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GamesFirst! Magazine

Nintendo GameCube System Fact Sheet
May 20, 2001

 

Size: Approximate Height 4.3" / Width 5.9" / Depth 6.3".

Media: Three-inch NINTENDO GAMECUBE™ Disc based on Matsushita’s Optical Disc Technology, with approx. 1.5GB Capacity.

Launch Date: September 14, 2001, in Japan; November 5, 2001, in North America; and Spring 2002 in Europe.

Titles: Seven exclusive NINTENDO GAMECUBE titles from Nintendo are expected by the 2001 holiday season in North America.

Peripheral Devices: Memory Card, containing 4 megabits of flash memory; SD-Memory Card Adapter; Wireless Wavebird™ Controller; 56Kbps, V. 90, Modem Adapter; Broadband Adapter; and Digital Video Cable.

Controller: To provide more comprehensive and intuitive play control, Nintendo has added several new features to the NINTENDO GAMECUBE controller, including a second analog control stick, left and right analog trigger buttons, and a built-in rumble motor. The NINTENDO GAMECUBE controller has two grips and the controls for the left and right hands have been separated into two "systems." The right-side buttons have been re-arranged to allow the user to set the A Button home position, making the role of each button more natural.

NINTENDO GAMECUBE hardware specifications:

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

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, Ansitropic Filtering, Real-time Hardware Texture Decompression (S3TC)
Real-time Decompression of Display List, HW 3-line Deflickering filter

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 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

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

Dimensions

4.3"(H) x 5.9"(W) x 6.3"(D)

*The peak figures listed are all for maximum instantaneous performance and cannot be achieved in an actual game. However, following the conventions of the game industry, they are listed for your reference.

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