. M2 1/2 in 1998, Trip Speaks Out. Electronic Gaming Monthly. 79. 16–18. February 1996.
- 2.3DO M2 / Arcade Review: Konami's Polystars.
- 3.Business Wire. Planetweb and Panasonic to Bring the Internet to the Interactive Kiosk Marketplace; Panasonic Internet-enabled M2 Interactive Kiosks to Preview at KioskCom 2000. 2000-04-10.
- 4.Sendai Publishing. Don't Count Out 3DO's New M2. Electronic Gaming Monthly. 72. 26. July 1995.
- 5.IDG. 3DO Powers Up. GamePro. 64. 272. November 1994.
- 6.Sendai Publishing. Exploring M2: A Closer Look at 3DO's Newest Technology. Electronic Gaming Monthly. 71. 60–61. June 1995.
- 7.Imagine Media. E3: 3DO. Next Generation. 7. 19. July 1995.
- 8.Imagine Media. Letters. Next Generation. 15. 106. March 1996.
- 9.IDG. Matsushita Grabs M2. GamePro. 88. 22. January 1996.
- 10.Ziff Davis. More Power to M2. Electronic Gaming Monthly. 87. 20–22. October 1996.
- 11.Imagine Media. 3DO's M2 Prepares for its Debut. Next Generation. 10. 14–15. October 1995.
- 12.Sendai Publishing. 3DO and its Partners Getting Ready for the 64-Bit Battle. Electronic Gaming Monthly. 73. 26. August 1995.
- 13.Imagine Media. Matsushita Buys 3DO M2 Technology. Next Generation. 13. 18–19. January 1996.
- 14.admin. Nintendo pins future on cutting-edge system The Journal Record. 1996-05-29.
- 15.Imagine Media. Developers Worry About M2's Future. Next Generation. 16. 18. April 1996.
- 16.Imagine Media. Divorce Absolute for Sega and M2. Next Generation. 18. 19. June 1996.
- 17.Imagine Media. The World According to Trip. Next Generation. 22. 165. October 1996.
- 18.Ziff Davis. Milk the Clock. Electronic Gaming Monthly. 82. 16–17. May 1996.
- 19.Imagine Media. Will DVD Change the Face of Videogames?. Next Generation. 18. 41–42. June 1996.
- 20.Imagine Media. Which Game System is the Best!?. Next Generation. 12. 79–81. December 1995.
- 21.IDG. Show Notes. GamePro. 95. 16. August 1996.
- 22.Ziff Davis. M2 Jitters?. Electronic Gaming Monthly. 90. 21. January 1997.
- 23.Ziff Davis. License to Kill - M2 Axed: 3DO Reacts. Electronic Gaming Monthly. 99. 27. October 1997.
- 24.Matthews, Will. Ahead of its Time: A 3DO Retrospective. Retro Gamer. Imagine Publishing. 122. 26. December 2013.
- 25.IDG. Matsushita Kills the M2. GamePro. 108. 20. September 1997.
- 26.Mullen, Micheal. M2, We Hardly Knew You. GameSpot. July 3, 1997.
- 27.Imagine Media. Matsushita: Finally Pulling the Plug. Next Generation. 33. 20–21. September 1997.
- 28.Ziff Davis. Where Was the M2?. Electronic Gaming Monthly. 98. 73. September 1997.
- 29.Ziff Davis. M2's Second Life. Electronic Gaming Monthly. 102. 22. January 1998.
- 30.Amusement Press, Inc. Overseas Readers Column - Konami To Develop Coin-Op Videos Using 64-bit "M2". Game Machine. 513. 30. 1 March 1996.
- 31.Webb, Marcus. Konami, Matsushita Plan 64-Bit Home and Arcade Sister Systems. Next Generation. Imagine Media. 17. 26. May 1996.
- 32.Imagine Media. M2. Next Generation. 6. 36–40. June 1995.
- 33.Imagine Media. World Exclusive: M2 Specs Revealed. Next Generation. 26. 16–17. February 1997.
- 34.IDG. 3DO's M2 Technology. GamePro. 82. 16. July 1995.
- 35.Imagine Media. Matsushita M2: Hit or Myth?. Next Generation. 30. 62–63. June 1997.
- 36.IDG. D2. GamePro. 92. 42. May 1996.
- 37.Imagine Media. NG Alphas: Power Crystal. Next Generation. 29. 72–75. May 1997.
- 38.Imagine Media. In the Studio. Next Generation. 28. 19. April 1997.
- 39.Brevik, David. Game Developers Conference. 11 May 2016.
- 40.IDG. Celebrity Sightings. GamePro. 92. 21. May 1996.
- 41.Future Publishing. Cutting Edge - 3DO buoyant as M2 picks up speed. Edge. 23. 6–7. September 1995.
- 42.Paragon Publishing. Preview - Coming Soon - M2. 3DO Magazine. 10. 34. May 1996.
- 43.Paragon Publishing. News - E3 '96: 3DO? - M2 Dream List. 3DO Magazine. 12. 4. July 1996.
- 44.Paragon Publishing. Preview - Coming Soon - M2. 3DO Magazine. 12. 34. July 1996.
- 45.Imagine Media. M2: Matsushita Breaks its Silence. Next Generation. 22. 16–19. October 1996.
- 46.Imagine Media. Topics: Wiretap - Something's Up M2's Sleeve. Ultra Game Players. 99. 20. July 1997.
- 47.retro-net.de
- 48.Yin-Poole, Wesley. 3DO M2 collector releases playable demo disc for free. Eurogamer. 1 February 2020.
- 49.Jugemu Magazine (じゅげむ) 1997 10 October (600dpi). October 1997.
Bibliography printed in the source article · 3
- Konami Arcade based on M2. System 16.
- M2: Hit or Myth?. Next Generation. 63. June 1997.
- Noonburg, Derek. PowerPC FAQ. February 27, 1997.
References
Citations
References
Each reference names the institution holding it, so a reader may go to the document itself.
reference work
Secondary witnessreference work
Secondary witness
Connections
Knowledge graph
Connections
Each connection was recorded deliberately, with the basis for it kept on the internal record.
Broader subject
1- video game consoleTerminology
Established from a fact already recorded on a verified source.
Further particulars
Held on the record
Further particulars
Open the remaining particulars
Panasonic M2 is connected to 1 other published record in the VALÉORINE Encyclopedia.
The Encyclopedia exists whether or not anything is for sale. Corrections are recorded rather than overwritten, and every version of this record is kept. Published 14 August 2026.
Elsewhere in Collectables
20,755 published records in this field, each with its sources named.
- pan fluteTerminology
- Pan-American Motor CompanyOrganisation
- Pan-CarOrganisation
- Panasonic JungleTerminology
- Pancai bajaTerminology
- Panchamukha vadyamTerminology
- pandeiroTerminology
- Pandemonium!Work
Best supported in this field
For owners
Own an object connected with Panasonic M2?
A specialist will read what you send and tell you what the house can establish, what it cannot, and whether the object is suited to sale. There is no charge and no obligation. The object stays with you throughout; nothing is shipped to us unless it is arranged in writing beforehand.