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November 20, 2021 • 3 mins

Throughout 1992 and early 1993, the plans behind the 3DO continued to take shape. Founder Trip Hawkins was using his undisputed influence and reputation in the gaming industry to get partners excited about the console.

This included both hardware and and game developers. Since the hardware would be licensed, it meant any electronics manufacturer that were interested in being part of this new era of gaming could produce and sell their own version, and pay a royalty to the 3DO company for this.

It led to respected names like Panasonic, Goldstar (who became LG), Samsung, Toshiba, and Sanyo signing up to the project (although ultimately only Panasonic, Goldstar and Sanyo would manufacture units).

Meanwhile, game developers were excited about the partnership opportunities. The CD format meant more memory to explore new ideas on, while the 32-bit engine meant a huge upgrade in graphics and sound. Developers like Electronic Arts, fighting game legends SNK, iD (makers of Wolfenstein and Doom), and Capcom all signed up, with promises to bring true next level versions of their popular games to the system. 

Electronic Arts in particular put their full weight behind the project, in no small way thanks to their relationship with Trip Hawkins. Indeed, they even marketed the partnership with the slogan, "EA is 3DO, 3DO is EA"

With an eager gaming press showering this upcoming console with praise, gamers began to count down the days when the system would launch. But problems were starting to arise behind the scenes...

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Transcript

Episode Transcript

Available transcripts are automatically generated. Complete accuracy is not guaranteed.
Danny (00:04):
You're listening to Memories of 3DO, a retrospective look at
a video games console classic.
To make sure you get the latest episode,hop on over to 3dopodcast.com/listen and
choose your preferred app to follow on.
And now, this week's episode.
Through 1992 and early 1993, the plansbehind the 3DO continue to take shape.

(00:25):
Founder trip Hawkins was using hisundisputed influence and reputation
in the gaming industry to getpartners excited about the console.
This included both hardwareand game developers.
Since the hardware would be licensedit meant any electronics manufacturer
that were interested in being part ofthis new era of gaming could produce
and sell their own version and pay aroyalty to the 3DO company for this.

(00:46):
This led to respected names likePanasonic, Goldstar, who would become
LG, Samsung, Toshiba, and Sanyosaying up to the project, although
ultimately only Panasonic, Goldstar,and Sanyo would manufacture units.
Meanwhile, game developerswere also excited about the
partnership opportunities.
The CD format meant more memory to explorenew ideas on while the 32-bit engine meant

(01:08):
a huge upgrade in graphics and sound.
Developers like Electronic Arts,fighting game legends SNK, iD (makers
of Wolfenstein and Doom), and Capcomall signed up, with promises to
bring true next level versions oftheir popular games to the system.
Electronic Arts in particular puttheir full weight behind the project,
in no small way thanks to therelationship with founder Trip Hawkins.

(01:30):
Indeed, they even marketed the partnershipwith a slogan: EA is 3DO, 3DO is EA.
It might have been theother way around actually.
With an eager gaming impress showeringthis upcoming console with praise, gamers
began to count down the days when thesystem would launch, but problems were
starting to rise behind the scenes.
Because of the way thehardware was designed,

(01:51):
it was a completely new wayfor game developers to work.
While the 3DO was undoubtedly morepowerful than the current 16-bit
generation, getting to grips with theprocessors was proving a challenge..
This led to highly anticipatedlaunch games, like Road Rash, FIFA
Soccer, and Jurassic Park Interactivebeing pushed back, which meant the
upcoming release was going to be light
in the games department.

(02:12):
Additionally, and more problematicallyas it would turn out, even though the
hardware was licensed to be built and soldby different manufacturers, this meant
they had to make a profit on hardware.
This led to a price point of $700 inthe US for the first version of the
console from Panasonic, which was a hugejump in price for video gamers used to
systems at a couple hundred dollars.
Despite this, the 3DO company remainedbullish, and there were promises of

(02:36):
incredible things to come in the first12 months after the console launch.
This included hardware additions, likememory upgrades, a modem, and use as
a set top box for cable TV and over ahundred new games in year one alone.
On top of that gamers werestill genuinely excited about
the machine, despite the price,
after seeing previews of photorealistic games that looked
like you were playing a movie.

(02:56):
Gaming magazines also continuedto build up the machine and cited
the plug and play options of theproposed add-ons as a key reason for
choosing 3DO on top of the games.
The only thing that remained was launchinga machine and breaking the dominance
of SEGA and Nintendo into the bargain.
In the next episode, a stuttering startin the US, a surprise Japanese debut,

(03:17):
and recognition by TIME magazine.
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