Nintendo GameCubeThe 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:
The GameCube was first introduced in volume #145 of Nintendo Power magazine. Luigi's Mansion was the first cover game (volume #150). Launch titlesThe GameCube launched in North America with the following twelve games: OverviewA 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 libraryThe 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:
Source: ESRB Key first-party titlesThe 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 shareDespite 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
ScreenshotsGamecube Logo Easter Eggs
Hardware specificationsThe 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
Graphics processing unit
Audio specifications
Other system specifications
(Even though DDR-SDRAM is significantly faster, since the PowerPC 750CXe can not address DDR-SDRAM, it is not used.)
MediaA GameCube Super Smash Bros. Melee discThe 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. ControllerThe 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/peripheralsThe Game Boy Player Wavebird Wireless Controller
MarketingNorth AmericaNintendo 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. SalesNintendo 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. This page about Gamecube includes information from a Wikipedia article. Additional articles about Gamecube News stories about Gamecube External links for Gamecube Videos for Gamecube Wikis about Gamecube Discussion Groups about Gamecube Blogs about Gamecube Images of Gamecube |
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There is a Mario Smash Football bundle for Europe and Super Mario Strikers bundle for Canada. Recent examples include the use of tough rubber non-skid soles and heel-tips, gel inserts for cushioned comfort, leather toe boxes and uppers, synthetic fabric linings and padding to keep moisture away from the foot, stretch synthetic leather insteps to keep the foot firm against the footbed, and plastic zippers. Melee for America. This trend uses the best textile for any given area, capitalizing on that textile's strength, and minimizing it's weakness. Several bundles are out which include games such as Pokemon XD: Gale of Darkness, Mario Party 7 and Super Smash Bros. Cuts including both smooth and suede leathers, as well as natural and synthetic leathers, even fabric in some areas, is becoming more common. The GameCube currently sells at USD $99. Third is the use of mixed materials. Nintendo reported that as of January 2006 they have sold a total of 20.61 million Nintendo Gamecube units worldwide. Some of the more recent shoes and boots have been designed with built-in gel inserts to support the ball of the foot and the heel. One example is the advertisement campaign for Square Enix's GameCube-exclusive Final Fantasy game, Final Fantasy: Crystal Chronicles. Combined with the fact that consumers are more discriminating with respect to good fit in the store, it's easy to see why ergonomics is playing an increasing role. 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. Heels that combine good looks with proper construction and support are comfortable to wear all day, which to designers, is free advertising. The "Who Are You" logo is similar to graffiti lettering. Heels that hurt aren't given much word of mouth, a fact which isn't lost among designers. 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. Second is an increased emphasis on ergonomics. Subsequent ad campaigns had Nintendo advertising with a "Who Are You" tangent, essentially marketing the wide range of games Nintendo offers. Furthermore, in addition to providing comfortable, but not excessive levels of warmth, leather breaths fairly well, unlike synthetic coverings. The lettering would begin as a wave, only to settle on the top of the pictured console. First is a return to leather, which for heels makes a lot of sense, since leather excels at providing support while gently remolding and conforming itself to the wearer's foot to provide better distributed support, thereby eliminating hot spots. It basically rotated around what appeared to be the top of a GameCube console, with the lettering being slightly 3D. While it is impossible to predict the future of fashion, there are several interesting trends. 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. Recent changes by shoe manufacturers, including marketing more masculine styles and heels with significantly larger sizes to accommodate men, appears to underscore this trend, and many of the more masculine high-heeled shoe and boot designs that were only available in sizes up to 11 just two years ago are now available in sizes up to 13. This was usually after the normal commercial for a GameCube game. This trend has not been lost on fashion designers, who have occasionally featured men wearing heels on the runways since the mid 1990s. A voice whispered "GameCube". The practice of men wearing heels continues to grow throughout Westernized countries including the US and Europe, and to a lesser extent in various pockets of Asia. The earliest commercials displayed a rotating cube video, which would quickly morph into the GameCube logo. While the wearing of heels by men in public is still rare, it's a continually growing phenomenon, one that appears to be accelerating. Nintendo has used several advertising strategies and techniques for the GameCube. In fact, more than a third of all men worldwide still wear skirts on a regular basis, but this is largely lost on the somewhat insulated Western fashion culture. 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. Surprisingly, however, many men who report wearing masculine-styled heels in public not only encounter very little resistance, but are met with a surprising amount of appreciation and encouragement for their choice of fashion. Various games use this structure to varying levels of success. Whether it meets DSM-IV criteria for deviancy or not, however, depends entirely on one's reason behind wearing heels, and many people, including psychologists, don't consider it deviant at all, regardless of the reason, simply due to the fact that gender-specific clothing styles are rapidly disappearing anyway, as well as the fact that men invented heels, and wore them for more than 200 years before fashions changed, as they invariably do. This serves as two additional buttons on the controller without the need to actually add physical buttons. Although the idea of men wearing heels certainly isn't new, it is unusual in modern times, and as a result, some pockets of society consider it deviant. The L and R analog shoulder buttons, the main innovation, have when fully depressed an additional 'click' if the buttons are depressed further. While high-heels are marketed almost exclusively to women, a small percentage of men have worn, and continue to wear heels for various reasons, including personal preference, medical reasons, gender identity issues, and fetish roles. The controller is a standard wing grip design, and was designed to fit well in human hands. Except for cowboy boots, which continued to be used as a riding heel, men's shoes sported only low heels until a brief resurgence in the 1970s. Some unofficial controllers also have "turbo" or "macro" buttons, but these only modify the actions performed by other buttons. The angle for high-arched feet, however, is already exaggerated, and the wear of heels by those with high arches can be particularly problematic for the metatarsal phalangeal joint. Originally, Nintendo was not going to include it, but game developers asked for it to be put in. It appears the moderate heel improves the angle of contact between the metatarsals and the horizontal plane, thereby more closely approximating the angle and resulting weight distribution of a normally-arched foot. In a late design change, the "Z" button was oddly positioned above the "R" trigger. Interestingly enough, despite the medical issues surrounding high-heel wear, a few podiatrists recommend a well-constructed low heel of no more than two inches for their patients with flat feet. Slightly above the "R" button is the "Z" button. Naturally, this rules out most pumps, but boots, particularly lace-ups with a round toe box and forward heel, are surprisingly supportive. On the top of the controller there are two analog shoulder buttons marked "L" and "R" which are moulded to fit index fingers. Thus, the best design for a high-heel is one with a narrower width, where the heel is closer to the front, more solidly under the ankle, where the toe box provides room enough for the toes, and where forward movement of the foot in the shoe is kept in check by material snug across the instep, rather than by toes jamming together in the toe box. The start/pause button is in the middle of the controller. Heels which strike the ground too far after of the ankle over-torque the ankle forward, producing extreme stress on the ankle, and creating additional impact on the ball of the foot, both of which are highly undesirable. Below those, there is a yellow "C" stick, which has a similar function to the right stick on a PlayStation. Block heels do not necessarily offer more stability, and any raised heel with too large a width, such as blade and block heels, induces unhealthy side-to-side torques to the ankle every step. 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. Unfortunately, the most common design trend today is towards the extremely pointed toe. The primary analog stick is on the left, with the D-pad below it. Ensuring room exists for the toes to assume a normal position and spending sufficient time out of high-heels allows the body to repair any damage caused by high-heels, thereby recovering to a sufficiently healthy point where high-heel wear remains an option, rather than a debilitating practice. The standard GameCube Controller totals eight buttons, two analog sticks and a D-pad. Several celebrities, such as Victoria Beckham, have come to the point where surgery is needed to recover from the damages caused by wearing high-heels too often. Games with large amounts of voice acting or pre-rendered video often need to be put on two discs. Narrow toe boxes force the toes together. The capacity of the disc is 1.5 GB. Improper construction here wreaks the most damage and long-term pain on the foot. The disc is a proprietary version of the eight cm DVD (MiniDVD) format. One of the most critical problems with high-heels with the design and construction of the toebox. The GameCube Optical Disc is the media format used by the Nintendo GameCube. This regimen will prevent most foot problems associated with high-heels. (Even though DDR-SDRAM is significantly faster, since the PowerPC 750CXe can not address DDR-SDRAM, it is not used.). If that's not acceptable, then the wearer should ensure they're wearing high-heels no more than half the time, and that they're spending at least a third of the time on their feet either barefoot, in flats, or in a good running/walking/cross-training shoe. Some benchmarks provided by third-party testing facilities do indicate, however, that some of these specifications, especially those relating to performance, may be conservative. The best solution to avoid these problems is to avoid heels altogether. The following are hardware specifications provided by Nintendo of America. In many shoes, style dictates function, either compressing the toes, or forcing them together, which results in blisters, corns, hammer-toes, bunions, and many other medical conditions, most of which are permanent, and will require surgery to alleviate the pain. 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. High-heeled shoes cant the foot forward and down while bending the toes up. 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. While today's fashions favor pointed toes, most styles that have appeared over the last century remain available in one form or another, along with a plethora of newer styles. The GameCube had a strong hold on the children's market and its low price compared to the PS2 and Xbox kept it competitive. Since the early 1900s, high-heel design has run the gamut of styles. 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. Throughout most of the 1800s, flats and sandals were the normative style for both sexes, but the heel resurfaced in fashion during the late 1800's, almost exclusively among women. The GameCube has not performed to expectations due to being unable to match the sales and market share of its Nintendo 64 predecessor. When the French Revolution drew near, in the late 1700s, the practice of wearing heels drew to a close, as the term "well-heeled" became synonymous with opulent wealth, and could incur the ire of the public at large. GameCube sales have continued to be steady, particularly in Japan, but the Gamecube is still in third place in worldwide sales [7]. Both men and women continued wearing heels as a matter of noble fashion throughout the seventeenth and eighteenth centuries. 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. High-heeled fashion quickly caught on with the fashion-conscious men and women of the French court, and spread to other pockets of nobility in other countries. 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]. It's been said by some that Leonardo Da Vinci was the inventor of the high-heel.[citation needed] While he may have designed a heel or two in his day, the truth is that it really was invented due to military necessity. Also 2K Sports, who have not supported the Gamecube, will release Major League Baseball 2K6 in spring 2006 [5]. This was the first written record of the high-heeled shoe. Since then, however, Eidos has resumed development [4] of GameCube titles. In 1533, more than three decades after the male French nobility began wearing heels, the diminuitive wife of the Duke of Orleans, Catherine de Medici, commissioned a cobbler to fashion her a pair of heels, both for fashion, and to increase her stature. 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]. Beginning with the French, heel heights among men crept up, often becoming higher and thinner, until they were no longer useful while riding, but were relegated to "court-only" wear. 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. The simple riding heel gave way to a more stylized heel over its first three decades, during which time military uniforms became more stylized, particularly among the nobility, for whom style equated with social status. The strong preference of GameCube owners for first-party titles has also put the system at odds with major third party developers. These design features are still in use today in riding boots. 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 leading edge was canted forward to help grip the stirrup, while the trailing edge was canted forward to prevent the elongated heel from catching on underbrush or rock while backing up, such as in on-foot combat. The 1.5 gigabyte proprietary disc format may have also been a limiting factor since Nintendo's rivals used the 4.7 gigabyte DVD. Riders and cobblers worked together to develop the "rider's heel," with a height of approximately 1-1/2" down, which appeared around 1500. 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. Cobblers had been adding thin, flat heels to shoes by this time, as a pair of leather shoes was very expensive, and both soles and heels were developed to protect the owner's comfort and investment by increasing the long-term durability of the shoe and distributing uneven pressures from rough terrain more evenly over the owners' feet. 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. However this failed to solve the problem of the rider's feet slipping forward in the stirrups, often with comical, if not tragic results. 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. The obvious solution was to design a leather shoe with a thicker sole that supported the rider's weight, distributing the pressure from the stirrups over more of the bottom of the rider's feet. 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]. As the soft stirrup gave way to the hard stirrup, for reasons of quicker mounting and dismounting during battle, an additional problem was encountered in that the hard stirrup was much more tiring and damaging to the rider's feet during longer rides. 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. As early as the the late fifteenth century, horsemen grew tired of their feet slipping out of their stirrups, which were little more than loops of leather hung from the saddle. 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. The shape of the heel has vacillated back and forth between block (70s), tapered (90s), and stiletto (50s and post-2000). This policy from Nintendo resulted in many exclusive third-party games for the Nintendo GameCube, and the arrival of multiformat titles on the platform. Lower heels were preferred during the late 60s and early 70s, as well, but higher heels returned in the late 80s and early 90s. Nintendo often took an active role in cooperating with a developer. Throughout the last sixty years, high-heels have fallen in and out of favor several times, most notably in the late 90s, when lower heels and even flats predominated. 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. Some feminists consider high-heeled shoes a tool of female oppression, constraining their movements and behavior as much as possible. 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. Imelda Marcos, for example, was famous for her vast collection. One of the defining aspects of the Nintendo GameCube is the rejuvenated relationship between Nintendo and its licensees. A small proportion of women seem to be obsessed with high-heels, owning many pairs. Some of the more popular first-party titles include:. This does not prevent the majority of women from owning several pair of high-heels. The Nintendo GameCube software library contains such traditional Nintendo series as Super Mario, The Legend of Zelda, and Metroid. As a result of these conflicting factors, many women have a love/hate relationship with high-heeled shoes. Source: ESRB. However, some women shun these shoes because:. The GameCube features games with the following ratings:. There are many reasons why women desire to wear heels, including:. In addition, over 25 titles are currently in development. Extremely high-heeled shoes, such as those higher than 5", are effectively worn only for display, and typically for the enjoyment of shoe fetishists and/or the wearer. The GameCube currently has over 550 games available in its library. Shoes with higher heels, such as those above 4", are worn only by a minority. 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. Most women comfortably wear heels between 2" and 3". Tap the "A" Button repeatedly to spin the Gamecube logo. What height constitutes a "high-heel" has long been a point of contention between those who wear very high-heels and those who wear lower heels. A unique feature of the Gamecube are a few Easter Eggs included in its startup sequence. Some men's footwear, such as cowboy boots and shoes with a cuban heel are considered by some to be a high-heel, even though neither tops 3" in the heel. Two separate adaptors were made, one for dial-up phone lines and one for broadband connections. Today's high-heels, regardless of heel's shape, are generally limited to women's footwear. Instead, Nintendo focused more on Game Boy connectivity. High-heels have seen significant controversy in the medical field lately, with many podiatrists fed up with seeing patients whose severe foot problems were caused almost exclusively by high-heel wear. The only high profile title that required the adapter was Sega's Phantasy Star Online Episode I & II. Today, high-heels are typically worn in public only by women,who are often expected to wear high-heels at work and on formal occasions. 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 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. When both the heel and the toes are raised, as in a platform shoe, it is generally not considered to be a "high-heel." High-heels come in a wide variety of styles, and the heels are found in many different shapes, including stiletto, block, tapered, blade, and wedge. Keeping up with the Nintendo 64, it features no select button, but the C buttons have been replaced by an analog C stick, instead. High-heeled shoes are shoes which raise the heel of the wearer's foot significantly higher than the toes. The controller has the traditional directional pad, two thumbsticks, and eight buttons: A, B, X, Y, Z, L, R, and start/pause. progressively higher heels are progressively riskier and more difficult to walk in; tripping is much more likely, and the risk of damaging the wearer's ankles, toes, and feet, both short-term and long-term, is similarly increased. 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. they can damage the wearer's feet and tendons when worn over long periods (see below). Interestingly, with the addition of the Game Boy Player accessory, the GameCube becomes a nearly perfect geometric cube. they make the wearer less able to run, and hence more vulnerable. However, this feature over other consoles was minimal since its inexpensive production and selling price were its main advantages. they shorten the stride of the wearer. The GameCube was designed for ease of portability, with its small size complemented by a carrying handle. high-heels can be painful to wear, particularly for long periods. A fair variety of GameCube games implement this innovative functionality, while Nintendo encourages its continued use. stiletto heels appear to some as a phallic symbol. 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. many heels, particularly sandals, make the sole of the foot visible, also a strong sexual sign (see shoe dangling). Up to four Game Boy Advance systems can be connected to the GameCube through the GameCube's four controller ports for multiplayer play. the change in gait and posture thrusts the buttocks backwards, and causes the hips to sway more - both strong sexual signs. 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. one's legs look longer, and therefore more sensuous. 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. they make the woman appear taller (this can be either an advantage or a disadvantage, depending on whether the woman desires to appear taller or shorter). Examples of this functionality include the use of the Game Boy Advance as a controller for the game played. the change in angle of the foot with respect to the lower leg shortens and accentuates the calves. Such a connection between the two systems allows the transfer of game data. The system does not link to the Micro due to the fact that its slot is too small. The GameCube system also has the unique capability to connect to Nintendo's portable system Game Boy Advance and SP. The Q's different footprint also left it incompatible with the Game Boy Player. However, it was never released outside Japan and production ceased in December 2003. Called the Q, it was a modified GameCube that could also hold standard-sized DVD discs and play back both formats. There was also a DVD-capable variant released by Panasonic in Japan, under license from Nintendo. 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. 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. 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 Nintendo GameCube does not have any DVD-movie support. Later, a special debug mode in the GameCube drive was discovered which allowed the console to read and play from standard mini dvdrs. [1]. 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. This move was mainly intended to prevent piracy of GCN titles, but like most anti-piracy technology, it was eventually cracked. 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. 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. 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. 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). 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. The GameCube launched in North America with the following twelve games:. . Luigi's Mansion was the first cover game (volume #150). The GameCube was first introduced in volume #145 of Nintendo Power magazine. The GameCube was released on:. The GameCube itself is the most compact and inexpensive of the sixth generation era consoles. 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. It is considered particularly useful for Phantasy Star Online Episode I & II and is difficult, though not impossible, to acquire outside of Japan. The keyboard requires the use of two controller ports, and contains both Roman and Japanese hiragana characters. An ASCII keyboard controller, resembling a standard GameCube controller pad stretched to accommodate an alphanumeric keyboard in the center. A dance pad, included with Dance Dance Revolution: Mario Mix. This official Nintendo accessory is currently sold in Japan only. SD Card Adapter, for games exhibiting the SD Card logo like Animal Forest e+. Commands are issued when you hold the X button on the controller. Odama also includes a microphone clip to clip on to the controller. Microphone, which plugs into memory card slot, for use with Mario Party 6, Mario Party 7, and Karaoke Revolution Party. 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. 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:
Average access time is 128 milliseconds. Drive type is Constant Angular Velocity (CAV). Disc Drive:
81 MHz in speed. Approximately 16 megabytes in capacity. Auxiliary RAM:
Sustainable latency of 10 nanoseconds. Approximately 24 megabytes in capacity. Main RAM:
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:
Instruction Memory:
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:
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:
Approximately 2 megabytes in capacity. Embedded Frame Buffer:
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:
External Bus:
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)
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). |