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Panasonic M2

The Panasonic M2, originally known as the , was a planned 64-bit multimedia terminal and developed as the successor to the .
Announced by in the mid-1990s shortly after the original 's 1993 launch, it was initially conceived as both a standalone console and an add-on peripheral, with early prototypes dubbed "Bull Dog" before being rebranded as M2.
In October 1995, licensed the M2 technology exclusively to Matsushita Electric Industrial Co. ('s parent company) for a $100 million upfront fee plus royalties, granting rights to develop and sublicense it for video games, DVD players, and interactive TV set-top boxes.
The system featured advanced specifications for its era, including dual 66 MHz PowerPC 602 processors, 8 MB of RAM, a quad-speed drive, and capabilities for rendering up to 700,000 textured polygons per second at resolutions from 320x240 to 640x480 in 24-bit color, supported by a 16-bit 32-channel for audio.
It ran on the operating system, which required digitally signed software for security, and was compatible with controllers or new -branded variants.
Development progressed with demonstrations at events like the 1996 , showcasing titles such as IMSA Racing and an early version of the shooter Disruptor (later released on ), but the project faced intense competition from Sony's and Nintendo's Nintendo 64.
Panasonic ultimately cancelled the consumer console version in 1997, citing the saturated market, high projected retail price of around $700, and escalating development costs that made it unviable against cheaper rivals.
Despite the cancellation, over 1,300 units of the core hardware—designated as the FZ-21 multimedia player—were produced and repurposed for non-gaming applications, including Konami arcade boards for games like Tobe! Polystars and Battle Tryst, as well as interactive kiosks for driver training, ATMs, and educational systems.
An upgraded variant, the FZ-35 with 16 MB RAM and DVD-ROM support, was also manufactured in limited numbers for similar commercial uses.
Today, surviving M2 prototypes and units are extremely rare collector's items, often fetching prices exceeding $20,000 due to their historical significance in the evolution of 3D gaming hardware.

Development History

Origins and Announcement

The 3DO Company was founded in 1991 by Trip Hawkins, the creator of Electronic Arts, in collaboration with partners including Time Warner, Kleiner Perkins Caufield & Byers, and Matsushita Electric Industrial Co. (later Panasonic) to establish a new multimedia hardware standard surpassing existing Nintendo and Sega consoles. Hawkins envisioned a platform that combined high-quality gaming with broader entertainment features, leading to the development of the 3DO Interactive Multiplayer console. This system launched in North America on October 4, 1993, with Panasonic as the primary manufacturer producing the initial units under the FZ-10 model. The 3DO emphasized CD-ROM-based multimedia, supporting games, video, and audio, and was licensed to multiple hardware makers for global distribution. Following the 1993 launch, initiated development of a successor in the mid-1990s to evolve its -focused vision and compete directly with emerging 32-bit systems like the and . The project aimed to deliver enhanced graphics and capabilities, building on the original 3DO's while addressing market demands for more advanced rendering and storage technologies. A core innovation was the integration of dual PowerPC processors to power the system's performance. This effort positioned the as an upgrade path, initially conceived as both an add-on for existing 3DO hardware and a standalone console. It was formally announced as the "3DO M2" at the on May 2, 1995, with demonstrations highlighting promises of superior graphics, photorealistic rendering, and future integration of DVD technology for expanded storage and video playback. The announcement emphasized the M2's 64-bit architecture as a "quantum leap" in interactive entertainment, capable of supporting complex worlds and high-fidelity audio-visual experiences. Initial partnerships with hardware manufacturers, including —which had led production of the original —were secured to handle manufacturing and distribution, ensuring broad compatibility across consumer devices.

Acquisition by Panasonic

Following the commercial underperformance of its console, which struggled to achieve widespread adoption amid competition from established platforms by and , faced mounting financial pressures by late 1994, with its stock price declining sharply from a peak and cash reserves projected to deplete within months absent a major success. These challenges prompted 3DO to divest assets related to its next-generation platform, culminating in a shift. In October 1995, licensed its technology exclusively to Matsushita Electric Industrial Co. (parent company of ) for a $100 million upfront fee plus royalties, granting Matsushita full rights to develop and commercialize the platform across consumer and arcade applications, including , DVD players, and interactive TV set-top boxes. Under the agreement, would supply custom ASIC chips, reference designs, software tools, and support for third-party licensing, while Matsushita gained the ability to sublicense the technology to other hardware manufacturers and developers. This deal, announced on October 25, 1995, effectively transferred control of 's future from to Matsushita, allowing the latter to rebrand it as the and pivot toward broader multimedia integration. Matsushita outlined ambitious plans for the Panasonic M2 as a versatile 64-bit platform, with an initial consumer CD-ROM-based home console targeted for release in the second half of 1996 at a of approximately $500, positioning it to compete against emerging rivals like the PlayStation and Nintendo 64. The strategy emphasized embedding M2 hardware into everyday appliances, such as set-top boxes for and early DVD systems, to expand beyond into home entertainment ecosystems and leverage the technology's capabilities for high-fidelity graphics and sound in applications. This approach aimed to capitalize on Matsushita's expertise while addressing 3DO's prior limitations in scaling consumer hardware production.

Cancellation and Aftermath

In July 1997—specifically announced on July 4 by Matsushita president Yoichi Morishita—Electric Industrial Co. (Panasonic's parent company) cancelled the home console , just months before its revised planned launch, after initial 1996 targets had been delayed. The decision was driven by fierce competition from established systems like the , , and Sony PlayStation, coupled with escalating development costs that made the venture unviable in the saturated market. Although had sold the technology to Matsushita for $100 million in 1995 amid its own financial struggles, the bankruptcy filing by in 2003 underscored the broader instability in the sector that contributed to the project's demise. Following the cancellation, Matsushita licensed the specifications to , enabling the release of systems based on the technology. developed the board in 1997, which powered five commercial titles: Battle Tryst, Evil Night, Heat of Eleven '98, Tobe! Polystars, and Total Vice, marking the only widespread deployment of the platform's capabilities. These implementations demonstrated the 's potential for high-fidelity 3D graphics and multimedia, though they were hampered by long load times and reliability issues. The technology found limited application in non-gaming sectors, primarily through Panasonic's industrial multimedia terminals. Models like the FZ-21 and FZ-35 were deployed in retail kiosks for applications such as car showroom displays, viewing systems, and point-of-sale interfaces, leveraging the system's ability to integrate , 3D graphics, and storage. These units, produced in small quantities, served public information and interactive display purposes but did not achieve broad adoption. The M2's legacy endures through its pioneering integration of DVD playback capabilities, which influenced subsequent DVD-based consoles like the by highlighting the format's potential for enhanced multimedia experiences. Surviving prototypes and development kits remain exceedingly rare, with only a handful documented in private collections, underscoring the project's abrupt end and the scarcity of its hardware today.

Technical Specifications

Processor and Memory

The Panasonic M2 featured dual /Motorola PowerPC 602 central processing units, each operating at 66 MHz. These processors included 4 KB instruction caches and 4 KB data caches per CPU, enabling efficient handling of computational tasks. The dual-CPU configuration supported , which facilitated for applications such as video decoding. The system employed a 33 MHz 64-bit multiplexed and bus architecture, providing a peak of 528 /s to support high-speed between the processors and other components. This bus design, combined with a 32 KB secondary , ensured low-latency access to frequently used across the multiprocessor setup. For , the consumer version of the was equipped with 8 of main RAM, while arcade variants expanded this to 16 to accommodate more demanding applications. The subsystem incorporated features to optimize during intensive workloads, including tasks like video decoding.

Graphics and Audio

The graphics subsystem of the Panasonic M2 centered on the Bulldog ASIC (BDA), a custom chip that served as the primary graphics core and handled tasks. This ASIC supported a rate of 1 million untextured triangles per second and a fill rate of 100 million pixels per second, enabling efficient processing for and applications. The Bulldog ASIC integrated with the system's PowerPC processors to optimize polygon throughput, achieving up to 700,000 textured polygons per second without or additional effects. It included for , alpha blending, and , allowing for enhanced visual effects such as transparent overlays and smoothed edges in rendered scenes. The audio capabilities of the M2 were managed through a 16-bit 32-channel () embedded within the Bulldog ASIC, clocked at 66 MHz for robust sound processing. In terms of video features, the M2 was designed with hardware for decoding to support interactive multimedia, with plans for decoding to enable DVD playback compatibility. Video output resolutions ranged from 320×240 to 640×480 at 24-bit , including up to for standard television display. These subsystems collectively positioned the M2 as a versatile platform for arcade-style gaming and emerging home entertainment formats.

Software and Applications

Arcade Games

Following the cancellation of the Panasonic M2 home console, Konami obtained a license to adapt the underlying hardware for use, resulting in the M2 board with 8 MB of , matching the consumer configuration. This adaptation supported five commercially released titles, all developed by between 1997 and 1998, which showcased the platform's capabilities in graphics, polygon rendering, and real-time effects despite notable load times from media. These games represented the only significant deployment of M2 technology, filling a niche in Konami's lineup during the late transition to 3D gaming. Tobe! Polystars, released in 1997, is a horizontal-scrolling featuring isometric 3D gameplay with -based characters and environments, where players control cute, anthropomorphic ships battling enemies in vibrant, inventive stages filled with power-ups and humorous elements. The title leverages the M2's rendering for smooth animation and colorful visuals, emphasizing fast-paced action in a whimsical sci-fi setting. Total Vice, also from 1997, functions as a top-down with controls, placing players as police officers combating urban criminals like gang members and terrorists in fast-paced, 3D-rendered cityscapes that highlight the hardware's ability to deliver dynamic, high-speed graphics and explosive effects. Available in standard and deluxe cabinets, it supports cooperative play and focuses on precise shooting mechanics amid escalating threats. Battle Tryst, launched in 1998, is a utilizing detailed and backgrounds to create immersive battles, where up to eight characters—including hidden fighters like the agile Kica—compete in a tournament-style format with three-button controls inspired by contemporaries like . The M2's processing enables fluid animations and for depth, blending character models with polygonal arenas for strategic, combo-heavy . Evil Night (known as in ), released in 1998, serves as a horror supporting up to three players, who navigate a zombie-infested to rescue captives using dynamic lighting effects to heighten tension in branching, multi-path stages filled with ghosts and undead foes. Drawing comparisons to , it employs the M2's audiovisual strengths for atmospheric gore and real-time illumination on weapons like pistols and shotguns. Heat of Eleven '98, also 1998, is a soccer simulation that demonstrates 3D player models and field rendering, allowing arcade players to select international teams for matches with authentic physics, crowd animations, and strategic in a World Cup-inspired format. The title optimizes the M2's capabilities for smooth athlete movements and ball trajectories, providing an engaging sports experience on the hardware.

Planned Home Titles

The planned home titles for the Panasonic M2 encompassed a range of unreleased games from major publishers, many of which were optimized for the console's 8 MB RAM and drive to leverage its multimedia potential. These titles were announced or demoed at trade shows like in 1996, but the system's cancellation in September 1997 led to most projects being shelved or ported to PC and other platforms. Electronic Arts provided significant support, with titles such as World Builders Inc., a sci-fi city-building simulation set in a futuristic world, placed on hold amid shifting priorities. Interplay also committed to the platform, planning adaptations like Descent M2, a 3D space combat sequel, and Realms of Valor, an RPG with enhanced graphics for the M2's hardware. Among the more prominent planned releases was Army Men, a real-time strategy game centered on warring plastic toy soldiers, developed by The 3DO Company and demoed at industry events to highlight the console's capabilities. Development challenges included adapting assets to the M2's 64-bit RISC processor and limited memory, which required streamlined loading from CDs; following cancellation, Army Men launched on PC in 1998 with modifications. Prototypes and demos further illustrated the M2's ambitions, including an interactive dolphin simulation that demonstrated real-time and user interaction for educational multimedia applications. Other tech showcases, such as racing prototypes like IMSA Racing and Grease & Grudge, tested the system's graphical fidelity but were ultimately redirected to competing hardware. These efforts underscored publisher enthusiasm but were hampered by market competition from Sony's .

Prototypes and Peripherals

Engineering Samples

The FZ-21 model was a commercially produced terminal based on the M2 , deployed primarily in kiosks for interactive demonstrations. This unit incorporated a 4X-speed drive capable of handling M2-CD and VideoCD 2.0 formats, alongside basic I/O ports including a PCMCIA Type III slot for expansions such as modems, Ethernet adapters, or additional storage. Designed following the licensing agreement with in 1995, the FZ-21 served as a near-final iteration intended to showcase the console's capabilities in commercial settings before full consumer release. Prototype variations of the M2 extended beyond the compact FZ-21, including tower-style units equipped with 16 MB of specifically for developer testing and system validation. These configurations, such as the FZ-35 , integrated enhanced to support more demanding applications and featured experimental DVD-ROM drives in unreleased iterations, aiming to future-proof the platform against emerging optical media standards. The cancellation of the M2 project in 1997 limited these prototypes to internal use, preventing broader distribution. While over 1,300 FZ-21 units were produced for commercial applications, consumer-style engineering samples and collectible units of the Panasonic M2 remain exceptionally rare, with fewer than 10 known units documented among collectors worldwide, owing to the project's abrupt termination and minimal production run. Their value reflects this scarcity; in July 2025, an FZ-21 unit was listed for but withdrawn after bids exceeded $20,000, amid online disputes involving accusations of concerns and directed at the seller. Technically, these samples ran an early optimized for multimedia demos, enabling playback of promotional content and basic interactivity but omitting support for the final controller interface, which was still under refinement at the time of cancellation. This version prioritized kiosk-style operations, such as touch-based inputs, over gaming peripherals, highlighting the hardware's dual focus on entertainment and professional applications.

Intended Accessories

The Panasonic M2 home console was designed to support modules via a PCMCIA slot, enabling add-ons such as memory cards for game saves and modems for , including phone-line-based multiplayer features. This capability was intended to extend the system's functionality beyond standalone gaming, allowing for future-proofing in a rapidly evolving landscape. add-ons were also planned, particularly for and enhanced output. The related FZ-35S model, sharing the M2 , included PS/2 ports for connecting PC keyboards and mice to enable modes, along with AV outputs supporting DVD-ROM playback via , , and stereo audio connections. These features positioned the M2 as a versatile platform for both and interactive applications, with optional ISA slots in expanded variants for additional modems or LAN cards. The core gaming peripherals drew from 3DO legacy designs for compatibility, including support for existing controllers while planning ergonomic upgrades with analog elements for improved precision in titles like racing simulations.

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