
| Launch Dates (MSRP): |
Japan - Sept. 14, 2001 (25,000 yen)
North America - Nov. 18, 2001 ($149.99 - Now
$99.99)
Europe - May 3, 2002 (199 euros) |
| Media: |
Three-inch proprietary Nintendo GameCube Disc
based on Matsushita's Optical Disc Technology, with
approximately 1.5 GB capacity |
| Peripheral Devices: |
Memory Card 59, Nintendo GameCube Game Boy®
Advance cable; WaveBird® Wireless Controller; Memory Card 251;
Adapter; 56Kbps, V.90, Modem Adapter; Broadband Adapter;
Component AV Cable, and Digital Video Cable; Game Boy® Player. |
| Controller: |
To provide more comprehensive and intuitive
play control, Nintendo added 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 rearranged to
allow the user to set the 'A' Button home position, making the
role of each button more natural. |
| Connectivity: |
The unit also can connect to a Nintendo
GameCube console via the Nintendo GameCube Game Boy Advance
cable. Games compatible with this cable can offer a variety of
ground-breaking features: from exchanging data or unlocking new
game levels to allowing the Game Boy Advance to be used as a
supplemental game screen or input device. |
Nintendo GameCube technical details:
| 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: 6.2ns (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, Anisotropic 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 |
"Splash" 24 MB MoSys 1T-SRAMApprox. 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. |