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== Hardware == {{Multiple image | image1 = GEKKO.jpg | total_width = 250 | caption1 = [[Gekko (processor)|Gekko]] CPU | image2 = FLIPPER.JPG | caption2 = Flipper GPU }} {{Further|GameCube technical specifications}} Howard Cheng, technical director of Nintendo technology development, said the company's goal was to select a "simple [[RISC]] architecture" to help speed the 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 document 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 [[Shigeru Miyamoto|Miyamoto-sans]] of the world to develop the best games".<ref name="ATI discusses GC graphics" /> {{Quote box | 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. | author = Greg Buchner, ArtX's Vice President<ref>{{Cite web |title=Gaming Intelligence Agency – Interview with Greg Buchner |url=http://thegia.com/archive/features/f010606.html |url-status=dead |archive-url=https://web.archive.org/web/20181125115721/http://thegia.com/archive/features/f010606.html |archive-date=2018-11-25 |access-date=2018-11-25 |website=thegia.com}}</ref> | width = 35% | align = right }} 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 32-bit [[PowerPC]]-based processor with custom architectural extensions for the next-generation console, known as [[Gekko (microprocessor)|Gekko]], which runs at 486 [[Hertz|MHz]] and features a [[floating point unit]] (FPU) capable of a total throughput of 1.9 [[GigaFLOPS|GFLOPS]]<ref name="Specs – ExtremeTech" /> and a peak of 10.5 GFLOPS.<ref name="GC TD NUK">{{Cite web |title=Technical Details |url=https://www.nintendo.co.uk/Corporate/Nintendo-History/Nintendo-GameCube/Technical-Details/Technical-Details-627134.html |access-date=November 7, 2020 |publisher=[[Nintendo of Europe]] |archive-date=July 5, 2022 |archive-url=https://web.archive.org/web/20220705184723/https://www.nintendo.co.uk/Corporate/Nintendo-History/Nintendo-GameCube/Technical-Details/Technical-Details-627134.html |url-status=live }}</ref> Described as "an extension of the IBM PowerPC architecture", the Gekko CPU is based on the [[PowerPC 750CXe]] with IBM's 0.18{{nbsp}}μm CMOS technology, which features [[copper interconnects]].<ref name="Nintendo press conference May 1999" /> Codenamed [[GameCube technical specifications|Flipper]], the GPU runs at 162 MHz, and in addition to graphics manages other tasks through its audio and [[input/output]] (I/O) processors.<ref name="Specs – ExtremeTech">{{Cite news |last=Hackman |first=Mark |date=June 12, 2001 |title=Nintendo GameCube Unwrapped |work=ExtremeTech |url=http://www.extremetech.com/extreme/49118-nintendo-gamecube-unwrapped |url-status=live |access-date=July 9, 2013 |archive-url=https://web.archive.org/web/20131203141509/http://www.extremetech.com/extreme/49118-nintendo-gamecube-unwrapped |archive-date=December 3, 2013}}</ref><ref name="Specs – Anandtech">{{Cite web |last=Shimpi |first=Anand Lal |date=December 7, 2001 |title=Hardware Behind the Consoles – Part II: Nintendo's GameCube |url=http://www.anandtech.com/show/858 |url-status=live |archive-url=https://web.archive.org/web/20130723162237/http://www.anandtech.com/show/858 |archive-date=July 23, 2013 |access-date=July 9, 2013 |publisher=AnandTech}}</ref><ref>{{Cite web |date=January 16, 2001 |title=GameCube 101: Graphics |url=https://www.ign.com/articles/2001/01/17/gamecube-101-graphics |url-status=live |archive-url=https://web.archive.org/web/20140219172037/http://www.ign.com/articles/2001/01/17/gamecube-101-graphics |archive-date=February 19, 2014 |access-date=January 27, 2008 |website=[[IGN]]}}</ref><ref name="Specs – PC World">{{Cite magazine |last=Gray |first=Douglas F. |date=June 14, 2001 |title=GameCube Uncovered – IBM, ATI Inside |url=http://www.pcworld.idg.com.au/article/28028/gamecube_uncovered_-_ibm_ati_inside/ |magazine=[[PC World]] |archive-url=https://web.archive.org/web/20140104204321/https://www.pcworld.idg.com.au/article/28028/gamecube_uncovered_-_ibm_ati_inside/ |archive-date=January 4, 2014 |access-date=July 9, 2013}}</ref> The GameCube is Nintendo's first console to not use primarily cartridge media, following the [[Famicom Data Recorder]], [[Famicom Disk System]], [[SNES-CD]], and [[64DD]] which represent past explorations of complementary storage technologies.<ref>{{Cite web |last=Bonsor |first=Kevin |date=December 4, 2000 |title=How GameCube Works |url=http://electronics.howstuffworks.com/gamecube2.htm |url-status=live |archive-url=https://web.archive.org/web/20140106041121/http://electronics.howstuffworks.com/gamecube2.htm |archive-date=January 6, 2014 |access-date=July 8, 2013 |publisher=HowStuffWorks}}</ref> The GameCube introduced a proprietary [[miniDVD]] optical disc format for up to 1.5 [[Gigabyte|GB]] of data.<ref name="miniDVD – IGN">{{Cite web |date=August 23, 2000 |title=GameCube: A Digital Wonder |url=https://www.ign.com/articles/2000/08/24/gamecube-a-digital-wonder |url-status=live |archive-url=https://web.archive.org/web/20200625172833/https://www.ign.com/articles/2000/08/24/gamecube-a-digital-wonder |archive-date=June 25, 2020 |access-date=July 8, 2013 |website=[[IGN]]}}</ref> It was designed by [[Panasonic|Matsushita Electric Industrial]] (now Panasonic Corporation) with a proprietary copy-protection scheme unlike the [[Content Scramble System]] (CSS) in standard [[DVD]]s.<ref name="Matsushita">{{Cite web |date=May 12, 1999 |title=Matsushita Allies with Nintendo on Next-Generation Game Console |url=http://www.eetimes.com/document.asp?doc_id=1139403 |url-status=live |archive-url=https://web.archive.org/web/20140106031959/http://www.eetimes.com/document.asp?doc_id=1139403 |archive-date=January 6, 2014 |access-date=July 9, 2013 |website=EETimes.com}}</ref> The size is sufficient for most games, although a few multi-platform games require an extra disc, higher video compression, or removal of content. By comparison, the PlayStation 2 and Xbox use CDs and [[DVD-R DL|DVDs up to 8.5 GB]]. [[File:GameCube-Silver-Optional-Set.jpg|thumb|left|A Platinum GameCube with a [[WaveBird Wireless Controller]] and [[Game Boy Player]] attached]] 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".<ref name="Standard colors">{{Cite web |date=August 22, 2001 |title=Spaceworld 2001: Spicing GameCube Up |url=https://www.ign.com/articles/2001/08/22/spaceworld-2001-spicing-gamecube-up |url-status=live |archive-url=https://web.archive.org/web/20141101082232/http://www.ign.com/articles/2001/08/22/spaceworld-2001-spicing-gamecube-up |archive-date=November 1, 2014 |access-date=July 9, 2013 |website=[[IGN]]}}</ref> One year later, Nintendo released a "Platinum" GameCube, which uses a silver color scheme for both the console and controller.<ref name="Platinum edition">{{Cite web |last=Berghammer |first=Billy |date=July 24, 2002 |title=Nintendo Announces Platinum GameCube |url=http://www.nintendoworldreport.com/news/7586 |url-status=live |archive-url=https://web.archive.org/web/20131105103600/http://www.nintendoworldreport.com/news/7586 |archive-date=November 5, 2013 |access-date=July 9, 2013 |publisher=Nintendo World Report}}</ref> A "Spice" orange-colored console was eventually released only in Japan, though that scheme is only on controllers released in other countries.<ref name="Spice Orange">{{Cite web |date=December 3, 2001 |title=Spice Up Your Life |url=https://www.ign.com/articles/2001/12/04/spice-up-your-life |url-status=live |archive-url=https://web.archive.org/web/20150402180702/http://www.ign.com/articles/2001/12/04/spice-up-your-life |archive-date=April 2, 2015 |access-date=July 9, 2013 |website=[[IGN]]}}</ref> A Platinum ''[[Pokémon XD: Gale of Darkness]]'' console was released in 2005 only in North America with a custom faceplate and a standard Platinum controller. Nintendo developed [[stereoscopic 3D]] technology for the GameCube, supported by one launch game, ''[[Luigi's Mansion]]''. However, the feature never reached production. [[3D television]]s were not widespread, and it was deemed that compatible displays and crystals for the add-on accessories would be too cost-prohibitive for the consumer.<ref name="IwataAsks3DS">{{Cite web |title=Iwata Asks: Nintendo 3DS |url=https://www.nintendo.co.uk/NOE/en_GB/news/iwata/iwata_asks_-_nintendo_3ds_30756_30757.html#top |url-status=dead |archive-url=https://archive.today/20120213182527/http://www.nintendo.co.uk/NOE/en_GB/news/iwata/iwata_asks_-_nintendo_3ds_30756_30757.html#top |archive-date=February 13, 2012 |access-date=January 11, 2011 |page=3 |quote='''Iwata:''' To go back a little further, the Nintendo GameCube system actually had 3D-compatible circuitry built-in [...] '''Itoi:''' Nintendo GameCube did? And all the Nintendo GameCube systems around the world? '''Iwata:''' Yeah. If you fit it with a certain accessory, it could display 3D images.}}</ref><ref>{{Cite web |last=Serrels |first=Mark |date=January 7, 2011 |title=The GameCube and the Game Boy Advance Were 3D Compatible! |url=http://www.kotaku.com.au/2011/01/the-gamecube-and-the-game-boy-advance-were-3d-compatible/ |url-status=dead |archive-url=https://web.archive.org/web/20151227123349/http://www.kotaku.com.au/2011/01/the-gamecube-and-the-game-boy-advance-were-3d-compatible/ |archive-date=December 27, 2015 |access-date=December 27, 2015}}</ref><ref>{{Cite web |title=Iwata Asks |url=http://iwataasks.nintendo.com/interviews/#/3ds/how-nintendo-3ds-made/0/2 |url-status=live |archive-url=https://web.archive.org/web/20210307130042/http://iwataasks.nintendo.com/interviews/#/3ds/how-nintendo-3ds-made/0/2 |archive-date=March 7, 2021 |access-date=December 27, 2015 |website=IwataAsks.Nintendo.com}}</ref> Two audio [[Easter egg (media)|Easter eggs]] can be invoked when the power is activated with the "Z" button on the Player 1 controller held down, or with four controllers connected and holding down the "Z" buttons.<ref name="Easter Eggs">{{Cite magazine |last=Taljonick |first=Ryan |date=April 3, 2013 |title=The 100 Best Easter Eggs of All Time |url=https://www.gamesradar.com/100-best-easter-eggs-all-time/ |url-status=live |archive-url=https://web.archive.org/web/20130908223145/http://www.gamesradar.com/100-best-easter-eggs-all-time/ |archive-date=September 8, 2013 |access-date=July 16, 2013 |magazine=Games Radar}}</ref> [[File:Nintendo GameCube memory card.png|thumb|right|upright|Memory Card 59]] The GameCube features two memory card ports for [[Saved game|saving game data]]. Nintendo released three memory card options: Memory Card 59 in gray (512 KB), Memory Card 251 in black (2 MB), and Memory Card 1019 in white (8 MB). These are often advertised in [[megabit]]s instead: 4 Mb, 16 Mb, and 64 Mb, respectively.<ref name="Memory card issues">{{Cite web |title=Nintendo GameCube Memory Card 1019 |url=https://www.nintendo.com/consumer/memorycard1019.jsp |url-status=live |archive-url=https://web.archive.org/web/20130702181148/http://www.nintendo.com/consumer/memorycard1019.jsp |archive-date=July 2, 2013 |access-date=July 12, 2013 |publisher=Nintendo}}</ref> Memory cards with larger capacities were released by third-party manufacturers.<ref>{{Cite web |title=Nintendo GameCube Accessories |url=https://www.nintendo.co.uk/NOE/en_GB/systems/accessories_1222.html |url-status=dead |archive-url=https://archive.today/20120911060746/http://www.nintendo.co.uk/NOE/en_GB/systems/accessories_1222.html |archive-date=September 11, 2012 |access-date=July 3, 2009 |publisher=Nintendo}}</ref> === Controller === {{Main|GameCube controller|WaveBird Wireless Controller}} [[File:Gamecube-controller-breakdown.jpg|thumb|left|Indigo GameCube controller]] Nintendo learned from its experiences—both positive and negative—with the Nintendo 64's three-handled [[game controller|controller]] design and chose a two-handled, "handlebar" design for the GameCube. The shape was popularized by Sony's [[PlayStation (console)|PlayStation]] controller released in 1994 and its follow-up [[DualShock]] series in 1997 with [[Haptic technology|vibration feedback]] and two [[analog stick]]s to improve the 3D experience. Nintendo and [[Microsoft]] designed similar features in the controllers for their sixth-generation consoles, but instead of having the analog sticks in parallel, they are staggered 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 a [[Haptic technology#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 |last=Plunkett |first=Luke |date=June 28, 2011 |title=The Evolution of the PlayStation Control Pad |url=http://kotaku.com/5816069/the-evolution-of-the-playstation-control-pad/ |url-status=live |archive-url=https://web.archive.org/web/20130727095330/http://kotaku.com/5816069/the-evolution-of-the-playstation-control-pad/ |archive-date=July 27, 2013 |access-date=July 16, 2013 |publisher=[[Kotaku]]}}</ref><ref name="Controller – ZDNet">{{Cite news |last=Satterfield |first=Shane |date=November 16, 2001 |title=What's Inside the GameCube? |work=[[ZDNet]] |url=https://www.zdnet.com/article/whats-inside-the-gamecube/ |url-status=live |access-date=July 15, 2013 |archive-url=https://web.archive.org/web/20120307005736/http://www.zdnet.com/news/whats-inside-the-gamecube/117056 |archive-date=March 7, 2012}}</ref><ref name="Controller – Nintendojo">{{Cite web |last=England |first=Kyle |date=April 5, 2012 |title=The Legend of the Gamepad: A Brief History of Nintendo Consoles Told with Buttons and Joysticks. |url=http://www.nintendojo.com/features/editorials/the-legend-of-the-gamepad |url-status=live |archive-url=https://web.archive.org/web/20121130073145/http://www.nintendojo.com/features/editorials/the-legend-of-the-gamepad |archive-date=November 30, 2012 |access-date=July 15, 2013 |publisher=Nintendojo}}</ref> On the top 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 increasing analog signal. Once fully depressed, the trigger "clicks" with a digital signal that a game can use for a separate function. There is also a purple, digital button on the right side marked "Z".<ref name="Controller – L & R">{{Cite web |date=July 27, 2001 |title=GCN Controller: See It in Action |url=https://www.ign.com/articles/2001/07/27/gcn-controller-see-it-in-action |url-status=live |archive-url=https://web.archive.org/web/20141116122312/http://www.ign.com/articles/2001/07/27/gcn-controller-see-it-in-action |archive-date=November 16, 2014 |access-date=July 15, 2013 |website=[[IGN]]}}</ref> The A button has a uniquely prominent size and placement, having been the primary action button in past Nintendo controller designs. The rubberized analog stick, within the overall button orientation, addresses "[[Nintendo thumb]]" pain.<ref name="Nintendo Thumb">{{Cite magazine |last=Graziano |first=Claudia |date=December 3, 1998 |title='Nintendo Thumb' Points to RSI |url=https://www.wired.com/culture/lifestyle/news/1998/12/16579 |url-status=live |magazine=Wired |archive-url=https://web.archive.org/web/20121023115900/http://www.wired.com/culture/lifestyle/news/1998/12/16579 |archive-date=October 23, 2012 |access-date=July 15, 2013}}</ref><ref>{{Cite web |last=Powers |first=Rick |date=October 6, 2001 |title=GameCube Controller |url=http://www.nintendoworldreport.com/impressions/2727 |access-date=July 15, 2013 |publisher=Nintendo World Report}}</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 with a wireless receiver dongle. Powered by two AA batteries, it lacks vibration.<ref>{{Cite web |last=Wiley |first=M. |date=June 11, 2002 |title=Nintendo WaveBird Review |url=https://www.ign.com/articles/2002/06/11/nintendo-wavebird-review |url-status=live |archive-url=https://web.archive.org/web/20130923231827/http://www.ign.com/articles/2002/06/11/nintendo-wavebird-review |archive-date=September 23, 2013 |access-date=July 15, 2013 |website=[[IGN]]}}</ref> {{Clear}} === Compatibility === The GameCube uses [[GameCube Game Disc]]s, and the [[Game Boy Player]] accessory runs [[ROM cartridge|Game Pak cartridges]] for the [[Game Boy]], [[Game Boy Color]], and [[Game Boy Advance]].<ref name="GB Player">{{Cite web |date=November 18, 2001 |title=Nintendo GameCube Game Boy Player |url=https://www.ign.com/articles/2002/11/18/nintendo-gamecube-game-boy-player |url-status=live |archive-url=https://web.archive.org/web/20131224011252/http://www.ign.com/articles/2002/11/18/nintendo-gamecube-game-boy-player |archive-date=December 24, 2013 |access-date=July 16, 2013 |website=[[IGN]]}}</ref> The original version of the GameCube's successor, the [[Wii]], supports [[backward compatibility]] with GameCube controllers, memory cards, and games but not the Game Boy Player or other hardware attachments. However, later revisions of the Wii—including the "Family Edition" released in 2011 and the [[Wii Mini]] released in 2012—do not support any GameCube hardware or software.<ref name="Family Edition">{{Cite web |last=Humphries |first=Matthew |date=August 17, 2011 |title=Nintendo's New Wii Drops GameCube Compatibility, Bundles More Games |url=http://www.geek.com/games/nintendos-new-wii-console-drops-gamecube-compatibility-bundles-more-games-1413513/ |url-status=dead |archive-url=https://web.archive.org/web/20130612050210/http://www.geek.com/games/nintendos-new-wii-console-drops-gamecube-compatibility-bundles-more-games-1413513/ |archive-date=June 12, 2013 |access-date=July 16, 2013 |publisher=Geek.com}}</ref><ref name="Wii Mini">{{Cite web |last=Plunkett |first=Luke |date=December 13, 2012 |title=Tearing Open the New Wii Reveals Some Crazy Nintendo Decisions |url=http://kotaku.com/5968014/tearing-open-the-new-wii-reveals-some-crazy-nintendo-decisions |url-status=live |archive-url=https://web.archive.org/web/20130514082125/http://kotaku.com/5968014/tearing-open-the-new-wii-reveals-some-crazy-nintendo-decisions |archive-date=May 14, 2013 |access-date=July 16, 2013 |publisher=Kotaku}}</ref> === Panasonic Q === [[File:Panasonic-Q-Console-Set.jpg|thumb|The Panasonic Q contains a DVD movie player.]] The {{nihongo foot|'''Panasonic Q'''|パナソニックQ|Panasonikku Kyū|lead=yes|group=lower-alpha}} is a hybrid version of the GameCube with a standard DVD player, developed by [[Panasonic]] in a strategic alliance with Nintendo to develop the optical drive for the original GameCube hardware.<ref name="Q Christmas – NWR">{{Cite news |last=Lake |first=Max |date=October 19, 2001 |title=Q for Christmas in Japan |work=Nintendo World Report |agency=Reuters |url=https://www.nintendoworldreport.com/news/6618/q-for-christmas-in-japan |url-status=live |access-date=March 29, 2021 |archive-url=https://web.archive.org/web/20210125230928/https://www.nintendoworldreport.com/news/6618/q-for-christmas-in-japan |archive-date=January 25, 2021}}</ref> Its [[stainless steel]] case is completely revised with a DVD-sized front-loading tray, a [[backlit]] [[LCD screen]] with playback controls, and a carrying handle like the GameCube.<ref name="PanasonicQ-IGN">{{Cite web |last=Mirabella III |first=Fran |date=April 9, 2002 |title=Panasonic Q Review |url=https://www.ign.com/articles/2002/04/09/panasonic-q-review |url-status=live |archive-url=https://web.archive.org/web/20190414182159/https://www.ign.com/articles/2002/04/09/panasonic-q-review |archive-date=April 14, 2019 |access-date=May 1, 2019 |website=[[IGN]]}}</ref> Announced by Panasonic on October 19, 2001, it was released exclusively in Japan on December 14 at a suggested retail price of ¥39,800; however, low sales resulted in Panasonic announcing the discontinuation of the Q on December 18, 2003.<ref name="Q Christmas – NWR" /><ref name="PanasonicQ-Engadget">{{Cite news |date=December 14, 2019 |title=2001年12月14日、DVD再生に対応したゲームキューブ互換機「Q」(SL-GC10)が発売されました: 今日は何の日? |language=ja |work=Engadget JP |publisher=Verizon Media |url=https://japanese.engadget.com/jp-2019-12-13-2001-12-14-dvd-q-sl-gc10.html |access-date=March 29, 2021 |archive-url=https://web.archive.org/web/20200815024828/https://japanese.engadget.com/jp-2019-12-13-2001-12-14-dvd-q-sl-gc10.html |archive-date=August 15, 2020}}</ref><ref>{{Cite web |last=Cole |first=Michael |date=December 17, 2003 |title=Panasonic Q Discontinued – News |url=http://www.nintendoworldreport.com/news/9283/panasonic-q-discontinued |url-status=live |archive-url=https://web.archive.org/web/20160304084816/http://www.nintendoworldreport.com/news/9283/panasonic-q-discontinued |archive-date=March 4, 2016 |access-date=July 28, 2015 |website=Nintendo World Report}}</ref> The Q supports CDs, DVDs, and GameCube discs but there is virtually no integration between the GameCube and DVD player modes.<ref name="PanasonicQ-IGN" /><ref name="PanasonicQ-Engadget" /><ref name="PanasonicQ-ASCII">{{Cite news |date=October 19, 2001 |title=松下、ゲームキューブのソフトがプレイできるDVDプレーヤー"Q"を発表 |language=ja |work=ASCII |url=https://ascii.jp/elem/000/000/326/326847/ |url-status=live |access-date=March 29, 2021 |archive-url=https://web.archive.org/web/20210723082601/https://ascii.jp/elem/000/000/326/326847/ |archive-date=July 23, 2021}}</ref><ref name="PanasonicQ-GameWatch">{{Cite news |date=October 11, 2001 |title=パナソニック製ゲームキューブ互換機「Q」、11月下旬に4万円以下で発売か |language=ja |work=Game Watch |publisher=Impress Corporation |url=https://game.watch.impress.co.jp/docs/20011011/q.htm |url-status=live |access-date=March 29, 2021 |archive-url=https://web.archive.org/web/20210723082601/https://game.watch.impress.co.jp/docs/20011011/q.htm |archive-date=July 23, 2021}}</ref>
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