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Emuparadise.org Exclusive:
Nintendo Gamecube Review
It's finally here! The release of
Nintendo's Gamecube. In order to compete with the competition from Sega, Sony,
and Microsoft, Nintendo felt they would need to introduce a new system. The
Gamecube is Nintendo's response to the competition.
As with all new systems, be prepared
to spend a fairly large amount of money before you can actually play the system.
The Nintendo Gamecube system itself costs $199.99 US dollars. The system wouldn't
be much fun without any games though, so be prepared to pay an additional $49.99
for a game. Most of the games, however, require a memory card in order to save
the game, and it wouldn't be too practical having to do everything all over
again all the time after you turn off the system. The memory card costs about
$14.99 US dollars. This brings the total up to about $270 US dollars before
you can actually enjoy the system. However, this is a reasonable price when
you think about how the Xbox costs $299.99 US dollars just for the system, not
to mention how everything else is priced ridiculously high to make up for the
loss of money that Microsoft is selling their system at.
When you first start the system,
you will be greeted with an opening screen asking you to enter the time and
date. You can also view other things here such as the contents of the memory
card and information about the game disk entered. This is a lot like the opening
screen from the Playstation 2. After you set the date and time, you can then
begin playing your game. Being a system that uses disks, rather than cartridges
like the Nintendo 64 and every other system by Nintendo, I expected the load
times to be very slow. However, I found otherwise. The game loads up instantly,
and whenever your switching between one screen and another, you never once see
a "loading..." screen as seen in the Playstation. The load times are just as
fast as any cartridge.
The game I bought with the system
was Wave Race: Blue Storm. Those of you familiar with the N64 version of Wave
Race will find many similarities between the two. In fact, you will even find
some of the same maps from the N64 version such as Dolphin Park. However, Dolphin
Park has been redesigned somewhat to make it a little different from the N64
version. One of the many great differences between the N64 Wave Race and the
Gamecube's Wave Race: Blue Storm is the amount of detail. Right away, you will
notice a huge difference in the amount of detail in the maps, the water, the
waves, and everything around you. Unlike the N64 version of Wave Race, where
the water was basically just one blue color that you rode on top of, you will
be able to see down into the water and you'll also see tons of reflections from
buildings, trees, islands, and the such. You will see fish swimming around,
and plants growing down underneath the water. As in the N64 version, you'll
still be noticing different wave patterns in the game such as very rough waves
that throw you around, or calm waves that barely push you aside. Wave Race:
Blue Storm also has some new stunts in it as well. For example, you can perform
a move known as the Superman off the ramps. This opens many new possibilities
relating to your performance in Stunt mode. Another new feature is the boost
that you can get by pressing the Z button.
If you want to be able to play games
with a friend, you'll need to get a second, third, or even a fourth controller.
The controller's cost $34.99 US dollars each. The Gamecube controller is very
comfortable. You will be able to reach for any button, simply by moving your
thumb, or index finger. You won't have to move your entire hand in order to
reach things like the L button or the D-Pad like you would on the N64 controller.
The one thing I don't like as much about the Gamecube controller as opposed
to the N64 controller is the location of the Z button. The Z button on the N64
controller was often used as a trigger button, as it was under the controller
like a trigger. However, on the Gamecube controller, it is on the top, right
in front of the R button. While you can still reach it with comfort, its not
always at your finger tips like it was on the N64 version. You'll have to move
your index finger in order to reach it. Other than that however, I feel that
the Gamecube's controller was a success.
Unlike with the Nintendo 64, the
Gamecube comes with a host of new games to choose from. These games include
Luigi's Mansion, Star Wars: Rogue Squadron II, Tony Hawks Pro Skater 3, Madden
2002, Monkey Ball, and many others. Each game costs $49.99 US dollars, so unless
you are very wealthy or are friends with someone that is, you probably won't
be able to get every game. The are also many great games on the way, such as
the new Zelda for Gamecube, and Super Smash Bros: Melee. Gamecube is destined
to be one great system!
Check out the GC specifications
below:
Gamecube Specifications:
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MPU ("Micro Processing
Unit")
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Custom IBM Power PC "Gekko"
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Manufacturing Process
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0.18 micron IBM Copper Wire
Technology
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Clock Frequency
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485 MHz
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CPU Capacity
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1125 Dmips (Dhrystone 2.1)
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Internal Data Precision
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32-bit Integer & 64-bit Floating-point
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External Bus
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1.3 GB/second peak bandwidth
32-bit address space
64-bit data bus
162 MHz clock
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Internal Cache
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L1: Instruction 32KB, Data
32KB (8 way)
L2: 256KB (2 way)
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System LSI
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Custom ATI/Nintendo "Flipper"
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Manufacturing Process
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0.18 micron NEC Embedded DRAM
Process
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Clock Frequency
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162 MHz
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Embedded Frame Buffer
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Approx. 2 MB
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Sustainable Latency: 6.2ns
(1T-SRAM)
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Embedded Texture Cache
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Approx. 1 MB
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Sustainable Latency: 6.2 ns
(1T-SRAM)
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Texture Read Bandwidth
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10.4 GB/second (Peak)
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Main Memory Bandwidth
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2.6 GB/second (Peak)
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Pixel Depth
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24-bit Color, 24-bit Z Buffer
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Image Processing Functions
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Fog, Subpixel Anti-aliasing,
8 Hardware Lights, Alpha Blending, Virtual Texture Design, Multi-texturing,
Bump Mapping, Environment Mapping, MIP Mapping, Bilinear Filtering, Trilinear
Filtering, Ansitropic Filtering, Real-time Hardware Texture Decompression
(S3TC)
Real-time Decompression of Display List, HW 3-line Deflickering filter
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Audio Processing
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(Incorporated into the System
LSI)
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Sound Processor
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Custom Macronix 16-bit DSP
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Instruction Memory
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8KB RAM + 8KB ROM
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Data Memory
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8KB RAM + 4KB ROM
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Clock Frequency
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81 MHz
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Performance
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64 simultaneous channels,
ADPCM & PCM encoding
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Sampling Frequency
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48KHz
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Performance
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Floating-point Arithmetic
Capability
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10.5 GFLOPS (Peak)
(MPU, Geometry Engine,
HW Lighting Total)
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Real-world polygon
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6 to 12 million polygons/second (Peak)
(Assuming actual game conditions with
complex models, fully textured, fully lit, etc.)
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System Memory "Splash"
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40 MB
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Main Memory
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24 MB MoSys 1T-SRAM
Approximately 10ns Sustainable
Latency
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A-Memory
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16 MB 81 MHz DRAM
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Disc Drive
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CAV (Constant Angular
Velocity) System
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Average Access Time
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128ms
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Data Transfer Speed
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16Mbps to 25Mbps
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Media
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3 inch Nintendo GameCube
Disc based on Matsushitas Optical Disc Technology
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Capacity
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Approx. 1.5GB
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Input/Output
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4 Controller Ports
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2 Memory Card Slots
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Analog AV Output
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Digital AV Output
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2 High-Speed Serial Ports
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High-speed Parallel Port
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Power Supply
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AC Adapter DC12V x 3.5A
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Dimensions
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4.3"(H) x 5.9"(W) x 6.3"(D)
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Review by Septic
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