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{{Infobox information appliance
 
{{Infobox information appliance
 
| name        = Nintendo GameCube
 
| name        = Nintendo GameCube
| logo        = Nintendo_Gamecube_Logo.png
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| logo        = Nintendo Gamecube Logo.svg
 
| image        = GameCube-Set.jpg
 
| image        = GameCube-Set.jpg
 
| caption      = An indigo GameCube console with [[GameCube controller|its controller]] and the 251-block memory card
 
| caption      = An indigo GameCube console with [[GameCube controller|its controller]] and the 251-block memory card
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| generation  = [[Sixth generation of video game consoles|Sixth generation]]
 
| generation  = [[Sixth generation of video game consoles|Sixth generation]]
 
| lifespan    = 2001–2007
 
| lifespan    = 2001–2007
| discontinued = WW: 2007
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| discontinued = {{vgrelease|WW|2007<!-- No exact date is given so the year of the article (2007) is used --><ref name="gcndiscontinued">{{cite web|url=http://www.mcvuk.com/news/read/nintendo-ends-gamecube-support|archiveurl=https://web.archive.org/web/20160601030811/http://www.mcvuk.com/news/read/nintendo-ends-gamecube-support|title=Nintendo ends GameCube support|date=February 22, 2007|accessdate=January 16, 2011|archivedate=June 1, 2016|work=[[MCV (magazine)|MCV]]|deadurl=no}}</ref>}}
 
| media        = {{plainlist|
 
| media        = {{plainlist|
 
* [[GameCube Game Disc]]
 
* [[GameCube Game Disc]]
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* [[S-Video]] <small>(NTSC consoles only)</small>
 
* [[S-Video]] <small>(NTSC consoles only)</small>
 
* [[RGBS|RGB]] [[SCART]] <small>(PAL consoles only)</small>
 
* [[RGBS|RGB]] [[SCART]] <small>(PAL consoles only)</small>
* [[YPbPr]] [[component video]]/[[d-terminal]] <small>(DOL-001 models only)</small>
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* [[YPbPr|{{YPbPr}}]] [[component video]]/[[d-terminal]] <small>(DOL-001 models only){{efn|Requires the use of the Digital AV port, which was removed from later models}}</small>
 
}}
 
}}
 
| graphics    = [[ATI Technologies|ATI]] Flipper @ 162&nbsp;MHz
 
| graphics    = [[ATI Technologies|ATI]] Flipper @ 162&nbsp;MHz
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| related      = [[Panasonic Q]]
 
| related      = [[Panasonic Q]]
 
| website      =
 
| website      =
| releasedate  = JP: September 14, 2001<br />NA: November 18, 2001>br />EU: May 3, 2002>br />AUS: May 17, 2002
+
| releasedate  = {{vgrelease|JP|September 14, 2001<ref name="Launch - CNN">{{cite web|author=Martyn Williams|url=http://edition.cnn.com/2001/TECH/fun.games/08/24/gamecube.release.idg/|title=Nintendo unveils Gamecube launch plans|date=August 24, 2001|publisher=[[CNN]]|accessdate=March 16, 2013}}</ref>|NA|November 18, 2001<ref>{{cite news|url=http://news.cnet.com/2100-1040-276374.html|title=Nintendo reports record GameCube launch|work=[[CNET News]]|accessdate=March 16, 2013}}</ref>|EU|May 3, 2002<ref>{{cite web|url=http://news.bbc.co.uk/1/hi/entertainment/1943247.stm|title=NEW MEDIA &#124; GameCube price dropped|publisher=BBC News|date=April 22, 2002|accessdate=March 16, 2013}}</ref>|AUS|May 17, 2002}}
 
| price        =
 
| price        =
 
|unitssold={{plainlist|
 
|unitssold={{plainlist|
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* Americas: 12.94 million
 
* Americas: 12.94 million
 
* Japan: 4.04 million
 
* Japan: 4.04 million
* Other regions: 4.77 million
+
* Other regions: 4.77 million<ref name="Sales"/>
 
}}
 
}}
 
| service      = Limited
 
| service      = Limited
| topgame      = ''[[Super Smash Bros. Melee]]'', 7.09 million <small>(2008-03-10)</small>
+
| topgame      = ''[[Super Smash Bros. Melee]]'', 7.09 million <small>({{as of|2008|03|10|lc=y|df=US}})<ref>{{cite press release|title=At Long Last, Nintendo Proclaims: Let the Brawls Begin on Wii!|publisher=[[Nintendo]]|date=March 10, 2008|accessdate=March 11, 2008|url= https://www.nintendo.com/whatsnew/detail/1u0FthaPxTSSeJelWm4Jt8TI0VJlTt5j| deadurl=yes | archiveurl=https://web.archive.org/web/20080313235109/https://www.nintendo.com/whatsnew/detail/1u0FthaPxTSSeJelWm4Jt8TI0VJlTt5j | archivedate=March 13, 2008 | quote=The previous installment in the series, Super Smash Bros. Melee, is the best-selling game for Nintendo GameCube with 7.09 million copies sold worldwide.}}</ref></small>
 
}}
 
}}
  
 
= Introduction =
 
= Introduction =
  
The '''GameCube''', abbreviated '''NGC''' in Japan and '''GCN''' in Europe and North America}} is a <!-- Do not add 128-bit! -->[[home video game console]] released by [[Nintendo]] in Japan and North America in 2001 and Europe and Australia in 2002. The [[Sixth generation of video game consoles|sixth generation console]] is the successor to the [[Nintendo 64]] and competed with [[Sony Interactive Entertainment|Sony]]'s [[PlayStation 2]] and [[Microsoft]]'s [[Xbox (console)|Xbox]].
+
The '''GameCube'''{{efn|1=Officially called the '''Nintendo GameCube''' {{nihongo||ニンテンドー ゲームキューブ|lead=yes}}, abbreviated '''NGC''' in Japan and '''GCN''' in Europe and North America}} is a <!-- Do not add 128-bit! -->[[home video game console]] released by [[Nintendo]] in Japan and North America in 2001 and Europe and Australia in 2002. The [[Sixth generation of video game consoles|sixth generation console]] is the successor to the [[Nintendo 64]] and competed with [[Sony Interactive Entertainment|Sony]]'s [[PlayStation 2]] and [[Microsoft]]'s [[Xbox (console)|Xbox]].
  
 
The GameCube is the first Nintendo console to use [[optical disc]]s as its primary storage medium. The discs are in the [[miniDVD]] format and the system was not designed to play full sized [[DVD]]s or [[Compact disc|audio CDs]]. The console supports [[online game|online gaming]] for a small number of games via the [[Nintendo GameCube Broadband Adapter and Modem Adapter|broadband or modem adapter]] and connects to the [[Game Boy Advance]] via the [[Nintendo GameCube – Game Boy Advance link cable|link cable]], allowing players to access exclusive in-game features using the handheld as a second screen and controller.
 
The GameCube is the first Nintendo console to use [[optical disc]]s as its primary storage medium. The discs are in the [[miniDVD]] format and the system was not designed to play full sized [[DVD]]s or [[Compact disc|audio CDs]]. The console supports [[online game|online gaming]] for a small number of games via the [[Nintendo GameCube Broadband Adapter and Modem Adapter|broadband or modem adapter]] and connects to the [[Game Boy Advance]] via the [[Nintendo GameCube – Game Boy Advance link cable|link cable]], allowing players to access exclusive in-game features using the handheld as a second screen and controller.
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!  
 
!  
 
! Details
 
! Details
 +
! Source(s)
 
|-
 
|-
 
! [[Central processing unit|CPU]]
 
! [[Central processing unit|CPU]]
 
|
 
|
* 485&nbsp;MHz [[IBM]] "[[Gekko (microprocessor)|Gekko]]" [[PowerPC]] CPU based on the [[PowerPC 750CXe|750CXe]] and [[PowerPC 750FX|750FX]]
+
* 485&nbsp;MHz [[IBM]] "[[Gekko (microprocessor)|Gekko]]" [[PowerPC]] CPU based on the [[PowerPC 750CXe|750CXe]] and [[PowerPC 750FX|750FX]]{{citation needed|date=April 2016}}
 
* [[180 nm]] IBM six layer, copper-wire process, 43{{nbsp}}mm<sup>2</sup> [[Die (integrated circuit)|die]] with 4.9 watts disspiation
 
* [[180 nm]] IBM six layer, copper-wire process, 43{{nbsp}}mm<sup>2</sup> [[Die (integrated circuit)|die]] with 4.9 watts disspiation
 
** 1.8 [[Volt|V]] for logic and [[I/O]]
 
** 1.8 [[Volt|V]] for logic and [[I/O]]
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** 256{{nbsp}}KB 2-way set-associative [[CPU cache#Multi-level caches|L2 cache]]
 
** 256{{nbsp}}KB 2-way set-associative [[CPU cache#Multi-level caches|L2 cache]]
 
* [[Front-side bus]]: 64-bit enhanced [[PowerPC 600#60x bus|60x bus]] to Flipper northbridge at 162&nbsp;MHz clock with 1.3 GB/s peak bandwidth (32-bit address, 64-bit data bus)  
 
* [[Front-side bus]]: 64-bit enhanced [[PowerPC 600#60x bus|60x bus]] to Flipper northbridge at 162&nbsp;MHz clock with 1.3 GB/s peak bandwidth (32-bit address, 64-bit data bus)  
 +
 +
| style="text-align:center" | <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 name="AcesHardwareGCN">{{cite web|accessdate=March 27, 2008|url=http://www.aceshardware.com/read.jsp?id=60000288|archiveurl=https://web.archive.org/web/20040208044032/http://www.aceshardware.com/read.jsp?id=60000288|archivedate=February 8, 2004|title=Game Consoles: A Look Ahead|date=December 14, 2003|publisher=Ace's Hardware}}</ref>
 
|-  
 
|-  
 
! [[Graphics processing unit|GPU]]
 
! [[Graphics processing unit|GPU]]
 
|  
 
|  
* 162&nbsp;MHz [[ArtX]]-designed [[ATI Technologies|ATI]] "Flipper" [[ASIC]] (9.4&nbsp;[[GigaFLOPS|GFLOPS]])
+
* 162&nbsp;MHz [[ArtX]]-designed [[ATI Technologies|ATI]] "Flipper" [[ASIC]] (9.4&nbsp;[[GigaFLOPS|GFLOPS]])<ref name="segatech"/>
 
* 180&nbsp;nm [[NEC]] [[eDRAM]] manufacturing process, 51 million [[transistor]]s (approximately half dedicated to 1T-SRAM), 106&nbsp;mm² die
 
* 180&nbsp;nm [[NEC]] [[eDRAM]] manufacturing process, 51 million [[transistor]]s (approximately half dedicated to 1T-SRAM), 106&nbsp;mm² die
 
* Contains GPU, audio DSP, I/O controller and northbridge
 
* Contains GPU, audio DSP, I/O controller and northbridge
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* Simultaneous textures per pass: 4
 
* Simultaneous textures per pass: 4
 
* [[Color depth]]: 24-bit [[RGB color model|RGB]], 32-bit [[RGBA color space|RGBA]]
 
* [[Color depth]]: 24-bit [[RGB color model|RGB]], 32-bit [[RGBA color space|RGBA]]
*System [[floating-point]] arithmetic capability: 11 GFLOPS (peak) (MPU, Geometry Engine, Hardware Lighting Total)
+
*System [[floating-point]] arithmetic capability: 11 GFLOPS<ref name="segatech"/> (peak) (MPU, Geometry Engine, Hardware Lighting Total)
* [[Fillrate]]: 648 [[megapixel]]s/sec, with [[Z-buffering]], [[alpha blending]], [[Distance fog|fogging]], [[texture mapping]], [[trilinear filtering]], [[mipmap]]ping and [[S3 Texture Compression]]
+
* [[Fillrate]]: 648 [[megapixel]]s/sec, with [[Z-buffering]], [[alpha blending]], [[Distance fog|fogging]], [[texture mapping]], [[trilinear filtering]], [[mipmap]]ping and [[S3 Texture Compression]]<ref name="IGN3">[https://web.archive.org/web/20010331050522/http://cube.ign.com/news/32458.html Graphics Processor Specifications], [[IGN]], 2001</ref>
*Raw [[Polygon (computer graphics)|polygon]] performance: 90 million polygons/sec
+
*Raw [[Polygon (computer graphics)|polygon]] performance: 90 million polygons/sec<ref name="IGN1">{{cite web|url=http://ign.com/articles/2001/01/17/gamecube-101-graphics|title=GameCube 101: Graphics|author=IGN Staff|date=January 17, 2001|work=IGN|accessdate=November 22, 2015}}</ref>
**40 million polygons/sec, with fogging, Z-buffering, alpha blending and [[Gouraud shading]]
+
**40 million polygons/sec, with fogging, Z-buffering, alpha blending and [[Gouraud shading]]<ref name="IGN3"/>
**33 million polygons/sec, with fogging, Z-buffering, alpha blending and texture mapping
+
**33 million polygons/sec, with fogging, Z-buffering, alpha blending and texture mapping<ref name="IGN3"/>
**25 million polygons/sec, with fogging, Z-buffering, alpha blending, texture mapping and lighting
+
**25 million polygons/sec, with fogging, Z-buffering, alpha blending, texture mapping and lighting<ref name="IGN3"/>
**6-20 million polygons/sec, assuming actual game conditions, with complex models, fully textured, fully lit, etc.
+
**6-20 million polygons/sec,<ref name="IGN2">{{cite web|url=http://cube.ign.com/news/29756.html|archiveurl=https://web.archive.org/web/20010123223800/http://cube.ign.com/news/29756.html|title=cube.ign.com: X-ing Things Out|archivedate=January 23, 2001|publisher=|accessdate=November 22, 2015|deadurl=yes|df=mdy-all}}</ref> assuming actual game conditions, with complex models, fully textured, fully lit, etc.
 
*16-stage TEV fixed-function texture combiner unit (4 inputs, 1 output)[http://amnoid.de/gc/tev.html]
 
*16-stage TEV fixed-function texture combiner unit (4 inputs, 1 output)[http://amnoid.de/gc/tev.html]
 
*Image processing functions: [[Volumetric lighting|Volumetric]] fog, [[heat haze]], [[motion blur]], [[Bloom (shader effect)|bloom]], subpixel [[anti-aliasing]], [[per-vertex lighting]], 8 hardware [[Computer graphics lighting|lights]], alpha blending, hardware [[transform and lighting]] (T&L), virtual texture design, multi-texturing, emboss [[bump mapping]], Dot3 bump mapping ([[normal mapping]]), [[lightmap]]ping, [[shadow map]]ping, [[shadow volume]]s, planar projection shadows, [[environment mapping]], mipmapping, [[Level of detail|LOD]], [[depth of field]], perspective-correct texture mapping, [[bilinear filtering]], trilinear filtering, [[anisotropic filtering]], real-time hardware texture decompression (S3TC) (6:1 ratio), 8 simultaneous texture layers, 256 levels of transparency, alpha blending, [[Clipping (computer graphics)|clipping]], [[hidden surface removal]]/culling, Zfreeze, Zcomploc/early-Z reject, [[bounding box]], destination alpha test, alpha test, depth test, render to texture, TEV compare, color combiners, alpha combiners, texture combiners, transparency effects, framebuffer effects, post-processing effects, [[Gouraud shading]], [[cel shading]], [[dither]]ing, can emulate 1-bit [[stencil buffer]] through a Zfreeze function
 
*Image processing functions: [[Volumetric lighting|Volumetric]] fog, [[heat haze]], [[motion blur]], [[Bloom (shader effect)|bloom]], subpixel [[anti-aliasing]], [[per-vertex lighting]], 8 hardware [[Computer graphics lighting|lights]], alpha blending, hardware [[transform and lighting]] (T&L), virtual texture design, multi-texturing, emboss [[bump mapping]], Dot3 bump mapping ([[normal mapping]]), [[lightmap]]ping, [[shadow map]]ping, [[shadow volume]]s, planar projection shadows, [[environment mapping]], mipmapping, [[Level of detail|LOD]], [[depth of field]], perspective-correct texture mapping, [[bilinear filtering]], trilinear filtering, [[anisotropic filtering]], real-time hardware texture decompression (S3TC) (6:1 ratio), 8 simultaneous texture layers, 256 levels of transparency, alpha blending, [[Clipping (computer graphics)|clipping]], [[hidden surface removal]]/culling, Zfreeze, Zcomploc/early-Z reject, [[bounding box]], destination alpha test, alpha test, depth test, render to texture, TEV compare, color combiners, alpha combiners, texture combiners, transparency effects, framebuffer effects, post-processing effects, [[Gouraud shading]], [[cel shading]], [[dither]]ing, can emulate 1-bit [[stencil buffer]] through a Zfreeze function
 
*Other: Real-time decompression of [[display list]], hardware motion compensation capability, HW 3-line deflickering filter
 
*Other: Real-time decompression of [[display list]], hardware motion compensation capability, HW 3-line deflickering filter
 +
| style="text-align:center" | <ref name="Specs - Anandtech" /><ref name="AcesHardwareGCN"/><ref name="eetimes">[http://www.eetimes.com/document.asp?doc_id=1227977 GameCube clears path for game developers], ''[[EE Times]]'', 5/16/2001</ref>
 
|-
 
|-
 
! System Memory
 
! System Memory
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** 16&nbsp;MB [[Dynamic random access memory|DRAM]] used as [[Input/output|I/O]] buffer for audio and DVD drive
 
** 16&nbsp;MB [[Dynamic random access memory|DRAM]] used as [[Input/output|I/O]] buffer for audio and DVD drive
 
* [[Memory bus]] width: 64-bit main system RAM, 896-bit internal GPU memory, 8-bit ARAM
 
* [[Memory bus]] width: 64-bit main system RAM, 896-bit internal GPU memory, 8-bit ARAM
* [[Memory bandwidth]]: 1.3&nbsp;[[GB/s]] Gekko to Northbridge, 2.6&nbsp;[[GB/s]] Flipper to main system RAM, 10.4&nbsp;GB/s texture cache, 7.8&nbsp;GB/s framebuffer/Z-buffer, 81 MB/s audio RAM
+
* [[Memory bandwidth]]: 1.3&nbsp;[[GB/s]] Gekko to Northbridge, 2.6&nbsp;[[GB/s]] Flipper to main system RAM, 10.4&nbsp;GB/s texture cache, 7.8&nbsp;GB/s framebuffer/Z-buffer, 81 MB/s audio RAM<ref name="Specs - Anandtech"/>
 
* [[CAS latency|Latency]]: Under 10&nbsp;[[Nanosecond|ns]] main memory, 5&nbsp;ns texture cache, 5&nbsp;ns [[framebuffer]] memory
 
* [[CAS latency|Latency]]: Under 10&nbsp;[[Nanosecond|ns]] main memory, 5&nbsp;ns texture cache, 5&nbsp;ns [[framebuffer]] memory
 +
| style="text-align:center" | <ref name="AcesHardwareGCN"/><ref name="NintendoGCNspecs">{{cite web |accessdate=March 28, 2008 |url=http://register.nintendo.com/techspecgcn |archiveurl=https://web.archive.org/web/20080502201300/http://register.nintendo.com/techspecgcn |archivedate=May 2, 2008|title=GCN Technical Specifications |publisher=Nintendo}}</ref><ref name="eetimes"/>
 
|-
 
|-
 
! Audio
 
! Audio
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* External audio RAM: 16&nbsp;MB DRAM @ 81&nbsp;MHz
 
* External audio RAM: 16&nbsp;MB DRAM @ 81&nbsp;MHz
 
** Audio RAM bus: 8-bit
 
** Audio RAM bus: 8-bit
** Audio RAM bus bandwidth: 81 MB/s
+
** Audio RAM bus bandwidth: 81 MB/s<ref name="Specs - Anandtech"/>
 
** CPU can read/write blocks from RAM to ARAM through DMA; ARAM can be used for miscellaneous low-bandwidth purposes[https://blog.lse.epita.fr/articles/38-emulating-the-gamecube-audio-processing-in-dolphin.html]
 
** CPU can read/write blocks from RAM to ARAM through DMA; ARAM can be used for miscellaneous low-bandwidth purposes[https://blog.lse.epita.fr/articles/38-emulating-the-gamecube-audio-processing-in-dolphin.html]
 
* Stereo output (may contain 5.1-channel surround via [[Pro Logic|Dolby Pro Logic II]])
 
* Stereo output (may contain 5.1-channel surround via [[Pro Logic|Dolby Pro Logic II]])
 +
| style="text-align:center" | <ref name="Specs - Anandtech" /><ref name="NintendoGCNspecs" />
 
|-
 
|-
 
! Video Modes
 
! Video Modes
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*640&times;480 progressive scan ([[480p]]) @ 60&nbsp;Hz (mostly NTSC games only)
 
*640&times;480 progressive scan ([[480p]]) @ 60&nbsp;Hz (mostly NTSC games only)
 
*768&times;576 interlaced ([[576i]]) @ 50&nbsp;Hz (PAL games only)
 
*768&times;576 interlaced ([[576i]]) @ 50&nbsp;Hz (PAL games only)
 +
| style="text-align:center" | <ref name="Specs - Anandtech" />
 
|-
 
|-
 
! Connectivity
 
! Connectivity
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*** [[RCA connector|RCA]] (NTSC-U), [[D-Terminal]] (NTSC-J)
 
*** [[RCA connector|RCA]] (NTSC-U), [[D-Terminal]] (NTSC-J)
 
** Stereophonic [[I²S]] digital audio (not used by any cable)
 
** Stereophonic [[I²S]] digital audio (not used by any cable)
 +
| style="text-align:center" | <ref name="Specs - Anandtech" />
 
|-
 
|-
 
! Storage  
 
! Storage  
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** 128&nbsp;ms average [[access time]]
 
** 128&nbsp;ms average [[access time]]
 
* [[Memory cards in video game consoles|Memory card]]
 
* [[Memory cards in video game consoles|Memory card]]
** Capacities: 512 KB (59 blocks), 2 MB (251 blocks), 8 MB (1019 blocks, incompatible with some games)
+
** Capacities: 512 KB (59 blocks), 2 MB (251 blocks), 8 MB (1019 blocks, incompatible with some games<ref>https://www.nintendo.com/consumer/memorycard1019.jsp</ref>)
 
** 8&nbsp;KB sectors
 
** 8&nbsp;KB sectors
 +
| style="text-align:center" | <ref name="Specs - Anandtech" /><ref name="NintendoGCNspecs" /><ref>{{cite web |url=https://www.nintendo.co.uk/NOE/en_GB/systems/accessories_1222.html |title=Nintendo GameCube Accessories |publisher=Nintendo |accessdate=July 3, 2009 |deadurl=yes |archiveurl=https://archive.is/20120911060746/http://www.nintendo.co.uk/NOE/en_GB/systems/accessories_1222.html |archivedate=September 11, 2012 |df=mdy-all }} (dead)</ref>
 
|-
 
|-
 
! Other
 
! Other
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** 3.25&nbsp;A
 
** 3.25&nbsp;A
 
* Dimensions: {{Convert|4.3|in|abbr=on}} (H) &times; {{Convert|5.9|in|abbr=on}} (W) &times; {{Convert|6.3|in|abbr=on}} (D)
 
* Dimensions: {{Convert|4.3|in|abbr=on}} (H) &times; {{Convert|5.9|in|abbr=on}} (W) &times; {{Convert|6.3|in|abbr=on}} (D)
 +
| style="text-align:center" | <ref name="NintendoGCNspecs" />
 
|}
 
|}
  
 
===Controller===
 
===Controller===
 +
{{Main|GameCube controller|WaveBird Wireless Controller}}
  
Nintendo learned from its experiences – both positive and negative – with the Nintendo 64's three-handled [[game controller|controller]] design and went with a two-handled, "handlebar" design for the GameCube. The shape was made popular by Sony's [[PlayStation (console)|PlayStation]] controller released in 1994 and its follow-up [[DualShock]] series of [[gamepad]]s introduced in 1997. In addition to [[Haptic technology|vibration feedback]], the DualShock series was well known for having two [[analog stick]]s to improve the 3D experience in games. Nintendo and [[Microsoft]] designed similar features in the controllers for their sixth-generation consoles, but instead of having the analog sticks parallel to each other, they chose to stagger them by swapping the positions of the [[d-pad|directional pad]] (d-pad) and left analog stick. The GameCube controller features a total of eight buttons, two analog sticks, a d-pad, and an internal [[Haptic technology#Computer and video games|rumble]] motor. The primary analog stick is on the left with the d-pad located below and closer to the center. On the right are four buttons: a large, green "A" button in the center, a smaller red "B" button to the left, an "X" button to the right, and a "Y" button at the top. Below and to the inside is a yellow "C" analog stick, which often serves a variety of in-game functions, such as controlling the camera angle. The Start/Pause button is located in the middle, and the rumble motor is encased within the center of the controller.
+
Nintendo learned from its experiences – both positive and negative – with the Nintendo 64's three-handled [[game controller|controller]] design and went with a two-handled, "handlebar" design for the GameCube. The shape was made popular by Sony's [[PlayStation (console)|PlayStation]] controller released in 1994 and its follow-up [[DualShock]] series of [[gamepad]]s introduced in 1997. In addition to [[Haptic technology|vibration feedback]], the DualShock series was well known for having two [[analog stick]]s to improve the 3D experience in games. Nintendo and [[Microsoft]] designed similar features in the controllers for their sixth-generation consoles, but instead of having the analog sticks parallel to each other, they chose to stagger them by swapping the positions of the [[d-pad|directional pad]] (d-pad) and left analog stick. The GameCube controller features a total of eight buttons, two analog sticks, a d-pad, and an internal [[Haptic technology#Computer and video games|rumble]] motor. The primary analog stick is on the left with the d-pad located below and closer to the center. On the right are four buttons: a large, green "A" button in the center, a smaller red "B" button to the left, an "X" button to the right, and a "Y" button at the top. Below and to the inside is a yellow "C" analog stick, which often serves a variety of in-game functions, such as controlling the camera angle. The Start/Pause button is located in the middle, and the rumble motor is encased within the center of the controller.<ref name="DualShock">{{cite web|url=http://kotaku.com/5816069/the-evolution-of-the-playstation-control-pad/|title=The Evolution of the PlayStation Control Pad|last=Plunkett|first=Luke|date=June 28, 2011|publisher=Kotaku|accessdate=July 16, 2013}}</ref><ref name="Controller - ZDNet">{{cite web|url=http://www.zdnet.com/news/whats-inside-the-gamecube/117056|title=What's inside the GameCube?|last=Satterfield|first=Shane|date=November 16, 2001|publisher=ZDNet|accessdate=July 15, 2013}}</ref><ref name="Controller - Nintendojo">{{cite web|url=http://www.nintendojo.com/features/editorials/the-legend-of-the-gamepad|title=The Legend of the Gamepad: A brief history of Nintendo consoles told with buttons and joysticks.|last=England|first=Kyle|date=April 5, 2012|publisher=Nintendojo|accessdate=July 15, 2013}}</ref>
  
 
[[File:Gamecube-controller-breakdown.jpg|thumb|left|Indigo GameCube controller]]
 
[[File:Gamecube-controller-breakdown.jpg|thumb|left|Indigo GameCube controller]]
On the top of the controller are two "pressure-sensitive" trigger buttons marked "L" and "R". Each essentially provides two functions: one analog and one digital. As the trigger is depressed, it emits an analog signal which increases the more it is pressed in. Once fully depressed, the trigger "clicks" registering a digital signal that can be used for a separate function within a game. There is also a purple, digital button on the right side marked "Z".
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On the top of the controller are two "pressure-sensitive" trigger buttons marked "L" and "R". Each essentially provides two functions: one analog and one digital. As the trigger is depressed, it emits an analog signal which increases the more it is pressed in. Once fully depressed, the trigger "clicks" registering a digital signal that can be used for a separate function within a game. There is also a purple, digital button on the right side marked "Z".<ref name="Controller - L & R">{{cite web|url=http://www.ign.com/articles/2001/07/27/gcn-controller-see-it-in-action|title=GCN Controller: See it in Action|date=July 27, 2001|publisher=IGN|accessdate=July 15, 2013}}</ref>
  
Unique to the GameCube is the controller's prominent size and placement of the A button. Having been the primary action button in past Nintendo controller designs, it was given a larger size and more centralized placement for the GameCube. The rubberized analog stick in combination with the controller's overall button orientation was intended to reduce the dreaded "[[Nintendo thumb]]" – a term used to describe pain in any part of the hands, wrists, forearms, and shoulders as a result of long-term play.
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Unique to the GameCube is the controller's prominent size and placement of the A button. Having been the primary action button in past Nintendo controller designs, it was given a larger size and more centralized placement for the GameCube. The rubberized analog stick in combination with the controller's overall button orientation was intended to reduce the dreaded "[[Nintendo thumb]]" – a term used to describe pain in any part of the hands, wrists, forearms, and shoulders as a result of long-term play.<ref name="Nintendo Thumb">{{cite web|url=https://www.wired.com/culture/lifestyle/news/1998/12/16579|title='Nintendo Thumb' Points to RSI|last=Graziano|first=Claudia|date=December 3, 1998|publisher=Wired|accessdate=July 15, 2013}}</ref><ref>{{cite web|url=http://www.nintendoworldreport.com/impressions/2727|title=GameCube Controlle|last=Powers|first=Rick|date=October 6, 2001|publisher=Nintendo World Report|accessdate=July 15, 2013}}</ref>
  
In 2002, Nintendo introduced the [[WaveBird Wireless Controller]], the first [[wireless]] gamepad developed by a first-party console manufacturer. The [[Radio frequency|RF]]-based wireless controller is similar in design to the standard controller. It communicates with the GameCube by way of a wireless receiver dongle connected to one of the console's controller ports. Powered by two AA batteries, which are housed in a compartment on the underside of the controller, the WaveBird lacks the vibration functionality of the standard controller. In addition to the standard inputs, the WaveBird features a channel selection dial – also found on the receiver – and an on/off switch. An orange [[Light emitting diode|LED]] on the face of the controller indicates when it is powered on. The controller is available in light grey and platinum color schemes.
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In 2002, Nintendo introduced the [[WaveBird Wireless Controller]], the first [[wireless]] gamepad developed by a first-party console manufacturer. The [[Radio frequency|RF]]-based wireless controller is similar in design to the standard controller. It communicates with the GameCube by way of a wireless receiver dongle connected to one of the console's controller ports. Powered by two AA batteries, which are housed in a compartment on the underside of the controller, the WaveBird lacks the vibration functionality of the standard controller. In addition to the standard inputs, the WaveBird features a channel selection dial – also found on the receiver – and an on/off switch. An orange [[Light emitting diode|LED]] on the face of the controller indicates when it is powered on. The controller is available in light grey and platinum color schemes.<ref>{{cite web|url=http://www.ign.com/articles/2002/06/11/nintendo-wavebird-review|title=Nintendo WaveBird Review|last=Wiley|first=M.|date=June 11, 2002|publisher=IGN|accessdate=July 15, 2013}}</ref>
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{{Clear}}
  
 
===Compatibility===
 
===Compatibility===
 
[[File:GameCube-Silver-Optional-Set.jpg|thumb|A Platinum Nintendo GameCube with a [[WaveBird]] controller and [[Game Boy Player]] attachment]]
 
[[File:GameCube-Silver-Optional-Set.jpg|thumb|A Platinum Nintendo GameCube with a [[WaveBird]] controller and [[Game Boy Player]] attachment]]
The GameCube is unable to play games from other Nintendo home consoles, but with the [[Game Boy Player]] attachment, it is able to play [[Game Boy]], [[Game Boy Color]], and [[Game Boy Advance]] games. The GameCube's successor, the [[Wii]], supports [[backward compatibility]] with GameCube controllers, memory cards, and games. However, later revisions of the Wii – including the "Family Edition" released in 2011 and the [[Wii Mini]] released in 2012 – dropped support for all GameCube hardware.
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The GameCube is unable to play games from other Nintendo home consoles, but with the [[Game Boy Player]] attachment, it is able to play [[Game Boy]], [[Game Boy Color]], and [[Game Boy Advance]] games.<ref name="GB Player">{{cite web|url=http://www.ign.com/articles/2002/11/18/nintendo-gamecube-game-boy-player|title=Nintendo GameCube Game Boy Player|date=November 18, 2001|publisher=IGN|accessdate=July 16, 2013}}</ref> The GameCube's successor, the [[Wii]], supports [[backward compatibility]] with GameCube controllers, memory cards, and games. However, later revisions of the Wii – including the "Family Edition" released in 2011 and the [[Wii Mini]] released in 2012 – dropped support for all GameCube hardware.<ref name="Family Edition">{{cite web|url=http://www.geek.com/games/nintendos-new-wii-console-drops-gamecube-compatibility-bundles-more-games-1413513/|title=Nintendo's new Wii drops Gamecube compatibility, bundles more games|last=Humphries|first=Matthew|date=August 17, 2011|publisher=Geek.com|accessdate=July 16, 2013}}</ref><ref name="Wii Mini">{{cite web|url=http://kotaku.com/5968014/tearing-open-the-new-wii-reveals-some-crazy-nintendo-decisions|title=Tearing Open The New Wii Reveals Some Crazy Nintendo Decisions|last=Plunkett|first=Luke|date=December 13, 2012|publisher=Kotaku|accessdate=July 16, 2013}}</ref>
  
 
===Panasonic Q===
 
===Panasonic Q===
 
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{{Unreferenced section|date=December 2018}}
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{{Main|Panasonic Q}}
 
A hybrid version of the Nintendo GameCube with a commercial DVD player, called Q, was developed by [[Panasonic]] as part of the deal struck with Nintendo to develop the optical drive for the original GameCube hardware. Featuring a completely revised case, the Q overcomes the size limitation of the original GameCube's miniDVD tray by adding a commercial DVD-sized tray, among other hardware revisions. Released exclusively to Japan in December 2001, low sales resulted in the Q being discontinued in December 2003.
 
A hybrid version of the Nintendo GameCube with a commercial DVD player, called Q, was developed by [[Panasonic]] as part of the deal struck with Nintendo to develop the optical drive for the original GameCube hardware. Featuring a completely revised case, the Q overcomes the size limitation of the original GameCube's miniDVD tray by adding a commercial DVD-sized tray, among other hardware revisions. Released exclusively to Japan in December 2001, low sales resulted in the Q being discontinued in December 2003.
 
[[Category:Nintendo consoles]]
 

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