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Nintendo GameCube

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GameCube logo

The Nintendo GameCube (Japanese:ゲームキューブ) is a video game console by Nintendo belonging to the 128-bit era; the same generation as Sega's Dreamcast, Sony's PlayStation 2, and Microsoft's Xbox.

The GameCube was first introduced in volume #145 of Nintendo Power magazine. Super Smash Bros. Melee was the first cover game (volume #151).

Contents

Overview

Nintendo chose to forego their customary gray and/or black color schemes for Indigo as the chief color of the GameCube.
Nintendo chose to forego their customary gray and/or black color schemes for Indigo as the chief color of the GameCube.

The Nintendo GameCube (originally code-named "Dolphin" during development) was released on September 14, 2001 in Japan; November 18, 2001 in North America; and Spring 2002 across Europe. The Nintendo GameCube, or GCN, was widely anticipated by many who were shocked by Nintendo's decision to design the Nintendo 64 as a cartridge-based system. Physically shaped similar to a geometric cube, the Nintendo GameCube uses a unique storage medium, a proprietary format based on Matsushita's optical-disc technology; the discs are approximately three inches (7.5 centimeters) in diameter (considerably smaller than a standard CD or DVD), and the discs have a capacity of approximately 1.5 gigabytes. Despite these protections proof of concept videos have been released that show it is possible to use a regular DVD with a modded GameCube (a regular DVD wont fit in the GameCube casing) to pirate games. The outside casing of the Nintendo GameCube is most often Indigo, but the system is also available in other colors, such as Platinum (a silvery color) and Jet (a very dark gray or black color). In Japan, the system is also available in Spice (an orange color) or in limited edition colors like Crystal White (for Final Fantasy: Crystal Chronicles), Mint Green (for Tales of Symphonia), Copper (for Char Aznable from Gundam) and White with black pinstripes (for the Hanshin Tigers). The GameCube system used for testing software during development is a chocolate color.

The Nintendo GameCube software library contains such traditional Nintendo series as Super Mario, Star Fox, The Legend of Zelda, and Metroid, in addition to numerous third-party games. The Nintendo GameCube does not have any DVD-movie support, but a Nintendo GameCube hybrid product containing movie functionality has been released by Panasonic in Japan, named "DVD/GAME Player Q." Some popular titles for Nintendo GameCube include Super Smash Bros. Melee, Luigi's Mansion, Super Mario Sunshine, Metroid Prime, The Legend of Zelda: The Wind Waker, Final Fantasy: Crystal Chronicles, , Star Fox Adventures, and Pokémon Colosseum.

Nintendo plans to release the GameCube's successor, currently code-named Project Revolution, in late 2005.

Approach to third-party developers

One of the defining aspects of the Nintendo GameCube is the rejuvenated relationship between Nintendo and its licencees. Unlike previous generations in which Nintendo was seen by some as bullying its third-party game developers, Nintendo openly sought game-development aid on Nintendo GameCube. Sometimes, Nintendo would merely request that a third-party developer produce a game based on the third-party's own game franchises; other times, Nintendo would request that the third-party developer produce a game based on Nintendo's own game franchises. This effort from Nintendo resulted in many exclusive third-party games for the Nintendo GameCube. The following is a partial list of examples:

Hardware specifications

The following are hardware specifications provided by Nintendo of America. Some benchmarks provided by third-party testing facilities do indicate, however, that some of these specifications -- especially those relating to performance -- may be conservative.

Central processing unit

  • Name: "Gekko"
  • Producer: IBM
  • Core Base: Power PC 750CXe
  • Manufacturing Process: 0.18 micrometre IBM copper-wire technology
  • Clock Frequency: 485 MHz
  • CPU Capacity: 1125 Dmips (Dhrystone 2.1)
  • Internal Data Precision:
    • 32-bit Integer
    • 64-bit Floating-point
    • 128-bit SIMD
  • External Bus:
    • 1.3 gigabyte/second peak bandwidth
    • 32-bit address space
    • 64-bit data bus; 162 MHz clock
  • Internal Cache:
    • L1: instruction 32KB, data 32KB (8 way)
    • L2: 256KB (2 way)

System LSI

  • Name: "Flipper"
  • Producer: ArtX/Nintendo (ArtX were acquired by ATI Technologies in 2000 and is now a part of ATI)
  • Manufacturing Process: 0.18 micrometre NEC embedded DRAM process
  • Clock Frequency: 162 MHz
  • Embedded Frame Buffer:
    • Approximately 2 megabytes in capacity
    • Sustainable latency of 6.2 nanoseconds
    • RAM type is 1T-SRAM
  • Embedded Texture Cache:
    • Approximately 1 megabyte in capacity
    • Sustainable latency of 6.2 nanoseconds
    • RAM type is 1T-SRAM
  • Texture Read Bandwidth: 10.4 gigabytes/second (at peak)
  • Main Memory Bandwidth: 2.6 gigabytes/second (at peak)
  • Fill Rate: 648 megapixels/second
  • Pixel Depth:
    • 24-bit RGB / RGBA
    • 24-bit Z-buffer
  • Image Processing Functions:
    • Fog
    • Subpixel anti-aliasing
    • 8 hardware lights
    • Alpha blending
    • Virtual texture design
    • Multi-texturing, bump mapping
    • Environment mapping
    • MIP mapping
    • Bilinear filtering
    • Trilinear filtering
    • Anisotropic filtering
    • Real-time hardware texture decompression (S3TC)
    • Real-time decompression of display list
    • Hardware 3-line deflickering filter

Aural functionality

  • Producer: Macronix
  • Clock Frequency: 81 MHz
  • Instruction Memory:
    • 8 kilobytes of RAM
    • 8 kilobytes of ROM
  • Data Memory:
    • 8 kilobytes of RAM
    • 4 kilobytes of ROM
  • Simultaneous Channels: 64 channels
  • Encoding: ADPCM
  • Sampling Frequency: 48 kHz

Other system specifications

  • System Floating-point Arithmetic Capability: 10.5 GFLOPS (at peak) (MPU, Geometry Engine, HW Lighting Total)
  • Real-world Polygon Performance: 6 million to 12 million polygons/second (at peak) (assuming actual game conditions with complex models, fully textured, fully lit, etc.}*
  • Main RAM:
    • Approximately 24 megabytes in capacity
    • Sustainable latency of 10 nanoseconds
    • RAM type is 1T-SRAM
  • Auxiliary RAM:
    • Approximately 16 megabytes in capacity
    • 81 MHz in speed
    • RAM type is DRAM
  • Disc Drive:
    • Drive type is Constant Angular Velocity (CAV)
    • Average access time is 128 milliseconds
    • Data transfer speed is between 2 megabytes per second and 3.125 megabytes per second
  • Disc Media:
    • Based on DVD technology
    • Diameter is 3 inches in length
    • Producer is Matsushita
    • Approximately 1.5 gigabytes in capacity
  • Controller Ports: 4
  • Memory Card Slots: 2
  • Analog Audio/Video Outputs: 1
  • Digital Audio/Video Outputs: 1 *
  • High-speed Serial Ports: 2
  • High-speed Parallel Ports: 1
  • Power Supply: AC Adapter DC12 volts x 3.25 amperes
  • Physical Measurements of Entire System: 110 mm (H) x 150 mm (W) x 161 mm (D). [4.3"(H) x 5.9"(W) x 6.3"(D)]
* The Digital output was removed in a hardware revision in May 2004. Models without the port are DOL-101. More info from Nintendo.com

Accessories/peripherals

  • Controller (in Purple, Black, Orange, Silver or Purple and clear)
  • Wavebird (RF wireless controller)
  • Memory Card (59, 251 or 1019 blocks. A maximum of 127 files can be stored on a memory card)
  • GameCube Game Boy Advance Cable (for games that support connectivity between the GameCube and the Game Boy Advance)
  • Modem or Broadband adapter (for internet play)
  • Game Boy Player (to play Game Boy games on the television, using either a GameCube controller or a connected Game Boy Advance)
  • In the US, component video cable (for progressive scan (480p) support)
  • In Europe, an RF cable for connection to older televisions, and an RGB SCART cable for high-quality connections
  • Bongos for use with the music game Donkey Konga.

See also

External links


Last updated: 10-24-2004 05:10:45