Specs is short for specifications. Here is dictionary.com's definition:A detailed, exact statement of particulars, especially a statement prescribing materials, dimensions, and quality of work for something to be built, installed, or manufactured.
And according to TechTV's website (cause it popped up first on Google) here's the Gamecube's specs:
Official name: Nintendo GameCube
MPU (microprocessor unit): IBM Power PC "Gekko" (The Gekko MPU integrates the power PC CPU into a custom, game-centric chip.)
Manufacturing process: .18-micron copper-wire technology
Clock frequency: 485 MHz
CPU capacity: 1125 Dmips (Dhrystone 2.1)
Internal data precision: 32-bit integer and 64-bit floating-point
External bus bandwidth: 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: "Flipper"
Manufacturing process: .18-micron NEC-embedded DRAM process
Clock frequency: 162 MHz
Embedded frame buffer: Approx. 2MB Sustainable Latency : 6.2ns (1T-SRAM)
Sustainable latency: 5 ns (1T-SRAM)
Embedded texture cache: Approximately 1MB
Texture read bandwidth: 10.4GB/second (peak)
Main memory bandwidth: 2.6GB/second (peak)
Color, Z buffer: Each is 24 bits
Image processing function: 2.6GB/second (Peak)
Other: Real-time decompression of display list, HW motion compensation capability
The following sound-related functions are all incorporated into the System LSI:
Sound processor: custom Macronix 16-bit DSP
Instruction memory: 8KB RAM + 8KB ROM
Data memory: 8KB RAM + 4KB ROM
Clock frequency: 81 MHz
Maximum number of simultaneously produced sounds: ADPCM: 64CH
Sampling Frequency: 48 KHz
System floating-point arithmetic capability: 10.5 GFlops (peak) MPU, geometry engine, HW lighting total
Actual display capability: 6 million to 12 million polygons/second (display capability assuming actual game with complexity model, texture, etc.)
System main memory: 24MB sustainable latency 10 ns or lower (1T-SRAM)
A-Memory: 16MB (100 MHz DRAM)
Disc Drive: CAV (constant angular velocity) system average access time data transfer speed 16 MBps to 25 MBps 128MS
Media: 3 inch Nintendo GameCube Disc based on Matsushita's optical disk technology; approximately 1.5GB capacity
Now to finish off Raven in Metal Gear. Great game!