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Game Cube vital stats:
Release: Nov. 18 2001
Price: $199.99
Builder: Nintendo
Country of Origin: Japan
Weight: 2 lbs. 16 oz.
Dimensions:
Width: 6"
Height: 4 1/4"
Depth: 6"
Other information:
Can it play DVD movies?: NO
Can ti play music CDs?: No
Progressive scan support?
Only in some games
Surround sound options?
None
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Next-Gen Console Wars | home
Game Cube
Nintendo, the morons of the video game business. I think they have intentionally tried to keep them sleves from being a great game company. On the N64 they used cartridge based format for the games, and now, when every one else (X Box & PS2) is using DVD's which hold 4.7GB, Nintendo had the great idea of using mini disks, which is 1.5GB. I think that they just like to be a pain in the side of every game developer, just because they are Nintendo. I really think that they should realize that just because your company's name is well known, you still have to work to put out something good, and something that will last. Just look at their last system the N64, it must have had the shortest life span of any console in the history of gaming. It was born, then it died, and in between, SOMEHOW WE GOT STUCK WITH POKEMON! This poor, poor franchise has been raped by Nintendo, so they could milk more money out of it everyday. It really makes me sad. The really sad thing is that the Game Cube has no extra's; like DVD support, OR movie capability, no hard drives, no modems, or anything. And this is what keeps the price So So low, ($199.99) But these things will eventually come out, and Nintendo is hoping that they can trick you into buying a GameCube now for really Cheap, but later when the additions come out for it they will be expensive, because they didn't come in the package at launch, so every single piece of hardware that comes out after is going to have it's own launches, ad-campaigns, packaging and so on. So it's actually going to end up being more expensive down the road, unless you want to sit with a system in your house that does nothing, while everyone else is play games on the net, with people from all around the world. Also watching the latest DVD's with their friends, while GameCube can't do a thing? Another problem that I see with GameCube is the fact that it is the only console that does not support the DVD format(4.7GB) . Nintendo has opted to go with the mini-disk, which holds only 1.5 GB. I just don't understand Nintendo, with the N64, they went with cartridges instead of a CD based format for their games, and that was below the times and standards. Now they once again use the smallest possible format they can get away with, and they chose mini-disks. Do they really think that this (the mini-disk) is going to be the next big thing, or that someday it is going to be widely used? I just don't get it, why? All they are doing is making things harder once again. For example, if a 3rd party wanted to port a game over to GameCube, from Playstation 2 that was more then 1.5 gig, (which alot of games are bigger then) They would have to bring it over on like 2-3 disks. Is that worth it?
The controller issue is always important, the super size A button, is great for some games where it gets used alot for commands and stuff, but what about fighting games, and combo intensive games where multiple button presses in succession are needed? The Z button is so out of the way it is almost useless, and the digital pad is very small. And unlike the PS2 or X Box, the Nintendo controller has no analog buttons, except the shoulder triggers, which accounts for very little of the actual controller.
The GameCubes online plan is murkey at best, while Nintendo says it's because online gaming is unpopular or whatever or, there isn't enough money to be made. They like to hand out excuses like candy. Really what it is, is the fact that they don't have the 1st idea on what the hell to do in the online market, so they try to make it sound as if no one else does either. It is another sad moment for Nintendo, once again, they are falling behind the times.
Nintendo decided to go for fast not powerful when designing the chipsets for GameCube. The GameCube has the smallest Main memory of all the Next Gen consoles. They are using relatively new technology which allows for fast data transfer, so they wouldn't have use a large transistor ( because more transistors make for a more expensive chip; ie, they are cutting edges again.) The Flipper ( name of the GameCubes Graphics Processor), handles all texture management automatically. And while it can render 8 texture layers in one render pass it doesn't come for free. Every texture stage eats into the the GameCubes fill rate, a measure of how quickly the graphics chip can draw into the frame buffer, which is a special area of memory that is used like a canvas for the graphics. While the number 8 may sound high, all that's happening is that your losing out on other effects, for more textures.
GameCubes Launch Line up is a joke, all they have is old games but with "new" "updated" graphics. Where is all the innovation? Where is a Mario title? This is the 1st system launch or Nintendo that doesn't include a Mario game in the line up. It seems as though they are getting lazy.
System Specs
Nintendo GameCube
MPU ("Micro Processing Unit")
Custom IBM Power PC "Gekko"
Manufacturing Process
0.18 micron 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
External Bus
1.3 GB/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
Custom ATI/Nintendo "Flipper"
Manufacturing Process
0.18 micron NEC Embedded DRAM Process
Clock Frequency
162 MHz
Embedded Frame Buffer
Approx. 2 MB
Sustainable Latency: 6.2ns (1T-SRAM)
Embedded Texture Cache
Approx. 1 MB
Sustainable Latency: 6.2 ns (1T-SRAM)
Texture Read Bandwidth
10.4 GB/second (Peak)
Main Memory Bandwidth
2.6 GB/second (Peak)
Pixel Depth
24-bit Color, 24-bit Z Buffer
Audio Processing
(Incorporated into the System LSI)
Sound Processor
Custom Macronix 16-bit DSP
Instruction Memory
8KB RAM + 8KB ROM
Data Memory
8KB RAM + 4KB ROM
Clock Frequency
81 MHz
Performance
64 simultaneous channels, ADPCM & PCM encoding
Sampling Frequency
48KHz
Performance
Floating-point Arithmetic Capability
10.5 GFLOPS (Peak)
(MPU, Geometry Engine, HW Lighting Total)
Real-world polygon
6 to 12 million polygons/second (Peak)
(Assuming actual game conditions with complex models, fully textured, fully lit, etc.)
System Memory "Splash"
40 MB
Main Memory
24 MB MoSys 1T-SRAM
Approximately 10ns Sustainable Latency
A-Memory
16 MB 81 MHz DRAM
Disc Drive
CAV (Constant Angular Velocity) System
Average Access Time
128ms
Data Transfer Speed
16Mbps to 25Mbps
Media
3 inch Nintendo GameCube Disc based on Matsushita's Optical Disc Technology
Capacity
Approx. 1.5GB
Input/Output
4 Controller Ports
2 Memory Card Slots
Analog AV Output
Digital AV Output
2 High-Speed Serial Ports
High-speed Parallel Port
Power Supply
AC Adapter DC12V x 3.5A
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