Professional Documents
Culture Documents
Manufacturer Panasonic, Sanyo, GoldStar
NA: October 4, 1993[1]
Release date
JP: March 20, 1994
KOR: December 3, 1994
Lifespan 1993–1996
JP¥79,800
KOR₩399.000
Media CD-ROM
12.5 MHz[6]
Storage 32 KB SRAM
Contents
1History
2Licensed systems
3Hardware
o 3.1Technical specifications
o 3.2Connectivity
3.2.1Audio and video
3.2.2Power
o 3.3Basic accessories
o 3.4Light gun
o 3.5Mouse
o 3.6Other
4Games
5Reception
6Legacy
o 6.1Emulation
7See also
8Notes
9References
10External links
History[edit]
The 3DO Interactive Multiplayer was originally conceived by The 3DO Company,
founded in 1991 by Electronic Arts founder Trip Hawkins. The company's objective was
to create a next-generation, CD-based video game/entertainment standard which would
be manufactured by various partners and licensees; 3DO would collect a royalty on
each console sold and on each game manufactured. To game publishers, the low US$3
royalty rate per game was a better deal than the higher royalties paid
to Nintendo and Sega when making games for their consoles. The 3DO hardware itself
was designed by Dave Needle and R. J. Mical (designers of the Commodore Amiga and
the Atari Lynx), starting from an outline on a restaurant napkin in 1989. [10] Trip Hawkins
was a long-time acquaintance of Needle and Mical and found that their design very
closely fit his philosophy for architecture and approach, so he decided that "Rather than
me start a brand new team and starting from scratch it just made a lot of sense to ... join
forces with them and shape what they were doing into what I wanted it to be." [10]
The 3DO Company lacked the resources to manufacture consoles, and instead licensed
the hardware to other companies for manufacturing. Trip Hawkins recounted that they
approached every electronics manufacturer, but that their chief targets
were Sony and Panasonic, the two largest consumer electronics companies in the
world.[10] However, Sony had already begun development on their own console,
the PlayStation, and ultimately decided to continue work on it rather than sign with 3DO.
[10]
According to former Sega CEO Tom Kalinske The 3DO Company was engaged in
very serious talks for Sega to become involved with the 3DO. However, it was passed
on by Sega due to concerns over cost.[11] Panasonic launched the 3DO with its FZ-1
model in 1993, though Goldstar and Sanyo would later manufacture the 3DO as well.
Companies who obtained the hardware license but never actually sold 3DO units
include Samsung,[12] Toshiba,[13] and AT&T, who went so far as to build prototype AT&T
3DO units and display them at the January 1994 Consumer Electronics Show.[14]
Licensing to independent manufacturers made the system extremely expensive. The
manufacturers had to make a profit on the hardware itself, whereas most major game
console manufacturers, such as Sega and Sony, sold their systems at a loss, with
expectations of making up for the loss with software sales. The 3DO was priced at
US$699,[15][16] far above competing game systems and aimed at high-end users and early
adopters. Hawkins has argued that 3DO was launched at $599, and not "higher myths
that are often reported."[17] In a later interview, Hawkins clarified that while the suggested
retail price was $699, not all retailers sold the system at that price. [10] Goldstar, Sanyo,
and Panasonic's later models were less expensive to manufacture than the FZ-1 and
were sold for considerably lower prices. For example, the Goldstar model launched at
$399.[3] In addition, after six months on the market, the price of the FZ-1 had dropped to
$499,[18][19] leading some to contend that the 3DO's cost was not as big a factor in its
market failure as is usually claimed.[10]
Hawkins claimed that the console was HDTV-capable, and that the company could use
its technology for a set-top box.[20] Computer Gaming World reported in January 1994
that 3DO "is poised for an avalanche of software support to appear in the next 12
months", unlike the Atari Jaguar and Pioneer LaserActive. The magazine predicted that
"If 3DO's licensees can get enough machines and software out in the market, this could
very well become the interactive gamer's entry level machine" and possibly "the ideal
plug and play solution for those of us who are tired of playing circuit board roulette with
our personal computers".[21] Electronic Arts promoted the console in two-page
advertisements, describing it as a "technological leap" and promising "twenty new
titles ... over the next twelve months".[22]
The launch of the platform in October 1993 received a great deal of attention in the
press as part of the "multimedia wave" in the computer world at the time. Return
Fire, Road Rash, FIFA International Soccer, and Jurassic Park Interactive had been
slated for launch releases but were pushed to mid-1994 due to the developers'
struggles with the then-cutting-edge hardware. [10] Moreover, the 3DO Company made
continued updates to the console hardware almost up to the system's release, which
resulted in a number of third-party titles missing the launch date, in some cases by less
than a month, because the developers weren't left enough time to fully test them on the
finalized hardware.[23] The only 3DO software available at launch was the third-party
game Crash 'n Burn.[10][24] Panasonic also failed to manufacture an ample supply of the
console in time for launch day, and as a result most retail stores only received one or
two units.[1] By mid-November, the 3DO had sold 30,000 units. [25]
The system was released in Japan in March 1994 with an initial lineup of six games.
The Japanese launch was moderately successful, with 70,000 units shipping to 10,000
stores.[13] However, sales soon dropped and by 1995 the system was known in Japan as
a host for pornographic releases.[26]
The 3DO's claim to the title of most advanced console on the market was lost with the
1995 (1994 in Japan) launches of the Sony PlayStation and Sega Saturn. The 3DO
Company responded by emphasizing their console's large existing software library,
lower price (both the Panasonic and Goldstar models were $299 by this time), and
promised successor: the M2.[27] To assure consumers that the 3DO would still be
supported, the M2 was initially announced as an add-on for the 3DO.[28] It was later
revealed that the M2 would be an entirely separate console, albeit one with
3DO backward compatibility. Eventually the M2 project was cancelled.
Unlike Panasonic, Goldstar initially produced only 3DO hardware, not software. This
made it difficult to manage competitive price drops, and when the price of the Goldstar
3DO dropped to $199 in December 1995, the company took a loss of more than $100
on each sale.[29] Goldstar tried switching to the usual industry model of selling hardware
at a loss and profiting on software, but though a handful of Goldstar games were
published for the 3DO, Goldstar's software development operation arrived too late to
allow them to turn a profit on the 3DO. This lack of a profitable business model,
combined with Panasonic acquiring exclusive rights to the M2 technology, were cited as
the two chief reasons for Goldstar dropping support for the 3DO in early 1996. [29] During
the second quarter of 1996 several of the 3DO's most loyal software supporters,
including the software division of The 3DO Company themselves, announced they were
no longer making games for the system, leaving Panasonic as the only company
supporting active software development for the 3DO.[30]
The 3DO system was eventually discontinued at the end of 1996, with a complete
shutdown of all internal hardware development and divestment of the M2 technology.
The 3DO Company restructured themselves around this same time, selling off their
hardware division to become a multi-platform company focused on software
development and online gaming.[31]
The initial high price is considered to be one of the many issues that led to the 3DO's
failure, along with lack of significant funding that larger companies such as Sony took
advantage of.[3] In an interview shortly after The 3DO Company dropped support for the
system, Trip Hawkins attributed its failure to the model of licensing all hardware
manufacturing and software to third parties. He reasoned that for a console to be a
success, it needed a single strong company to take the lead in marketing, hardware,
and software, and pointed out that it was essentially a lack of coordination between The
3DO Company, Panasonic, and the 3DO's software developers which had led to the
console launching with only one game ready.[32]
Licensed systems[edit]
Hardware[edit]
The original edition of the console, the FZ-1, was referred to in full as the 3DO REAL
Interactive Multiplayer. The console had advanced hardware features at the time:
an ARM60 32-bit RISC CPU, two custom video coprocessors, a custom 16-bit DSP and
a custom math co-processor. It also featured 2 megabytes (MB) of DRAM, 1 MB
of VRAM, and a double speed CD-ROM drive for main CD+Gs or Photo
CDs (and Video CDs with an add-on MPEG video module).[3] The 3DO included the
first light synthesizer in a game console, converting CD music to a mesmerizing color
pattern.
The 3DO is one of few CD-based units that feature neither regional lockout nor copy
protection, making it easy to use illegal copies or homebrew software.[37] Although there
is no regional lockout present in any 3DO machine, a few Japanese games cannot be
played on non-Japanese 3DO consoles due to a special kanji font which was not
present in the English language console firmware. Games that have compatibility issues
include Sword and Sorcery (which was released in English under the title Lucienne's
Quest), the adult video game Twinkle Knights and a demo version of Alone in the Dark.
Technical specifications[edit]
Processor
System board
Games[edit]
See also: List of 3DO Interactive Multiplayer games
Some of the best-received titles were ports of arcade or PC games that other systems
of the time were not capable of playing, such as Alone in the Dark, Myst and Star
Control II. Other popular titles included Total Eclipse, Jurassic Park
Interactive, Gex, Crash 'n Burn, Slayer, Killing Time, The Need for Speed, Road Rash,
and Immercenary. The 3DO version of arcade title Samurai Shodown was the only port
with faithful graphics for some time, and the 3DO Super Street Fighter II Turbo was the
first port with its CD-quality audio.
Since its release coincided with the arrival of the modern first-person shooter, the 3DO
also had some of the earliest members of the genre as exclusives, such as Escape
from Monster Manor, the previously mentioned Killing Time, and PO'ed, as well as ports
of Wolfenstein 3D and Doom.
However, the 3DO library also exhibited less successful traits of home consoles at the
time. The 3DO was one of the first CD-ROM consoles, and some early titles on the 3DO
frequently attempted to use interactive movie-style gameplay. Such titles rendered all or
nearly all of their graphics in full motion video, which necessitated that any interactive
influence from the player be limited to a greater extent than other games of the time.
Some games followed a single unfolding of events simply by correctly timed
prompts executed by the player. Night Trap, D, Mad Dog McCree, and The Daedalus
Encounter are among the more famous examples of full motion video driven games.
Reception[edit]
Reviewing the 3DO just prior to its launch, GamePro gave it a "thumbs sideways". They
commented that "The 3DO is the first CD-ROM system to make a real jump forward in
graphics, sound, and game design." However, they questioned whether it would soon
be rendered obsolete by the upcoming Jaguar CD and "Project Reality" (later released
as the Nintendo 64)[note 2] and felt there were not yet enough games to justify a purchase,
recommending that gamers wait several months to see if the system would get a
worthwhile library of games.[42] The 3DO was awarded Worst Console Launch of 1993
by Electronic Gaming Monthly.[43] In a special Game Machine Cross Review in May
1995, Famicom Tsūshin would score the 3DO Real console a 26 out of 40. [44] Next
Generation reviewed the 3DO in late 1995. They noted that due chiefly to its early
launch, it had a larger installed base and more high quality games than the newly
launched Sega Saturn and Sony PlayStation, making it a viable alternative to those
systems. However, they debated whether it could remain a serious contender in the
long run, in light of the successor M2's imminent release and the Saturn and
PlayStation's superior hardware. They deemed the 3DO hardware overhyped but still
very good for its time, especially praising the DMA engine. They gave it 2 out of 5 stars,
concluding that it "has settled out as a solid system with some good titles in its library
and more on the way. The question that must be answered though is this: Is having a
'good system' enough?"[1]
Citing a lack of decent exclusives and an "astronomical asking price", in 2009 video
game website IGN chose the 3DO as its 22nd greatest video game console of all time,
slightly higher than the Atari Jaguar but lower than its four other major competitors:
the SNES (4th best), the Sega Genesis (5th), the PlayStation (7th), and the Sega
Saturn (18th).[45] On Yahoo! Games the 3DO was placed among the top five worst
console launches due to its one-game launch lineup and high launch price. [24]
Gaming retrospectives have also accused the 3DO of having an abundance of poor
quality interactive movies.[46] Trip Hawkins' business model for selling the 3DO was
widely derided by industry figures.[47]
Legacy[edit]
The 3DO Company designed a next-generation console that was never released due to
various business and technological issues. The M2 project, which began as an
accelerator add-on for the 3DO,[48] was to use dual PowerPC 602 processors in addition
to newer 3D and video rendering technologies. Late during development, the company
abandoned the console hardware business and sold the M2 technology to Matsushita.
Emulation[edit]
See also[edit]
1990s portal
Notes[edit]
1. ^ Sales figures for Gex remain unclear. While the October
and November 1995 issues of GamePro and Electronic
Gaming Monthly both state that Gex exceeded 1 million in
sales in July 1995 (well before the game was released for any
platform other than the 3DO), an article in Next
Generation also cover-dated November 1995 says that the
3DO Interactive Multiplayer had sold only 750,000 units
worldwide.[9]
2. ^ Though the Jaguar CD and Nintendo 64 would not be
released until 1995 and 1996 respectively, at the time the
media thought they would both be released in mid-1994.
References[edit]
1. ^ Jump up to: "Which Game System is the Best!?". Next
a b c d e f g h
External links[edit]
Wikimedia Commons has
media related to 3DO.
3DO modding
3DO at Curlie
PARM60 – CPU datasheet
show
show
show
Panasonic
Categories:
3DO Interactive Multiplayer
1990s toys
CD-ROM-based consoles
Fifth-generation video game consoles
Home video game consoles
LG Electronics products
Panasonic products
Products introduced in 1993
Products and services discontinued in 1996
Sanyo products
Regionless game consoles
Navigation menu
Not logged in
Talk
Contributions
Create account
Log in
Article
Talk
Read
Edit
View history
Search
Search Go
Main page
Contents
Current events
Random article
About Wikipedia
Contact us
Donate
Contribute
Help
Learn to edit
Community portal
Recent changes
Upload file
Tools
What links here
Related changes
Special pages
Permanent link
Page information
Cite this page
Wikidata item
Print/export
Download as PDF
Printable version
In other projects
Wikimedia Commons
Wikibooks
Languages
العربية
Deutsch
Español
Français
Magyar
Polski
Română
Türkçe
中文
24 more
Edit links
This page was last edited on 1 June 2021, at 17:37 (UTC).
Text is available under the Creative Commons Attribution-ShareAlike License; additional terms may apply. By using
this site, you agree to the Terms of Use and Privacy Policy. Wikipedia® is a registered trademark of the Wikimedia
Foundation, Inc., a non-profit organization.
Privacy policy
About Wikipedia
Disclaimers
Contact Wikipedia
Mobile view
Developers
Statistics
Cookie statement