Developer | The 3DO Company |
---|---|
Manufacturer | Panasonic, Sanyo, GoldStar, Creative Technology |
Type | Home video game console |
Generation | Fifth |
Release date | |
Lifespan | 1993–1996 |
Introductory price |
|
Discontinued | 1996 KOR: c. 1998 |
Units sold |
|
Media | CD-ROM |
CPU | 32-bit custom ARM CPU (ARM60) @ 12.5 MHz [3] |
Memory | 2 MB RAM, 1 MB VRAM |
Storage | 32 KB SRAM |
Display | 320×240 @ 60 Hz, 384×288 @ 50 Hz; 16-bit palettized color (from 24-bit) or 24-bit true color. |
Graphics | Panasonic FZ-1 "Madam" graphics accelerator |
Sound | Panasonic FZ-1 "Clio" DSP: 16-bit stereo @ 44.1 kHz, 4-Channel Dolby Surround; |
Online services | Planned but canceled [4] |
Best-selling game | Gex , over 1 million [5] [6] [note 1] |
Successor | Panasonic M2 (canceled) |
3DO is a video gaming hardware format developed by The 3DO Company and conceived by entrepreneur and Electronic Arts founder Trip Hawkins. [8] [9] [10] The specifications were originally designed by Dave Needle and RJ Mical of New Technology Group, and were licensed by third parties; most hardware were packaged as home video game consoles under the name Interactive Multiplayer, and Panasonic produced the first models in 1993 with further renditions released afterwards by manufacturers GoldStar, Sanyo, Creative Labs, and Samsung Electronics.
Centered around a 32-bit ARM60 RISC-type processor and a custom graphics chip, the format was initially marketed as a multimedia one but this had changed into a solely video gaming within a year of launching. [10] Despite having a highly promoted launch (including being named Time magazine's "1993 Product of the Year"), the oversaturated console market and the system's mixed reviews prevented it from achieving success comparable to competing consoles from Sega and Sony, rendering its discontinuation by 1996. In 1997, The 3DO Company sold its "Opera" hardware to Samsung, [11] a year after offloading its M2 successor hardware to Panasonic.
The 3DO format was originally conceived by The 3DO Company, founded on September 12, 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 RJ Mical (designers of the Atari Lynx), starting from an outline on a restaurant napkin in 1989. [12] 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: "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." [12]
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. [12] 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. [12] 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. [13] Panasonic launched the 3DO with its FZ-1 model in 1993, though Goldstar (now LG) and Sanyo would later manufacture the 3DO as well. Companies who obtained the hardware license but never actually sold 3DO units include Samsung, [14] Toshiba, [15] 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. [16]
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, [17] [18] 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". [19] In a later interview, Hawkins clarified that while the suggested retail price was $699, not all retailers sold the system at that price. [12] 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. [4] In addition, after six months on the market, the price of the FZ-1 had dropped to $499. [20] [21]
Hawkins' belief was that the 3DO system could become a dominant standard in a similar way to that achieved by the VHS video cassette format, with several companies being able to promote the standard effectively against individual competitors with their own technologies, such as Sony and Betamax, in the context of VHS. It was also believed that companies would be able to more effectively compete by being able to leverage a common standard, as opposed to having to attract developers to individual formats, with Hawkins noting that this would be "tough for Atari and Sony". Indeed, Hawkins believed that the failure of NEC to establish its TurboGrafx system, and yet being "much bigger than Sony", illustrated the difficulties faced by new entrants to the console market and thought that Sony, in following the business model of Sega and Nintendo, "would have had a better chance if it had partnered with some of the others". Meanwhile, other products were not regarded as competitive threats: the Atari Jaguar was perceived as "primitive" and "slightly better than a 16-bit system", and the Philips CD-i was regarded as "really obsolete by today's standards". Both 3DO and Philips, seeking to pioneer the broader concept of interactive entertainment, aimed to sell in the order of one million units during 1994 and into 1995. [22]
Hawkins claimed that the console was HDTV-capable, and that the company could use its technology for a set-top box. [23] It was believed the platform would appeal to cable companies seeking to provide digital interactive services, with broadcasts being accompanied by digital information, eventually leading to the development of video-on-demand services on what was described as a "client-server interactive network", with an interactive networking trial having been announced in collaboration with US West in Omaha, Nebraska for the autumn of 1994. [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. [12] 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. [24] The only 3DO software available at launch was the third-party game Crash 'N Burn . [12] [25] 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. [26]
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. [15] However, sales soon dropped and by 1995 the system was known in Japan as a host for pornographic releases. [27]
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". [28] 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". [29]
The 3DO's claim to the title of most advanced console on the market was lost with the 1994 Japanese 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. [30] To assure consumers that the 3DO would still be supported, the M2 was initially announced as an add-on for the 3DO. [31] 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. [32] 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. [32] 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. [33]
The 3DO system was eventually discontinued towards the end of 1996, with a complete shutdown of all internal hardware development and divestment of the M2 technology to Panasonic. 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. [34] After The 3DO Company sold its "Opera" hardware to Samsung in 1997, [11] the 3DO platform had achieved more attention in South Korea, where LG had opened a '3DO Plaza' in Seoul on its 1994 launch and many games had been localized. [35] It competed there against Samsung's local version of the Sega Genesis and Hyundai's "Comboy" Super Nintendo.[ citation needed ]
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. [4] 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. [36]
Panasonic FZ-1 | Panasonic FZ-10 |
GoldStar GDO-101M | Sanyo IMP-21J TRY |
A number of different manufacturers produced the 3DO system. The Panasonic versions are the best known and most common.
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, a custom graphics processor with a math co-processor, and a custom 16-bit DSP with a 20-bit ALU. 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). [4] The 3DO included the first light synthesizer in a game console, converting CD music to a mesmerizing color pattern.
The optical disc format for 3DO software uses a proprietary file system named Opera. [43] 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. [44] Although there is no regional lockout for 3DO systems, 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 ), Twinkle Knights and a demo version of Alone in the Dark .
All 3DO consoles have integrated power supplies. Some models (Panasonic 3DO FZ-1, Sanyo TRY 3DO, and Goldstar 3DO) have hardwired power cords, others (Panasonic 3DO FZ-10) use an IEC 60320 C7 "figure 8" power cord. All North American model specifications are AC 120 V 60 Hz 30 W.
Most 3DO systems shipped with a standard controller, as well as A/V and power cables. The 3DO controllers were unusual in that the system base unit contained only one controller port and the controllers could be physically daisy chained together via a port on the top of each controller. Up to eight controllers could be linked together in this fashion. All controllers for each 3DO console are compatible with one another.
In addition, standard 3DO controllers released with the Panasonic FZ-1 also contained a headphone jack and volume control for silent play. The GoldStar (LG) model also included a controller with this feature.
Third party controllers were produced by a number of companies including Logitech. World International Trading Corporation also released an adapter that allows Super NES controllers to be used with the 3DO. [47]
The only light gun released for the 3DO was the Gamegun, a product of third-party developer American Laser Games. Despite this, no fewer than 10 games with light gun support were produced for the system. Most of these were arcade ports from American Laser Games (including Mad Dog McCree ), but Virgin Interactive and Digital Pictures also released 3DO light gun games.
The 3DO Gamegun uses the same design as the Gamegun released for the Sega CD: an orange "Old West" revolver. Select Gameguns house a controller port so that another Gamegun may be daisy-chained for two-player gameplay, which is supported in most of American Laser Games's 3DO titles.
Though no light gun was released for the 3DO in Japan, the Japanese localizations of Demolition Man and Corpse Killer retain light gun support, and could be played by Japanese gamers using imported Gameguns.
Panasonic and Logitech both released the 3DO mouse. The Panasonic FZ-JM1 and Logitech 3DO mouse are identical aside from their markings. Fewer than 20 games supported its use, some of which were optimized for the standard controller or light gun rather than the mouse. Of the 3DO games which were optimized for use with the mouse, the best known are Myst and Lemmings . The Panasonic mouse was also bundled with Konami's Policenauts Limited Edition in Japan which came with a Policenauts mouse pad. [48]
Home Arcade Systems released a steering wheel for the 3DO which is supported by several racing titles, including The Need for Speed .
The Panasonic FZ-EM256 is a 256 KB Expandable Memory Unit that plugs into the 3DO expansion port on the back of the console. It was released in 1994 and sold in Japan only. [12]
The Panasonic 3DO Karaoke Mixer allows 3DO owners to play a standard music CD, turn the vocals down, plug in one or two microphones and sing over the music. This unit was released in limited markets. [49]
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.
Reviewing the 3DO, 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. [50] The 3DO was awarded Worst Console Launch of 1993 by Electronic Gaming Monthly . [51] In a special Game Machine Cross Review in May 1995, Famicom Tsūshin would score the 3DO Real console a 26 out of 40. [52] 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 Saturn and 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 Jaguar but lower than its four other major competitors: Super NES (4th best), Genesis (5th), PlayStation (7th), and Sega Saturn (18th). [53] 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. [25]
Gaming retrospectives have also accused the 3DO of having an abundance of poor quality interactive movies. [54] Trip Hawkins' business model for selling the 3DO was widely derided by industry figures. [55]
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, [56] 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.
The Jaguar is a home video game console developed by Atari Corporation and released in North America in November 1993. It is in the fifth generation of video game consoles, and it competed with fourth generation consoles released the same year, including the 16-bit Genesis, the 16-bit Super NES, and the 32-bit 3DO Interactive Multiplayer. Jaguar has a Motorola 68000 CPU and two custom 32-bit coprocessors named Tom and Jerry. Atari marketed it as the world's first 64-bit game system, emphasizing its blitter's 64-bit bus; however, none of its three processors have a 64-bit instruction set, as do later 64-bit consoles such as PlayStation 2 or Nintendo 64. The Jaguar launched with Cybermorph as the pack-in game, which received mixed reviews. The system's library ultimately comprises only 50 licensed games.
The PlayStation is a home video game console developed and marketed by Sony Computer Entertainment. It was released in Japan on 3 December 1994, followed by North America on 9 September 1995, Europe on 29 September 1995, and other regions following thereafter. As a fifth-generation console, the PlayStation primarily competed with the Nintendo 64 and the Sega Saturn.
The Compact Disc-Interactive is a digital optical disc data storage format as well as a hardware platform, co-developed and marketed by Dutch company Philips and Japanese company Sony. It was created as an extension of CDDA and CD-ROM and specified in the Green Book specifications, co-developed by Philips and Sony, to combine audio, text and graphics. The two companies initially expected to impact the education/training, point of sale, and home entertainment industries, but the CD-i is largely remembered today for its video games.
The PC-FX is a 32-bit home video game console co-developed by NEC and Hudson Soft. Released in December 1994, it is based on the NEC V810 CPU and CD-ROM, and was intended as the successor to the PC Engine. Unlike its predecessor, the PC-FX was only released in Japan.
The 32X is an add-on for the Sega Genesis video game console. Codenamed "Project Mars", it was designed to expand the power of the Genesis and serve as a transitional console into the 32-bit era until the release of the Sega Saturn. The 32X uses its own ROM cartridges and has its own library of games. It was distributed under the name Super 32X in Japan and South Korea, Genesis 32X in North America, Mega 32X in Brazil, and Mega Drive 32X in all other regions.
The 3DO Company was an American video game company based in Redwood City, California. It was founded in 1991 by Electronic Arts founder Trip Hawkins in a partnership with seven other companies to develop the 3DO standard of video gaming hardware. When 3DO failed in the marketplace, the company exited the hardware business and became a third-party video game developer and published well-known games series like Army Men, Battletanx, High Heat Major League Baseball and Might and Magic. It went bankrupt in 2003 due to poor sales of its games.
The fifth generation era refers to computer and video games, video game consoles, and handheld gaming consoles dating from approximately October 4, 1993, to March 23, 2006. The best-selling home console was the Sony PlayStation, followed by the Nintendo 64, Sega Saturn, and Atari Jaguar. The PlayStation also had a redesigned version, the PSone, which was launched on July 7, 2000.
William Murray "Trip" Hawkins III is an American entrepreneur and founder of Electronic Arts, The 3DO Company, and Digital Chocolate.
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. The M2 technology was then incorporated into commercial-oriented devices including a Konami arcade board and in interactive kiosks.
1993 saw many sequels and prequels in video games, such as Dragon Ball Z: Super Butōden, Mortal Kombat II, Secret of Mana, and Super Street Fighter II, alongside new titles such as Star Fox, FIFA International Soccer, Doom, Gunstar Heroes, Myst, Samurai Shodown, Ridge Racer, NBA Jam, Disney's Aladdin, and Virtua Fighter.
The Sega Genesis, known as the Mega Drive outside North America, is a 16-bit fourth generation home video game console developed and sold by Sega. It was Sega's third console and the successor to the Master System. Sega released it in 1988 in Japan as the Mega Drive, and in 1989 in North America as the Genesis. In 1990, it was distributed as the Mega Drive by Virgin Mastertronic in Europe, Ozisoft in Australasia, and Tectoy in Brazil. In South Korea, it was distributed by Samsung Electronics as the Super Gam*Boy and later the Super Aladdin Boy.
Crash 'N Burn is a futuristic racing/shooter video game developed by Crystal Dynamics and released for the 3DO in 1993. The game was the launch title for the system and was included as a pack-in game with Panasonic's original 3DO console.
Slam City with Scottie Pippen is the first FMV basketball video game. It was developed by Digital Pictures for the PC and CD-ROM-based video game consoles such as the Sega CD. Scottie Pippen stars in the game, and performs the theme song. Ron Stein, who had previously directed the video footage for Prize Fighter, directed the video footage for the game. A 3DO Interactive Multiplayer version was announced but never released.
The Need for Speed is a 1994 racing game developed by EA Canada, originally known as Pioneer Productions, and published by Electronic Arts for 3DO. It was later ported to other platforms with additional tracks and cars, including to MS-DOS, PlayStation, Sega Saturn, and Microsoft Windows in 1996, on which it was subtitled SE.
The 3DO Blaster is an add-on produced by Creative Labs from 1994 designed to allow compatible Windows-based PCs to play 3DO format games. It is a full-sized ISA compatibility card with the 3DO logic board included, with the input (controllers) and output redirected to the PC. Its name was derived from the company's other Blaster products for PC such as the Sound Blaster. The 3DO Blaster provided a simple plug and play alternative using the established 3DO standard, instead of building a custom graphics unit that may run into incompatibilities. Having partnered with The 3DO Company, Creative attempted to make the 3DO Blaster "the standard for PC games".
Gex is a 1995 platform game developed by Crystal Dynamics. It was originally released for the 3DO; ports of the game for the PlayStation and Sega Saturn were later developed by Beam Software, and a Windows version was released by Microsoft. It was a pack-in game for Panasonic models of the 3DO later in the console's life. It is the first in the Gex series of video games, and introduces players to the title character, a wisecracking, television-obsessed gecko voiced by comedian Dana Gould, who must venture through the "Media Dimension" and defeat Rez, the overlord of the dimension who wants to make Gex into his new network mascot.
Total Eclipse is a space flight simulation video game developed and published by Crystal Dynamics for 3DO. It was later ported to the PlayStation under the title Total Eclipse Turbo. The game was copyrighted in 1993 and released 1994. Total Eclipse Turbo was a launch title for the PlayStation in the U.S., with the game's released date predating the North American console launch by 11 days. A sequel, Solar Eclipse, was released for Sega Saturn and PlayStation.
IMSA World Championship Racing is an unreleased sports prototype racing video game that was in development and planned to be published by Studio 3DO on a scheduled fall 1997 release date exclusively for the Panasonic M2. Had it been released before the launch of the console was cancelled, it would have become the first officially licensed title by the International Motor Sports Association (IMSA) and one of the first titles to be launched before the system it was designed for.
Road Rash is a 1994 racing and vehicular combat video game originally published by Electronic Arts (EA) for the 3DO Interactive Multiplayer. A version for the Sega CD was developed simultaneously and released in 1995 to act as a "bridge" between the 3DO version and the Sega Genesis title Road Rash 3, and the game was subsequently ported to the PlayStation, Sega Saturn, and Microsoft Windows in 1996. The game is the third installment in the Road Rash series, and is centered around a series of motorcycle races throughout California that the player must win to advance to higher-difficulty races, while engaging in unarmed and armed combat to hinder the other racers.
The latest contender for the next generation of games formats, the Japanese giant Panasonic, is to launch its CD-based Real FZ-1 3DO Interactive Multiplayer today (Thursday).
Global sales stand at around 750,000, with 300,000 sold in the US.