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==Hardware==
 
==Hardware==
  
Howard Cheng, technical director of Nintendo technology development, said the company's goal was to select a "simple [[RISC]] architecture" to help speed development of games by making it easier on software developers. IGN reported that the system was "designed from the get-go to attract third-party developers by offering more power at a cheaper price. Nintendo's design doc for the console specifies that cost is of utmost importance, followed by space."  Hardware partner ArtX's Vice President Greg Buchner stated that their guiding thought on the console's hardware design was to target the developers rather than the players, and to "look into a crystal ball" and discern "what's going to allow the Miyamoto-sans of the world to develop the best games".
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Howard Cheng, technical director of Nintendo technology development, said the company's goal was to select a "simple [[RISC]] architecture" to help speed development of games by making it easier on software developers. IGN reported that the system was "designed from the get-go to attract third-party developers by offering more power at a cheaper price. Nintendo's design doc for the console specifies that cost is of utmost importance, followed by space."<ref name="It's Alive"/> Hardware partner ArtX's Vice President Greg Buchner stated that their guiding thought on the console's hardware design was to target the developers rather than the players, and to "look into a crystal ball" and discern "what's going to allow the Miyamoto-sans of the world to develop the best games".<ref name="ATI discusses GC graphics"/>
  
''We thought about the developers as our main customers. In particular for GameCube, we spent three years working with Nintendo of America and with all sorts of developers, trying to understand the challenges, needs, and problems they face. First among these is the rising cost of development. The GameCube can see high performance without too much trouble; it isn't a quirky design, but a very clean one. It was important we didn't require jumping through hoops for high performance to be achieved. On top of that, it is rich in features, and we worked to include a dream group of technical features that developers requested.''
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<quote>We thought about the developers as our main customers. In particular for GameCube, we spent three years working with Nintendo of America and with all sorts of developers, trying to understand the challenges, needs, and problems they face. First among these is the rising cost of development. The GameCube can see high performance without too much trouble; it isn't a quirky design, but a very clean one. It was important we didn't require jumping through hoops for high performance to be achieved. On top of that, it is rich in features, and we worked to include a dream group of technical features that developers requested. | salign=right|source=—Greg Buchner, ArtX's Vice President</quote>
  
Initiating the GameCube's design in 1998, Nintendo partnered with [[ArtX]] (then acquired by ATI Technologies during development) for the system logic and the GPU, and with [[IBM]] for the CPU. IBM designed a [[PowerPC]]-based processor for the next-generation console, known as [[Gekko (microprocessor)|Gekko]], which runs at 485&nbsp;[[Hertz|MHz]] and features a [[floating point unit]] (FPU) capable of 1.9&nbsp;[[GigaFLOPS|GFLOPS]]. Designed at 0.18 microns and described as "an extension of the IBM Power PC architecture", Gekko features IBM's reportedly then-unique copper-based chip manufacturing technology. Codenamed "[[Nintendo GameCube technical specifications|Flipper]]", the GPU runs at 162&nbsp;MHz and, in addition to graphics, manages other tasks through its audio and [[input/output]] (I/O) processors.
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Initiating the GameCube's design in 1998, Nintendo partnered with [[ArtX]] (then acquired by ATI Technologies during development) for the system logic and the GPU,<ref name="Nintendo tweaks GC's specs"/> and with [[IBM]] for the CPU. IBM designed a [[PowerPC]]-based processor for the next-generation console, known as [[Gekko (microprocessor)|Gekko]], which runs at 485&nbsp;[[Hertz|MHz]] and features a [[floating point unit]] (FPU) capable of 1.9&nbsp;[[GigaFLOPS|GFLOPS]]. Designed at 0.18 microns and described as "an extension of the IBM Power PC architecture", Gekko features IBM's reportedly then-unique copper-based chip manufacturing technology.<ref name="Nintendo press conference May 1999"/>  Codenamed "[[Nintendo GameCube technical specifications|Flipper]]", the GPU runs at 162&nbsp;MHz and, in addition to graphics, manages other tasks through its audio and [[input/output]] (I/O) processors.<ref name="Specs - ExtremeTech">{{cite web|url=http://www.extremetech.com/extreme/49118-nintendo-gamecube-unwrapped|title=Nintendo GameCube Unwrapped|last=Hackman|first=Mark|date=June 12, 2001|publisher=ExtremeTech|accessdate=July 9, 2013}}</ref><ref name="Specs - Anandtech">{{cite web|url=http://www.anandtech.com/show/858|title=Hardware Behind the Consoles - Part II: Nintendo's GameCube|last=Shimpi|first=Anand Lal|date=December 7, 2001|publisher=AnandTech|accessdate=July 9, 2013}}</ref><ref>{{cite web|url= http://cube.ign.com/articles/090/090003p1.html| title=GameCube 101: Graphics|publisher=IGN|accessdate=January 27, 2008|date=January 16, 2001}}</ref><ref name="Specs - PC World">{{cite web|url=http://www.pcworld.idg.com.au/article/28028/gamecube_uncovered_-_ibm_ati_inside/|title=Gamecube uncovered - IBM, ATI inside|last=Gray|first=Douglas F.|date=June 14, 2001|publisher=PC World|accessdate=July 9, 2013}}</ref>
  
The GameCube introduced a proprietary [[miniDVD]] optical disc format as the storage medium for the console, capable of storing up to 1.5&nbsp;[[Gigabyte|GB]] of data. The technology was designed by [[Panasonic Corporation|Matsushita Electric Industrial]] (now Panasonic Corporation) which utilizes a proprietary copy-protection scheme – different from the [[Content Scramble System]] (CSS) found in standard [[DVD]]s – to prevent unauthorized reproduction. The [[Famicom Data Recorder]], [[Famicom Disk System]], [[SNES-CD]], and [[64DD]] had explored various complementary storage technologies, but the GameCube was Nintendo's first console to move away from cartridge-based media altogether. The GameCube's 1.5&nbsp;GB mini-disc have sufficient room for most games, although a few games require an extra disc, higher video compression, or removal of content present in versions on other consoles. By comparison, the PlayStation 2 and Xbox, also sixth-generation consoles, both use 8.5&nbsp;GB [[DVD-R DL|Dual-Layer DVDs]].
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The GameCube introduced a proprietary [[miniDVD]] optical disc format as the storage medium for the console, capable of storing up to 1.5&nbsp;[[Gigabyte|GB]] of data.<ref name="miniDVD - IGN">{{cite web|url=http://www.ign.com/articles/2000/08/24/gamecube-a-digital-wonder|title=Gamecube: A Digital Wonder|date=August 23, 2000|publisher=IGN|accessdate=July 8, 2013}}</ref> The technology was designed by [[Panasonic Corporation|Matsushita Electric Industrial]] (now Panasonic Corporation) which utilizes a proprietary copy-protection scheme – different from the [[Content Scramble System]] (CSS) found in standard [[DVD]]s – to prevent unauthorized reproduction.<ref name="Matsushita">{{cite web|url=http://www.eetimes.com/document.asp?doc_id=1139403|title=Matsushita allies with Nintendo on next-generation game console|date=May 12, 1999|accessdate=July 9, 2013}}</ref> The [[Famicom Data Recorder]], [[Famicom Disk System]], [[SNES-CD]], and [[64DD]] had explored various complementary storage technologies, but the GameCube was Nintendo's first console to move away from cartridge-based media altogether.<ref>{{cite web|url=http://electronics.howstuffworks.com/gamecube2.htm|title=How GameCube Works|last=Bonsor|first=Kevin|publisher=HowStuffWorks|accessdate=July 8, 2013}}</ref> The GameCube's 1.5&nbsp;GB mini-disc have sufficient room for most games, although a few games require an extra disc, higher video compression, or removal of content present in versions on other consoles. By comparison, the PlayStation 2 and Xbox, also sixth-generation consoles, both use 8.5&nbsp;GB [[DVD-R DL|Dual-Layer DVDs]].
  
 
Like its predecessor, the Nintendo 64, GameCube models were produced in several different color motifs. The system launched in "Indigo", the primary color shown in advertising and on the logo, and in "Jet Black". A year later, Nintendo released a "Platinum" limited edition GameCube, which uses a silver color scheme for both the console and controller. A "Spice" orange-colored console was eventually released as well only in Japan, though the color scheme could be found on controllers released in other countries.
 
Like its predecessor, the Nintendo 64, GameCube models were produced in several different color motifs. The system launched in "Indigo", the primary color shown in advertising and on the logo, and in "Jet Black". A year later, Nintendo released a "Platinum" limited edition GameCube, which uses a silver color scheme for both the console and controller. A "Spice" orange-colored console was eventually released as well only in Japan, though the color scheme could be found on controllers released in other countries.

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