Thursday, September 10, 2015

The GameCube

The GameCube was Nintendo’s console in the 6th generation of video games. It competed primarily with the Sega DreamCast, the Sony PlayStation 2, and the original Microsoft X-Box. It entered the race about a year late, like the N64.

For the first time, a Nintendo system used optical discs. Their previous objection to switching was that discs were too easy to copy and pirate. That was a big problem with the PlayStation. The compromise was to use mini-DVD discs, as those would (hopefully) be more difficult to get at a local store for the average schlub. Also new was that games came in plastic DVD-style cases, each with a memory card holder slot and an instruction manual holder. It has been much easier to find games with cases and instruction manuals since the switch from cardboard boxes to plastic cases. Turns out Sega had this one right from the get-go.

One neat little feature was that the disc holder post had a little sticker that read, “Push.” Pushing the post down would pop the disc off of the post. Games were usually meant to be “hot-swapped,” meaning that instead of turning the system off to change games, players could just open the disc cover, switch discs, and press reset.

More or less living up to its name, the GameCube is nearly cubic in its dimensions. Length and width wise, it was a square, but it isn’t as tall as it needs to be to actually be a cube. The top featured 3 buttons: Power (furthest away and also differently colored), Reset, and Open (both near the front of the top). The orange power light was near the disc cover, and was thin and crescent shaped. The system was initially available in either black or purple, but later options included silver.

Because of the spin motor, the unit required a fan to keep it cool, and there were air vents on both sides, one in and one out. The rear featured 3 jacks. One is for power, obviously, but it was a little different than what they did for the N64. Instead of the transformer box being directly connected to the system or in the plug itself (wall wart), it was a 2-piece cable and the transformer was right in the middle. This was the best of both worlds, as the bulky transformer could be moved to wherever it was convenient. 


The other two jacks were for the audio and video. The analogue jack and cable was identical to the N64 and SNES, while the other was a digital out, meaning component cables for the RGB, but still required the regular red/white audio cables.

Like the N64, it had 4 controller ports, something that still made Nintendo’s system stand out compared to competitors. It also had 2 slots for memory cards under the controller ports. As the system had no internal hard drive, and could not write to the game discs, a memory card was required to write save file information. This was standard fare for other systems at the time, and wasn’t exactly new as the N64 also had memory cards, but this was the first system where they were absolutely necessary.

Nintendo designed it with a handle on the back to aid with portability. The idea was that it would be easier to carry to a friend’s house, but it was mocked for the resemblance to a purse. Like every system up to this point, it had serial ports (3, in this case, labeled Serial Port #1, Serial Port #2, and Hi-Speed Port) on the bottom to allow for some kind of future upgrade. But unlike the past systems, these would actually get used.

The controller is probably one of the best designed controllers ever made for any system. Both sides of the controller had a grip like the N64 but thinner, and it was comfortable to hold and have both index fingers on the shoulder buttons. Their concave design helped shift some of the weight of the controller to the fingers to keep it balanced. It also had a rumble feature built into the controller, eliminating the need for a separate Rumble Pak like the N64.

It removed the 3-lobed approach used by the N64, and put the new (and better designed) control stick and smaller D-pad closer together. This made both easily reachable by the left thumb, and the L-button on the shoulder could be pressed by the left index finger. The right hand had four thumb buttons: A, B, X, and Y – the same four as the SNES. But they were arranged a little bit differently. The A button was large and green, meant to be the main button. The B button was smaller and red, and looked like a secondary button to the left of the A button. The gray kidney-shaped X and Y buttons were above and to the right of the A button, and could be pressed with a roll of the thumb.

Sitting analogously to the D-pad was the C-stick, a replacement for the 4 C buttons of the N64. This made the primary controls for the left hand the control stick and L button, while the right hand had the 4 main buttons and R (not significantly different from the SNES). But the secondary D-pad and C-stick gave many more options for developers to get creative in their control schemes.

The top featured the R and L shoulder buttons, both of which were  pressure sensitive. A third purple Z button was also there, which resembled more of a mini R button from the SNES controller. And finally, as usual, there was a Start button in the direct center (similar to the N64's, but much smaller).

This was also Nintendo’s first system to have its own system menu boot up if no game was inserted. Normally, when it boots up a small cube rolls around and makes a letter G in its path then starts the game. If no game is detected, it will boot the system menu, where players can change the internal clock, adjust audio and video settings, and manage save file data on the memory card (this menu could also be accessed by holding the A button upon startup). Nintendo snuck a little Easter Egg into the menu - the little bit of music that plays in the background happens to be a very slowed down version of the old Famicom Disk System startup jingle, linking it to the previous disc-based system. 

Nintendo pushed the connectivity with the GBA, and sold cords that connected the two systems through the controller ports. In some cases, it allowed for 2 games from the same franchise to share or enhance features, while in other cases, the GBA acted as a secondary controller in some games.

The SNES and N64 had dabbled with some kind of online connectivity, but it was not widely used or even generally known. The SNES had the X-Band network, while the N64 had a modem as part of the DD expansion. But the GameCube had a modem that connected to Serial Port #1 and allowed for broadband internet connection with certain games. The modem fit perfectly in the slot and put the port into the side of the system. Serial Port #2 was never used, but both ports had little notches on the sides to allow for cords if used.

The Hi-Speed port would be where the Game Boy Player would connect. It was a square add-on to the bottom, much like the SNES CD and N64 DD were supposed to be. Adding the GBP made the shape and dimensions of the GameCube very nearly a cube, and opened the possibility to play every GB and GBA game made up until that point. With the GBP installed, two different games could be left in the system instead of just one.

The only other accessory worth mentioning is the WaveBird controller. It was a precursor to the standard wireless controllers that are common for every system now, but was very innovative for its time. It had a small wireless receiver that would plug into the controller port and communicate with the controller via Bluetooth.


Overall, it was a good little system, but was criticized for being too ‘kiddy,’ compared to its competitors, the X-Box and the PlayStation 2. Comparatively, the GameCube hardware was a little more advanced than the PS2, but not quite as good as the Xbox. But it didn’t fare as well because it didn’t play DVDs like the PS2, and was thought of as a console for kids, not teens and young adults. 


Adam Koralik's thoughts on the Gamecube.

Adam Koralik's recap on the 6th generation of video games.

The Gaming Historian's review of the Gameboy Player

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