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Game Cube FAQ
What is the name of Nintendo's new videogame console – the successor to the Nintendo 64?
Up until more recently, the official Nintendo codename for the console was indeed Project Dolphin. And, for a brief period Nintendo Japan was considering the name Star Cube. However, Nintendo's North American subsidiaries were not happy with the title and therefore a compromise was struck. The official name for Nintendo's next-generation console is GAMECUBE.
Click here to view all the Gamecube console colors
More Pictures:
The Issue of Console Size Gamecube is a lot smaller than it looks in pictures. To give you an idea of just how tiny the console is, IGNcube reader Brett Seldon has put together this render comparing Gamecube's physical size with that of Dreamcast and PlayStation 2. It's an interesting idea, and we definitely recommend viewing it.
Why was the console previously codenamed Dolphin by Nintendo?
During a pre-E3 1999 press conference, Nintendo of America chairman Howard Lincoln admitted that he wasn't sure. Evidently those involved with the development of the console code-named it. Lincoln mused that maybe they liked Dolphins.
When was the announcement made?
The first official announcement of Gamecube's existence was on May 12, 1999 at a Nintendo-held press conference in Los Angeles—just one day prior to E3 '99. The company announced the next-generation console's "Dolphin" codename, business partners, development partners and released a brief summary of official system specs. Nintendo of America chairman Howard Lincoln delivered a confident speech regarding the future game machine, which can be read by clicking right here.
When was Gamecube fully unveiled to the public?
After more than a year of silence, on August 24th, just one day prior to Nintendo's private Spaceworld 2000 show, the company unveiled and demonstrated Gamecube.
What exactly did Nintendo reveal about the console on its August 24 unveiling?
Nintendo revealed the official name, full specs, hardware casing, controller designs, peripheral add-ons, modems, broadband plans, and more. It also showcased several software "demos" running on the console's powerful hardware in real-time and streaming FMV format.
What software was demonstrated at Spaceworld 2000? Some of the demos that were shown include the following:
Too see a high-quality video of some of the demos shown click here.
For a full recap of the show click here.
For impressions of the show click here.
What companies has Nintendo partnered with to make Gamecube?
Currently, the companies we know Nintendo affiliated with for Gamecube include Matsushita, IBM, NEC, ArtX, Macronix, MoSys, S3, Applied Microsystems, Factor 5, Metrowerks and Conexant.
Matsushita (best known by its Panasonic brand name), the largest consumer electronics company in the world, develops, manufactures and supplies Nintendo with a proprietary DVD disc drive for incorporation into the Gamecube. Along with the disc drive Matsushita will also manufacture the 8cm mini-DVD discs for Gamecube. The discs themselves will also have a highly secure encryption scheme to prevent piracy.
Currently Nintendo's version of Gamecube does not support DVD-movie playback, but Matsushita plans to offer a DVD-player that will. Howard Lincoln said, "[Gamecube]'s technology will be integrated into various Matsushita or Panasonic branded DVD consumer electronic products, enabling consumers to play movies and music as well as Gamecube games published by Nintendo and Nintendo's third party publishers." So, in essence, specific Matsushita DVD players will theoretically be able to play Gamecube software as well. However, because of the size of the mini-DVDs, Gamecube is not equipped or designed to handle DVD movies.
In a deal between Nintendo and IBM reaching over $1 billion, IBM has designed and currently manufactures a unique 405 MHz central processor unit featuring industry-leading 0.18 micron copper technology Gamecube. The chip, dubbed the "Gekko" processor, is an extension of the IBM PowerPC architecture.
The two companies have also agreed to explore the potential use of IBM technology in other Nintendo products as well. The current arrangement called for IBM to design, manufacture and ship copper processors to Nintendo.
The Gekko includes a hefty 256KB of Level 2 cache memory and more efficient data management between the processor and the game system's primary graphics chip.
"In my mind, I'd always envisioned what a game like Zelda could look like, and with the N64, I was able to create it," comments Shigeru Miyamoto. "Now, with the Gekko processor, I can see an opportunity to take game designs to a new level."
Speaking at the Nintendo pre-E3 '99 press conference, Howard Lincoln boasted that only IBM possesses the technology to manufacture chips using copper circuitry. "Nobody else in the world can do what IBM does," said Lincoln. "And quite frankly, anything less is simply not state of the art technology."
Gamecube processor chips are manufactured at IBM's high-volume manufacturing facility in Burlington, VT.
For pictures of Gekko, click here.
NEC, manufactures an ArtX-designed graphics chip codnamed "Flipper" as well as the Gamecube's memory components. Flipper will house 3MB of embedded 1T-SRAM. Comparatively, Sony's PS2 features 4MBs of eDRAM on its graphics chip, but also draws upon additional system RAM continuously. Nintendo has 40MB of system RAM to draw on; 24MBs of that is 1T-SRAM and 16MBs of that is A-Memory(100MHz DRAM).
NEC is spending an estimated 80 billion-yen ($761 million) to construct a factory in southern Japan that will concentrate on the production of Gamecube semiconductors. The company began development of the new facilities, located adjacently to its Japan headquarters, in November 1999. Nintendo has reportedly already ordered more than 300 billion yen ($2.8 billion) worth in semiconductors for its next-generation machine.
According to Nintendo of America chairman Howard Lincoln, "Dr. Yen has assembled at ArtX one of the best teams of 3D graphics engineers on the planet." After seeing what Gamecube is capable of, that can be considered as fact.
Also to note is thatArtX was acquired by the respected PC graphics technologies company, ATI, on February 16, 2000. The $400 million deal provides ATI a gateway into the console market through ArtX's involvement with Gamecube.
"ATI now becomes a major supplier to the game console market via Nintendo," said a company spokesperson."
Basically, the deal doesn't change much so far as Gamecube enthusiasts are concerned. The ArtX chipset will remain intact and will still be delivered exclusively to Nintendo. The only difference is that ATI will also be drawing profits (we hope) from it.
Full details on the ArtX/ATI merger can be found right here.
Macronix's exact role hasn't come out of the woodwork just yet, but with a little research it would be easy to see the company has developed the Gamecube's memory card and will manufacture it as well.
The memory add-on is called the Digicard, and will be capable of storing 1/2MBs of data. However, as that isn't a huge amount there will be a SD-Digicard adapter. This adapter will allow for a connection with Panasonic's SD Memory Cards which currently have as low as a 32MB density, but will be available in 256MB by late 2001. Gamecube is currently scheduled to utilize a 64MB SD Memory card.
Sunnyvale-based MoSys is the company behind 1T-SRAM technology, which will make the graphics chip and the Gekko CPU work in perfect harmony with each other—and at blazing speed. There is 24MB of 1T-SRAM main memory the Gekko CPU and Flipper graphics chip can access. As of the year 2000, this is one of the largest implementations of static RAM in consumer product history.
MoSys first announced its partnership with Nintendo in September 1999. "1T" refers to the single transistor feature while the "S" means that the RAM is static as opposed to dynamic (DRAM). The static nature of the SRAM is intended to give the Gekko chip immediate access to all the info it needs which is what gives the Gamecube its incredible speed.
To better provide texture performance on Gamecube, Nintendo called upon S3 for their S3TC texture compression technology.
When the deal was made, Howard Lincoln explained, "S3 will be a major force in accelerating the performance we'll achieve on [Gamecube]. With their unique graphics compression technology, developers will be able to provide players with more complex and colorful graphics. Coupled with our previously announced strategic agreements with companies like IBM, Matsushita, ArtX and MoSys, incorporation of S3 technology will make Gamecube a console without equal." The exact details of the deal can be found right here.
To ensure that developers had the best development environment available, Nintendo partnered with several software and hardware companies. One of those was Applied Microsystems, Corp. (AMC). It was been selected to design and manufacture the critical development hardware developers will use to create Gamecube games.
"We're pleased we were chosen to work with Nintendo on [Gamecube]," says Stephen J. Verleye, President and CEO, Applied Microsystems, Corp. "AMC has led the embedded systems tools market for more than 20 years, so we have much to offer this next generation of console."
Initially AMC provided emulation devices to mimic Gamecube, but because of the systems final state real development hardware is being shipped. Early reports suggest the development hardware is so good it only took a matter of weeks to port the emulated code onto the Gamecube system hardware. Normally it takes months. The hardware is designed to be efficient and encourages a faster time-to-market.
Other news also suggests the development hardware will eventually integrate tools for online gaming.
For the original announcement see this news story.
The agreement between Nintendo and Factor 5 extends through the lifecycle of Gamecube. Factor 5 is providing its acclaimed MusyX Audio Tools (formerly known as MoSys FX) as the primary sound software for the console and its developers. Using it, programmers can compose real-time music and sound effects that can be made to interact with players -- all with a degree of audio quality that rivals studio-engineered streaming music. Also, because Gamecube uses a propriety DVD format, streaming red book audio is also possible.
"Nintendo is the first game console manufacturer to recognize the evolution of sound as an integral part of their [Gamecube]," said Julian Eggebrecht, President, Factor 5. "Their system will be more powerful than anything else out there, and we're thrilled to work with them."
For a full breakdown of MusyX technology click here.
The Austin, Texas-based Metrowerks is best known for its CodeWarrior compiler for Nintendo 64. For Gamecube, Metrowerks is providing a custom version of its acclaimed CodeWarrior software development tools, which enables developers to create Gamecube software using popular programming languages. In a nutshell, CodeWarrior provides a sleek programming environment to aid developers, and efficiently compiles written code so that it may be used in conjunction with the Gamecube.
"Our Dolphin-specific CodeWarrior will streamline the [Gamecube] game development process giving designers ease of use and the ability to access the unique features of the [Gamecube] system and the Gekko chip," explained Greg Galanos, President and Chief Technology Officer of Metrowerks. "We're pleased to work with Nintendo on this important hardware system and look forward to the results of this partnership."
Conexant will build and supply a V90 56k modem as well as a broadband adapter for Gamecube. The modem will work in conjunction with the console to allow platform owners a dial-up connection to an online network where they will presumably be able to trade data and play games. The broadband adapter should allow for users with cable or DSL service to use their high-bandwidth services if they so wish. Nintendo has not announced its Internet strategy, but sources say the strategy is very solid and not something Nintendo has glanced over.
"Dolphin will combine Nintendo's world-class design and beloved franchise characters with the expansion of the world of gaming by an online network," said Genyo Takeda, Nintendo's corporate director and general manager of integrated research and development.
Click here to see the original announcement.
What are the official specifications for Gamecube?
MPU (Microprocessor Unit): IBM Gekko Processor (an extension of the IBM Power PC architecture)
MPU (Microprocessor Unit): IBM PowerPC "Gekko"
System LSI: "Flipper"
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)
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Additional Information
What is S3TC?
S3TC, which is hardwired into the graphics chip provides a 6:1 ratio for compressing textures. Which means if a developer wants to cram 50MB of textures into Gamecube, it will only cost them about 8MB of memory space, and because the technology is part of the graphics chip it won't affect the system resources. What all this means is that Gamecube features exquisitely detailed textures with great variance instead of ones that are monotonous and blurry.
If you haven't come to an understanding by now, simply know that S3TC will be a very important part of Gamecube's graphical abilities; in fact, one of the most important. By employing S3TC in every game from the systems launch forward, developers will achieve stunning graphics. In the end, texture performance is the perfect marriage for Gamecube's high polygon pushing performance. As cliché as it sounds, S3TC is the icing on this graphical cake.
What is 1T-SRAM?
MoSys 1T-SRAM technology (which is available in densities up to 128Mbits) uses a single transistor cell to achieve high density while maintaining the refresh-free interface and low latency random access memory access cycle time associated with traditional six-transistor SRAM cells. Embedded 1T-SRAM, as used in the Gamecube console, enables designers to get beyond the density limits of six-transistor SRAMs. It also reduces much of the circuit complexity and extra cost associated with using embedded DRAM. 1T-SRAM memories can be fabricated in either pure logic or embedded memory processes using as little as one ninth of the area of traditional six-transistor SRAM cores. In addition to the high performance and density, this technology offers dramatic power consumption savings by using under a quarter of the power of traditional SRAM memories.
How does Gamecube fare against the competition?
Nintendo has released some rather vague specifications for Gamecube, so it's hard to say definitively how much more or less powerful it may be. However, developers say Gamecube is a more powerful machine than the PlayStation 2, and the demonstrations shown at Spaceworld 2000 back that up. The following chart compares what we officially know about Nintendo's next-generation console to the competition.
Polygon Power
Memory
Memory Bus Bandwidth
Software Format
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An explanation Gamecube's DVD format.
Nintendo Gamecube Disc: Holds 1.5 Gigabytes of data condensed onto an 8cm in diameter disc. If you compare the data storage capacity of the media to one of Nintendo 64's most popular games, Super Mario 64 (which holds 8MBs), you'll find that the Gamecube disc can store 190 times the data -- or roughly twice the amount of a regular CD game.
"This 8cm pocket size disc that can fit in your pocket was designed to be an advanced medium that can be easily inserted/removed from the main drive and is user-friendly for all levels," says Nintendo on its Gamecube disc. "Also in the near future, when you consider the merging of TV games in the home and portable games, we are confident that this fashionably-sized disc will lead the way for entertainment in the 21st Century and become the de facto standard for the game industry." When questioned if future handheld devices from Nintendo (beyond Game Boy Advance) would utilize the mini-DVD-sized medium, a company representative hinted that it was a possibility.
The inner curves of the 8cm disc, which feature proper branding, are also key to the protection against piracy -- and like the disc itself, are provided from Matsushita Electric Industrial Company's proprietary technology.
Will these proprietary discs be expensive to make games for?
No. "Proprietary" doesn't necessarily mean expensive -- cartridge manufacturing does. Don't confuse the two. Sega's GD-ROMs are proprietary in nature while still cost effective and easily manufactured. Nintendo's proprietary Gamecube discs will not inflate the costs of development, and in fact the company has said that its licensing fees for third-parties are comparable, if not better than those of competitor Sony's for PlayStation 2.
What does the controller look like and how does it function?
The Nintendo Gamecube controller features seven buttons, two analog stick (one of which is used primarily for camera positioning), a D-Pad and built in rumble motor. Nintendo comments: "To make the controller easy to use and feel more stable we have designed two grips and compiled the controls for the left and right hands into two 'systems.'"
"Also, with the manner in which the buttons on the right side are arranged, the A Button home position can be set, making the role of each button more intuitive," says Nintendo. "In terms of functionality, another analog control stick was added, and an actual analog trigger was added to both the right and left. An even wider variety of operations are now possible. Furthermore, a rumble motor was implemented so the inconvenience of removing/inserting the Rumble Pak and replacing its batteries was eliminated."
Click here for an image of all the Gamecube controllers
Click here for large image of the black Gamecube controller
Click here for our impressions of the Gamecube controller
In addition to the standard Gamecube controllers, Nintendo has also developed the Wavebird -- a wireless version of the regular joypad. It uses an Radio Frequency system and can transmit controller data up to 10 meters -- much more distance than any gameplayers would need while interacting with the console. The console port wireless adapter you see in the picture (to your left) is only in prototype stage and Nintendo's Shigeru Miyamoto has commented that it will likely be more stylish by the time it is released next year.
Click here for a large picture of the Wavebird Gamecube controller
Click here for a large picture of the Wavebird Gamecube receiver
Have development kits shipped to developers?
Yes. Since August 2000 all first- and second-party houses have been in possession of working development kits. Most third-parties, meanwhile, save for the bigger companies like EA, Capcom and Konami, are still waiting for hardware, and will continue to do so until late September/early October, when final kits go out to everybody.
The general opinion amongst those who have Gamecube development kits is that the hardware lives up to all expectations and it is considerably easier to program for than PlayStation 2.
Will Gamecube play N64 cartridges?
No, obviously. The console will only play proprietary 1.5GB Gamecube Discs developed by Matsushita. The next-generation console will not be backward compatible with Nintendo 64 games for three major reasons:
Will Gamecube be able to play DVD movies?
Two different versions of Gamecube are planned. A Nintendo-released "base" unit will not support DVD playback. Nintendo is marketing the console as a videogame machine—nothing else. To this end, the console is expected to be very cheap and mass-market friendly. However, a Matsushita-branded version of the Gamecube console is also planned for release—initially in Japan. This machine will feature DVD playback, but will be more expensive.
Why won't Nintendo's "base" unit just include DVD playback?
Nintendo claims that it is targeting its Gamecube as a videogame console only. However, logic tells us that price is also a major issue. In accordance with the DVD Forum (formerly DVD Consortium), an organization founded and maintained by major electronics manufacturers worldwide, any corporation wishing to release a DVD-branded device capable of playing DVD movies into the mass-market must pay a fee of approximately $20 per unit to the Forum. Therefore, Nintendo would have to pay $20 to the Forum for every Gamecube unit shipped—an amount of money that, it seems, is unacceptable. Add to that the fact that Nintendo wants to use copy-protected, differently-sized DVDs.
Will Matsushita's DVD capable version of Gamecube ship at the same time as Nintendo's "base" unit?
Yes. Matsushita plans to release its DVD-movie playback ready version of Gamecube July 2001 in Japan. It will be more expensive. Currently this version of Gamecube is only scheduled for release in Japan -- not the rest of the world.
Will Nintendo release an add-on or upgrade for Gamecube that enables DVD movie playback?
Unknown at this time. However, Nintendo has stated time and again that Gamecube is designed to be a game machine only, so to release a DVD add-on would clash with the company's philosophy.
Will Gamecube be able to play FMV?
Yes. Nintendo's base unit will be able to decode MPEG-2, despite the fact that it won't be able to legally play DVD-branded movies. This means that full-length cut-scenes and cinemas are fully possible on the console.
And because Gamecube's media format allows for 1.5GBs of storage, developers are now able to store roughly twice the amount of FMV data with Nintendo's next-generation console than they could with previous CD-based platforms. With that said, though, Nintendo is still focusing its efforts on real-time gameplay as opposed to rendered cut-scenes and movies, and is encouraging most of its development houses to do the same. But as you can see, second-parties like Silicon Knights are already planning on using Gamecube's media for FMV cut-scenes.
How does Nintendo's planned N64 add-on device 64DD fit in, if it all?
It doesn't. 64DD is dead in Japan and never coming to America. Nintendo is using 64MB SD Memory Cards with its Gamecube console in order to store and save extra data -- so in this sense the philosophy behind the 64DD lives on.
Will the Gamecube have a modem?
Yes. "[The Gamecube] will have a function to access the Internet," confirmed Nintendo president Hiroshi Yamauchi. "We are entering the market as a latecomer so the console will have to outperform Sony Corp.'s PlayStation2." The modem(s) -- a 56k and a broadband -- are being built by hardware company Conexant. You can read all about Conexant's involvement in our company profile located at the upper-end of the FAQ.
Will the modem come packaged with the system?
The 56k modem is currently not scheduled to ship with the system, but this could change before Gamecube's release. Meanwhile, the broadband modem will be available later.
Where does the handheld market fit in?
Enter Game Boy Advance. The portable will be able to hook up with Gamecube for optimal interactivity. Recently in a speech given by Peter Main, Nintendo of America's Vice President of Sales, he stated Game Boy Advance would be an "integral part of Gamecube" and that "...clearly you're going to see an interface between the Game Boy Advance and Gamecube that is more than happenstance and doesn't require a mechanical device."
From what we can discern, Gamecube will connect directly to the GBA in a plug-and-play manner. For instance, users will potentially be able to use GBA to build character experience and then transfer the character into full its full 3D counterpart on Gamecube.
For more on the GBA connection, be sure and check out IGNpocket's Game Boy Advance FAQ.
How much will Gamecube cost?
Exact pricing for the console is not yet known, but it's going to be marketed cheap. "While our new [Gamecube] hardware will be extremely powerful," said former company chairman Howard Lincoln at a Nintendo held press conference last May, "it will retail at a mass market price for home videogame systems." A rumored $150-200 price-point is likely.
Lincoln also noted that Gamecube software would sell at a competitive price. "Let me assure you that this is a critical objective for Nintendo—as is the need for flexible and quick manufacturing turn around of [Gamecube] software and strong and effective counterfeit protection. All of these objectives will be achieved under the Nintendo-Matsushita alliance."
When is Gamecube's release date?
July 2001 in Japan and October 2001 in the US.
What is the probability of Nintendo meeting its projected Gamecube release date?
With Microsoft's upcoming XBox console debuting in the US late 2001, Nintendo would be wise to release the Gamecube system as soon as it can afford to. With this in mind, it's entirely possible that the company will in fact release it as planned during the July (Japan) and October (US).
What developers are officially backing Gamecube?
At a pre-E3 press conference held May 1999, Nintendo officially confirmed that four development teams were already underway with Gamecube software. Those teams include:
Other since announced second-parties include:
Read an IGN editorial on the importance of Nintendo's second-parties in relation to Gamecube by clicking here
Additionally, the console will be heavily backed by Nintendo Japan's development studios, EAD. Also, Acclaim Entertainment and Titus Software confirmed months ago that they have every intention of fully supporting the system. Developer Factor 5, which is licensing its sound tools for Gamecube development, is also in the works with Thornado, a 3D adventure title, for Gamecube. Read what Factor 5 has to say about Gamecube by clicking right here. Finally, 3DO's Trip Hawkins recently confirmed that the company will be creating software for Nintendo's next-generation console.
What developers/companies are rumored to be making games for the console?
Though unconfirmed, all of the following companies are rumored to be linked to Gamecube development.
For IGNcube's Gamecube wish-list, click here.
What games are being made for the console?
Very few games have been confirmed for Nintendo Cube thus far. However, IGNcube has compiled a list of software that is almost definitely on its way to the console. The titles featured on the list come to us through a combination of announcements, rumors, and comments from development houses.
Here's a breakdown of some of the games on the way:
When will more Cube information be released?
At the Electronics Entertainment Expo 2001. Nintendo is intentionally keeping quiet until the big show -- but you can bet that the company is going to coming out swinging then.