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Universal Nintendo Game Cube System
Nintendo Gamecube
Price: $279.95
Sale: $139.95


Description:

This system is going to set an all-new standards in video game excellence, as Nintendo introduces it's Gamecube system on September 14th, 2001. Just days before the final system enters the video game console arena, Nintendo's Gamecube has grown into a powerhouse system, with some of the best software hits in development, such as Metroid, Super Mario and Zelda to name a few. Add to the great titles some excellent accessories, like a Digital Memory Card, Broadband Adaptor and Wireless Controller... and we have the makings of an awesome system to compete strongly in today's market. Nintendo's focus will be to the younger gamer, but with such a variety of titles to appease all ages and genres alike, the Gamecube is one of our personal picks for the holidays.

With a flick of the switch, you can set the system to English and back to Japanese. In English mode, the menu is in English.

MPU (Microprocessor Unit): IBM Gekko Processor (an extension of the IBM Power PC architecture)

MPU (Microprocessor Unit): IBM PowerPC "Gekko"

  • Manufacturing process: 0.18 Microns Copper Wire Technology
  • Clock frequency: 405mhz
  • CPU capacity: 925 Dmips (Dhrystone 2.1)
  • Internal data precision: 32bit & 64bit floating point
  • External bus bandwidth: 1.6GB/second (peak), (32bit address, 64bit data bus 202.5mhz)
  • Internal cache: L1: Instruction 32KB, Data 32KB (8 way), L2: 256KB (2 way)

System LSI: "Flipper"

  • Manufacturing process: 0.18 microns NEC Embedded DRAM Process
  • Clock frequency: 202.5mhz
  • Embedded frame buffer: Approx. 2MB, Sustainable Latency: 5ns (1T-SRAM)
  • Embedded Texture Cache: Approx. 1MB, Sustainable Latency: 5ns (1T-SRAM)
  • Texture Read Bandwidth: 12.8GB/second (peak)
  • Main Memory Bandwidth: 3.2GB/second (peak)
  • Color, Z Buffer: Each is 24bits
  • Image Processing Function: Fog, subpixel anti-aliasing, HW light x8, alpha blending, virtual texture design, multi-texture mapping/bump/environment mapping, MIPMAP, bilinear filtering, real-time texture decompression (S3TC), etc.
  • Other: Real-time decompression of display list, HW motion compensation capability

The Gekko MPU integrates the PowerPC CPU into a custom game-centric chip.

(The following sound related functions are all incorporated into the system LSI)

  • Sound processor: Special 16bit DSP
  • Instruction memory: 8KB RAM + 8KB ROM
  • Data memory: 8KB RAM + 4KB ROM
  • Clock frequency: 101.25mhz
  • Minimum number of simultaneously produced sounds: ADPCM: 64ch
  • Sampling frequency: 48khz
  • System floating point arithmetic capability: 13.0GFLOPS (peak), (MPU, Geometry Engine, HW Lighting Total)
  • Actual display capability: 6 million to 12 million polygons per second (display capability assuming actual game with complexity model, texture, etc.)

  • Main memory: 24MB sustainable latency, (10ns or lower 1T-SRAM)
  • A-Memory: 16MB (100mhz DRAM)
  • Disc Drive: CAV (Constant Angular Velocity) system average access time 128ns, Data transfer speed: 16Mbpsto 25Mbps
  • Media: 8cm Nintendo Gamecube Disc based on Matsushita's optical disc technology – approximately 1.5GB capacity
  • Input: Controller port: x4, Digicard slot: x2, Analog AV output: x1, Digital AV output: x1, High-speed serial port: x2, High-speed parallel port: x1
  • Power supply: AC Adapter DC12V x 3.5A
  • Main unit dimensions: 150mm/5.9in(W) x 110mm/4.3in(H) x 161mm/6.3in(D)