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Nintendo GameCube

The Nintendo GameCube (Japanese: ゲームキューブ; originally code-named "Dolphin" during development; abbreviated as GCN) is Nintendo's fourth home video game console, belonging to the Sixth generation era; the same generation as Sega's Dreamcast, Sony's PlayStation 2, and Microsoft's Xbox. The GameCube itself is the most compact and inexpensive of the sixth generation era consoles. The GameCube was released on:

  • September 14, 2001 (Japan)
  • November 18, 2001 (North America)
  • May 3, 2002 (Europe)
  • May 17, 2002 (Australia)

The GameCube was first introduced in volume #145 of Nintendo Power magazine. Luigi's Mansion was the first cover game (volume #150).

Launch titles

The GameCube launched in North America with the following twelve games:

Overview

A Platinum Nintendo GameCube with two controllers, a memory card, and five games (Super Mario Sunshine, The Legend of Zelda: The Wind Waker, Soul Calibur II, Metroid Prime 2: Echoes, Paper Mario: The Thousand-Year Door).

Unveiled during Spaceworld 2000, the Nintendo GameCube 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 outside casing of the Nintendo GameCube comes in a variety of colors, such as indigo, platinum, and black (also a limited edition Resident Evil 4 platinum and black game console). In Japan, the system is also available in orange, or in limited edition colors like Crystal White, Mint Green, Copper, and White with black pinstripes.

The Nintendo GameCube uses a unique storage medium, the GameCube Optical Disc, a proprietary format based on Matsushita's optical-disc technology; the discs are approximately 8 centimeters (3 1/8 inches) in diameter (considerably smaller than the 12cm CDs or DVDs used in competitors' consoles), and the discs have a capacity of approximately 1.5 gigabytes. Contrary to popular belief, GameCube discs are not physically read any differently from a standard DVD disc, but are encrypted and contain a 'barcode' unreadable by most DVD-ROM drives. This move was mainly intended to prevent piracy of GCN titles, but like most anti-piracy technology, it was eventually cracked. By exploiting a flaw in Phantasy Star Online Episode I & II, users were able to connect their GameCubes to their PC's and run homebrew programming on the console. [1]. Later, a special debug mode in the GameCube drive was discovered which allowed the console to read and play from standard mini dvdrs.

The Nintendo GameCube does not have any DVD-movie support. Common reasons cited by Nintendo for using this format are to lower piracy, provide faster loading times, and to make the system cheaper (to avoid DVD-licensing fees) and more compact. The lack of DVD movie support was also a double-edged sword; it did not appeal to the mass audience that turned to the PlayStation 2 and Xbox due to their built-in DVD support. Despite the protection of a non-standard disc format (essentially a miniature DVD-ROM with non-standard sectors and filesystem formatting), a number of modchips such as the Qoob and ViperGC have been released that, when used in conjunction with a modified bios, allow the use of a standard or 8 cm DVD-ROM to load backed-up, homebrew, boot-leg or pirate software. There was also a DVD-capable variant released by Panasonic in Japan, under license from Nintendo. Called the Q, it was a modified GameCube that could also hold standard-sized DVD discs and play back both formats. However, it was never released outside Japan and production ceased in December 2003. The Q's different footprint also left it incompatible with the Game Boy Player.

The GameCube system also has the unique capability to connect to Nintendo's portable system Game Boy Advance and SP. The system does not link to the Micro due to the fact that its slot is too small. Such a connection between the two systems allows the transfer of game data. Examples of this functionality include the use of the Game Boy Advance as a controller for the game played. Subsequent information related to game play may be displayed on the Game Boy Advance's color screen for added convenience or to avoid the cluttering of the display on the television screen. This functionality has also been used to unlock "secrets" such as new levels or characters when two games, a Game Boy Advance game and its GameCube equivalent, are connected together. Up to four Game Boy Advance systems can be connected to the GameCube through the GameCube's four controller ports for multiplayer play. A special Nintendo GameCube to Game Boy Advance connection cable is required for each Game Boy Advance system that is to be connected to the GameCube. A fair variety of GameCube games implement this innovative functionality, while Nintendo encourages its continued use.

The GameCube was designed for ease of portability, with its small size complemented by a carrying handle. However, this feature over other consoles was minimal since its inexpensive production and selling price were its main advantages. Interestingly, with the addition of the Game Boy Player accessory, the GameCube becomes a nearly perfect geometric cube. Despite being more compact than the PlayStation 2 (being that it was released over a year after and kept the power supply separate from the console), the GameCube has superior graphics processing power and better ProLogic sound, but no optical output.

The controller has the traditional directional pad, two thumbsticks, and eight buttons: A, B, X, Y, Z, L, R, and start/pause. Keeping up with the Nintendo 64, it features no select button, but the C buttons have been replaced by an analog C stick, instead. The thumbsticks do not have added "clickable" button functionality—unlike other such consoles of the era—but both L and R shoulder buttons are analog, being able to detect pressure applied to them before "clicking," essentially doubling their functionality.

The GameCube also had a network adapter released during the holiday season of 2002, but Nintendo did not promote or support online gaming anywhere as heavily as Sony or Microsoft. The only high profile title that required the adapter was Sega's Phantasy Star Online Episode I & II. Instead, Nintendo focused more on Game Boy connectivity. Two separate adaptors were made, one for dial-up phone lines and one for broadband connections.

A unique feature of the Gamecube are a few Easter Eggs included in its startup sequence. Tap the "A" Button repeatedly to spin the Gamecube logo. Also, holding the "Z" Button while the system boots will replace the normal xylophone musical sequence with squeaks, followed at the end by a child laughing.

Software library

The GameCube currently has over 550 games available in its library. In addition, over 25 titles are currently in development.

The GameCube features games with the following ratings:

  • Early Childhood: 1
  • Everyone: 287
  • Everyone (E10+): 18
  • Teen: 204
  • Mature: 45
  • Adults Only: 0

Source: ESRB

Key first-party titles

The Nintendo GameCube software library contains such traditional Nintendo series as Super Mario, The Legend of Zelda, and Metroid. Some of the more popular first-party titles include:

One of the defining aspects of the Nintendo GameCube is the rejuvenated relationship between Nintendo and its licensees. Unlike previous generations in which Nintendo was seen by some as bullying its third-party game developers, Nintendo openly sought game-development aid on the 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. Nintendo often took an active role in cooperating with a developer. This policy from Nintendo resulted in many exclusive third-party games for the Nintendo GameCube, and the arrival of multiformat titles on the platform. Because of these efforts, GameCube owners tend to support first-party games more heavily than third party games, whereas the reverse is true for PlayStation 2 and Xbox owners.

Market share

Despite Nintendo's efforts, the GameCube was unsuccessful in recapturing the preceding Nintendo 64's market share, and the sixth generation was taken over by the PlayStation 2. Nintendo's family-friendly franchises such as Pokémon gave the GameCube the reputation of being a "kiddie" console that failed to appeal to the teenage and adult market[2]. Many third-party games popular with teenagers or adults such as first-person shooters and the controversial Grand Theft Auto series skipped a GameCube port in favour of the PlayStation 2 and Xbox.

Also, due to Nintendo's lack of support for the online capabilities of the GameCube, as opposed to Microsoft and later Sony who actively promoted online gaming by releasing first-party online titles and soliciting developers, many multiplatform games with online functionality were released offline-only on the GameCube. Although online support was added in late 2002 and both Sony and Nintendo followed a similar decentralized online model (in contrast to the centralized Xbox Live), lower sales of the GameCube versions of games during its launch year precluded developers from including online support. The 1.5 gigabyte proprietary disc format may have also been a limiting factor since Nintendo's rivals used the 4.7 gigabyte DVD. However, the Nintendo disc still had sufficient room for most games, although it had less extras than other versions (for example, the Spider-Man Xbox release featured extra levels not in the Gamecube port).

The strong preference of GameCube owners for first-party titles has also put the system at odds with major third party developers. Cross-platform games—such as sports franchises released by Electronic Arts—sold far below their PlayStation 2 and Xbox counterparts, prompting developers to scale back or completely cease support for the GameCube. After several years of losing money from developing for Nintendo's system, Eidos Interactive announced that it would end support for the GameCube, cancelling several titles that had been in development including Hitman 2 [3]. Since then, however, Eidos has resumed development [4] of GameCube titles. Also 2K Sports, who have not supported the Gamecube, will release Major League Baseball 2K6 in spring 2006 [5]. During the second half of 2003, due to sagging sales, Nintendo had to cut GameCube production in order to sell off surpluses and issue a profit warning [6]. Since then, sales have rebounded due to a price drop to $99 USD and the release of the The Legend of Zelda: Collector's Edition bundle, which spurred sales. GameCube sales have continued to be steady, particularly in Japan, but the Gamecube is still in third place in worldwide sales [7].

The GameCube has not performed to expectations due to being unable to match the sales and market share of its Nintendo 64 predecessor. However, this has been offset by the growing size of the video game console market which has allowed Nintendo to carve out a loyal following even though its market share decreased. The GameCube had a strong hold on the children's market and its low price compared to the PS2 and Xbox kept it competitive. Nintendo also reassured nervous investors by stating that they would "only exit the software business at the same time they would exit the hardware business"; in other words, that they would not discontinue their console business to focus on developing games like Sega had done after the failure of the Dreamcast. Unlike Sega, Nintendo has strong cash reserves so it could afford to match price wars whenever Sony or Microsoft lowered the price of their console. Also before the price wars, it was estimated that Nintendo lost the least amount of money or even made a small profit on each sale of a GameCube, compared to its rivals who sold their consoles at a loss[8].

Major second and third-party titles

  • EA Sports games (Electronic Arts)
  • Eternal Darkness: Sanity's Requiem (Silicon Knights)
  • F-Zero GX (from Sega, based on Nintendo's own game properties)
  • Final Fantasy: Crystal Chronicles (Square Enix)
  • Metal Gear Solid: The Twin Snakes, a collaborative enhanced remake between Konami and then-second-party to Nintendo, Silicon Knights
  • Resident Evil series (Capcom)
    • Resident Evil Zero
    • Resident Evil (enhanced remake)
    • Resident Evil 4
  • Soul Calibur 2 (Namco)
  • Sonic the Hedgehog series (Sega and Sonic Team)
    • Sonic Adventure 2 Battle (Sega and Sonic Team)
    • Sonic Mega Collection (Sega) and (Sonic Team)
  • Star Wars: Rogue Squadron series (Factor 5)
  • Star Fox series (from Namco, based on Nintendo's own game properties)
  • Super Monkey Ball series (Sega)
  • Tales of Symphonia (Namco)
  • Viewtiful Joe series (Capcom)
  • Wario World (from Treasure Co. Ltd, based on Nintendo's own game properties)

Screenshots


Gamecube Logo Easter Eggs

  • Tap the A button repeatedly to make the logo spin. Holding the A button will spin the logo completely, and enter the console main menu regardless of whether there is a disk inserted.
  • Hold the Z button before and while the logo starts to hear squeaking and children laughing.
  • Hold the Z buttons on four controllers (one in each port) for another set of sounds.

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: PowerPC 750CXe, 43-mm² die (modified PowerPC 750 RISC with 50 new instructions)
  • 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, usable as 2x32-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)

Graphics processing unit

  • Name: "Flipper"
  • Producer: ArtX/Nintendo (ArtX was 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
    • 4 pixel pipelines (4 x 162 MHz = 648 MPixels)
    • hardware nurbs
    • 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 flicker filter

Audio specifications

  • Processor: Custom Macronix DSP
  • DSP 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
  • Digital Signal : 16 Bit
  • Sampling Frequency: 48 kHz
  • "Dolby Pro Logic II" in analog audio out
  • AC3 signal through "digital out" with D-Terminal cable

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.)* Although it is known that some games have gone well beyond 12 million polygons such as Rogue Squadron II and Resident Evil 4
  • Main RAM:
    • Approximately 24 megabytes in capacity
    • Sustainable latency of 10 nanoseconds
    • RAM type is 1T-SRAM

(Even though DDR-SDRAM is significantly faster, since the PowerPC 750CXe can not address DDR-SDRAM, it is not used.)

  • 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 (Also known as Panasonic)
    • Approximately 1.5 gigabytes in capacity
  • Controller Ports: 4
  • Memory Card Slots: 2
  • Analog Audio/Video Outputs: 1
  • Digital 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)]

Media

A GameCube Super Smash Bros. Melee disc

The GameCube Optical Disc is the media format used by the Nintendo GameCube. The disc is a proprietary version of the eight cm DVD (MiniDVD) format. The capacity of the disc is 1.5 GB. Games with large amounts of voice acting or pre-rendered video often need to be put on two discs.

Controller

The standard GameCube Controller totals eight buttons, two analog sticks and a D-pad. The primary analog stick is on the left, with the D-pad below it. On the right are four buttons; a large green "A" button in the centre, a smaller red "B" button to the left, an "X" button to the right and a "Y" button to the top. Below those, there is a yellow "C" stick, which has a similar function to the right stick on a PlayStation. The start/pause button is in the middle of the controller. On the top of the controller there are two analog shoulder buttons marked "L" and "R" which are moulded to fit index fingers. Slightly above the "R" button is the "Z" button. In a late design change, the "Z" button was oddly positioned above the "R" trigger. Originally, Nintendo was not going to include it, but game developers asked for it to be put in. Some unofficial controllers also have "turbo" or "macro" buttons, but these only modify the actions performed by other buttons.

The controller is a standard wing grip design, and was designed to fit well in human hands. The L and R analog shoulder buttons, the main innovation, have when fully depressed an additional 'click' if the buttons are depressed further. This serves as two additional buttons on the controller without the need to actually add physical buttons. Various games use this structure to varying levels of success.

Like most analogue controllers, the GameCube pad self-calibrates when the console is switched on, setting the current analog stick and L and R buttons' positions as "neutral", which may cause problems if these controls are not actually in their neutral position at the time of calibration. Holding down X, Y and start/pause for three seconds will recalibrate the controller at any time. Unplugging and reconnecting the controller, and in the case of the wireless Wavebird controller, turning the controller off and back on, will also force a recalibration.

Accessories/peripherals

The Game Boy Player Wavebird Wireless Controller
  • Controller (Standard colours include Indigo, Black, Spice (Orange), Platinum and Indigo-clear. There are also many limited edition controllers available such as a split Platinum and Red, with the Mario "M" logo replacing the regular GameCube logo seen on standard controllers. There are also specially shaped controllers, such as a blood-spattered chainsaw released to coincide with Resident Evil 4.)
  • Wavebird (RF wireless controller)
  • Memory Card (59, 251 or 1019 blocks. A maximum of 127 files can be stored on a memory card)
  • Nintendo GameCube Game Boy Advance cable (for games that support connectivity between the GameCube and the Game Boy Advance)
  • Modem or Broadband adapter (for internet or LAN play)
  • Game Boy Player (to play Game Boy games on the television, using either a GameCube controller or a connected Game Boy Advance)
  • Component video cable (for progressive scan (480p) support) which requires a GameCube with Digital Video Output. Less than one percent of GameCube owners used 480p, therefore the digital output was eventually removed from the design to reduce the system's manufacturing costs. See System Specifications above and Official Information.)
  • VGA Adapter. Allows GameCube play on a standard computer monitor. Several are available from Lik-Sang, however, a game supporting 480p combined with the Component Video cable above, and the VD-Z3 (which has a monitor pass-through) or this can give Progressive Scan display quality on a computer monitor.
  • In PAL regions, an RF cable for connection to older televisions, and an RGB SCART cable for high-quality connections
  • DK Bongos for use with the music games Donkey Konga, Donkey Konga 2 and Donkey Konga 3, and the Donkey Kong platform title Donkey Kong Jungle Beat.
  • Microphone, which plugs into memory card slot, for use with Mario Party 6, Mario Party 7, and Karaoke Revolution Party. Odama also includes a microphone clip to clip on to the controller. Commands are issued when you hold the X button on the controller.
  • SD Card Adapter, for games exhibiting the SD Card logo like Animal Forest e+. This official Nintendo accessory is currently sold in Japan only.
  • A dance pad, included with Dance Dance Revolution: Mario Mix
  • An ASCII keyboard controller, resembling a standard GameCube controller pad stretched to accommodate an alphanumeric keyboard in the center. The keyboard requires the use of two controller ports, and contains both Roman and Japanese hiragana characters. It is considered particularly useful for Phantasy Star Online Episode I & II and is difficult, though not impossible, to acquire outside of Japan.


Marketing

North America

Nintendo has used several advertising strategies and techniques for the GameCube. The earliest commercials displayed a rotating cube video, which would quickly morph into the GameCube logo. A voice whispered "GameCube". This was usually after the normal commercial for a GameCube game. Later on, Nintendo incorporated a video clip before the normal clip for the GameCube game would begin, similar to the brief PlayStation 2 logo before a commercial featuring the game. It basically rotated around what appeared to be the top of a GameCube console, with the lettering being slightly 3D. The lettering would begin as a wave, only to settle on the top of the pictured console.

Subsequent ad campaigns had Nintendo advertising with a "Who Are You" tangent, essentially marketing the wide range of games Nintendo offers. The idea behind the "Who Are You?" campaign is that "you are what you play"; the kind of game a gamer enjoys playing suggests a dominant trait in that gamer's personality. The "Who Are You" logo is similar to graffiti lettering. Most of the "Who Are You?" commercials advertised games developed or published by Nintendo, but some developers pay Nintendo to promote their games, using Nintendo's marketing and advertising resources. One example is the advertisement campaign for Square Enix's GameCube-exclusive Final Fantasy game, Final Fantasy: Crystal Chronicles.

Sales

Nintendo reported that as of January 2006 they have sold a total of 20.61 million Nintendo Gamecube units worldwide.

The GameCube currently sells at USD $99. Several bundles are out which include games such as Pokemon XD: Gale of Darkness, Mario Party 7 and Super Smash Bros. Melee for America. There is a Mario Smash Football bundle for Europe and Super Mario Strikers bundle for Canada.


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There is a Mario Smash Football bundle for Europe and Super Mario Strikers bundle for Canada. Generally, each series listed above will have its own set of products, although the MSiA and Gundam Models lines, such as High Grade Universal Century may extend across series. Melee for America. Categories of products include the Mobile Suit In Action or MSiA action figures, and Gundam Model Kits in several scales and complexity levels. Several bundles are out which include games such as Pokemon XD: Gale of Darkness, Mario Party 7 and Super Smash Bros. Other companies produce unofficial toys, models, t-shirts, etc. The GameCube currently sells at USD $99. Bandai, the primary licensee of the Gundam trademark, makes a variety of products for the Gundam fan.

Nintendo reported that as of January 2006 they have sold a total of 20.61 million Nintendo Gamecube units worldwide. Although not directly related to Gundam, these series incorporate Gundam models as part of the stories:. One example is the advertisement campaign for Square Enix's GameCube-exclusive Final Fantasy game, Final Fantasy: Crystal Chronicles. There have been so many Mobile Suit units that its impossible to tell a distinct style, however generally Mobile Suits are extremely agile and have an enormous variety of different weapons. Most of the "Who Are You?" commercials advertised games developed or published by Nintendo, but some developers pay Nintendo to promote their games, using Nintendo's marketing and advertising resources. The games units are often separated by being "Super Robots" (powerful mecha that often have near-limitless powers and technology, but have a shorter range of movement), and "Real Robots" (mecha that are physically weak, but have a wide range of movement for the most part). The "Who Are You" logo is similar to graffiti lettering. The Mobile Suit units are considered the representing unit in the "Real Robot" type of mecha.

The idea behind the "Who Are You?" campaign is that "you are what you play"; the kind of game a gamer enjoys playing suggests a dominant trait in that gamer's personality. So far, almost every single major Gundam series and then some has made at least one appearance in the series. Subsequent ad campaigns had Nintendo advertising with a "Who Are You" tangent, essentially marketing the wide range of games Nintendo offers. This title was the first in the series history to not have many of the standard characters that have appeared in every game to date such as Amuro. The lettering would begin as a wave, only to settle on the top of the pictured console. This changed in Super Robot Wars J for the Game Boy Advance. It basically rotated around what appeared to be the top of a GameCube console, with the lettering being slightly 3D. Some series come and go however, but Amuro Ray, often in the RX-93 Nu Gundam, is a regular character and has actually never missed a single game.

Later on, Nintendo incorporated a video clip before the normal clip for the GameCube game would begin, similar to the brief PlayStation 2 logo before a commercial featuring the game. In fact, there hasn't been a single game which hasn't featured at least one Gundam series and characters. This was usually after the normal commercial for a GameCube game. The Gundam meta verse makes regular appearances in the Super Robot Wars series by Banpresto. A voice whispered "GameCube". There is also a Half-Life 2 mod called Mech Assault Genesis( http://www.mechag.com ), based on Gundams. The earliest commercials displayed a rotating cube video, which would quickly morph into the GameCube logo. Some video games have been converted into comics or novels.

Nintendo has used several advertising strategies and techniques for the GameCube. Following the popularity of Gundam, various video games feature original characters previously not found in other media.
. Gundam manga is also published in English in Singapore by Chuang Yi. Unplugging and reconnecting the controller, and in the case of the wireless Wavebird controller, turning the controller off and back on, will also force a recalibration. The manga narration of the original series is published in English in North America by a variety of companies, such as Viz Communications, Del Rey Manga, and TOKYOPOP, among others. Holding down X, Y and start/pause for three seconds will recalibrate the controller at any time. See main article Gundam Manga and Novels.

Like most analogue controllers, the GameCube pad self-calibrates when the console is switched on, setting the current analog stick and L and R buttons' positions as "neutral", which may cause problems if these controls are not actually in their neutral position at the time of calibration. These series are drawings and precise specifications for additional Mobile suit units not found in the original animated material. Various games use this structure to varying levels of success. Due to the sheer popularity of the Gundam franchise, especially the Mobile Suit design, several Original Design series were published. This serves as two additional buttons on the controller without the need to actually add physical buttons. For the listing of the series on chronological order of the depicted events, see the individual timelines' pages. The L and R analog shoulder buttons, the main innovation, have when fully depressed an additional 'click' if the buttons are depressed further. The following characteristics are distinctive (but not unique) to many Gundams:.

The controller is a standard wing grip design, and was designed to fit well in human hands. The different series have had different ways of maintaining the tradition, and the only unique feature that all Gundams have in common is the name. Some unofficial controllers also have "turbo" or "macro" buttons, but these only modify the actions performed by other buttons. In both Gundam F91 and Victory Gundam there are hints of this as people referred to the F91 and the Victory Gundams as 'the super-machines from history', and dubbed them Gundams. Originally, Nintendo was not going to include it, but game developers asked for it to be put in. Since the story takes place after the biggest time-gap in between continuities in the Universal Century, people probably forgot about the Gundams entirely. In a late design change, the "Z" button was oddly positioned above the "R" trigger. In the G-Saviour movie there is no allusions to "Gundam" whatsoever, not even mentioning the word.

Slightly above the "R" button is the "Z" button. The name is used widely outside the animation in the merchandising of Cosmic Era toys and models. On the top of the controller there are two analog shoulder buttons marked "L" and "R" which are moulded to fit index fingers. Most characters simply refer to these units by their names, such as Duel, Buster, Blitz, Strike, or Aegis, but a select few characters refer to them as Gundams, a trend which started with Kira Yamato and spread to a few close friends, as well as the subordinates of Neo Lorrnoke, who subconsciously remembers the term despite a form of amnesia. The start/pause button is in the middle of the controller. In an informal homage to other Gundam series, all of these unique mobilesuits use operating systems with complicated acronyms, and these acronyms always simplify to the word Gundam. Below those, there is a yellow "C" stick, which has a similar function to the right stick on a PlayStation. However, there are numerous mobile suits which share the properties of Gundams from other series.

On the right are four buttons; a large green "A" button in the centre, a smaller red "B" button to the left, an "X" button to the right and a "Y" button to the top. In the Cosmic Era works, the word Gundam is never used in an official sense, apart from in the Chinese language translations of the manga. The primary analog stick is on the left, with the D-pad below it. Corin Nander was an ace pilot who was placed under suspended animation as punishment and the color scheme of the Turn A mobile suit reminds him of the Gundam mobile suits from previous eras. The standard GameCube Controller totals eight buttons, two analog sticks and a D-pad. In the CC (Seireki) timeline, the name Gundam is given to the White Doll/Turn A mobile suit by Corin Nander. Games with large amounts of voice acting or pre-rendered video often need to be put on two discs. Every Gundam has a unique name that befits the nature of the suit and/or its origins, such as Wing Gundam, Gundam Heavyarms, Sandrock Gundam, Gundam Deathscythe, or Shenlong Gundam.

The capacity of the disc is 1.5 GB. This alloy gives the Gundams near invincibility. The disc is a proprietary version of the eight cm DVD (MiniDVD) format. In the After Colony timeline, the word Gundam refers to most mobile suit constructed out of a special alloy, called Gundanium, which can only be mined and produced in space. The GameCube Optical Disc is the media format used by the Nintendo GameCube. For example, the Earth Federation in the Universal Century universe used "R" (Renpou, said to be the English equivalent of Federation) to designate their mobile suits, with "X" for experimental units, "GM" (Gundam Mass-producedGeneral Machine) or "GC" for production mobile suits derived from the original V-Project suits and "MS" for mass-produced mobile suits derived from One Year War-era Zeon mobile suits. (Even though DDR-SDRAM is significantly faster, since the PowerPC 750CXe can not address DDR-SDRAM, it is not used.). All Mobile Weapons have serial numbers, usually additions to previous Mobile Weapons in its lineage.

Some benchmarks provided by third-party testing facilities do indicate, however, that some of these specifications, especially those relating to performance, may be conservative. II, Zeta Gundam, Victory Gundam, etc. The following are hardware specifications provided by Nintendo of America. Afterwards, many powerful mobile suits based on the Gundam's design also carry the name, such as the Gundam Mk.
. In the Universal Century timeline, Gundam is the name of the Earth Federation's first experimental general-purpose mobile suit, which is incredibly powerful compared to most of the mass-produced models eventually used by either side. Also before the price wars, it was estimated that Nintendo lost the least amount of money or even made a small profit on each sale of a GameCube, compared to its rivals who sold their consoles at a loss[8]. Gundam is the name or nickname of several mobile suits or mobile fighters, although some works such as G-Saviour and Mobile Suit Gundam: MS IGLOO do not have units named Gundams.

Unlike Sega, Nintendo has strong cash reserves so it could afford to match price wars whenever Sony or Microsoft lowered the price of their console. English-speaking fans have used "Alternate Universe" or "AU" as a nickname for the stories that do not take place within the Universal Century timeline, but this unofficial nickname is not used in Japan. Nintendo also reassured nervous investors by stating that they would "only exit the software business at the same time they would exit the hardware business"; in other words, that they would not discontinue their console business to focus on developing games like Sega had done after the failure of the Dreamcast. On the survey for the game that would become Gundam True Odyssey, the Cosmic Era series (including Astray) were collectively referred to as "21st Century First Gundam" (a reference to Mobile Suit Gundam, also known as First Gundam). The GameCube had a strong hold on the children's market and its low price compared to the PS2 and Xbox kept it competitive. Bandai and Japanese-speaking fans unofficially refer to projects not directly related to the first Gundam series or its staffers (such as Gundam Sentinel and G Gundam) as "Another Gundam" stories, and to projects made after 1989 as "Heisei Gundam" stories. However, this has been offset by the growing size of the video game console market which has allowed Nintendo to carve out a loyal following even though its market share decreased. Western calendar) to mean "Correct Century" or "Correct Calendar," but Sunrise itself has not established an English translation for "Seireki" or the English abbreviation expansion for "CC".

The GameCube has not performed to expectations due to being unable to match the sales and market share of its Nintendo 64 predecessor. English-speaking fans have interpreted "Seireki" (a wordplay homonym of the Japanese term for the A.D. GameCube sales have continued to be steady, particularly in Japan, but the Gamecube is still in third place in worldwide sales [7]. Later series take place in alternate calendars or timelines, which are mostly completely unrelated to the original Universal Century calendar system. Since then, sales have rebounded due to a price drop to $99 USD and the release of the The Legend of Zelda: Collector's Edition bundle, which spurred sales. Most early Gundam works take place in the Universal Century calendar system, which is considered the most developed. During the second half of 2003, due to sagging sales, Nintendo had to cut GameCube production in order to sell off surpluses and issue a profit warning [6]. This makes the plot more real: while in early Super Robot series, the hero and cast usually act in the same predictable manner in most episodes, in the various Gundam series the characters' personalities and actions are transformed/developed by the turn of events surrounding them (the best example of this is how the personalities of longtime rivals Amuro Ray and Char Aznable are influenced by their experiences in the Gundam saga).

Also 2K Sports, who have not supported the Gamecube, will release Major League Baseball 2K6 in spring 2006 [5]. Finally, most of the stories are basically structured as coming-of-age dramas, where the main protagonist (and sometimes his main antagonist) and most of the cast personalities, points of view, and actions may (or may not) change dramatically as the events on the series unfold. Since then, however, Eidos has resumed development [4] of GameCube titles. Gundam also features true to life issues and clear political ideas. After several years of losing money from developing for Nintendo's system, Eidos Interactive announced that it would end support for the GameCube, cancelling several titles that had been in development including Hitman 2 [3]. Politics of war are always lurking in the background, as it is in real wars. Cross-platform games—such as sports franchises released by Electronic Arts—sold far below their PlayStation 2 and Xbox counterparts, prompting developers to scale back or completely cease support for the GameCube. With few exceptions, there are no absolute good guys and bad guys; all have their motives.

The strong preference of GameCube owners for first-party titles has also put the system at odds with major third party developers. The narration is always revolving around the emotions of the characters, usually thrown into conflict without much choice and faced with death, destruction and dehumanization. However, the Nintendo disc still had sufficient room for most games, although it had less extras than other versions (for example, the Spider-Man Xbox release featured extra levels not in the Gamecube port). The technology, at least that of the Universal Century, is practical and derived from true science, including Lagrange points in space, the O'Neill cylinder as a living environment, and energy production from helium-3 (Minovsky Physics). The 1.5 gigabyte proprietary disc format may have also been a limiting factor since Nintendo's rivals used the 4.7 gigabyte DVD. they run out of energy and ammunition, they break and malfunction like all machines eventually do. Although online support was added in late 2002 and both Sony and Nintendo followed a similar decentralized online model (in contrast to the centralized Xbox Live), lower sales of the GameCube versions of games during its launch year precluded developers from including online support. All the machines, including the Gundams, are always depicted realistically i.e.

Also, due to Nintendo's lack of support for the online capabilities of the GameCube, as opposed to Microsoft and later Sony who actively promoted online gaming by releasing first-party online titles and soliciting developers, many multiplatform games with online functionality were released offline-only on the GameCube. The main theme of all the various Gundam series is always the harsh depiction of the atrocities of war. Many third-party games popular with teenagers or adults such as first-person shooters and the controversial Grand Theft Auto series skipped a GameCube port in favour of the PlayStation 2 and Xbox. Zambot 3 was an earlier program by Tomino which helped develop these ideas. Nintendo's family-friendly franchises such as Pokémon gave the GameCube the reputation of being a "kiddie" console that failed to appeal to the teenage and adult market[2]. Real Robots (popularly known in English as mech, a re-borrowing of the Japanese abbreviation for the English word "mechanical") differ from their Super Robot forebearers on a few stylistic and thematic points such as attempts at realism in robot design and weaponry, as well as their thematic and ethical roles. Despite Nintendo's efforts, the GameCube was unsuccessful in recapturing the preceding Nintendo 64's market share, and the sixth generation was taken over by the PlayStation 2. Gundam is a turning point in the history of anime and manga, as it is credited for inspiring the Real Robot genre.

Because of these efforts, GameCube owners tend to support first-party games more heavily than third party games, whereas the reverse is true for PlayStation 2 and Xbox owners. Like many of the "mobile suits" appearing in the series, a Gundam is usually piloted from the torso area. This policy from Nintendo resulted in many exclusive third-party games for the Nintendo GameCube, and the arrival of multiformat titles on the platform. However, Gundams are not robots but more extensions of their pilots. Nintendo often took an active role in cooperating with a developer. Tomino then changed the name to the current title Gundam, suggesting that the name Gundam signifies a power wielding a gun that is strong enough to hold back enemies like a dam holds back floods. 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. The collective Yatate team combined the English word Gun with last syllable of the word Freedom, Dom, to form the word Gundom.

Unlike previous generations in which Nintendo was seen by some as bullying its third-party game developers, Nintendo openly sought game-development aid on the Nintendo GameCube. In the early stages of production, there were numerous references to the word freedom, such as the White Base being originally named Freedom's Fortress, the Core Fighter as the Freedom Wing, and the Gunperry named the Freedom Cruiser. One of the defining aspects of the Nintendo GameCube is the rejuvenated relationship between Nintendo and its licensees. The celebrated series was originally titled Freedom Fighter Gunboy or simply Gunboy, because the title robot was armed with a gun and the target demographic was young boys. Some of the more popular first-party titles include:. Mobile Suit Gundam was developed principally by Yoshiyuki Tomino, along with a changing group of Sunrise creators who went under the collective pseudonym "Hajime Yatate". The Nintendo GameCube software library contains such traditional Nintendo series as Super Mario, The Legend of Zelda, and Metroid. .

Source: ESRB. The name "Gundam" itself stems from a variety of theoretical sources, most commonly attributed to a need to conform with common giant robot naming conventions during the 1970s. The GameCube features games with the following ratings:. Gundam is the collective term for the Universal Century (UC) series like Mobile Suit Gundam and series in alternative timelines, such as Gundam Wing, made by Sunrise Inc. In addition, over 25 titles are currently in development. Gundam is one of the longest running meta-series of anime featuring giant robots. The GameCube currently has over 550 games available in its library. Frog.

Also, holding the "Z" Button while the system boots will replace the normal xylophone musical sequence with squeaks, followed at the end by a child laughing. Sgt. Tap the "A" Button repeatedly to spin the Gamecube logo. Plamo-Wars. A unique feature of the Gamecube are a few Easter Eggs included in its startup sequence. Plamo-kyo Shiro. Two separate adaptors were made, one for dial-up phone lines and one for broadband connections. Genshiken.

Instead, Nintendo focused more on Game Boy connectivity. SEED Destiny MSV - variations from the SEED Destiny series. The only high profile title that required the adapter was Sega's Phantasy Star Online Episode I & II. SEED-MSV - variations from the SEED series. The GameCube also had a network adapter released during the holiday season of 2002, but Nintendo did not promote or support online gaming anywhere as heavily as Sony or Microsoft. V-MSV - variations from the Victory series. The thumbsticks do not have added "clickable" button functionality—unlike other such consoles of the era—but both L and R shoulder buttons are analog, being able to detect pressure applied to them before "clicking," essentially doubling their functionality. F91-MSV - variations from the F-91 movie.

Keeping up with the Nintendo 64, it features no select button, but the C buttons have been replaced by an analog C stick, instead. Kunio Okawara's MS Collection (M-MSV) - Kunio Okawara's personal reinterpretations. The controller has the traditional directional pad, two thumbsticks, and eight buttons: A, B, X, Y, Z, L, R, and start/pause. CCA-MSV - variations from the Char's Counterattack movie. Despite being more compact than the PlayStation 2 (being that it was released over a year after and kept the power supply separate from the console), the GameCube has superior graphics processing power and better ProLogic sound, but no optical output. ZZ-MSV - variations from the Double Zeta Gundam series. Interestingly, with the addition of the Game Boy Player accessory, the GameCube becomes a nearly perfect geometric cube. Z-MSV - variations from the Zeta Gundam series.

However, this feature over other consoles was minimal since its inexpensive production and selling price were its main advantages. MSX, new models for a proposed but never produced new animation series, considered to be official and canonical. The GameCube was designed for ease of portability, with its small size complemented by a carrying handle. Mobile Suit X (1984) - a.ka. A fair variety of GameCube games implement this innovative functionality, while Nintendo encourages its continued use. MSV, the variations from the One-Year War, considered to be official and canonical. A special Nintendo GameCube to Game Boy Advance connection cable is required for each Game Boy Advance system that is to be connected to the GameCube. Mobile Suit Variations (1983) - a.k.a.

Up to four Game Boy Advance systems can be connected to the GameCube through the GameCube's four controller ports for multiplayer play. Mobile Suit Gundam SEED Destiny (TV: 2004). This functionality has also been used to unlock "secrets" such as new levels or characters when two games, a Game Boy Advance game and its GameCube equivalent, are connected together. Mobile Suit Gundam MS IGLOO (movies: 2004; OVAs: 2006). Subsequent information related to game play may be displayed on the Game Boy Advance's color screen for added convenience or to avoid the cluttering of the display on the television screen. Superior Defender Gundam Force (TV: 2003-2004). Examples of this functionality include the use of the Game Boy Advance as a controller for the game played. Mobile Suit Gundam SEED (TV: 2002, compilation specials: 2004).

Such a connection between the two systems allows the transfer of game data. Gundam Evolve (short clips: 2001-2005). The system does not link to the Micro due to the fact that its slot is too small. G-Saviour (live action TV movie: 2000). The GameCube system also has the unique capability to connect to Nintendo's portable system Game Boy Advance and SP. Turn A Gundam (TV: 1999, compilation movies: 2002). The Q's different footprint also left it incompatible with the Game Boy Player. New Mobile Report Gundam Wing: Endless Waltz (OVAs: 1997, compilation movie: 1998).

However, it was never released outside Japan and production ceased in December 2003. After War Gundam X (TV: 1996). Called the Q, it was a modified GameCube that could also hold standard-sized DVD discs and play back both formats. Mobile Suit Gundam: The 08th MS Team (OVAs: 1996). There was also a DVD-capable variant released by Panasonic in Japan, under license from Nintendo. New Mobile Report Gundam Wing (TV: 1995, compilation OVAs: 1996). Despite the protection of a non-standard disc format (essentially a miniature DVD-ROM with non-standard sectors and filesystem formatting), a number of modchips such as the Qoob and ViperGC have been released that, when used in conjunction with a modified bios, allow the use of a standard or 8 cm DVD-ROM to load backed-up, homebrew, boot-leg or pirate software. Mobile Fighter G Gundam (TV: 1994).

The lack of DVD movie support was also a double-edged sword; it did not appeal to the mass audience that turned to the PlayStation 2 and Xbox due to their built-in DVD support. Mobile Suit Victory Gundam (TV: 1993). Common reasons cited by Nintendo for using this format are to lower piracy, provide faster loading times, and to make the system cheaper (to avoid DVD-licensing fees) and more compact. Mobile Suit Gundam 0083: Stardust Memory (OVAs: 1991; compilation movie: 1992). The Nintendo GameCube does not have any DVD-movie support. Mobile Suit Gundam F91 (movie: 1991). Later, a special debug mode in the GameCube drive was discovered which allowed the console to read and play from standard mini dvdrs. Mobile Suit Gundam 0080: War in the Pocket (OVAs: 1989).

[1]. Mobile Suit Gundam: Char's Counterattack (movie: 1988). By exploiting a flaw in Phantasy Star Online Episode I & II, users were able to connect their GameCubes to their PC's and run homebrew programming on the console. Mobile Suit Gundam ZZ (TV: 1986). This move was mainly intended to prevent piracy of GCN titles, but like most anti-piracy technology, it was eventually cracked. Mobile Suit Zeta Gundam (TV: 1985; compilation movies: 2005). Contrary to popular belief, GameCube discs are not physically read any differently from a standard DVD disc, but are encrypted and contain a 'barcode' unreadable by most DVD-ROM drives. "Gundam 0079" (a nickname derived from spinoff games and manga and primarily used by English-speaking fans) (TV: 1979; compilation movies: 1981–1982).

The Nintendo GameCube uses a unique storage medium, the GameCube Optical Disc, a proprietary format based on Matsushita's optical-disc technology; the discs are approximately 8 centimeters (3 1/8 inches) in diameter (considerably smaller than the 12cm CDs or DVDs used in competitors' consoles), and the discs have a capacity of approximately 1.5 gigabytes. "First Gundam" (the nickname applied by Japanese fans once sequels appeared which used the whole phrase in their titles) a.k.a. In Japan, the system is also available in orange, or in limited edition colors like Crystal White, Mint Green, Copper, and White with black pinstripes. Mobile Suit Gundam - a.k.a. Physically shaped similar to a geometric cube, the outside casing of the Nintendo GameCube comes in a variety of colors, such as indigo, platinum, and black (also a limited edition Resident Evil 4 platinum and black game console). Superior performance, in comparison to other mobile suits/fighters. Unveiled during Spaceworld 2000, the Nintendo GameCube was widely anticipated by many who were shocked by Nintendo's decision to design the Nintendo 64 as a cartridge-based system. Yellow and/or red highlights are often added.

The GameCube launched in North America with the following twelve games:. In any given series, at least one Gundam, usually the one piloted by the hero of the story, will have a blue torso and white limbs and head. . A prominent red "chin" or goatee, initally thought to be a mere stylistic touch, but is now believed to be a heat vent. Luigi's Mansion was the first cover game (volume #150). Ornament on head resembling a V-shape, sometimes units possess two V-shapes. The GameCube was first introduced in volume #145 of Nintendo Power magazine. Face with two human-like eyes, which flash when the unit is activated.

The GameCube was released on:. Humanoid form. The GameCube itself is the most compact and inexpensive of the sixth generation era consoles. Each story is not necessarily consistent with other stories within the Super Deformed series or stories outside them. The Nintendo GameCube (Japanese: ゲームキューブ; originally code-named "Dolphin" during development; abbreviated as GCN) is Nintendo's fourth home video game console, belonging to the Sixth generation era; the same generation as Sega's Dreamcast, Sony's PlayStation 2, and Microsoft's Xbox. Super Deformed Gundam is a series of super deformed parodies of the Gundam metaseries. It is considered particularly useful for Phantasy Star Online Episode I & II and is difficult, though not impossible, to acquire outside of Japan. has acted as an acronym for a variety of things, see the Mobile Suit Operation System page for details.

The keyboard requires the use of two controller ports, and contains both Roman and Japanese hiragana characters. In this timeline, G.U.N.D.A.M. An ASCII keyboard controller, resembling a standard GameCube controller pad stretched to accommodate an alphanumeric keyboard in the center. "Cosmic Era" refers to the years after the foundation of the first space colonies. A dance pad, included with Dance Dance Revolution: Mario Mix. Mobile Suit Gundam SEED and Mobile Suit Gundam SEED Destiny take place in the Cosmic Era calendar system. This official Nintendo accessory is currently sold in Japan only. Director Yoshiyuki Tomino intended this as the distant future of all previous calendar systems.

SD Card Adapter, for games exhibiting the SD Card logo like Animal Forest e+. ∀ Gundam takes place in the CC (正歴 Seireki) calendar system. Commands are issued when you hold the X button on the controller. After War Gundam X takes place in the After War calendar system; "After War" refers to the years after the conclusion of the 7th Space War, in which the Earth was devastated by massive colony drops. Odama also includes a microphone clip to clip on to the controller. "After Colony" refers to the years after the foundation of the first space colony. Microphone, which plugs into memory card slot, for use with Mario Party 6, Mario Party 7, and Karaoke Revolution Party. New Mobile Report Gundam Wing takes place in the After Colony calendar system.

DK Bongos for use with the music games Donkey Konga, Donkey Konga 2 and Donkey Konga 3, and the Donkey Kong platform title Donkey Kong Jungle Beat. Mobile Fighter G Gundam takes place in the Future Century calendar system. In PAL regions, an RF cable for connection to older televisions, and an RGB SCART cable for high-quality connections. Several are available from Lik-Sang, however, a game supporting 480p combined with the Component Video cable above, and the VD-Z3 (which has a monitor pass-through) or this can give Progressive Scan display quality on a computer monitor. Allows GameCube play on a standard computer monitor.

VGA Adapter. See System Specifications above and Official Information.). Less than one percent of GameCube owners used 480p, therefore the digital output was eventually removed from the design to reduce the system's manufacturing costs. Component video cable (for progressive scan (480p) support) which requires a GameCube with Digital Video Output.

Game Boy Player (to play Game Boy games on the television, using either a GameCube controller or a connected Game Boy Advance). Modem or Broadband adapter (for internet or LAN play). Nintendo GameCube Game Boy Advance cable (for games that support connectivity between the GameCube and the Game Boy Advance). A maximum of 127 files can be stored on a memory card).

Memory Card (59, 251 or 1019 blocks. Wavebird (RF wireless controller). There are also specially shaped controllers, such as a blood-spattered chainsaw released to coincide with Resident Evil 4.). There are also many limited edition controllers available such as a split Platinum and Red, with the Mario "M" logo replacing the regular GameCube logo seen on standard controllers.

Controller (Standard colours include Indigo, Black, Spice (Orange), Platinum and Indigo-clear. [4.3"(H) x 5.9"(W) x 6.3"(D)]. Physical Measurements of Entire System: 110 mm (H) x 150 mm (W) x 161 mm (D). Power Supply: AC Adapter DC12 volts x 3.25 amperes.

High-speed Parallel Ports: 1. High-speed Serial Ports: 2. Digital Video Outputs: 1 *. Analog Audio/Video Outputs: 1.

Memory Card Slots: 2. Controller Ports: 4. Approximately 1.5 gigabytes in capacity. Producer is Matsushita (Also known as Panasonic).

Diameter is 3 inches in length. Based on DVD technology. Disc Media:

    . Data transfer speed is between 2 megabytes per second and 3.125 megabytes per second.

    Average access time is 128 milliseconds. Drive type is Constant Angular Velocity (CAV). Disc Drive:

      . RAM type is DRAM.

      81 MHz in speed. Approximately 16 megabytes in capacity. Auxiliary RAM:

        . RAM type is 1T-SRAM.

        Sustainable latency of 10 nanoseconds. Approximately 24 megabytes in capacity. Main RAM:

          . 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.)* Although it is known that some games have gone well beyond 12 million polygons such as Rogue Squadron II and Resident Evil 4.

          System Floating-point Arithmetic Capability: 10.5 GFLOPS (at peak) (MPU, Geometry Engine, HW Lighting Total). AC3 signal through "digital out" with D-Terminal cable. "Dolby Pro Logic II" in analog audio out. Sampling Frequency: 48 kHz.

          Digital Signal : 16 Bit. Encoding: ADPCM. Simultaneous Channels: 64 channels. 4 kilobytes of ROM.

          8 kilobytes of RAM. Data Memory:

            . 8 kilobytes of ROM. 8 kilobytes of RAM.

            Instruction Memory:

              . DSP Clock Frequency: 81 MHz. Processor: Custom Macronix DSP. Hardware 3-line flicker filter.

              Real-time decompression of display list. Real-time hardware texture decompression (S3TC). Anisotropic filtering. Trilinear filtering.

              Bilinear filtering. MIP mapping. Environment mapping. Multi-texturing, bump mapping.

              Virtual texture design. Alpha blending. hardware nurbs. 4 pixel pipelines (4 x 162 MHz = 648 MPixels).

              8 hardware lights. Subpixel anti-aliasing. Fog. Image Processing Functions:

                .

                24-bit Z-buffer. 24-bit RGB / RGBA. Pixel Depth:

                  . Fill Rate: 648 megapixels/second.

                  Main Memory Bandwidth: 2.6 gigabytes/second (at peak). Texture Read Bandwidth: 10.4 gigabytes/second (at peak). RAM type is 1T-SRAM. Sustainable latency of 6.2 nanoseconds.

                  Approximately 1 megabyte in capacity. Embedded Texture Cache:

                    . RAM type is 1T-SRAM. Sustainable latency of 6.2 nanoseconds.

                    Approximately 2 megabytes in capacity. Embedded Frame Buffer:

                      . Clock Frequency: 162 MHz. Manufacturing Process: 0.18 micrometre NEC embedded DRAM process.

                      Producer: ArtX/Nintendo (ArtX was acquired by ATi Technologies in 2000 and is now a part of ATi). Name: "Flipper". L2: 256KB (2 way). L1: instruction 32KB, data 32KB (8 way).

                      Internal Cache:

                        . 64-bit data bus; 162 MHz clock. 32-bit address space. 1.3 gigabyte/second peak bandwidth.

                        External Bus:

                          . 64-bit Floating-point, usable as 2x32-bit SIMD. 32-bit Integer. Internal Data Precision:
                            .

                            CPU Capacity: 1125 Dmips (Dhrystone 2.1). Clock Frequency: 485 MHz. Manufacturing Process: 0.18 micrometre IBM copper-wire technology. Core Base: PowerPC 750CXe, 43-mm² die (modified PowerPC 750 RISC with 50 new instructions).

                            Producer: IBM. Name: "Gekko". Hold the Z buttons on four controllers (one in each port) for another set of sounds. Hold the Z button before and while the logo starts to hear squeaking and children laughing.

                            Holding the A button will spin the logo completely, and enter the console main menu regardless of whether there is a disk inserted. Tap the A button repeatedly to make the logo spin. Ltd, based on Nintendo's own game properties). Wario World (from Treasure Co.

                            Viewtiful Joe series (Capcom). Tales of Symphonia (Namco). Super Monkey Ball series (Sega). Star Fox series (from Namco, based on Nintendo's own game properties).

                            Star Wars: Rogue Squadron series (Factor 5). Sonic Mega Collection (Sega) and (Sonic Team). Sonic Adventure 2 Battle (Sega and Sonic Team). Sonic the Hedgehog series (Sega and Sonic Team)

                              .

                              Soul Calibur 2 (Namco). Resident Evil 4. Resident Evil (enhanced remake). Resident Evil Zero.

                              Resident Evil series (Capcom)

                                . Metal Gear Solid: The Twin Snakes, a collaborative enhanced remake between Konami and then-second-party to Nintendo, Silicon Knights. Final Fantasy: Crystal Chronicles (Square Enix). F-Zero GX (from Sega, based on Nintendo's own game properties).

                                Eternal Darkness: Sanity's Requiem (Silicon Knights). EA Sports games (Electronic Arts). Adults Only: 0. Mature: 45.

                                Teen: 204. Everyone (E10+): 18. Everyone: 287. Early Childhood: 1.

                                May 17, 2002 (Australia). May 3, 2002 (Europe). November 18, 2001 (North America). September 14, 2001 (Japan).