Gamecube Repair
If you've done some damage to your gamecube or its mysteriously stopped working then why not let us fix it for you. Repairing your gamecube console is certainly cheaper than buying a new one and why pay more than necessary?
Once we have your gamecube for repair we will perform a preliminary examination to discover the extent of the gamecube problem. We can then let you know how much a repair to the gamecube will cost so that you can decide whether to go ahead or not. If you decide not to go ahead with the repair then we'll ship it straight back (at a cost of £7.95 for return postage).
Typical gamecube faults and repair prices
No power/video output: Please call/email
Not loading disks: £20-35
Getting the Gamecube console to us for repair
The best way of getting your gamecube to us is by visiting our service centre, where
we can deal with you direct, or If you're sending a gamecube to us
then we would recommend using one of the following services, from as
little as £4.95:
SHIP YOUR CONSOLE ONLY (no cables or battery)
!! YOU DONT WANT TO PAY NO PROBLEM READ ..HERE...
PRICES FOR DELIVERY READ HERE . .
When posting please include the Order form ..HERE..
- MPU ("Microprocessor Unit")* : Custom IBM Power PC "Gekko"
- Manufacturing process : 0.18 micron IBM copper wire technology
- Clock frequency : 485 MHz
- CPU capacity : 1125 Dmips (Dhrystone 2.1)
- Internal data precision : 32-bit Integer & 64-bit floating-point
- External bus : 1.3GB/second peak bandwidth (32-bit address space, 64-bit data bus 162 MHz clock)
- Internal cache L1: instruction 32KB, data 32KB (8 way) L2: 256KB (2 way)
- System LSI : Custom ATI/Nintendo "Flipper"
- Embedded frame buffer : Approx. 2MB sustainable latency : 6.2ns (1T-SRAM)
- Embedded texture cache : Approx. 1MB sustainable latency : 6.2ns (1T-SRAM)
- Texture read bandwidth : 10.4GB/second (Peak)
- Main memory bandwidth : 2.6GB/second (Peak)
- Pixel depth : 24-bit color, 24-bit Z buffer
- Image processing functions : Fog, subpixel anti-aliasing, 8 hardware lights, alpha blending, virtual texture design, multi-texturing, bump mapping, environment mapping, MIP mapping, bilinear filtering, trilinear filtering, anisotropic filtering, real-time hardware texture decompression (S3TC), real-time decompression of display list, HW 3-line deflickering filter.
- Sound Processor : custom Macronix 16-bit DSP
- Instruction Memory : 8KB RAM + 8KB ROM
- Data Memory : 8KB RAM + 4KB ROM
- Clock Frequency : 81 MHz
- Performance : 64 simultaneous channels, ADPCM encoding
- Sampling Frequency : 48KHz
- System Floating-point Arithmetic Capability : 10.5 GFLOPS (Peak) (MPU, Geometry Engine, HW Lighting Total)
- Real-world polygon : 6 million to 12 million polygons/second (Peak) (Assuming actual game conditions with complex models, fully textured, fully lit, etc.)
- System Memory : 40MB
- Main Memory : 24 MB MoSys 1T-SRAM, Approximately 10ns Sustainable Latency
- A-Memory : 16MB (81MHz DRAM)
- Disc Drive : CAV (Constant Angular Velocity) System
- Average Access Time : 128ms
- Data Transfer Speed : 16Mbps to 25Mbps
- Media : 3 inch NINTENDO GAMECUBE Disc based on Matsushita's Optical Disc Technology, Approx. 1.5GB Capacity
- Input/Output : Controller Port x4, Memory Card Slot x2, Analog AV Output x1, High-Speed Serial Port x1, High-speed Parallel Port x1
- In select models - Digital AV Output x1 ( click here for more information), High-Speed Serial Port x2
- Power Supply : AC Adapter DC12V x 3.25A
- Main Unit Dimensions : 4.3"(H) x 5.9"(W) x 6.3"(D)

