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{{Short description|Nintendo video game console}} | |||
{{CVG system| title = Nintendo GameCube | |||
{{Redirect-distinguish|Nintendo GameCube|Nintendo Cube}} | |||
|logo = ] | |||
{{Use mdy dates|date=March 2024}} | |||
|image = ] | |||
{{Infobox information appliance | |||
|manufacturer = ] | |||
| name = Nintendo GameCube | |||
|type = ] | |||
| logo = ] | |||
|generation = ] | |||
| image = GameCube-Set.jpg | |||
|lifespan = ], ] | |||
| caption = Indigo system with controller and memory card | |||
|media = 1.5GB Mini-] | |||
| aka = Dolphin{{efn|]}} | |||
|onlineservice = | |||
| developer = ] | |||
|topgame = '']'' | |||
| manufacturer = {{flatlist| | |||
* Nintendo | |||
* ] | |||
}} | |||
| type = ] | |||
| generation = ] | |||
| discontinued = {{vgrelease|WW|2007|<!-- No exact date is given so the year of the article (2007) is used -->}} | |||
| media = {{plainlist| | |||
* ] | |||
* ] | |||
}} | |||
| os = Proprietary | |||
| power = {{plainlist| | |||
* 46-] ] (DOL-001) | |||
* 48-watt AC adapter (DOL-101) | |||
}} | |||
| cpu = ] | |||
| CPUspeed = 486 MHz | |||
| memory = {{plainlist| | |||
* 24 MB ] as system RAM | |||
* 3 MB 1T-SRAM as video RAM | |||
* 16 MB ] as ] buffer RAM | |||
}} | |||
| memory card = ]{{efn|16 MB max. capacity}} | |||
| display = {{collapsible list| bullets=on |title=Video output formats | |||
| ] | |||
| ]{{efn|NTSC consoles only}} | |||
| ]{{efn|PAL consoles only}} | |||
| ] (early models){{efn|NTSC consoles only, requires the use of the Digital AV port, which was removed from later models after DOL-001|note=Digital AV}} | |||
| ] (early models){{efn|NTSC consoles only, requires the use of the Digital AV port, which was removed from later models after DOL-001|note=Digital AV}} | |||
}} | |||
| graphics = ] @ 162 MHz | |||
| sound = Analog stereo{{efn|]}} | |||
| controllers = ], ], ], ] | |||
| connectivity = ] | |||
| dimensions = {{Plainlist| | |||
* 150 × 161 × 110 mm<ref name="Specs">{{Cite book |title=ニンテンドーゲームキューブ取扱説明書 |publisher=Nintendo |page=36}}</ref> | |||
* 5.9 × 6.3 × 4.3 in | |||
* (width × depth × height) | |||
}} | |||
| weight = {{Plainlist| | |||
* {{convert|1.4|kg|lbs|abbr=on}}<ref name="Specs" /> | |||
}} | |||
| predecessor = ] | |||
| successor = ] | |||
| releasedate = {{vgrelease|JP|September 14, 2001<ref name="Launch – CNN">{{Cite web |last=Williams |first=Martyn |date=August 24, 2001 |title=Nintendo Unveils GameCube Launch Plans |url=http://edition.cnn.com/2001/TECH/fun.games/08/24/gamecube.release.idg/ |archive-url=https://web.archive.org/web/20220619085329/http://edition.cnn.com/2001/TECH/fun.games/08/24/gamecube.release.idg/ |archive-date=June 19, 2022 |access-date=March 16, 2013 |publisher=]}}</ref>|NA|November 18, 2001<ref name="Record launch – CNET">{{Cite web |last=Becker |first=David |date=November 29, 2001 |title=Nintendo Reports Record GameCube Launch |url=http://news.cnet.com/2100-1040-276374.html |url-status=live |archive-url=https://web.archive.org/web/20131001224654/http://news.cnet.com/2100-1040-276374.html |archive-date=October 1, 2013 |access-date=July 8, 2013 |website=CNET}}</ref>|EU|May 3, 2002<ref>{{Cite news |date=April 22, 2002 |title=GameCube Price Dropped |work=] |url=http://news.bbc.co.uk/1/hi/entertainment/1943247.stm |access-date=March 16, 2013 |archive-url=https://web.archive.org/web/20131002061637/http://news.bbc.co.uk/2/hi/entertainment/1943247.stm |archive-date=October 2, 2013}}</ref>|AUS|May 17, 2002<ref>{{Cite web |last=Cameron |first=Nadia |date=May 20, 2002 |title=GameCube Launch Rounds Out Console Troika |url=https://www.pcworld.idg.com.au/article/22321/gamecube_launch_rounds_console_troika/ |archive-url=https://web.archive.org/web/20220410234818/https://www.pcworld.idg.com.au/article/22321/gamecube_launch_rounds_console_troika/ |archive-date=April 10, 2022 |access-date=July 7, 2020 |website=]}}</ref>}} | |||
| price = {{Unbulleted list | |||
| {{JPY|25,000|2001|round=-2}}<ref>{{Cite web |author=I. G. N. Staff |date=2001-05-21 |title=Nintendo Reveals GameCube Pricing |url=https://www.ign.com/articles/2001/05/21/nintendo-reveals-gamecube-pricing |access-date=2024-11-22 |website=IGN |language=en}}</ref> | |||
| {{USD|199|2001|round=-1}}<ref name="gc199">{{Cite press release |title=GameCube to Sell for $199 |date=May 21, 2001 |location=] |url=https://money.cnn.com/2001/05/21/companies/gamecube/ |last1=Morris |first1=Chris |access-date=September 21, 2018 |url-status=live |archive-url=https://web.archive.org/web/20180623091855/http://money.cnn.com/2001/05/21/companies/gamecube/ |archive-date=June 23, 2018 |website=Money.CNN.com}}</ref> | |||
| {{€|199|2002|round=-1}}<ref>{{Cite web |last=Gieselmann |first=Hartmut |date=April 22, 2002 |title=Nintendo senkt Preis für GameCube |url=https://www.heise.de/newsticker/meldung/Nintendo-senkt-Preis-fuer-GameCube-62429.html |url-status=live |archive-url=https://web.archive.org/web/20220725163536/https://www.heise.de/newsticker/meldung/Nintendo-senkt-Preis-fuer-GameCube-62429.html |archive-date=July 25, 2022 |access-date=July 25, 2022 |website={{ill|heise online|de}}}}</ref> | |||
}} | |||
| unitssold = {{Tree list}} | |||
* Worldwide: 21.74 million | |||
** Americas: 12.94 million | |||
** Japan: 4.04 million | |||
** {{Nowrap|Other regions: 4.77 million<ref name="Sales" />}} | |||
{{Tree list/end}}(]) | |||
| service = {{plainlist| | |||
* ] | |||
* '']''<ref>{{Cite web |date=June 17, 2012 |title=Nintendo Jumps Online |url=https://www.ign.com/articles/2002/05/13/nintendo-jumps-online |url-status=live |archive-url=https://web.archive.org/web/20200326064302/https://www.ign.com/articles/2002/05/13/nintendo-jumps-online |archive-date=March 26, 2020 |access-date=February 20, 2020 |website=]}}</ref> | |||
* '']'' | |||
* ] | |||
}} | |||
| topgame = '']'' (7.09{{nbsp}}million){{efn|{{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! |date=March 10, 2008 |publisher=] |location=] |url=https://www.nintendo.com/whatsnew/detail/1u0FthaPxTSSeJelWm4Jt8TI0VJlTt5j |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. |access-date=March 11, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20080313235109/https://www.nintendo.com/whatsnew/detail/1u0FthaPxTSSeJelWm4Jt8TI0VJlTt5j |archive-date=March 13, 2008}}</ref>}} | |||
}} | }} | ||
The '''Nintendo GameCube''' (]: ゲームキューブ; originally code-named "]" during development; abbreviated as '''GCN''') is ]'s fourth home ], belonging to the ]; the same generation as ]'s ], ]'s ], and ]'s ]. The GameCube itself is the most compact and inexpensive of the ] consoles. The GameCube was released on: | |||
*], ] (]) | |||
*], ] (]) | |||
*], ] (]) | |||
*], ] (]) | |||
The {{nihongo foot|'''Nintendo GameCube'''|ニンテンドー ゲームキューブ|Nintendō Gēmukyūbu|lead=yes|group=lower-alpha}}{{efn|Abbreviated as both '''NGC''' and '''GC''' in Japan, and as '''GCN''' in other parts of the world.}} <!-- Do not add "128-bit". -->is a ] developed and marketed by ]. It was released in Japan on September 14, 2001, in North America on November 18, 2001, in Europe on May 3, 2002, and in Australia on May 17, 2002. It is the successor to the ]. As a ], the GameCube primarily competed with ]'s ], ]'s ] and ]'s ]. | |||
The GameCube was first introduced in volume #145 of '']'' magazine. '']'' was the first cover game (volume #150). | |||
<!--Development & key features-->Nintendo began developing the GameCube in 1998 after entering a partnership with ] to design a ]. The console was formally announced under the codename "Dolphin" the following year, and was released in 2001 as the GameCube. It is Nintendo's first console to use ] instead of ]s, supplemented by writable ] for ]s. Unlike its competitors, it is solely focused on gaming and does not play mass media like ] or ]. The console supports limited ] for a ] via a ] and can connect to a ] with ] for exclusive in-game features using the handheld as a second screen and controller. The GameCube supports ] cards to unlock special features in a few games. The ] add-on runs ], ] and Game Boy Advance cartridge games.<!--END Development & key features--> | |||
==Launch titles== | |||
The GameCube launched in North America with the following 12 games: | |||
<!--Legacy & notable games-->Reception of the GameCube was mixed. It was praised for ] and high quality ], but was criticized for its lack of ] features and lack of third party support compared to its competitors. Premier games include '']'', '']'', '']'', '']'', '']'', '']'', '']'', '']'' and '']''. Nintendo sold {{nowrap|21.74 million}} GameCube units worldwide,{{efn|Sales figures differ, as some sources show the GameCube sold 24 million units worldwide.<ref>{{Cite web |last=Reimer |first=Jeremy |date=October 1, 2006 |title=How the Wii Was Born |url=https://arstechnica.com/gadgets/2006/10/wii-2/ |archive-url=https://web.archive.org/web/20120531073814/https://arstechnica.com/gadgets/2006/10/wii-2/ |archive-date=May 31, 2012 |access-date=October 17, 2023 |website=]}}</ref><ref>{{Cite web |last=Reimer |first=Jeremy |date=May 1, 2006 |title=Gamecube Price Drop Imminent? |url=https://arstechnica.com/uncategorized/2006/05/6710-2/ |archive-url=https://web.archive.org/web/20121022203837/https://arstechnica.com/uncategorized/2006/05/6710-2/ |archive-date=October 22, 2012 |access-date=October 17, 2023 |website=]}}</ref>}} much fewer than anticipated, and discontinued it in 2007.<ref>{{Cite web |last=Thorsen |first=Tor |date=February 22, 2007 |title=Nintendo Officially Pulls Plug on GameCube? |url=https://www.gamespot.com/articles/nintendo-officially-pulls-plug-on-gamecube/1100-6236024/ |access-date=October 17, 2023 |website=] |language=en-US}}</ref> It was succeeded by the ] in late 2006.<!--END Legacy & notable games--> | |||
{| class="wikitable" width="70%" | |||
! Title | |||
! Developer | |||
! Publisher(s) | |||
|- | |||
| align="left" | '']'' | |||
| align="center" | ] | |||
| align="center" | ] | |||
|- | |||
| align="left" | '']'' | |||
| align="center" | ] | |||
| align="center" | ] | |||
|- | |||
| align="left" | '']'' | |||
| align="center" | ] | |||
| align="center" | ]<br />] | |||
|- | |||
| align="left" | '']'' | |||
| align="center" | ] | |||
| align="center" | ] | |||
|- | |||
| align="left" | '']'' | |||
| align="center" | ] | |||
| align="center" | ] | |||
|- | |||
| align="left" | '']'' | |||
| align="center" | ] | |||
| align="center" | ] | |||
|- | |||
| align="left" | '']'' | |||
| align="center" | ] | |||
| align="center" | ] | |||
|- | |||
| align="left" | '']'' | |||
| align="center" | ] | |||
| align="center" | ] | |||
|- | |||
| align="left" | '']'' | |||
| align="center" | ] | |||
| align="center" | ] | |||
|- | |||
| align="left" | '']'' | |||
| align="center" | ] | |||
| align="center" | ] | |||
|- | |||
| align="left" | '']'' | |||
| align="center" | ] | |||
| align="center" | ] | |||
|- | |||
| align="left" | '']'' | |||
| align="center" | ] | |||
| align="center" | ] | |||
|} | |||
== |
== History == | ||
]'', '']'', '']'', '']'', '']'').]] | |||
Unveiled during ] ], the Nintendo GameCube was widely anticipated by many who were shocked by Nintendo's decision to design the ] as a ]-based system. Physically shaped similar to a geometric ], the outside casing of the Nintendo GameCube comes in a variety of colors, such as indigo, platinum, and black (also a limited edition ] platinum and black game console). In Japan, the system is also available in orange, or in limited edition colors like Crystal White, Mint Green, Copper, and White with black pinstripes. | |||
=== Background === | |||
The Nintendo GameCube uses a unique storage medium, the GameCube Optical Disc, a proprietary format based on ]'s optical-disc technology; the discs are approximately 8 centimeters (3 1/8 inches) in diameter (considerably smaller than a standard ] or ]), and the discs have a capacity of approximately 1.5 ]s. The Nintendo GameCube does not have any ]-movie support. Common reasons cited by Nintendo for using this format are to lower piracy, provide faster loading times, and to make the system smaller and more compact. The lack of DVD movie support was also a double-edged sword; it did not appeal to the mass audience that turned to the PlayStation 2 and Xbox due to their built-in DVD support. Despite the protection of a non-standard disc format (essentially a miniature DVD-ROM with non-standard sectors and filesystem formatting, a number of ]s such as the Qoob and ViperGC have been released that, when used in conjunction with a modified bios, allow the use of a standard or 8cm DVD-ROM to load ], ], boot-leg or ] software. | |||
In 1997, graphics hardware design company ] was launched with twenty engineers who had previously worked at SGI. ArtX was led by ], who had been SGI's head of Nintendo Operations and of Project Reality, which from 1993 to 1996 had scaled down SGI's supercomputer design to become the ].<ref name="ATI discusses GC graphics">{{Cite interview |last=Buchner |first=Greg |title=ATI Discusses GameCube Graphics |url=https://www.ign.com/articles/2001/10/30/ati-discusses-gamecube-graphics |access-date=June 25, 2014 |archive-url=https://web.archive.org/web/20220619083308/https://www.ign.com/articles/2001/10/30/ati-discusses-gamecube-graphics |archive-date=June 19, 2022 |publisher=] |date=October 30, 2001}}</ref><ref name="Nintendo press conference May 1999" /> | |||
=== Development === | |||
The GameCube system also has the unique capability to connect to Nintendo's portable system ] or its ] variant. Such a connection between the two systems allows the transfer of game data. Examples of this functionality include the use of the Game Boy Advance as a controller for the game played. Subsequent information related to game play may be displayed on the Game Boy Advance's color screen for added convenience or to avoid the cluttering of the display on the television screen. This functionality has also been used to unlock "secrets" such as new levels or characters when two games, a Game Boy Advance game and its GameCube equivalent, are connected together. Up to four Game Boy Advance systems can be connected to the GameCube through the GameCube's four controller ports for multiplayer play. A special Nintendo GameCube to Game Boy Advance connection cable is required for each Game Boy Advance system that is to be connected to the GameCube. A fair variety of GameCube games implement this innovative functionality, while Nintendo encourages its continued use. | |||
In May 1998, ArtX entered into a partnership with Nintendo to undertake the complete design of the system logic and graphics processor, codenamed "])," for Nintendo's ].<ref name="Nintendo tweaks GC's specs" /> The console went through a series of codenames, including N2000,<ref name="It's Alive">{{Cite web |date=March 13, 1999 |title=It's Alive! |url=https://www.ign.com/articles/1999/03/13/its-alive-3 |archive-url=https://web.archive.org/web/20220619083314/https://www.ign.com/articles/1999/03/13/its-alive-3 |archive-date=June 19, 2022 |access-date=June 25, 2014 |website=]}}</ref> Star Cube, and Nintendo Advance.<ref name="Make Way">{{Cite news |date=August 21, 2000 |title=Make Way for the New |work=] |url=https://www.ign.com/articles/2000/06/13/make-way-for-the-new-2 |access-date=August 13, 2020 |archive-url=https://web.archive.org/web/20010401065822/http://ign64.ign.com/news/23801.html |archive-date=April 1, 2001}}</ref> On May 12, 1999, Nintendo publicly announced the console during a press conference, giving it the codename "Dolphin" and positioning it as the successor to the Nintendo 64. This announcement also revealed strategic partnerships with IBM for the creation of Dolphin's PowerPC-based CPU, codenamed "Gekko," and with Panasonic (Matsushita Electric Industrial Co., Ltd.) for the development of its DVD drive and other Dolphin-based devices.<ref name="A Dolphin's Tale" /><ref name="Nintendo press conference May 1999">{{Cite web |date=May 14, 1999 |title=Nintendo Press Conference Transcript |url=https://www.ign.com/articles/1999/05/14/nintendo-press-conference-transcript |archive-url=https://web.archive.org/web/20220619083319/https://www.ign.com/articles/1999/05/14/nintendo-press-conference-transcript |archive-date=June 19, 2022 |access-date=June 25, 2014 |website=]}}</ref><ref name="Project Dolphin – IGN">{{Cite web |date=May 4, 1999 |title=Say Hello to Project Dolphin |url=https://www.ign.com/articles/1999/05/05/say-hello-to-project-dolphin |archive-url=https://web.archive.org/web/20220619085404/https://www.ign.com/articles/1999/05/05/say-hello-to-project-dolphin |archive-date=June 19, 2022 |access-date=July 8, 2013 |website=]}}</ref> Following this announcement, Nintendo began providing development kits to game developers, including ] and ].<ref name="A Dolphin's Tale" /> | |||
In April 2000, ArtX was acquired by ], whereupon the Flipper graphics processor design had already been mostly completed by ArtX and was not overtly influenced by ATI.<ref name="ATI discusses GC graphics" /><ref name="Nintendo tweaks GC's specs">{{Cite web |last=Parker |first=Sam |date=June 6, 2001 |title=Nintendo Tweaks GameCube's Specs |url=https://www.zdnet.com/article/nintendo-tweaks-gamecubes-specs/ |url-status=live |archive-url=https://web.archive.org/web/20140714185909/http://www.zdnet.com/news/nintendo-tweaks-gamecubes-specs/96454 |archive-date=July 14, 2014 |access-date=June 25, 2014 |publisher=ZDnet}}</ref> In total, ArtX cofounder Greg Buchner recalled that their portion of the console's hardware design timeline had arced from inception in 1998 to completion in 2000.<ref name="ATI discusses GC graphics" /> Of the ArtX acquisition, an ATI spokesperson said, "ATI now becomes a major supplier to the game console market via Nintendo. The Dolphin platform is reputed to be king of the hill in terms of graphics and video performance with 128-bit architecture."<ref name="ATI snags dolphin">{{Cite web |date=February 16, 2000 |title=ATI Snags Dolphin Graphics Chip Designer |url=https://www.ign.com/articles/2000/02/17/ati-snags-dolphin-graphics-chip-designer |url-status=live |archive-url=https://web.archive.org/web/20180613184916/http://www.ign.com/articles/2000/02/17/ati-snags-dolphin-graphics-chip-designer |archive-date=June 13, 2018 |access-date=June 25, 2014 |website=]}}</ref> | |||
The GameCube was designed for ease of portability, with its small size complemented by a carrying handle. However, this feature over other consoles was minimal since its inexpensive production and selling price were its main advantages. Interestingly, with the addition of the ] accessory, the GameCube becomes a nearly perfect geometric cube. Despite being more compact than the PlayStation 2, the GameCube has superior graphics processing power and better ProLogic sound. | |||
The console was announced as the GameCube at a press conference in Japan on August 25, 2000,<ref name="GCN announced">{{Cite web |last=Satterfield |first=Shane |date=August 24, 2000 |title=Nintendo's GameCube Unveiled |url=http://www.gamespot.com/articles/nintendos-gamecube-unveiled/1100-2619269/ |url-status=live |archive-url=https://web.archive.org/web/20150905171950/http://www.gamespot.com/articles/nintendos-gamecube-unveiled/1100-2619269/ |archive-date=September 5, 2015 |access-date=April 11, 2016 |website=]}}</ref> abbreviated as both "NGC" and "GC" in Japan<ref>{{Cite web |date=July 31, 2009 |title=First Quarter Financial Results Briefing Q & A |url=https://www.nintendo.co.jp/ir/en/library/events/090731qa/index.html |url-status=dead |archive-url=https://web.archive.org/web/20130430173023/http://www.nintendo.co.jp/ir/en/library/events/090731qa/index.html |archive-date=April 30, 2013 |access-date=June 18, 2010 |website=Investor Relations |publisher=Nintendo Co., Ltd.}}</ref><ref>{{Cite web |last=IGN Staff |date=December 13, 2000 |title=The Name Game |url=https://www.ign.com/articles/2000/12/13/the-name-game |url-status=live |archive-url=https://web.archive.org/web/20220531195711/https://www.ign.com/articles/2000/12/13/the-name-game |archive-date=May 31, 2022 |access-date=May 31, 2022 |website=]}}</ref> and "GCN" in Europe and North America.<ref>{{Cite web |title=Nintendo – Customer Service |url=https://www.nintendo.com/consumer/systems/nintendogamecube/trouble_sound.jsp |archive-url=https://web.archive.org/web/20101207013545/https://www.nintendo.com/consumer/systems/nintendogamecube/trouble_sound.jsp |archive-date=December 7, 2010 |access-date=April 23, 2011 |publisher=Nintendo of America}}</ref> Nintendo unveiled its software lineup for the console at ], focusing on fifteen launch games, including '']'' and '']''.<ref name="E3 2001 – GS">{{Cite web |last=Fielder |first=Lauren |date=May 16, 2001 |title=E3 2001: Nintendo Unleashes GameCube Software, a New Miyamoto Game, and More |url=http://www.gamespot.com/news/e3-2001-nintendo-unleashes-gamecube-software-a-new-miyamoto-game-and-more-2761390 |access-date=July 8, 2013 |website=]}}</ref> Several games originally scheduled to launch with the console were delayed.<ref name="Year One – Joystiq">{{Cite web |last=Hinkle |first=David |date=November 19, 2007 |title=Year One: GameCube vs. Wii |url=http://www.joystiq.com/2007/11/19/year-one-gamecube-vs-wii/ |url-status=dead |archive-url=https://web.archive.org/web/20150128054052/http://www.joystiq.com/2007/11/19/year-one-gamecube-vs-wii/ |archive-date=January 28, 2015 |access-date=July 8, 2013 |publisher=]}}</ref> It is also the first Nintendo home console since the ] not to have a '']'' launch game.<ref name="E3 2001 – IGN">{{Cite web |last1=George |first1=Richard |last2=Thomas |first2=Lucas M. |date=May 9, 2011 |title=Nintendo's History at E3: 2001 |url=https://www.ign.com/articles/2011/05/10/nintendos-history-at-e3-2001?page=2 |url-status=live |archive-url=https://web.archive.org/web/20130904224452/http://www.ign.com/articles/2011/05/10/nintendos-history-at-e3-2001?page=2 |archive-date=September 4, 2013 |access-date=July 8, 2013 |website=]}}</ref> | |||
The GameCube also had a network adapter released during the holiday season of 2002, but Nintendo did not promote or support online gaming anywhere as heavily as Sony or Microsoft. The only high profile title that required the adapter was Sega's ]. Instead, Nintendo focused more on Game Boy connectivity. | |||
Long before the console's launch, Nintendo had developed and patented an early prototype of motion controls for the GameCube, with which developer ] had experimented for its launch games.<ref name="Factor 5 GameCube motion">{{Cite web |date=July 28, 2007 |title=Factor 5 Worked with GameCube Motion Controller |url=http://www.aussie-nintendo.com/?v=news&p=15571 |url-status=dead |archive-url=https://web.archive.org/web/20070927182302/http://www.aussie-nintendo.com/?v=news&p=15571 |archive-date=September 27, 2007 |access-date=July 6, 2014 |publisher=Aussie Nintendo}}</ref><ref name="A Dolphin's Tale" /> Greg Thomas, Sega of America's VP of Development said, "What does worry me is Dolphin's sensory controllers because there's an example of someone thinking about something different." These motion control concepts would not be deployed to consumers for several years, until the ].<ref name="A Dolphin's Tale" /> | |||
==Software library== | |||
{{main|List of GameCube games}} | |||
Prior to the GameCube's release, Nintendo focused resources on the launch of the ], a ] and successor to the original ] and ]. As a result, several games originally destined for the Nintendo 64 console were postponed to become early releases on the GameCube. Concurrently, Nintendo was developing GameCube software provisioning future connectivity with the Game Boy Advance. Certain games, such as '']'' and '']'', can use the handheld as a secondary screen and controller when connected to the console via a ].<ref name="Months before GameCube – IGN">{{Cite web |last=Thomas |first=Lucas M. |date=November 11, 2011 |title=Before the GameCube Arrived |url=https://www.ign.com/articles/2011/11/12/before-the-gamecube-arrived?page=1 |url-status=live |archive-url=https://web.archive.org/web/20141116122928/http://www.ign.com/articles/2011/11/12/before-the-gamecube-arrived?page=1 |archive-date=November 16, 2014 |access-date=July 8, 2013 |website=]}}</ref><ref>{{Cite web |last=Schneider |first=Peer |date=June 2, 2004 |title=The Legend of Zelda: Four Swords Adventures |url=https://www.ign.com/articles/2004/06/02/the-legend-of-zelda-four-swords-adventures |url-status=live |archive-url=https://web.archive.org/web/20131012030528/http://www.ign.com/articles/2004/06/02/the-legend-of-zelda-four-swords-adventures |archive-date=October 12, 2013 |access-date=July 8, 2013 |website=]}}</ref> | |||
The GameCube currently has over '''550''' games available in its library. In addition, over '''100''' titles are currently in development. | |||
Nintendo began its marketing campaign with the catchphrase "The Nintendo Difference" at its E3 2001 reveal.<ref name="E3 2001 – GS" /> The goal was to distinguish itself from the competition as an entertainment company.<ref>{{Cite web |last=East |first=Thomas |date=May 29, 2012 |title=Classic E3 Moments: Nintendo Reveal GameCube in 2001 |url=http://www.officialnintendomagazine.co.uk/38372/classic-e3-moments-nintendo-reveal-gamecube-in-2001/ |url-status=dead |archive-url=https://web.archive.org/web/20141008002602/http://www.officialnintendomagazine.co.uk/38372/classic-e3-moments-nintendo-reveal-gamecube-in-2001/ |archive-date=October 8, 2014 |access-date=July 8, 2013 |publisher=] UK}}</ref> Later advertisements have the slogan, "Born to Play", and game ads feature a rotating cube animation that morphs into a GameCube logo and end with a voice whispering, "GameCube".<ref name="Born to Play">{{Cite web |last=Trammel |first=David |date=September 3, 2001 |title=GameCube Slogan Revealed! |url=http://www.nintendoworldreport.com/news/6408 |url-status=live |archive-url=https://web.archive.org/web/20120228235759/http://www.nintendoworldreport.com/news/6408 |archive-date=February 28, 2012 |access-date=October 25, 2009 |publisher=Nintendo World Report}}</ref><ref name="Air Ride">{{Cite web |title=Kirby Air Ride |url=http://www.gametrailers.com/video/tv-spot-kirby-air/1831 |url-status=live |archive-url=https://web.archive.org/web/20110606043727/http://www.gametrailers.com/video/tv-spot-kirby-air/1831 |archive-date=June 6, 2011 |access-date=March 27, 2008 |publisher=]}}</ref> On May 21, 2001, the console's launch price of {{USD|199}} was announced, {{USD|100|long=no}} lower than that of the ] and ].<ref name="gc199" /> Nintendo spent $76 million marketing the GameCube.<ref>{{Cite web |last=Chmielewski |first=Dawn |date=October 9, 2001 |title=Nintendo's GameCube Debuts |url=https://www.newspapers.com/clip/97798350/york-daily-record/ |url-status=live |archive-url=https://web.archive.org/web/20220319114750/https://www.newspapers.com/clip/97798350/york-daily-record/ |archive-date=March 19, 2022 |access-date=March 19, 2022 |page=24 |via=] |newspaper=]}}</ref> | |||
The GameCube features games with the following ratings: | |||
*Early Childhood: '''1''' | |||
*Everyone: '''287''' | |||
*Everyone (E10+): '''18''' | |||
*Teen: '''204''' | |||
*Mature: '''45''' | |||
*Adults Only: '''0''' | |||
In September 2020, ] included Nintendo's plans for a GameCube model that would be both portable with a built-in display and dockable to a TV, similar to its later console the ].<ref>{{Cite web |last=McFerran |first=Damien |date=September 3, 2020 |title=Turns Out Nintendo Was Thinking About a Switch-Style Device Back in the GameCube Era |url=https://www.nintendolife.com/news/2020/09/turns_out_nintendo_was_thinking_about_a_switch-style_device_back_in_the_gamecube_era |url-status=live |archive-url=https://web.archive.org/web/20200904014514/https://www.nintendolife.com/news/2020/09/turns_out_nintendo_was_thinking_about_a_switch-style_device_back_in_the_gamecube_era |archive-date=September 4, 2020 |access-date=September 5, 2020 |website=NintendoLife}}</ref><ref>{{Cite web |last=Fischer |first=Tyler |date=September 2, 2020 |title=Nintendo Leak Reveals Portable GameCube Console |url=https://comicbook.com/gaming/news/nintendo-gamecube-console-portable-leak/ |url-status=live |archive-url=https://web.archive.org/web/20200903082136/https://comicbook.com/gaming/news/nintendo-gamecube-console-portable-leak/ |archive-date=September 3, 2020 |access-date=September 5, 2020 |website=Comicbook.com}}</ref> Other leaks suggest plans for a GameCube successor, ]d Tako, with ] graphics and slots for ] and ]s, apparently resulting from a partnership with ATI and scheduled for release in 2005.<ref>{{Cite web |last=Phillips |first=Tom |date=September 4, 2020 |title=Latest Nintendo Leaks Suggest Company Mulled Portable GameCube |url=https://www.eurogamer.net/articles/2020-09-04-latest-nintendo-leaks-suggest-company-mulled-portable-gamecube |url-status=live |archive-url=https://web.archive.org/web/20200904153207/https://www.eurogamer.net/articles/2020-09-04-latest-nintendo-leaks-suggest-company-mulled-portable-gamecube |archive-date=September 4, 2020 |access-date=September 5, 2020 |website=Eurogamer}}</ref> | |||
Source: | |||
=== |
=== Release === | ||
] on the GameCube in ].]] | |||
The Nintendo GameCube software library contains such traditional Nintendo series as '']'', '']'', and '']''. | |||
The GameCube was launched in Japan on September 14, 2001.<ref name="Launch – BBC">{{Cite news |date=September 14, 2001 |title=GameCube Launches in Japan |work=BBC News |url=http://news.bbc.co.uk/2/hi/entertainment/1543848.stm |url-status=live |access-date=July 8, 2013 |archive-url=https://web.archive.org/web/20150117054316/http://news.bbc.co.uk/2/hi/entertainment/1543848.stm |archive-date=January 17, 2015}}</ref> Approximately 500,000 units were shipped in time to retailers.<ref name="Japan launch – GS">{{Cite web |last=Sato |first=Yukiyoshi Ike |date=September 13, 2001 |title=Nintendo GameCube Launches in Japan |url=http://www.gamespot.com/news/nintendo-gamecube-launches-in-japan-2812298 |access-date=July 8, 2013 |website=]}}</ref> The console was scheduled to launch two months later in ] on November 5, 2001, but the date was pushed back in an effort to increase the number of available units.<ref name="US launch delay">{{Cite web |last=Becker |first=David |date=August 23, 2001 |title=Nintendo Delays U.S. Launch of GameCube |url=http://news.cnet.com/Nintendo-delays-U.S.-launch-of-GameCube/2100-1040_3-272053.html |url-status=dead |archive-url=https://web.archive.org/web/20150402105211/http://news.cnet.com/Nintendo-delays-U.S.-launch-of-GameCube/2100-1040_3-272053.html |archive-date=April 2, 2015 |access-date=July 8, 2013 |website=CNET}}</ref> The console eventually launched in North America on November 18, 2001, with over 700,000 units shipped to the region.<ref name="Record launch – CNET" /> Other regions followed suit the following year beginning with Europe in the second quarter of 2002.<ref name="European launch">{{Cite news |date=May 2, 2002 |title=GameCube Gets Midnight Launch |work=BBC News |url=http://news.bbc.co.uk/2/hi/entertainment/1963749.stm |url-status=live |access-date=July 8, 2013 |archive-url=https://web.archive.org/web/20140502211811/http://news.bbc.co.uk/2/hi/entertainment/1963749.stm |archive-date=May 2, 2014}}</ref> | |||
On April 22, 2002, veteran ] Nintendo console developer ] announced its 3D audio ] titled MusyX. In collaboration with ], MusyX provides motion-based surround sound encoded as ].<ref name="Factor 5 on DPL2">{{Cite interview |last=Eggebrecht |first=Julian |title=Factor 5 on Dolby Pro Logic II |url=https://www.ign.com/articles/2002/04/22/factor-5-on-dolby-pro-logic-ii |access-date=June 24, 2014 |archive-url=https://web.archive.org/web/20141116141940/http://www.ign.com/articles/2002/04/22/factor-5-on-dolby-pro-logic-ii |archive-date=November 16, 2014 |url-status=live |work=] |date=April 22, 2002}}</ref> | |||
Some of the more popular first-party titles include: | |||
{|- | |||
| valign=top| | |||
*'']'' | |||
*'']'' | |||
*'']'' | |||
*'']'' | |||
*'']'' | |||
*'']'' | |||
*'']'' | |||
| valign=top| | |||
*'']'' | |||
*'']'' | |||
*'']'' | |||
*'']'' | |||
*'']'' | |||
*'']'' | |||
*'']'' | |||
| valign=top| | |||
*'']'' | |||
*'']'' | |||
*'']'' | |||
*'']'' | |||
*'']'' | |||
*'']'' (Release 2006) | |||
*'']'' | |||
|} | |||
===Market share=== | |||
One of the defining aspects of the Nintendo GameCube is the rejuvenated relationship between Nintendo and its licensees. Unlike previous generations in which Nintendo was seen by some as bullying its third-party game developers, Nintendo openly sought game-development aid on the Nintendo GameCube. Sometimes, Nintendo would merely request that a third-party developer produce a game based on the third-party's own game franchises; other times, Nintendo would request that the third-party developer produce a game based on Nintendo's own game franchises. Nintendo often took an active role in cooperating with a developer. This policy from Nintendo resulted in many exclusive third-party games for the Nintendo GameCube, and the arrival of multiformat titles on the platform. Because of these efforts, GameCube owners tend to support first-party games more heavily than third party games, whereas the reverse is true for PlayStation 2 and Xbox owners. | |||
Throughout the mid 2000s, GameCube hardware sales remained far behind its direct competitor the PlayStation 2, and slightly behind the Xbox, though there were brief periods when the console would outsell both.<ref>{{Cite web |last=Becker |first=David |date=October 29, 2002 |title=Xbox, GameCube Scrap for Second Place |url=https://www.cnet.com/culture/xbox-gamecube-scrap-for-second-place/ |url-status=live |archive-url=https://web.archive.org/web/20220822174639/https://www.cnet.com/culture/xbox-gamecube-scrap-for-second-place/ |archive-date=August 22, 2022 |access-date=August 22, 2022 |website=] |language=en}}</ref><ref>{{Cite web |title=Why Did Sony Dominate? : The 6th Generation Video Game War |url=https://www.lunduniversity.lu.se/lup/publication/1316917 |url-status=live |archive-url=https://web.archive.org/web/20220926161655/https://www.lunduniversity.lu.se/lup/publication/1316917 |archive-date=September 26, 2022 |access-date=August 22, 2022 |website=]}}</ref><ref>{{Cite news |title=Console Wars |url=https://www.economist.com/business/2007/03/22/console-wars |url-status=live |archive-url=https://web.archive.org/web/20220822174722/https://www.economist.com/business/2007/03/22/console-wars |archive-date=August 22, 2022 |access-date=August 22, 2022 |work=] |issn=0013-0613}}</ref> The console's family-friendly appeal and lack of support from certain third-party developers skewed the GameCube toward a younger market, which was a minority of the gaming population during the sixth-generation.<ref name="chart">{{Cite news |title=Chart |work=Economist |url=http://www.economist.com/images/20050806/CSF279.gif |url-status=live |access-date=September 17, 2009 |archive-url=https://archive.today/20130902034345/http://www.economist.com/images/20050806/CSF279.gif |archive-date=September 2, 2013}}</ref> Many third-party games popular with teenagers or adults, such as the blockbuster '']'' series and several key ]s, skipped the GameCube entirely in favor of the PlayStation 2 and Xbox.<ref>{{Cite web |last=Huffstutter |first=P.J. |date=April 8, 2003 |title=Nintendo Sees Profit Slump on Weak GameCube Sales |url=https://www.latimes.com/archives/la-xpm-2003-apr-08-fi-nintendo8-story.html |url-status=live |archive-url=https://web.archive.org/web/20220822174722/https://www.latimes.com/archives/la-xpm-2003-apr-08-fi-nintendo8-story.html |archive-date=August 22, 2022 |access-date=August 22, 2022 |website=Los Angeles Times |language=en-US}}</ref><ref>{{Cite web |last=Kent |first=Steven |date=September 27, 2003 |title=Nintendo Stands by GameCube--For Now |url=https://www.chicagotribune.com/news/ct-xpm-2003-09-27-0309270110-story.html |url-status=live |archive-url=https://web.archive.org/web/20220822174723/https://www.chicagotribune.com/news/ct-xpm-2003-09-27-0309270110-story.html |archive-date=August 22, 2022 |access-date=August 22, 2022 |website=]}}</ref> However, many gaming journalists and analysts noted that Nintendo's primary focus on younger audiences, and its family-friendly image, was the biggest advantage and disadvantage at a time when video games were aimed at more mature audiences.{{efn|Attributed to multiple references:<ref>{{Cite web |last=Morris |first=Chris |date=November 16, 2001 |title=Nintendo Launches GameCube Console System |url=https://money.cnn.com/2001/11/16/technology/gamecube/index.htm |url-status=live |archive-url=https://web.archive.org/web/20220822174639/https://money.cnn.com/2001/11/16/technology/gamecube/index.htm |archive-date=August 22, 2022 |access-date=August 22, 2022 |website=]}}</ref><ref>{{Cite web |last=Kent |first=Steven |date=April 11, 2001 |title=Nintendo's GameCube May Top PlayStation 2, Xbox |url=https://archive.seattletimes.com/archive/?date=20010411&slug=gamecube11 |url-status=live |archive-url=https://web.archive.org/web/20220926161641/https://archive.seattletimes.com/archive/?date=20010411&slug=gamecube11 |archive-date=September 26, 2022 |access-date=August 22, 2022 |website=]}}</ref><ref>{{Cite web |date=September 5, 2002 |title=Four Ways for Nintendo to Get Back in the Game |url=https://money.cnn.com/2002/09/05/commentary/game_over/column_gaming/index.htm |url-status=live |archive-url=https://web.archive.org/web/20220822174641/https://money.cnn.com/2002/09/05/commentary/game_over/column_gaming/index.htm |archive-date=August 22, 2022 |access-date=August 22, 2022 |website=]}}</ref><ref>{{Cite web |last=Becker |first=David |date=January 2, 2002 |title=Nintendo: GameCube to Out-Entertain Rivals |url=https://www.cnet.com/culture/nintendo-gamecube-to-out-entertain-rivals/ |url-status=live |archive-url=https://web.archive.org/web/20220822174724/https://www.cnet.com/culture/nintendo-gamecube-to-out-entertain-rivals/ |archive-date=August 22, 2022 |access-date=August 22, 2022 |website=] |language=en}}</ref><ref>{{Cite web |last=McFerran |first=Damien |date=December 7, 2020 |title=Nintendo's Focus on Younger Players Is a Positive, Not a Negative |url=https://www.nintendolife.com/news/2020/12/talking_point_nintendos_focus_on_younger_players_is_a_positive_not_a_negative |url-status=live |archive-url=https://web.archive.org/web/20220822174722/https://www.nintendolife.com/news/2020/12/talking_point_nintendos_focus_on_younger_players_is_a_positive_not_a_negative |archive-date=August 22, 2022 |access-date=August 22, 2022 |website=Nintendo Life |language=en-GB}}</ref><ref>{{Cite web |last=Boxer |first=Steven |date=June 14, 2001 |title=Cult Following for Nintendo |url=https://www.telegraph.co.uk/technology/reviews/4764196/Cult-following-for-Nintendo.html |url-status=live |archive-url=https://web.archive.org/web/20220822174639/https://www.telegraph.co.uk/technology/reviews/4764196/Cult-following-for-Nintendo.html |archive-date=August 22, 2022 |access-date=August 22, 2022 |website=]}}</ref><ref>{{Cite book |last=Ryan, Jeff |url=http://worldcat.org/oclc/821701726 |title=Super Mario: How Nintendo Conquered America |date=2013 |publisher=Portfolio |isbn=978-1-59184-563-8 |oclc=821701726}}</ref><ref>{{Cite web |date=November 16, 2003 |title=GameCube |url=https://www.sunjournal.com/2003/11/16/gamecube/ |url-status=live |archive-url=https://web.archive.org/web/20220829150147/https://www.sunjournal.com/2003/11/16/gamecube/ |archive-date=August 29, 2022 |access-date=August 29, 2022 |website=Lewiston Sun Journal}}</ref><ref>{{Cite web |last=Rivera |first=Nimo |date=July 4, 2004 |title=Which Console Should You Get? |url=https://www.sandiegouniontribune.com/sdut-which-console-should-you-get-2004jul04-story.html |url-status=live |archive-url=https://web.archive.org/web/20220829150146/https://www.sandiegouniontribune.com/sdut-which-console-should-you-get-2004jul04-story.html |archive-date=August 29, 2022 |access-date=August 29, 2022 |website=] |language=en-US}}</ref>}} Nintendo was successful with games aimed at a more mature audience.<ref>{{Cite news |last=Chu |first=Showwei |date=October 30, 2002 |title=Nintendo Targeting New Video Games at Young Adults |url=https://www.theglobeandmail.com/report-on-business/nintendo-targeting-new-video-games-at-young-adults/article25424723/ |url-status=live |archive-url=https://web.archive.org/web/20220822174722/https://www.theglobeandmail.com/report-on-business/nintendo-targeting-new-video-games-at-young-adults/article25424723/ |archive-date=August 22, 2022 |access-date=August 22, 2022 |work=] |language=en-CA}}</ref><ref>{{Cite web |last=Chimelewski |first=Dawn |date=October 15, 2001 |title=Adults Courted As GameCube's Newest Audience |url=https://www.chicagotribune.com/news/ct-xpm-2001-10-15-0110150197-story.html |url-status=live |archive-url=https://web.archive.org/web/20220822174639/https://www.chicagotribune.com/news/ct-xpm-2001-10-15-0110150197-story.html |archive-date=August 22, 2022 |access-date=August 22, 2022 |website=]}}</ref><ref>{{Cite web |last=Rodriguez |first=Steven |date=February 2, 2007 |title=The Greatest GameCube Games Finale |url=http://www.nintendoworldreport.com/feature/12801/nintendo-world-reports-greatest-gamecube-games-the-greatest-gamecube-games-finale |url-status=live |archive-url=https://web.archive.org/web/20220926161809/http://www.nintendoworldreport.com/feature/12801/nintendo-world-reports-greatest-gamecube-games-the-greatest-gamecube-games-finale |archive-date=September 26, 2022 |access-date=August 22, 2022 |website=Nintendo World Report}}</ref><ref name="web.archive.org" /> | |||
{{As of|2003|06}}, the GameCube had a 13% market share, tying with the Xbox in sales but far below the 60% of the PlayStation 2.<ref name="Frederick Sekiguchi" /><ref>{{Cite web |last=IGN Staff |date=April 7, 2003 |title=GameCube Benchmark Unmet |url=https://www.ign.com/articles/2003/04/07/gamecube-benchmark-unmet |url-status=live |archive-url=https://web.archive.org/web/20220822174639/https://www.ign.com/articles/2003/04/07/gamecube-benchmark-unmet |archive-date=August 22, 2022 |access-date=August 22, 2022 |website=] |language=en}}</ref> However, despite slow sales and tough competition,<ref>{{Cite web |last=Pham |first=Alex |date=September 25, 2003 |title=Nintendo Struggles for Victory of Old |url=https://www.latimes.com/archives/la-xpm-2003-sep-25-fi-nintendo25-story.html |url-status=live |archive-url=https://web.archive.org/web/20220822174723/https://www.latimes.com/archives/la-xpm-2003-sep-25-fi-nintendo25-story.html |archive-date=August 22, 2022 |access-date=August 22, 2022 |website=Los Angeles Times |language=en-US}}</ref> Nintendo's position improved by 2003 and 2004.<ref>{{Cite web |last=Metts |first=Jonathan |date=March 19, 2003 |title=GameCube Sales Double in February |url=http://www.nintendoworldreport.com/news/8412/gamecube-sales-double-in-february |url-status=live |archive-url=https://web.archive.org/web/20220822174641/http://www.nintendoworldreport.com/news/8412/gamecube-sales-double-in-february |archive-date=August 22, 2022 |access-date=August 22, 2022 |website=Nintendo World Report}}</ref><ref>{{Cite web |last=Calvert |first=Justin |date=November 4, 2003 |title=GameCube Market Share Up 18 Points |url=https://www.gamespot.com/articles/gamecube-market-share-up-18-points/1100-6078111/ |url-status=live |archive-url=https://web.archive.org/web/20220822174722/https://www.gamespot.com/articles/gamecube-market-share-up-18-points/1100-6078111/ |archive-date=August 22, 2022 |access-date=August 22, 2022 |website=] |language=en-US}}</ref><ref>{{Cite web |author=I. G. N. Staff |date=January 15, 2004 |title=GameCube Sales Update |url=https://www.ign.com/articles/2004/01/15/gamecube-sales-update |access-date=December 19, 2023 |website=] |language=en}}</ref> The American market share for the GameCube had gone up from 19% to 37% in one year alone due to price cuts and high-quality games.{{efn|Attributed to multiple references:<ref>{{Cite web |last=Fahey |first=Rob |date=November 5, 2003 |title=GameCube's Market Share Doubles in the USA |url=https://www.gamesindustry.biz/gamecubes-market-share-doubles-in-the-usa |url-status=live |archive-url=https://web.archive.org/web/20220822174722/https://www.gamesindustry.biz/gamecubes-market-share-doubles-in-the-usa |archive-date=August 22, 2022 |access-date=August 22, 2022 |website=GamesIndustry.biz |language=en}}</ref><ref>{{Cite web |last=Hong |first=Quang |date=January 15, 2004 |title=Nintendo Reports Successful Holiday Season |url=https://www.gamedeveloper.com/pc/nintendo-reports-successful-holiday-season |url-status=live |archive-url=https://web.archive.org/web/20220822174639/https://www.gamedeveloper.com/pc/nintendo-reports-successful-holiday-season |archive-date=August 22, 2022 |access-date=August 22, 2022 |website=Game Developer |language=en}}</ref><ref>{{Cite web |date=October 9, 2003 |title=GameCube Outsells PS2 in US After Price Cut |url=https://www.theregister.com/2003/10/09/gamecube_outsells_ps2_in_us/ |url-status=live |archive-url=https://web.archive.org/web/20220822174640/https://www.theregister.com/2003/10/09/gamecube_outsells_ps2_in_us/ |archive-date=August 22, 2022 |access-date=August 22, 2022 |website=TheRegister.com |language=en}}</ref><ref>{{Cite web |last=Burnes |first=Andrew |date=November 4, 2003 |title=Nintendo on U.S. GameCube Sales |url=https://www.ign.com/articles/2003/11/04/nintendo-on-us-gamecube-sales |url-status=live |archive-url=https://web.archive.org/web/20220822174723/https://www.ign.com/articles/2003/11/04/nintendo-on-us-gamecube-sales |archive-date=August 22, 2022 |access-date=August 22, 2022 |website=] |language=en}}</ref><ref>{{Cite web |last=Jenkins |first=David |date=December 2, 2003 |title=GameCube Tops US Consoles Sales |url=https://www.gamedeveloper.com/pc/gamecube-tops-us-consoles-sales |url-status=live |archive-url=https://web.archive.org/web/20220822174724/https://www.gamedeveloper.com/pc/gamecube-tops-us-consoles-sales |archive-date=August 22, 2022 |access-date=August 22, 2022 |website=Game Developer |language=en}}</ref><ref>{{Cite web |last=Fahey |first=Rob |date=October 9, 2003 |title=GameCube Outsells PS2 in the USA Following Pricecut |url=https://www.gamesindustry.biz/gamecube-outsells-ps2-in-the-usa-following-pricecut |url-status=live |archive-url=https://web.archive.org/web/20220822174639/https://www.gamesindustry.biz/gamecube-outsells-ps2-in-the-usa-following-pricecut |archive-date=August 22, 2022 |access-date=August 22, 2022 |website=GamesIndustry.biz |language=en}}</ref><ref>{{Cite web |last=Burnes |first=Andrew |date=October 3, 2003 |title=GameCube North American Sales Figures Revealed |url=https://www.ign.com/articles/2003/10/03/gamecube-north-american-sales-figures-revealed |url-status=live |archive-url=https://web.archive.org/web/20220822174723/https://www.ign.com/articles/2003/10/03/gamecube-north-american-sales-figures-revealed |archive-date=August 22, 2022 |access-date=August 22, 2022 |website=] |language=en}}</ref><ref>{{Cite news |last=Dvorak |first=Phred |date=November 5, 2003 |title=Nintendo's GameCube Sales Surge in U.S. After Price Cut |language=en-US |work=] |url=https://www.wsj.com/articles/SB106788619028502300 |url-status=live |access-date=August 22, 2022 |archive-url=https://web.archive.org/web/20220822174723/https://www.wsj.com/articles/SB106788619028502300 |archive-date=August 22, 2022 |issn=0099-9660}}</ref><ref>{{Cite web |last=Cox |first=Matt |date=November 4, 2003 |title=GameCube market share doubles |url=http://www.lawrence.com/news/2003/nov/04/gamecube_market/ |url-status=live |archive-url=https://web.archive.org/web/20220926161747/http://www.lawrence.com/news/2003/nov/04/gamecube_market/ |archive-date=September 26, 2022 |access-date=August 22, 2022 |website=Lawrence.com |language=en}}</ref>}} One article stated that by early 2004, the GameCube had 39% market share in America.<ref>{{Cite web |last=Feldman |first=Curt |date=January 21, 2004 |title=Console game sales grow 5 percent in '03 - GameSpot |url=https://www.gamespot.com/amp-articles/console-game-sales-grow-5-percent-in-03/1100-6086799/?fbclid=IwAR2WBzRQ0jYiB5I-l3XQvN0yOQIVAUWfAvF6majK9lKUg3eODdpYWisWdoA |access-date=October 10, 2023 |website=]}}</ref> By Christmas of 2003, Nintendo of America's president, George Harrison, reported that the company's price cuts down to just under $100 quadrupled sales in the American market.<ref>{{Cite web |last=Jenkins |first=David |date=October 2, 2003 |title=GameCube Sales Quadruple In US |url=https://www.gamedeveloper.com/pc/gamecube-sales-quadruple-in-us |url-status=live |archive-url=https://web.archive.org/web/20220822174724/https://www.gamedeveloper.com/pc/gamecube-sales-quadruple-in-us |archive-date=August 22, 2022 |access-date=August 22, 2022 |website=Game Developer |language=en}}</ref><ref>{{Cite web |last= |date=October 3, 2003 |title=Nintendo: GameCube sales quadrupled in past week |url=https://www.itweb.co.za/content/4r1lyMRobKOqpmda |url-status=live |archive-url=https://web.archive.org/web/20220822174639/https://www.itweb.co.za/content/4r1lyMRobKOqpmda |archive-date=August 22, 2022 |access-date=August 22, 2022 |website=ITWeb |language=en}}</ref><ref>{{Cite web |last=IGN Staff |date=November 4, 2003 |title=GameCube Market Share Doubles |url=https://www.ign.com/articles/2003/11/04/gamecube-market-share-doubles |url-status=live |archive-url=https://web.archive.org/web/20220822174722/https://www.ign.com/articles/2003/11/04/gamecube-market-share-doubles |archive-date=August 22, 2022 |access-date=August 22, 2022 |website=] |language=en}}</ref> GameCube's profitability never reached that of the PlayStation 2 or Game Boy Advance.<ref>{{Cite web |last=Jenkins |first=David |date=November 5, 2003 |title=GameCube Market Share Doubles In US |url=https://www.gamedeveloper.com/pc/gamecube-market-share-doubles-in-us |url-status=live |archive-url=https://web.archive.org/web/20220822174723/https://www.gamedeveloper.com/pc/gamecube-market-share-doubles-in-us |archive-date=August 22, 2022 |access-date=August 22, 2022 |website=Game Developer |language=en}}</ref><ref>{{Cite web |last=Becker |first=David |date=September 24, 2003 |title=Nintendo cuts GameCube price |url=https://www.cnet.com/tech/gaming/nintendo-cuts-gamecube-price/ |url-status=live |archive-url=https://web.archive.org/web/20220822174722/https://www.cnet.com/tech/gaming/nintendo-cuts-gamecube-price/ |archive-date=August 22, 2022 |access-date=August 22, 2022 |website=CNET |language=en}}</ref><ref>{{Cite news |last=Tran |first=Khanh T. L. |date=November 29, 2001 |title=Nintendo's New GameCube Sells Well, But Lower-Priced Game Boy Soars |language=en-US |work=] |url=https://www.wsj.com/articles/SB1006998117720785680 |url-status=live |access-date=August 22, 2022 |archive-url=https://web.archive.org/web/20220822174722/https://www.wsj.com/articles/SB1006998117720785680 |archive-date=August 22, 2022 |issn=0099-9660}}</ref> However, it was more profitable than the Xbox.<ref>{{Cite web |last=Skolnick |first=Evan |date=September 30, 2005 |title=Microsoft versus Nintendo: A Marketing Battle |url=https://onlyagame.typepad.com/only_a_game/2005/09/microsoft_versu.html |url-status=live |archive-url=https://web.archive.org/web/20221010001017/https://onlyagame.typepad.com/only_a_game/2005/09/microsoft_versu.html |archive-date=October 10, 2022 |access-date=October 10, 2022 |website=Only a Game}}</ref><ref>{{Cite book |last=Good |first=Dan |title=The Microsoft Story: How the Tech Giant Rebooted Its Culture, Upgraded Its Strategy, and Found Success in the Cloud |publisher=HarperCollins |year=2020 |pages=110–111}}</ref> | |||
Despite Nintendo's efforts, the GameCube was generally unsuccessful in breaking into the mainstream market dominated by the ]. Nintendo's aging franchises such as ] gave the GameCube the reputation of being a "kiddie" console, in some people's eyes, that failed to appeal to the teen-adult age groups that now formed the majority of the gaming market. Many third-party games popular with teenagers or adults such as first-person shooters and the controversial ] had overlooked the GameCube in favour of the ] and ]. Also, due to Nintendo's lack of support for the online capabilites of the GameCube, as opposed to Microsoft and later Sony who actively promoted online gaming on their respective consoles, many multiplatform games with online functionality were released offline-only on the GameCube. Although online support was added in late 2002 and both Sony and Nintendo followed a similar decentralized online model (in contrast to the centralized ]), lower sales of the GameCube versions of games during its launch year precluded developers from including online support. | |||
GameCube's first two years had slow sales and struggles, and by 2004 and 2005 vastly improved to a 32% share of the hardware market in Europe.<ref>{{Cite web |last=Jenkins |first=David |date=June 14, 2004 |title=GameCube Market Share Doubles In Europe |url=https://www.gamedeveloper.com/pc/gamecube-market-share-doubles-in-europe |url-status=live |archive-url=https://web.archive.org/web/20220724170214/https://www.gamedeveloper.com/pc/gamecube-market-share-doubles-in-europe |archive-date=July 24, 2022 |access-date=July 24, 2022 |website=Game Developer}}</ref><ref name="Fahey">{{Cite web |last=Fahey |first=Rob |date=June 14, 2004 |title=GameCube market share doubles in Europe |url=https://www.gamesindustry.biz/articles/gamecube-market-share-doubles-in-europe |url-status=live |archive-url=https://web.archive.org/web/20220630134648/https://www.gamesindustry.biz/articles/gamecube-market-share-doubles-in-europe |archive-date=June 30, 2022 |access-date=July 24, 2022 |website=GamesIndustry.biz}}</ref> Due to price drops, which saved it in the American markets,<ref>{{Cite web |last=Burnes |first=Andrew |date=October 3, 2003 |title=Nintendo Europe Slashes GameCube Price |url=https://www.ign.com/articles/2003/10/03/nintendo-europe-slashes-gamecube-price |url-status=live |archive-url=https://web.archive.org/web/20220724170154/https://www.ign.com/articles/2003/10/03/nintendo-europe-slashes-gamecube-price |archive-date=July 24, 2022 |access-date=July 24, 2022 |website=]}}</ref> and high-quality games from various developers, such as '']'' and '']'',<ref>{{Cite web |date=May 27, 2004 |title=Colosseum Selling UK GameCubes – Press Release |url=http://www.nintendoworldreport.com/pr/9614/colosseum-selling-uk-gamecubes |url-status=live |archive-url=https://web.archive.org/web/20220724170213/http://www.nintendoworldreport.com/pr/9614/colosseum-selling-uk-gamecubes |archive-date=July 24, 2022 |access-date=July 24, 2022 |website=Nintendo World Report}}</ref><ref>{{Cite web |date=April 25, 2005 |title=No Fears For Resident Evil 4 As It Sells Over 200,000 Copies On Nintendo GameCube Across Europe! |url=https://www.gamesindustry.biz/articles/no-fears-for-resident-evil-4-as-it-sells-over-200000-copies-on-nintendo-gamecube-across-europe |url-status=live |archive-url=https://web.archive.org/web/20220701150726/https://www.gamesindustry.biz/articles/no-fears-for-resident-evil-4-as-it-sells-over-200000-copies-on-nintendo-gamecube-across-europe |archive-date=July 1, 2022 |access-date=July 24, 2022 |website=GamesIndustry.biz}}</ref> the GameCube improved to put Xbox down to third place.<ref>{{Cite web |last=Jenkins |first=David |date=October 21, 2003 |title=GameCube Sales Beat Xbox In UK |url=https://www.gamedeveloper.com/pc/gamecube-sales-beat-xbox-in-uk |url-status=live |archive-url=https://web.archive.org/web/20220724170213/https://www.gamedeveloper.com/pc/gamecube-sales-beat-xbox-in-uk |archive-date=July 24, 2022 |access-date=July 24, 2022 |website=Game Developer}}</ref><ref>{{Cite web |last=Yeung |first=Karlie |date=October 21, 2003 |title=GameCube Sales Jump in Europe – News |url=http://www.nintendoworldreport.com/news/9070/gamecube-sales-jump-in-europe |url-status=live |archive-url=https://web.archive.org/web/20220707093406/https://www.nintendoworldreport.com/news/9070/gamecube-sales-jump-in-europe |archive-date=July 7, 2022 |access-date=July 24, 2022 |website=Nintendo World Report}}</ref><ref>{{Cite web |last= |date=February 6, 2003 |title=GameCube, Xbox scramble in Europe |url=https://www.cnet.com/culture/gamecube-xbox-scramble-in-europe/ |url-status=live |archive-url=https://web.archive.org/web/20220724170152/https://www.cnet.com/culture/gamecube-xbox-scramble-in-europe/ |archive-date=July 24, 2022 |access-date=July 24, 2022 |website=CNET}}</ref><ref>{{Cite web |last=Fahey |first=Rob |date=November 11, 2003 |title=GameCube claims second place in Europe, but UK sales fall |url=https://www.gamesindustry.biz/articles/gamecube-claims-second-place-in-europe-but-uk-sales-fall |url-status=live |archive-url=https://web.archive.org/web/20220724170213/https://www.gamesindustry.biz/articles/gamecube-claims-second-place-in-europe-but-uk-sales-fall |archive-date=July 24, 2022 |access-date=July 24, 2022 |website=GamesIndustry.biz}}</ref><ref>{{Cite web |last=Ekman |first=Daniel |date=April 30, 2002 |title=GCN in Europe |url=https://www.ign.com/articles/2002/04/30/gcn-in-europe |url-status=live |archive-url=https://web.archive.org/web/20220724170152/https://www.ign.com/articles/2002/04/30/gcn-in-europe |archive-date=July 24, 2022 |access-date=July 24, 2022 |website=]}}</ref> The top three European countries for GameCube success included the ], ], and ], and modestly in ] and ].{{efn|Attributed to multiple references:<ref name="Fahey" /><ref>{{Cite web |last=Calvert |first=Justin |date=October 13, 2003 |title=GameCube Selling Well in UK |url=https://www.gamespot.com/articles/gamecube-selling-well-in-uk/1100-6076721/ |url-status=live |archive-url=https://web.archive.org/web/20220724170152/https://www.gamespot.com/articles/gamecube-selling-well-in-uk/1100-6076721/ |archive-date=July 24, 2022 |access-date=July 24, 2022 |website=]}}</ref><ref>{{Cite web |date=May 27, 2002 |title=News: German GameCube Sales Figures {{!}} N-Europe.com |url=https://www.n-europe.com/news/news-german-gamecube-sales-figures/ |url-status=live |archive-url=https://web.archive.org/web/20220724170154/https://www.n-europe.com/news/news-german-gamecube-sales-figures/ |archive-date=July 24, 2022 |access-date=July 24, 2022 |website=N-Europe.com}}</ref><ref>{{Cite web |last=IGN Staff |date=August 19, 2004 |title=GameCube Sales Climbing |url=https://www.ign.com/articles/2004/08/19/gamecube-sales-climbing |url-status=live |archive-url=https://web.archive.org/web/20220724170213/https://www.ign.com/articles/2004/08/19/gamecube-sales-climbing |archive-date=July 24, 2022 |access-date=July 24, 2022 |website=]}}</ref><ref>{{Cite web |last=Satterfield |first=Shane |date=2002 |title=GameCube sells 50,000 units in Germany – GameSpot |url=https://www.gamespot.com/amp-articles/gamecube-sells-50000-units-in-germany/1100-2864279/ |url-status=live |archive-url=https://web.archive.org/web/20220724170213/https://www.gamespot.com/amp-articles/gamecube-sells-50000-units-in-germany/1100-2864279/ |archive-date=July 24, 2022 |access-date=July 24, 2022 |website=]}}</ref>}} Though falling behind the PlayStation 2 in Europe, the GameCube was successful and profitable there.<ref>{{Cite web |last=Fahey |first=Rob |date=January 20, 2004 |title=GameCube approaches 3 million units in Europe |url=https://www.gamesindustry.biz/articles/gamecube-approaches-3-million-units-in-europe |url-status=live |archive-url=https://web.archive.org/web/20220630135027/https://www.gamesindustry.biz/articles/gamecube-approaches-3-million-units-in-europe |archive-date=June 30, 2022 |access-date=July 24, 2022 |website=GamesIndustry.biz}}</ref> | |||
The strong preference of GameCube owners for first-party titles has also put the system at odds with major third party developers. Cross-platform games—such as sports franchises released by ]—sold far below their ] and ] counterparts, prompting developers to scale back or completely cease support for the GameCube. After several years of losing money from developing for Nintendo's system, ] announced that it would end support for the GameCube, cancelling several titles that had been in development . Since then, however, Eidos has resumed development of GameCube titles. Also ], who have not supported the Gamecube, will release ] in spring 2006 . During the second half of 2003, due to sagging sales, Nintendo had to cut GameCube production in order to sell off surpluses and issue a profit warning . Since this period. Since then sales have rebounded due to a price drop to 99 USD and the release of the ] bundle, which spurred sales. GameCube sales have continued to be steady, particularly in Japan, but the Gamecube is still in third place in worldwide sales . | |||
=== Discontinuation === | |||
The GameCube has not performed to expectations due to being unable to match the sales and market share of its ] predecessor. However, this has been offset by the growing size of the video game console market which has allowed Nintendo to carve out a loyal following even though it was no longer in the lead. The GameCube had a strong hold on the children's market and its low price compared to the PS2 and Xbox kept it competitive. Nintendo also reassured nervous investors by stating that they would "only exit the software business at the same time they would exit the hardware business"; in other words, that they would not discontinue their console business to focus on developing games like ] had done after the failure of the ]. Unlike Sega, Nintendo had strong cash reserves so it could afford to match price wars whenever Sony or Microsoft lowered the price of their console. Also before the price wars, it was estimated that Nintendo lost the least amount of money or even made a small profit on each sale of a GameCube, compared to its rivals who sold their consoles at a loss. . | |||
Nintendo launched the ], the home console successor to the GameCube, on November 19, 2006, in North America and in December 2006 in other regions. In February 2007, Nintendo announced that it had ceased first-party support for the GameCube and that the console had been discontinued, as it was shifting its manufacturing and development efforts towards the Wii and ].<ref>{{Cite web |date=February 22, 2007 |title=Nintendo Confirms the GameCube Is Officially Dead |url=http://spong.com/article/11856/Nintendo-Confirms-The-GameCube-Is-Officially-Dead |archive-url=https://web.archive.org/web/20180520180057/http://spong.com/article/11856/Nintendo-Confirms-The-GameCube-Is-Officially-Dead |archive-date=May 20, 2018 |access-date=February 14, 2019 |website=Spong}}</ref><ref name="gcndiscontinued">{{Cite web |date=February 22, 2007 |title=Nintendo Ends GameCube Support |url=http://www.mcvuk.com/news/read/nintendo-ends-gamecube-support |url-status=dead |archive-url=https://web.archive.org/web/20160601030811/http://www.mcvuk.com/news/read/nintendo-ends-gamecube-support |archive-date=June 1, 2016 |access-date=January 16, 2011 |website=]}}</ref> GameCube controllers, game discs, and certain accessories continued to be supported via the Wii's backward compatibility, although this feature was removed in later iterations of the Wii console. The final game officially released on the GameCube was '']'', on August 14, 2007. Several games originally developed for the GameCube were either reworked for a Wii release, such as '']'', or released on both consoles, such as the Wii launch game '']''. | |||
GameCube controllers continued to be supported via backward compatibility on Nintendo's next consoles, the ], and ], with the GameCube controller adapter in 2014's '']'' and 2018's '']''. | |||
===Major second and third-party titles=== | |||
<!--Please bring any suggested titles to add here to the talk page first--> | |||
*'']'' games (]) | |||
*'']'' (]) | |||
*'']'' (from ], based on Nintendo's own game properties) | |||
*'']'' (]) | |||
*'']'', a collaborative ] between ] and then-second-party to Nintendo, ] | |||
*'']'' series (]) | |||
**'']'' | |||
**'']'' (enhanced remake) | |||
**'']'' | |||
*'']'' (]) | |||
*'']'' series (] and ]) | |||
**'']'' (] and ]) | |||
**'']'' (]) and (]) | |||
*'']'' series (]) | |||
*'']'' series (from ], based on Nintendo's own game properties) | |||
*'']'' series (]) | |||
*'']'' (]) | |||
*'']'' series (]) | |||
*'']'' (from ], based on Nintendo's own game properties) | |||
== |
== Hardware == | ||
{{Multiple image | |||
<center> | |||
| image1 = GEKKO.jpg | |||
<gallery> | |||
| total_width = 250 | |||
Image:Luigi's_mansion.jpg|'']''<br />] (]) | |||
| caption1 = ] CPU | |||
Image:SSBM.jpg|'']''<br />Nintendo/] (2001) | |||
| image2 = FLIPPER.JPG | |||
Image:Star Fox Adventures GCN Screenshot.jpg|'']''<br />Nintendo/] (2002) | |||
| caption2 = Flipper GPU | |||
Image:Super_mario_sunshine_GC.jpg|'']''<br />Nintendo (]) | |||
}} | |||
Image:metroid_prime.jpg|'']''<br />Nintendo/] (2002) | |||
Image:zelda_wind_waker.jpg|'']''<br />Nintendo (]) | |||
Image:mariogolf.jpg|'']''<br />Nintendo/] (2003) | |||
Image:F-Zero GX.jpg|'']''<br />Nintendo/] (2003) | |||
Image:Soul_Calibur_2_-_Gamecube_-_Screen_002.jpg|'']''<br />] (]) | |||
Image:starra.jpg|'']''<br />]/] (2003) | |||
Image:Mario Kart Double Dash (5).jpg|'']''<br />] (]) | |||
Image:Tales_of_symphonia.jpg|'']''<br />] (]) | |||
Image:Pikmin 2 Screenshot OF.jpg|'']''<br />] (]) | |||
Image:paper_mario_2.jpg|'']''<br />Nintendo/] (2004) | |||
Image:RE4screen1.jpg|'']''<br />]/] (]) | |||
Image:LinkandMidna.jpg|'']''<br />] (]) | |||
</gallery> | |||
</center> | |||
{{Further|GameCube technical specifications}} | |||
Howard Cheng, technical director of Nintendo technology development, said the company's goal was to select a "simple ] 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 ] of the world to develop the best games".<ref name="ATI discusses GC graphics" /> | |||
The following are hardware specifications provided by ] of America. Some benchmarks provided by third-party testing facilities do indicate, however, that some of these specifications, especially those relating to performance, may be conservative. | |||
{{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. | |||
*Name: "Gekko" | |||
| 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> | |||
*Producer: ] | |||
| width = 35% | |||
*Core Base: ] 750CXe, 43-mm² die (modified PowerPC 750 RISC with 50 new instructions) | |||
| align = right | |||
*Manufacturing Process: 0.18 micrometre IBM copper-wire technology | |||
}} | |||
*Clock Frequency: 485 MHz | |||
*CPU Capacity: 1125 Dmips (] 2.1) | |||
*Internal Data Precision: | |||
**32-bit Integer | |||
**64-bit Floating-point, usable as 2x32-bit ] | |||
*External Bus: | |||
**1.3 gigabyte/second peak bandwidth | |||
**32-bit address space | |||
**64-bit data bus; 162 MHz clock | |||
*]: | |||
**L1: instruction 32KB, data 32KB (8 way) | |||
**L2: 256KB (2 way) | |||
Initiating the GameCube's design in 1998, Nintendo partnered with ] (then acquired by ATI Technologies during development) for the system logic and the GPU,<ref name="Nintendo tweaks GC's specs" /> and with ] for the CPU. IBM designed a 32-bit ]-based processor with custom architectural extensions for the next-generation console, known as ], which runs at 486 ] and features a ] (FPU) capable of a total throughput of 1.9 ]<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=]}}</ref> Described as "an extension of the IBM PowerPC architecture", the Gekko CPU is based on the ] with IBM's 0.18{{nbsp}}μm CMOS technology, which features ].<ref name="Nintendo press conference May 1999" /> Codenamed ], the GPU runs at 162 MHz, and in addition to graphics manages other tasks through its audio and ] (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=]}}</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=] |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> | |||
===]=== | |||
*Name: "Flipper" | |||
*Producer: ]/Nintendo (ArtX was acquired by ] in ] and is now a part of ATi) | |||
*Manufacturing Process: 0.18 micrometre ] embedded ] process | |||
*Clock Frequency: 162 MHz | |||
*Embedded ]: | |||
**Approximately 2 megabytes in capacity | |||
**Sustainable latency of 6.2 nanoseconds | |||
**RAM type is ] | |||
*Embedded Texture Cache: | |||
**Approximately 1 megabyte in capacity | |||
**Sustainable latency of 6.2 nanoseconds | |||
**RAM type is 1T-SRAM | |||
*Texture Read Bandwidth: 10.4 gigabytes/second (at peak) | |||
*Main Memory Bandwidth: 2.6 gigabytes/second (at peak) | |||
*Fill Rate: 648 megapixels/second | |||
*Pixel Depth: | |||
**24-bit ] / ] | |||
**24-bit ] | |||
*Image Processing Functions: | |||
**Fog | |||
**Subpixel ] | |||
**8 hardware lights | |||
**8 pixels pipeline | |||
** hardware ] | |||
**] | |||
**Virtual texture design | |||
**Multi-texturing, ] | |||
**] | |||
**] | |||
**] | |||
**] | |||
**] | |||
**Real-time hardware texture decompression (]) | |||
**Real-time decompression of display list | |||
**Hardware 3-line deflickering filter | |||
The GameCube is Nintendo's first console to not use primarily cartridge media, following the ], ], ], and ] 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 ] optical disc format for up to 1.5 ] 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=]}}</ref> It was designed by ] (now Panasonic Corporation) with a proprietary copy-protection scheme unlike the ] (CSS) in standard ]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 ]. | |||
===Audio specifications=== | |||
*Producer: Macronix | |||
*Clock Frequency: 81 MHz | |||
*Instruction Memory: | |||
**8 kilobytes of RAM | |||
**8 kilobytes of ROM | |||
*Data Memory: | |||
**8 kilobytes of RAM | |||
**4 kilobytes of ROM | |||
*Simultaneous Channels: 64 channels | |||
*Encoding: ] | |||
*Sampling Frequency: 48 kHz | |||
*206mb graphics | |||
*"Dolby Pro Logic II" in analog audio out | |||
*AC3 signal through "digital out" with D-erminal cable | |||
] and ] attached]] | |||
===Other system specifications=== | |||
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=]}}</ref> One year later, Nintendo released a "Platinum" limited-edition 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=]}}</ref> | |||
*System Floating-point Arithmetic Capability: 10.5 ] (at peak) (MPU, Geometry Engine, HW Lighting Total) | |||
*Real-world Polygon Performance: 6 million to 12 million polygons/second (at peak) (assuming actual game conditions with complex models, fully textured, fully lit, etc.)* | |||
*Main RAM: | |||
**Approximately 24 megabytes in capacity | |||
**Sustainable latency of 10 nanoseconds | |||
**RAM type is 1T-SRAM | |||
(Even though DDR-SDRAM is significantly faster, since the PowerPC 750CXe can not address DDR-SDRAM, it is not used.) | |||
*Auxiliary RAM: | |||
**Approximately 16 megabytes in capacity | |||
**81 MHz in speed | |||
**RAM type is ] | |||
*Disc Drive: | |||
**Drive type is ] (CAV) | |||
**Average access time is 128 milliseconds | |||
**Data transfer speed is between 2 megabytes per second and 3.125 megabytes per second | |||
*Disc Media: | |||
**Based on ] technology | |||
**Diameter is 3 inches in length | |||
**Producer is ] (Also known as ]) | |||
**Approximately 1.5 gigabytes in capacity | |||
*Controller Ports: 4 | |||
*Memory Card Slots: 2 | |||
*Analog Audio/Video Outputs: 1 | |||
*Digital Video Outputs: 1 * | |||
*High-speed ]: 2 | |||
*High-speed ]: 1 | |||
*Power Supply: AC Adapter DC12 volts x 3.25 amperes | |||
*Physical Measurements of Entire System: 110 mm (H) x 150 mm (W) x 161 mm (D). | |||
Nintendo developed ] technology for the GameCube, supported by one launch game, '']''. However, the feature never reached production. ]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 ] 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> | |||
:<nowiki>* The Digital output was removed in a hardware revision in May 2004. Models without the port are DOL-101. </nowiki> The original system with the port is model DOL-001. | |||
] | |||
===Media=== | |||
The GameCube features two memory card ports for ]. 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 ]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> | |||
] | |||
The '''GameCube Optical Disc''' is the ] format used by the Nintendo GameCube. The disc is a ] version of the 8 ] ] (]) format. The capacity of the disc is 1.5 ]. Games with large amounts of voice acting or ] often need to be put on two discs. | |||
===Controller=== | === Controller === | ||
{{Main|GameCube controller|WaveBird Wireless Controller}} | |||
The standard '''GameCube Controller''' totals eight buttons, two ]s and a ]. The primary ] is on the left, with the ] below it. On the right are four buttons; a large green "A" button in the centre, a smaller red "B" button to the left, an "X" button to the right and a "Y" button to the top. Below those, there is a yellow "C" stick, which has a similar function to the right stick on a Playstation. The start/pause button is in the middle of the controller. On the top of the controller there are two analog shoulder buttons marked "L" and "R" which are moulded to fit your index fingers. Slightly above the "R" button is the "Z" button. In a late design change, the "Z" button was oddly positioned above the "R" trigger. Originally, Nintendo was not going to include it, but game developers asked for it to be put in. Some unofficial controllers also have a "turbo" button, but this is not supported by many games. | |||
] | |||
Nintendo learned from its experiences—both positive and negative—with the Nintendo 64's three-handled ] design and chose a two-handled, "handlebar" design for the GameCube. The shape was popularized by Sony's ] controller released in 1994 and its follow-up ] series in 1997 with ] and two ]s to improve the 3D experience. Nintendo and ] 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) and left analog stick. The GameCube controller features a total of eight buttons, two analog sticks, a d-pad, and a ] 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=]}}</ref><ref name="Controller – ZDNet">{{Cite news |last=Satterfield |first=Shane |date=November 16, 2001 |title=What's Inside the GameCube? |work=] |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=]}}</ref> | |||
The controller is a standard ] design, and was designed to fit well in human hands. The L and R analog shoulder buttons, the main innovation, have when fully depressed an additional 'click' if the buttons are depressed further. This serves as two additional buttons on the controller without the need to actually add physical buttons. Various games use this structure to varying levels of success. | |||
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 "]" 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> | |||
One notable feature of the GameCube is that when you turn it on, like the Nintendo 64 controller, it will set the current analog stick and L and R buttons' positions as "neutral", which may cause undesired effects in games if they are aligned incorrectly at startup. Thus, Nintendo established a way to reset the controller. They advise you to hold down X, Y and start/pause for three seconds, and the controller should work fine again. This method is also commonly used as a prank during multiplayer games, in which you can set the neutral positions of the other players' controller buttons to non-neutral positions, causing malfunction during gameplay. In the case of the wireless Wavebird controller, turning the device off and back on while both sticks are in neutral position also acts as a remedy. | |||
In 2002, Nintendo introduced the ], the first ] gamepad developed by a first-party console manufacturer. The ]-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=]}}</ref> | |||
==Accessories/peripherals== | |||
{{Clear}} | |||
] | |||
] | |||
*Controller (Standard colours include Indigo, Black, Spice (Orange), Platinum and Indigo-clear. There are also many limited edition controllers available such as a split Platinum and Red, with the Mario "M" logo replacing the regular GameCube logo seen on standard controllers. There are also specially shaped controllers, such as a blood-spattered chainsaw released to coincide with ].) | |||
*] (] wireless controller) | |||
*Memory Card (59, 251 or 1019 blocks. A maximum of 127 files can be stored on a memory card) | |||
*] (for games that support connectivity between the GameCube and the ]) | |||
*Modem or Broadband adapter (for internet or ] play) | |||
*] (to play ] games on the television, using either a GameCube controller or a connected Game Boy Advance) | |||
*] cable (for progressive scan (] and ]) support) which requires a GameCube with Digital Video Output. Less than one percent of GameCube owners used 480p, therefore the digital output was eventually removed from the design to reduce the system's manufacturing costs. See System Specifications above and .) | |||
*] Adapter. Allows GameCube play on a standard computer monitor. Several are available from , however, a game supporting 480p combined with the Component Video cable above, and the (which has a monitor pass-through) or can give ] display quality on a computer monitor. | |||
*In ] regions, an RF cable for connection to older televisions, and an RGB ] cable for high-quality connections | |||
*] for use with the music games '']'', '']'' and '']'', the Donkey Kong platform title '']'', and the upcoming ]. | |||
*Microphone, which plugs into memory card slot, for use with '']'' and '']''. | |||
*SD Card Adapter, for games exhibiting the SD Card logo like '']''. This official Nintendo accessory is currently sold in Japan only. | |||
*A ], included with ] | |||
=== Compatibility === | |||
==Marketing== | |||
The GameCube uses ]s, and the ] accessory runs ] for the ], ], and ].<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=]}}</ref> The original version of the GameCube's successor, the ], supports ] 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 ] 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> | |||
Nintendo has used several advertising strategies and techniques for the GameCube. The earliest commercials displayed a rotating cube video, which would quickly morph into the GameCube logo. A voice whispered "GameCube". This was usually after the normal commercial for a GameCube game. Later on, Nintendo incorporated a video clip before the normal clip for the GameCube game would begin, similar to the brief ] logo before a commercial featuring the game. It basically rotated around what appeared to be the top of a GameCube console, with the lettering being slightly ]. The lettering would begin as a wave, only to settle on the top of the pictured console. | |||
=== Panasonic Q === | |||
Subsequent ad campaigns had Nintendo advertising with a "Who Are You" tangent, essentially marketing the wide range of games Nintendo offers. The idea behind the "Who Are You?" campaign is that "you are what you play"; the kind of game a gamer enjoys playing suggests a dominant trait in that gamer's personality. The "Who Are You" logo is similar to ] lettering. Most of the "Who Are You?" commercials advertised games developed or published by Nintendo, but some developers pay Nintendo to promote their games, using Nintendo's marketing and advertising resources. One example is the advertisement campaign for ]'s GameCube-exclusive '']'' game, '']''. | |||
] | |||
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 ] 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 ] case is completely revised with a DVD-sized front-loading tray, a ] ] 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=]}}</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> | |||
== |
== Games == | ||
{{See also|List of GameCube games|List of cancelled GameCube games}} | |||
In its lifespan from 2001 to 2007, Nintendo licensed over 600 GameCube games.<ref name="GC History – Nintendo Life" /><ref name="Year One">{{Cite web |last=Hinkle |first=David |date=November 19, 2007 |title=Year One: GameCube vs. Wii |url=https://www.engadget.com/2007/11/19/year-one-gamecube-vs-wii/ |url-status=live |archive-url=https://web.archive.org/web/20181125115528/https://www.engadget.com/2007/11/19/year-one-gamecube-vs-wii/ |archive-date=November 25, 2018 |access-date=November 24, 2018}}</ref> Nintendo bolstered the console's popularity<ref>{{Cite web |last=Metts |first=Jonathan |date=February 27, 2003 |title=AIAS Winners from D.I.C.E.! - News |url=http://www.nintendoworldreport.com/news/8337/aias-winners-from-dice |url-status=live |archive-url=https://web.archive.org/web/20220823150420/http://www.nintendoworldreport.com/news/8337/aias-winners-from-dice |archive-date=August 23, 2022 |access-date=August 23, 2022 |website=Nintendo World Report}}</ref> by creating new franchises, such as '']'' and '']'', and renewing some that had skipped the Nintendo 64, such as with '']''. Longer standing franchises include the critically acclaimed '']'' and '']'', and the GameCube's best-selling game, '']'', at 7 million copies worldwide. Other Nintendo games are successors to Nintendo 64 games, such as '']''; '']''; '']''; '']'', '']'', '']'', and '']''; '']''; and '']''. Though committed to its software library, Nintendo was still criticized for not releasing enough launch window games and by the release of '']'' instead of a 3D ''Mario'' game. | |||
Nintendo had struggled with its family-friendly image during the late 1990s and most of the 2000s. However, during this period, it released more video games for a mature audience with mostly successful results.<ref>{{Cite web |last=Chmielewski |first=Dawn C. |date=October 15, 2001 |title=Adults courted as GameCube's newest audience |url=https://www.chicagotribune.com/news/ct-xpm-2001-10-15-0110150197-story.html |url-status=live |archive-url=https://web.archive.org/web/20220822174639/https://www.chicagotribune.com/news/ct-xpm-2001-10-15-0110150197-story.html |archive-date=August 22, 2022 |access-date=August 22, 2022 |website=Chicago Tribune}}</ref><ref>{{Cite web |title=Four ways for Nintendo to get back in the game – Sep. 5, 2002 |url=https://money.cnn.com/2002/09/05/commentary/game_over/column_gaming/index.htm |url-status=live |archive-url=https://web.archive.org/web/20220822174641/https://money.cnn.com/2002/09/05/commentary/game_over/column_gaming/index.htm |archive-date=August 22, 2022 |access-date=August 22, 2022 |website=money.cnn.com}}</ref><ref>{{Cite web |title=Cult following for Nintendo |url=https://www.telegraph.co.uk/technology/reviews/4764196/Cult-following-for-Nintendo.html |url-status=live |archive-url=https://web.archive.org/web/20220822174639/https://www.telegraph.co.uk/technology/reviews/4764196/Cult-following-for-Nintendo.html |archive-date=August 22, 2022 |access-date=August 22, 2022 |website=Telegraph.co.uk|date=June 14, 2001 }}</ref><ref>{{Cite web |last=Kasavin |first=Greg |date=June 2, 2003 |title=Nintendo E3 2003 Press Conference Report – GameSpot |url=https://www.gamespot.com/amp-articles/nintendo-e3-2003-press-conference-report/1100-6027510/ |url-status=live |archive-url=https://web.archive.org/web/20220926161707/https://www.gamespot.com/amp-articles/nintendo-e3-2003-press-conference-report/1100-6027510/ |archive-date=September 26, 2022 |access-date=August 23, 2022 |website=]}}</ref> While the video game industry was focusing on more mature audiences and online connections, Nintendo regained older players who had gravitated to the PlayStation 2 and Xbox during the early 2000s.<ref>{{Cite web |last=Ashcraft |first=Brian |date=December 14, 2012 |title=Why Resident Evil 4 Became a Nintendo Exclusive |url=https://kotaku.com/why-resident-evil-4-became-a-nintendo-exclusive-5968398 |url-status=live |archive-url=https://web.archive.org/web/20220822174725/https://kotaku.com/why-resident-evil-4-became-a-nintendo-exclusive-5968398 |archive-date=August 22, 2022 |access-date=August 28, 2022 |website=Kotaku |language=en-us}}</ref><ref>{{Cite news |last=Reed |first=Kristan |date=November 1, 2004 |title=Resident Evil 4 coming to PS2 'end of 2005' |language=en-gb |work=Eurogamer.net |url=https://www.eurogamer.net/news-011104-re4onps2 |url-status=live |access-date=August 28, 2022 |archive-url=https://web.archive.org/web/20220822174725/https://www.eurogamer.net/news-011104-re4onps2 |archive-date=August 22, 2022}}</ref> Some games aimed at older audiences were critically and financially successful{{mdash}}more than on Dreamcast, and less than on PlayStation 2 and Xbox.<ref name="web.archive.org">{{Cite web |date=October 28, 2007 |title=Next Generation – Interactive Entertainment Today, Video Game and Industry News – Home of Edge Online :: THE TOP 100 GAMES OF THE 21st CENTURY |url=http://www.next-gen.biz/index2.php?option=com_content&task=view&id=3537&Itemid=2&pop=1&page=1 |archive-url=https://web.archive.org/web/20071028115051/http://www.next-gen.biz/index2.php?option=com_content&task=view&id=3537&Itemid=2&pop=1&page=1 |archive-date=October 28, 2007 |access-date=August 22, 2022}}</ref> Such examples include '']'',<ref>{{Cite web |date=June 21, 2012 |title=The Legend of Zelda: A Sales History |url=https://www.zeldadungeon.net/the-legend-of-zelda-a-sales-history/ |url-status=live |archive-url=https://web.archive.org/web/20220926161640/https://www.zeldadungeon.net/the-legend-of-zelda-a-sales-history/ |archive-date=September 26, 2022 |access-date=August 27, 2022 |website=Zelda Dungeon |language=en}}</ref><ref>{{Cite web |last=Sweeny |first=Aric |date=September 9, 2017 |title=Japan: 'Breath of the Wild' Sales Top 'Twilight Princess' |url=http://www.nintendo.destructoid.com/japan-breath-wild-sales-top-twilight-princess/ |url-status=live |archive-url=https://web.archive.org/web/20220926183503/https://www.nintendo.destructoid.com/japan-breath-wild-sales-top-twilight-princess/ |archive-date=September 26, 2022 |access-date=August 27, 2022 |website=Destructoid – Nintendo |language=en-US}}</ref> ''Super Smash Bros. Melee'',<ref>{{Cite web |last=IGN Staff |date=January 17, 2002 |title=Super Smash Bros. "Million" in Japan |url=https://www.ign.com/articles/2002/01/17/super-smash-bros-million-in-japan |url-status=live |archive-url=https://web.archive.org/web/20220630135020/https://www.ign.com/articles/2002/01/17/super-smash-bros-million-in-japan |archive-date=June 30, 2022 |access-date=August 22, 2022 |website=] |language=en}}</ref><ref>{{Cite web |last=Dingo |first=Star |title=CNN.com – Sci-Tech – Review: 'Super Smash Brothers Melee' for GameCube – May 30, 2001 |url=https://www.cnn.com/2001/TECH/fun.games/05/30/smash.brothers.idg/index.html |url-status=live |archive-url=https://web.archive.org/web/20220822174639/https://www.cnn.com/2001/TECH/fun.games/05/30/smash.brothers.idg/index.html |archive-date=August 22, 2022 |access-date=August 22, 2022 |website=CNN.com}}</ref> ''Resident Evil 4'',<ref>{{Cite web |date=December 14, 2012 |title=Why Resident Evil 4 Became a Nintendo Exclusive |url=https://kotaku.com/why-resident-evil-4-became-a-nintendo-exclusive-5968398 |url-status=live |archive-url=https://web.archive.org/web/20220822174722/https://kotaku.com/why-resident-evil-4-became-a-nintendo-exclusive-5968398 |archive-date=August 22, 2022 |access-date=August 22, 2022 |website=Kotaku |language=en-us}}</ref><ref>{{Cite web |date=April 25, 2005 |title=No Fears For Resident Evil 4 As It Sells Over 200,000 Copies On Nintendo GameCube Across Europe! |url=https://www.gamesindustry.biz/no-fears-for-resident-evil-4-as-it-sells-over-200000-copies-on-nintendo-gamecube-across-europe |url-status=live |archive-url=https://web.archive.org/web/20220827144204/https://www.gamesindustry.biz/no-fears-for-resident-evil-4-as-it-sells-over-200000-copies-on-nintendo-gamecube-across-europe |archive-date=August 27, 2022 |access-date=August 27, 2022 |website=GamesIndustry.biz |language=en}}</ref><ref>{{Cite web |last=Orry |first=Tom |date=June 8, 2005 |title=Resident Evil 4 tops 500,000 sales in North America |url=https://www.videogamer.com/news/resident-evil-4-tops-500-000-sales-in-north-america/ |url-status=live |archive-url=https://web.archive.org/web/20220827144204/https://www.videogamer.com/news/resident-evil-4-tops-500-000-sales-in-north-america/ |archive-date=August 27, 2022 |access-date=August 27, 2022 |website=VideoGamer.com |language=en-US}}</ref><ref>{{Cite web |last=Surette |first=Tim |date=June 7, 2005 |title=Resident Evil 4 sells half a million |url=https://www.gamespot.com/articles/resident-evil-4-sells-half-a-million/1100-6127089/ |url-status=live |archive-url=https://web.archive.org/web/20220827144204/https://www.gamespot.com/articles/resident-evil-4-sells-half-a-million/1100-6127089/ |archive-date=August 27, 2022 |access-date=August 27, 2022 |website=] |language=en-US}}</ref> '']'',<ref>{{Cite web |last=Thompson |first=Scott |date=November 10, 2011 |title=Observing the Course and Wake of the Capcom Five – Feature |url=http://www.nintendoworldreport.com/feature/28394/observing-the-course-and-wake-of-the-capcom-five |url-status=live |archive-url=https://web.archive.org/web/20220822174723/http://www.nintendoworldreport.com/feature/28394/observing-the-course-and-wake-of-the-capcom-five |archive-date=August 22, 2022 |access-date=August 22, 2022 |website=Nintendo World Report}}</ref><ref>{{Cite web |last=Rodriguez |first=Steven |date=March 18, 2004 |title=Metal Gear Solid: The Twin Snakes Review – Review |url=http://www.nintendoworldreport.com/review/4218/metal-gear-solid-the-twin-snakes-gamecube |url-status=live |archive-url=https://web.archive.org/web/20220822174641/http://www.nintendoworldreport.com/review/4218/metal-gear-solid-the-twin-snakes-gamecube |archive-date=August 22, 2022 |access-date=August 22, 2022 |website=Nintendo World Report}}</ref> '']'',<ref>{{Cite news |date=November 1, 2004 |title=Resident Evil 4 coming to PS2 'end of 2005' |language=en-gb |work=Eurogamer.net |url=https://www.eurogamer.net/news-011104-re4onps2 |url-status=live |access-date=August 22, 2022 |archive-url=https://web.archive.org/web/20220822174723/https://www.eurogamer.net/news-011104-re4onps2 |archive-date=August 22, 2022}}</ref> ''Star Wars Rogue Squadron II: Rogue Leader'',<ref>{{Cite web |date=June 14, 2006 |title=IGN: Star Wars Rogue Leader is No.1 on the GCN |url=http://games.ign.com/articles/358/358808p1.html |archive-url=https://web.archive.org/web/20060614125247/http://games.ign.com/articles/358/358808p1.html |archive-date=June 14, 2006 |access-date=August 22, 2022}}</ref> '']'',<ref>{{Cite web |title=『小さな王様と約束の国 ファイナルファンタジー・クリスタルクロニクル』がWiiウェアのダウンロード専用コンテンツとして登場 - ファミ通.com |url=https://www.famitsu.com/game/news/1211082_1124.html |url-status=live |archive-url=https://web.archive.org/web/20071012015227/https://www.famitsu.com/game/news/1211082_1124.html |archive-date=October 12, 2007 |access-date=August 22, 2022 |website=Famitsu.com}}</ref><ref>{{Cite web |date=April 24, 2018 |title=GFK Chart-Track |url=https://www.chart-track.co.uk/index.jsp?c=p/software/uk/archive/index_test.jsp&ct=110009&arch=t&lyr=2004&year=2004&week=11 |archive-url=https://archive.today/20180424105819/https://www.chart-track.co.uk/index.jsp?c=p/software/uk/archive/index_test.jsp&ct=110009&arch=t&lyr=2004&year=2004&week=11 |url-status=dead |archive-date=April 24, 2018 |access-date=August 22, 2022 |website=archive.ph}}</ref> '']'' (2002),<ref>{{Cite web |last=Roper |first=Chris |date=May 23, 2008 |title=Capcom Releases Lifetime Sales Numbers |url=https://www.ign.com/articles/2008/05/23/capcom-releases-lifetime-sales-numbers |url-status=live |archive-url=https://web.archive.org/web/20220926161635/https://www.ign.com/articles/2008/05/23/capcom-releases-lifetime-sales-numbers |archive-date=September 26, 2022 |access-date=August 22, 2022 |website=] |language=en}}</ref> '']'',<ref>{{Cite web |date=April 21, 2007 |title=The Magic Box – US Platinum Chart Games. |url=http://www.the-magicbox.com/Chart-USPlatinum.shtml |archive-url=https://web.archive.org/web/20070421003854/http://www.the-magicbox.com/Chart-USPlatinum.shtml |archive-date=April 21, 2007 |access-date=August 22, 2022}}</ref> '']'',<ref>{{Cite web |last=Casamassina |first=Matt |date=August 29, 2009 |title=A Space Bounty Hunter in Texas |url=https://www.ign.com/articles/2009/08/29/a-space-bounty-hunter-in-texas |url-status=live |archive-url=https://web.archive.org/web/20120928091257/http://www.ign.com/articles/2009/08/29/a-space-bounty-hunter-in-texas |archive-date=September 28, 2012 |access-date=August 22, 2022 |website=] |language=en}}</ref> ],<ref name="web.archive.org" /> '']'',<ref>{{Cite web |title=Platinum Titles {{!}}Product Data {{!}} CAPCOM |url=https://www.capcom.co.jp/ir/english/business/million.html |url-status=live |archive-url=https://web.archive.org/web/20080714022921/http://ir.capcom.co.jp/english/data/million.html |archive-date=July 14, 2008 |access-date=August 22, 2022 |website=Capcom.co.jp |language=en-US}}</ref> '']'',<ref>{{Cite web |last=Nathan Brown |date=December 28, 2018 |title=From Shenmue to Yakuza, Toshihiro Nagoshi looks back on an illustrious career of Japanese game development |url=https://www.gamesradar.com/from-shenmue-to-yakuza-toshihiro-nagoshi-looks-back-on-an-illustrious-career-of-japanese-game-development/ |url-status=live |archive-url=https://web.archive.org/web/20190107015844/https://www.gamesradar.com/from-shenmue-to-yakuza-toshihiro-nagoshi-looks-back-on-an-illustrious-career-of-japanese-game-development/ |archive-date=January 7, 2019 |access-date=August 22, 2022 |website=gamesradar |language=en}}</ref> '']'',<ref name="web.archive.org" /> and '']''.<ref>{{Cite web |date=April 23, 2016 |title=Series Analysis: Star Fox |url=https://sourcegaming.info/2016/04/23/series-analysis-star-fox/ |url-status=live |archive-url=https://web.archive.org/web/20220926161642/https://sourcegaming.info/2016/04/23/series-analysis-star-fox/ |archive-date=September 26, 2022 |access-date=August 22, 2022 |website=Source Gaming |language=en-US}}</ref> One of the most well-known GameCube games for mature audiences is '']'', which underperformed financially, but garnered critical acclaim and is now regarded as a cult classic.<ref>{{Cite web |last=Stone |first=Sam |date=October 17, 2021 |title=The Scariest Nintendo Game of All Time Is on the GameCube |url=https://www.cbr.com/scariest-nintendo-game-eternal-darkness-gamecube/ |url-status=live |archive-url=https://web.archive.org/web/20220827144204/https://www.cbr.com/scariest-nintendo-game-eternal-darkness-gamecube/ |archive-date=August 27, 2022 |access-date=August 27, 2022 |website=CBR |language=en-US}}</ref><ref>{{Cite web |last=Churchill |first=James |date=October 28, 2015 |title=The Making Of Eternal Darkness: Sanity's Requiem |url=https://www.nintendolife.com/news/2015/10/feature_the_making_of_eternal_darkness_sanitys_requiem |url-status=live |archive-url=https://web.archive.org/web/20220827144204/https://www.nintendolife.com/news/2015/10/feature_the_making_of_eternal_darkness_sanitys_requiem |archive-date=August 27, 2022 |access-date=August 27, 2022 |website=Nintendo Life |language=en-GB}}</ref><ref>{{Cite web |last=Sall |first=Matt |date=June 27, 2022 |title=GameCube's 'Eternal Darkness' was a Masterpiece Of Creativity |url=https://www.belloflostsouls.net/2022/06/eternal-darkness-was-a-masterpiece-of-creativity.html |url-status=live |archive-url=https://web.archive.org/web/20220827144204/https://www.belloflostsouls.net/2022/06/eternal-darkness-was-a-masterpiece-of-creativity.html |archive-date=August 27, 2022 |access-date=August 27, 2022 |website=Bell of Lost Souls |language=en}}</ref><ref>{{Cite news |last=Haines |first=Rob |date=March 9, 2014 |title=Eternal Darkness: Sanity's Requiem retrospective |language=en-gb |work=Eurogamer.net |url=https://www.eurogamer.net/eternal-darkness-sanitys-requiem-retrospective |url-status=live |access-date=August 27, 2022 |archive-url=https://web.archive.org/web/20220827144203/https://www.eurogamer.net/eternal-darkness-sanitys-requiem-retrospective |archive-date=August 27, 2022}}</ref> | |||
Nintendo reported that as of March 2005 they have sold a total of 18.5 million Nintendo Gamecube units worldwide. | |||
The GameCube is Nintendo's first home console with a ], activated by powering on without a valid game disc or by holding down the A button while one is loaded.<ref>{{Cite web |title=Nintendo GameCube Instruction Booklet |url=https://www.nintendo.com/consumer/downloads/gcn101_manual_english.pdf |url-status=live |archive-url=https://web.archive.org/web/20040717074259/https://www.nintendo.com/consumer/downloads/gcn101_manual_english.pdf |archive-date=July 17, 2004 |access-date=August 25, 2022 |website=Nintendo of America Support |publisher=Nintendo of America |page=15}}</ref> | |||
The GameCube currently sells at USD $99. Several bundles are out which include games such as ''Pokemon XD: Gale of Darkness'', ''Mario Party 7'' and ''Super Smash Bros. Melee'' for America. There is a ''Super Mario Strikers'' bundle for Europe. | |||
=== Third-party support === | |||
], used for connecting a ] to the GameCube console. Very few games actually implemented this accessory.]] | |||
Early in Nintendo's history, the company had achieved considerable success with third-party developer support on the ] and ]. Competition from the ] and Sony ] in the 1990s changed the market's landscape and reduced Nintendo's ability to obtain exclusive, third-party support on the Nintendo 64. The ] cartridge format increased the cost to manufacture software, as opposed to the cheaper, higher-capacity optical discs on PlayStation.<ref name="3rd-party – NMagUK">{{Cite web |last=East |first=Tom |date=November 4, 2009 |title=History of Nintendo: GameCube |url=http://www.officialnintendomagazine.co.uk/12990/features/history-of-nintendo-gamecube/?page=1 |url-status=dead |archive-url=https://web.archive.org/web/20141010144232/http://www.officialnintendomagazine.co.uk/12990/features/history-of-nintendo-gamecube/?page=1 |archive-date=October 10, 2014 |access-date=July 19, 2013 |publisher=] UK}}</ref> | |||
With the GameCube, Nintendo intended to reverse the trend as evidenced by the number of third-party games available at launch. The new optical disc format increased game storage capacity significantly and reduced production costs. Successful exclusives include '']'' from ], '']'' from ], and '']'' from ]. ] discontinued its ] console to become a third-party developer, porting Dreamcast games such as '']'' and '']'', and developing new franchises, such as '']''. Longtime Nintendo partner ], which had developed '']'', '']'', '']'', '']'', and the '']'' series, released '']'' for GameCube, its final Nintendo game before acquisition by Microsoft in 2002. Several third-party developers were contracted to work on new games for Nintendo franchises, including '']'' (which became a ] re-release<ref>{{Cite web |title=Star Fox Assault |url=https://www.nintendo.com/gamemini?gameid=0b746eac-10e2-4bf6-8a49-9d3441139961& |archive-url=https://web.archive.org/web/20060706212133/http://www.nintendo.com/gamemini?gameid=0b746eac-10e2-4bf6-8a49-9d3441139961& |archive-date=July 6, 2006 |access-date=November 8, 2022 |publisher=]}}</ref>), '']'' by ], and '']'' from ].<ref name="GC History – Nintendo Life">{{Cite web |last=Reece |first=Mark |date=November 18, 2011 |title=Feature: Remembering the GameCube |url=http://www.nintendolife.com/news/2011/11/feature_remembering_the_gamecube |url-status=live |archive-url=https://web.archive.org/web/20130910195802/http://www.nintendolife.com/news/2011/11/feature_remembering_the_gamecube |archive-date=September 10, 2013 |access-date=July 19, 2013 |website=Nintendo Life}}</ref> Capcom had announced 5 games for the system dubbed the ] in November 2002,<ref>{{Cite web |title=カプコン、「biohazard4」など個性の強い大人向け作品を一挙に5タイトル発表 |url=https://game.watch.impress.co.jp/docs/20021114/capcom.htm |access-date=2024-07-21 |website=game.watch.impress.co.jp}}</ref> '']'' and '']'' were later ported to other systems. | |||
Third-party GameCube support was some of the most extensive of any Nintendo console predating the Wii.<ref>{{Cite web |title=Peter Main talks GameCube! - News |url=http://www.nintendoworldreport.com/news/6360/peter-main-talks-gamecube |url-status=live |archive-url=https://web.archive.org/web/20220823150420/http://www.nintendoworldreport.com/news/6360/peter-main-talks-gamecube |archive-date=August 23, 2022 |access-date=August 23, 2022 |website=Nintendo World Report}}</ref><ref>{{Cite web |date=February 25, 2005 |title=GC(ニンテンドー ゲームキューブ)歴代米国売上ランキング |url=http://www5e.biglobe.ne.jp/~hokora/gcranka.html |archive-url=https://archive.today/20050225221813/http://www5e.biglobe.ne.jp/~hokora/gcranka.html |url-status=dead |archive-date=February 25, 2005 |access-date=August 23, 2022 |website=archive.ph}}</ref><ref>{{Cite news |last=Bramwell |first=Tom |date=January 4, 2002 |title=First quarter for GameCube |language=en-gb |work=Eurogamer.net |url=https://www.eurogamer.net/article-31578 |url-status=live |access-date=August 23, 2022 |archive-url=https://web.archive.org/web/20220823150402/https://www.eurogamer.net/article-31578 |archive-date=August 23, 2022}}</ref><ref>{{Cite web |title=Nintendo GameCube, Xbox, Playstation 2, Video Game Comparison |url=https://www.gamecubicle.com/system-gamecube-comparison.htm |url-status=live |archive-url=https://web.archive.org/web/20220926161635/https://www.gamecubicle.com/system-gamecube-comparison.htm |archive-date=September 26, 2022 |access-date=August 29, 2022 |website=GameCubicle.com}}</ref> Some third-party developers, such as ],<ref>{{Cite web |last=IGN Staff |date=September 6, 2001 |title=Midway's Full GameCube Lineup |url=https://www.ign.com/articles/2001/09/06/midways-full-gamecube-lineup |url-status=live |archive-url=https://web.archive.org/web/20220926161654/https://www.ign.com/articles/2001/09/06/midways-full-gamecube-lineup |archive-date=September 26, 2022 |access-date=August 23, 2022 |website=] |language=en}}</ref> ],<ref>{{Cite web |last=Metts |first=Jonathan |date=March 27, 2001 |title=Namco Likes Nintendo – News |url=http://www.nintendoworldreport.com/news/5718/namco-likes-nintendo |url-status=live |archive-url=https://web.archive.org/web/20220823150420/http://www.nintendoworldreport.com/news/5718/namco-likes-nintendo |archive-date=August 23, 2022 |access-date=August 23, 2022 |website=Nintendo World Report}}</ref> ],<ref>{{Cite news |date=March 13, 2001 |title=Activision: Pulling the Joystick into High Gear |language=en |work=Bloomberg.com |url=https://www.bloomberg.com/news/articles/2001-03-12/activision-pulling-the-joystick-into-high-gear |url-status=live |access-date=August 23, 2022 |archive-url=https://web.archive.org/web/20230207095251/https://www.bloomberg.com/news/articles/2001-03-12/activision-pulling-the-joystick-into-high-gear |archive-date=February 7, 2023}}</ref> ],<ref>{{Cite web |last=Lake |first=Max |date=June 1, 2001 |title=Konami on X-Box & GameCube at E3 – News |url=http://www.nintendoworldreport.com/news/6032/konami-on-x-box-n-gamecube-at-e3 |url-status=live |archive-url=https://web.archive.org/web/20220823150402/http://www.nintendoworldreport.com/news/6032/konami-on-x-box-n-gamecube-at-e3 |archive-date=August 23, 2022 |access-date=August 23, 2022 |website=Nintendo World Report}}</ref><ref>{{Cite news |date=May 22, 2002 |title=Konami swallows gaming industry |language=en-gb |work=Eurogamer.net |url=https://www.eurogamer.net/article-46014 |url-status=live |access-date=August 23, 2022 |archive-url=https://web.archive.org/web/20220823150421/https://www.eurogamer.net/article-46014 |archive-date=August 23, 2022}}</ref> ],<ref>{{Cite web |date=March 19, 2007 |title=Surf's Up Official Press Release |url=http://www.ubi.com/ENCA/News/Info.aspx?nId=4469 |url-status=dead |archive-url=https://web.archive.org/web/20140317021006/http://www.ubi.com/ENCA/News/Info.aspx?nId=4469 |archive-date=March 17, 2014 |access-date=April 18, 2007 |publisher=]}}</ref> ],<ref>{{Cite web |date=November 6, 2006 |title=Ratatouille Official Press Release |url=http://investor.thq.com/phoenix.zhtml?c=96376&p=irol-newsArticle&ID=927018&highlight= |url-status=dead |archive-url=https://web.archive.org/web/20160120002909/http://investor.thq.com/phoenix.zhtml?c=96376&p=irol-newsArticle&ID=927018&highlight= |archive-date=January 20, 2016 |access-date=April 18, 2007 |publisher=]}}</ref> ],<ref>{{Cite web |date=August 2, 2007 |title=Disney Showcases E3 Lineup |url=http://www.nintendoworldreport.com/pr/13940 |url-status=live |archive-url=https://web.archive.org/web/20120306034851/http://www.nintendoworldreport.com/pr/13940 |archive-date=March 6, 2012 |access-date=April 18, 2007 |publisher=Nintendo World Report}}</ref> ], ],<ref>{{Cite news |last=Bramwell |first=Tom |date=May 10, 2001 |title=EA announces GameCube titles |language=en-gb |work=Eurogamer.net |url=https://www.eurogamer.net/article-30610 |url-status=live |access-date=August 23, 2022 |archive-url=https://web.archive.org/web/20220823150422/https://www.eurogamer.net/article-30610 |archive-date=August 23, 2022}}</ref><ref>{{Cite news |date=March 7, 2003 |title=Nintendo Teams Up With Electronic Arts |language=en-US |work=] |url=https://www.wsj.com/articles/SB104706206680368100 |url-status=live |access-date=August 23, 2022 |archive-url=https://web.archive.org/web/20220823150420/https://www.wsj.com/articles/SB104706206680368100 |archive-date=August 23, 2022 |issn=0099-9660}}</ref><ref>{{Cite web |last=Arts |first=Electronic |date=May 13, 2003 |title=2003 Games At The Electronic Entertainment Expo {{!}} Scoop News |url=https://www.scoop.co.nz/stories/SC0305/S00040/2003-games-at-the-electronic-entertainment-expo.htm |url-status=live |archive-url=https://web.archive.org/web/20220926161646/https://www.scoop.co.nz/stories/SC0305/S00040/2003-games-at-the-electronic-entertainment-expo.htm |archive-date=September 26, 2022 |access-date=August 23, 2022 |website=Scoop.co.nz |language=en}}</ref><ref>{{Cite news |date=December 13, 2001 |title=A Boy's-Eye Look at the Consoles |language=en |work=Bloomberg.com |url=https://www.bloomberg.com/news/articles/2001-12-12/a-boys-eye-look-at-the-consoles |url-status=live |access-date=August 23, 2022 |archive-url=https://web.archive.org/web/20230207095238/https://www.bloomberg.com/news/articles/2001-12-12/a-boys-eye-look-at-the-consoles |archive-date=February 7, 2023}}</ref><ref>{{Cite web |last=Kasavin |first=Greg |date=June 2, 2003 |title=Nintendo E3 2003 Press Conference Report – GameSpot |url=https://www.gamespot.com/amp-articles/nintendo-e3-2003-press-conference-report/1100-6027510/ |url-status=live |archive-url=https://web.archive.org/web/20220926161707/https://www.gamespot.com/amp-articles/nintendo-e3-2003-press-conference-report/1100-6027510/ |archive-date=September 26, 2022 |access-date=August 23, 2022 |website=]}}</ref> and ],<ref>{{Cite web |date=April 18, 2007 |title=Madden NFL 08 Official Press Release |url=http://www.ea.com/article.jsp?id=madden08pressrelease |archive-url=https://web.archive.org/web/20071229050750/http://www.ea.com/article.jsp?id=madden08pressrelease |archive-date=December 29, 2007 |access-date=April 18, 2007 |publisher=]}}</ref><ref>{{Cite web |last=Developer |first=Game |date=May 9, 2001 |title=EA To Bring Madden, Others To Gamecube |url=https://www.gamedeveloper.com/pc/ea-to-bring-madden-others-to-gamecube |url-status=live |archive-url=https://web.archive.org/web/20220823150420/https://www.gamedeveloper.com/pc/ea-to-bring-madden-others-to-gamecube |archive-date=August 23, 2022 |access-date=August 23, 2022 |website=Game Developer |language=en}}</ref> continued to release GameCube games into 2007. One of the biggest third-party GameCube developers was ], which had quit the console hardware market to become a third-party game developer after the failure of the ]. It partnered with long-time rival Nintendo, and with Microsoft and Sony, to recuperate profits lost from the Dreamcast.<ref>{{Cite web |last=Buchanan |first=Levi |date=March 5, 2002 |title=Teaming up with Nintendo, the ship comes in for Sega |url=https://www.chicagotribune.com/news/ct-xpm-2002-03-05-0203050005-story.html |url-status=live |archive-url=https://web.archive.org/web/20220808160132/https://www.chicagotribune.com/news/ct-xpm-2002-03-05-0203050005-story.html |archive-date=August 8, 2022 |access-date=August 8, 2022 |website=Chicago Tribune}}</ref><ref>{{Cite web |last=sonic_hedgehogs |date=August 11, 2003 |title=Sonic DX Sales Help SEGA Profit |url=https://www.sonicstadium.org/2003/08/sonic-dx-sales-help-sega-profit/ |url-status=live |archive-url=https://web.archive.org/web/20220823150421/https://www.sonicstadium.org/2003/08/sonic-dx-sales-help-sega-profit/ |archive-date=August 23, 2022 |access-date=August 23, 2022 |website=The Sonic Stadium |language=en-GB}}</ref><ref>{{Cite web |last=Legend |first=Hero of |date=May 14, 2015 |title=Update: The Spin: A look into Sonic's history with Nintendo |url=https://www.sonicstadium.org/2015/05/the-spin-a-look-into-sonics-history-with-nintendo/ |url-status=live |archive-url=https://web.archive.org/web/20220823150403/https://www.sonicstadium.org/2015/05/the-spin-a-look-into-sonics-history-with-nintendo/ |archive-date=August 23, 2022 |access-date=August 23, 2022 |website=The Sonic Stadium |language=en-GB}}</ref> Sega was a successful third-party developer since the early 2000s, mostly those for the family market,<ref>{{Cite web |last=Dreadknux |date=October 15, 2001 |title=Yuji Naka: Sonic Titles to Appeal to Younger Audience |url=https://www.sonicstadium.org/2001/10/yuji-naka-sonic-titles-to-appeal-to-younger-audience/ |url-status=live |archive-url=https://web.archive.org/web/20220823150423/https://www.sonicstadium.org/2001/10/yuji-naka-sonic-titles-to-appeal-to-younger-audience/ |archive-date=August 23, 2022 |access-date=August 23, 2022 |website=The Sonic Stadium |language=en-GB}}</ref> such as '']'',<ref>{{Cite news |last=Welsh |first=Oli |date=November 26, 2020 |title=The best launch titles ever: Super Monkey Ball on GameCube |language=en-gb |work=Eurogamer.net |url=https://www.eurogamer.net/the-best-launch-titles-ever-super-monkey-ball-on-gamecube |url-status=live |access-date=August 23, 2022 |archive-url=https://web.archive.org/web/20220823150420/https://www.eurogamer.net/the-best-launch-titles-ever-super-monkey-ball-on-gamecube |archive-date=August 23, 2022}}</ref><ref>{{Cite web |last=Craddock |first=Ryan |date=May 13, 2019 |title=Super Monkey Ball Creator Has No Idea Why The Game Was So Popular |url=https://www.nintendolife.com/news/2019/05/super_monkey_ball_creator_has_no_idea_why_the_game_was_so_popular |url-status=live |archive-url=https://web.archive.org/web/20220823150402/https://www.nintendolife.com/news/2019/05/super_monkey_ball_creator_has_no_idea_why_the_game_was_so_popular |archive-date=August 23, 2022 |access-date=August 23, 2022 |website=Nintendo Life |language=en-GB}}</ref><ref>{{Cite web |last=IGN Staff |date=October 19, 2001 |title=Super Monkey Ball |url=https://www.ign.com/articles/2001/10/19/super-monkey-ball-4 |url-status=live |archive-url=https://web.archive.org/web/20220823150402/https://www.ign.com/articles/2001/10/19/super-monkey-ball-4 |archive-date=August 23, 2022 |access-date=August 23, 2022 |website=] |language=en}}</ref> '']'', '']'', ],<ref>{{Cite web |last=Dreadknux |date=February 28, 2002 |title=Sonic Adventure 2 Battle Tops Gamecube Sales Chart in US |url=https://www.sonicstadium.org/2002/02/sonic-adventure-2-battle-tops-gamecube-sales-chart-in-us/ |url-status=live |archive-url=https://web.archive.org/web/20220818230407/https://www.sonicstadium.org/2002/02/sonic-adventure-2-battle-tops-gamecube-sales-chart-in-us/ |archive-date=August 18, 2022 |access-date=August 23, 2022 |website=The Sonic Stadium |language=en-GB}}</ref><ref>{{Cite web |last=sonic_hedgehogs |date=July 3, 2002 |title=US Sales: Sonic Advance and SA2 Battle Rank High on Chart |url=https://www.sonicstadium.org/2002/07/us-sales-sonic-advance-and-sa2-battle-rank-high-on-chart/ |url-status=live |archive-url=https://web.archive.org/web/20220823150422/https://www.sonicstadium.org/2002/07/us-sales-sonic-advance-and-sa2-battle-rank-high-on-chart/ |archive-date=August 23, 2022 |access-date=August 23, 2022 |website=The Sonic Stadium |language=en-GB}}</ref><ref>{{Cite web |last=Dreadknux |date=October 6, 2002 |title=Report: Sonic Tops SEGA's Third-Party Game Sales in 2002 |url=https://www.sonicstadium.org/2002/10/report-sonic-tops-segas-third-party-game-sales-in-2002/ |url-status=live |archive-url=https://web.archive.org/web/20220823150403/https://www.sonicstadium.org/2002/10/report-sonic-tops-segas-third-party-game-sales-in-2002/ |archive-date=August 23, 2022 |access-date=August 23, 2022 |website=The Sonic Stadium |language=en-GB}}</ref><ref>{{Cite web |last=Dreadknux |date=November 24, 2002 |title=Sonic Adventure 2 Battle is One of the Best-Selling Gamecube Games Ever |url=https://www.sonicstadium.org/2002/11/sonic-adventure-2-battle-is-one-of-the-best-selling-gamecube-games-ever/ |url-status=live |archive-url=https://web.archive.org/web/20220926161630/https://www.sonicstadium.org/2002/11/sonic-adventure-2-battle-is-one-of-the-best-selling-gamecube-games-ever/ |archive-date=September 26, 2022 |access-date=August 23, 2022 |website=The Sonic Stadium |language=en-GB}}</ref><ref>{{Cite web |last=sonic_hedgehogs |date=February 15, 2002 |title=Sonic Adventure 2 Battle Rides High on Amazon Sales Chart |url=https://www.sonicstadium.org/2002/02/sonic-adventure-2-battle-rides-high-on-amazon-sales-chart/ |url-status=live |archive-url=https://web.archive.org/web/20220823150405/https://www.sonicstadium.org/2002/02/sonic-adventure-2-battle-rides-high-on-amazon-sales-chart/ |archive-date=August 23, 2022 |access-date=August 23, 2022 |website=The Sonic Stadium |language=en-GB}}</ref> and '']''.<ref>{{Cite web |last=Johnson |first=Faith |date=July 30, 2022 |title=SEGA's Astonishing GameCube Rebound Following Defeat In The Console Wars |url=https://www.nintendolife.com/features/segas-astonishing-gamecube-rebound-following-defeat-in-the-console-wars |url-status=live |archive-url=https://web.archive.org/web/20220808000615/https://www.nintendolife.com/features/segas-astonishing-gamecube-rebound-following-defeat-in-the-console-wars |archive-date=August 8, 2022 |access-date=August 8, 2022 |website=Nintendo Life}}</ref><ref>{{Cite web |last=Lab |first=Jesse |date=April 24, 2022 |title=20 Years Later, Sonic Adventure 2: Battle Might Be the Series's Most Important Game |url=https://www.escapistmagazine.com/20-years-later-sonic-adventure-2-battle-might-be-the-seriess-most-important-game/ |url-status=live |archive-url=https://web.archive.org/web/20220814180729/https://www.escapistmagazine.com/20-years-later-sonic-adventure-2-battle-might-be-the-seriess-most-important-game/ |archive-date=August 14, 2022 |access-date=August 8, 2022 |website=The Escapist}}</ref><ref>{{Cite web |last=Wen |first=Alan |date=July 1, 2022 |title=Sonic Adventure is still the gold standard for 3D Sonic games |url=https://www.vg247.com/sonic-advenutre-gold-standard-3d |url-status=live |archive-url=https://web.archive.org/web/20220808130548/https://www.vg247.com/sonic-advenutre-gold-standard-3d |archive-date=August 8, 2022 |access-date=August 8, 2022 |website=VG247}}</ref><ref>{{Cite web |last=Torres |first=Ricardo |date=May 12, 2003 |title=Sonic Adventure DX Preview |url=https://www.gamespot.com/articles/sonic-adventure-dx-preview/1100-6026338/ |url-status=live |archive-url=https://web.archive.org/web/20220808162547/https://www.gamespot.com/articles/sonic-adventure-dx-preview/1100-6026338/ |archive-date=August 8, 2022 |access-date=August 8, 2022 |website=]}}</ref><ref>{{Cite web |last=GameSpot Staff |date=July 1, 2002 |title=New Sonic games bound for GameCube, GBA |url=https://www.gamespot.com/articles/new-sonic-games-bound-for-gamecube-gba/1100-2872973/ |url-status=live |archive-url=https://web.archive.org/web/20220727000025/https://www.gamespot.com/articles/new-sonic-games-bound-for-gamecube-gba/1100-2872973/ |archive-date=July 27, 2022 |access-date=August 8, 2022 |website=]}}</ref><ref>{{Cite web |last=IGN staff |date=February 25, 2002 |title=Sonic Nabs Strong Sales |url=https://www.ign.com/articles/2002/02/25/sonic-nabs-strong-sales |url-status=live |archive-url=https://web.archive.org/web/20220701145225/https://www.ign.com/articles/2002/02/25/sonic-nabs-strong-sales |archive-date=July 1, 2022 |access-date=August 23, 2022 |website=] |language=en}}</ref> | |||
=== Online gaming === | |||
{{Main|GameCube online functionality}} | |||
] cable. ] produced a keyboard for '']''.]] | |||
Nintendo's GameCube did not put heavy focus on online games earlier in the console's life. Only eight GameCube games support network connectivity, five with ] support and three with ] (LAN) support.<ref name="nwr">{{Cite web |last=Bivens |first=Danny |date=October 31, 2001 |title=GameCube Broadband/Modem Adapter – Feature |url=http://www.nintendoworldreport.com/feature/27672/nintendos-expansion-ports-gamecube-broadbandmodem-adapter |url-status=live |archive-url=https://web.archive.org/web/20160406003238/http://www.nintendoworldreport.com/feature/27672/nintendos-expansion-ports-gamecube-broadbandmodem-adapter |archive-date=April 6, 2016 |access-date=November 18, 2017 |website=Nintendo World Report}}</ref><ref name=":1">{{Cite web |date=November 19, 2005 |title=ダウンロード |url=http://www.konami.jp:80/gs/game/pawa/10_gc/ |url-status=dead |archive-url=https://web.archive.org/web/20051119025520/http://www.konami.jp/gs/game/pawa/10_gc/ |archive-date=November 19, 2005 |access-date=November 25, 2017 |website=konami.jp}}</ref> The only Internet capable games released in western territories are three ] (RPGs) in ]'s '']'' series: ''] Episode I & II'', ''Phantasy Star Online Episode I & II Plus'', and '']''.<ref name="nwr" /> The official servers were decommissioned in 2007, but players can still connect to fan maintained ].<ref name=":0">{{Cite web |title={{!}} Nintendo – Customer Service {{!}} Nintendo GameCube – Online/LAN |url=https://www.nintendo.com/consumer/systems/nintendogamecube/lan_online.jsp |url-status=live |archive-url=https://web.archive.org/web/20170721122833/https://www.nintendo.com/consumer/systems/nintendogamecube/lan_online.jsp |archive-date=July 21, 2017 |access-date=November 16, 2017 |website=Nintendo.com}}</ref> Japan received two additional games with Internet capabilities, a ] RPG, '']'' and a baseball game with downloadable content, ''Jikkyō Powerful Pro Yakyū 10''.<ref name="nwr" /><ref name=":1" /> Lastly, three ] have LAN multiplayer modes: '']'', '']'', and '']''. Those can be forced over the Internet with third-party ] software capable of ] the GameCube's network traffic.<ref>{{Cite web |title={{!}} Nintendo – Customer Service {{!}} Nintendo GameCube – Connecting over a LAN |url=https://www.nintendo.com/consumer/systems/nintendogamecube/lan_index.jsp |url-status=live |archive-url=https://web.archive.org/web/20171116135535/https://www.nintendo.com/consumer/systems/nintendogamecube/lan_index.jsp |archive-date=November 16, 2017 |access-date=November 16, 2017 |website=Nintendo.com}}</ref><ref>{{Cite web |last=Thorsen |first=Tor |date=October 28, 2003 |title=DIY Developers Bring GameCube Online |url=https://www.gamespot.com/articles/diy-developers-bring-gamecube-online/1100-6077489/ |url-status=live |archive-url=https://web.archive.org/web/20171117122528/https://www.gamespot.com/articles/diy-developers-bring-gamecube-online/1100-6077489/ |archive-date=November 17, 2017 |access-date=November 27, 2017 |website=]}}</ref> | |||
Online play requires an official ] or ] adapter because the GameCube lacks ] network capabilities. Nintendo never commissioned any Internet services for GameCube, but allowed other publishers to manage custom online experiences.<ref name="GCN jumps online2">{{Cite web |date=May 13, 2002 |title=Nintendo Jumps Online |url=https://www.ign.com/articles/2002/05/13/nintendo-jumps-online |url-status=live |archive-url=https://web.archive.org/web/20131224013921/http://www.ign.com/articles/2002/05/13/nintendo-jumps-online |archive-date=December 24, 2013 |access-date=July 21, 2013 |website=]}}</ref> | |||
== {{anchor | Reception and sales}}Reception == | |||
The GameCube received mixed reviews following its launch. '']'' praised the overall hardware design and quality of games available at launch.<ref name="PCMag Review">{{Cite web |last=Ryan |first=Michael E. |date=November 15, 2001 |title=Nintendo GameCube: Review |url=https://www.pcmag.com/article2/0,2817,7344,00.asp |url-status=live |archive-url=https://web.archive.org/web/20130710201253/http://www.pcmag.com/article2/0,2817,7344,00.asp |archive-date=July 10, 2013 |access-date=July 22, 2013 |website=PC Magazine}}</ref> ] gave an average review rating, noting that though the console lacks a few features offered by its competition, it is relatively inexpensive, has a great controller design, and launched a decent lineup of games.<ref name="CNET Review">{{Cite web |date=November 18, 2001 |title=Nintendo GameCube |url=http://reviews.cnet.com/consoles/nintendo-gamecube-black/4505-10109_7-8688672.html |url-status=live |archive-url=https://web.archive.org/web/20131002153039/http://reviews.cnet.com/consoles/nintendo-gamecube-black/4505-10109_7-8688672.html |archive-date=October 2, 2013 |access-date=July 22, 2013 |website=CNET}}</ref> In later reviews, criticism mounted against the console often centering on its overall look and feel, describing it as "toy-ish".<ref name="igntop25">{{Cite web |title=Nintendo GameCube Is Number 16 |url=https://www.ign.com/top-25-consoles/16.html |url-status=live |archive-url=https://web.archive.org/web/20090906014845/http://www.ign.com/top-25-consoles/16.html |archive-date=September 6, 2009 |access-date=October 15, 2009 |publisher=IGN Entertainment}}</ref><ref>{{Cite web |date=December 7, 2004 |title=Xbox Vs. GameCube Vs. PlayStation 2: Torture-Testing All the Video Game Consoles--in One Room, at One Time |url=http://www.popularmechanics.com/technology/gadgets/1278831 |url-status=live |archive-url=https://web.archive.org/web/20130804101308/http://www.popularmechanics.com/technology/gadgets/1278831 |archive-date=August 4, 2013 |access-date=July 22, 2013 |website=Popular Mechanics}}</ref> With poor sales figures and the associated financial harm to Nintendo, a '']'' article called the GameCube an "unmitigated disaster".<ref name="Frederick Sekiguchi" /> | |||
Retrospectively, ] compared the GameCube's launch window to its successor, the Wii, noting that the GameCube's "lack of games" resulted in a subpar launch, and the console's limited selection of online games damaged its market share in the long run.<ref name="GC vs Wii – Joystiq">{{Cite web |last=Hinkle |first=David |date=November 19, 2007 |title=Year One: GameCube vs. Wii |url=http://www.joystiq.com/2007/11/19/year-one-gamecube-vs-wii/ |url-status=dead |archive-url=https://web.archive.org/web/20170704080509/https://www.engadget.com/2007/11/19/year-one-gamecube-vs-wii/ |archive-date=July 4, 2017 |access-date=July 21, 2013 |publisher=Joystiq}}</ref> ''Time International'' concluded that the system had low sales figures, because it lacked "technical innovations".<ref name="Time Play Hard">McCracken, Harry. "Play Hard. (Cover Story)." Time International (Atlantic Edition) 180.23 (2012): 48-49. Business Source Complete.</ref> | |||
=== Sales === | |||
In Japan, between 280,000 and 300,000 GameCube consoles were sold during the first three days of its sale, out of an initial shipment of 450,000 units.<ref>{{Cite web |last=Ahmed |first=Shahmed |date=May 17, 2006 |title=Japanese GameCube Sales Figures |url=https://www.gamespot.com/articles/japanese-gamecube-sales-figures/1100-2812925/ |url-status=live |archive-url=https://web.archive.org/web/20171209043936/https://www.gamespot.com/articles/japanese-gamecube-sales-figures/1100-2812925/ |archive-date=December 9, 2017 |access-date=December 8, 2017 |publisher=]}}</ref> During its launch weekend, $100 million worth of GameCube products were sold in North America.<ref name="BBC">{{Cite web |date=November 21, 2001 |title=GameCube Sales Hit $100m |url=http://news.bbc.co.uk/2/hi/entertainment/1666671.stm |url-status=live |archive-url=https://web.archive.org/web/20171208231544/http://news.bbc.co.uk/2/hi/entertainment/1666671.stm |archive-date=December 8, 2017 |access-date=December 8, 2017 |website=]}}</ref> The console was sold out in several stores, faster than initial sales of both of its competitors, the Xbox and the PlayStation 2.<ref>{{Cite web |date=November 29, 2001 |title=GameCube Sales Brisk |url=https://money.cnn.com/2001/11/29/technology/nintendo/ |url-status=live |archive-url=https://web.archive.org/web/20200817124901/https://money.cnn.com/2001/11/29/technology/nintendo/ |archive-date=August 17, 2020 |access-date=December 8, 2017 |website=] Money}}</ref><ref>{{Cite web |last=Saddoris |first=Chad |date=2001-12-05 |title=Nintendo's GAMECUBE a holiday hit |url=https://www.chron.com/neighborhood/article/Nintendo-s-GAMECUBE-a-holiday-hit-9942088.php |url-status=live |archive-url=https://web.archive.org/web/20241125154414/https://www.chron.com/neighborhood/article/Nintendo-s-GAMECUBE-a-holiday-hit-9942088.php |archive-date=November 25, 2024 |access-date=2024-12-11 |website=Chron |language=en}}</ref> Nintendo reported that the most popular ] is '']'', with more sales at its launch than '']'' had.<ref>{{Cite web |last=Ando |first=Mariko |date=November 29, 2001 |title=GameCube Sales Surpasses Xbox, PS2 |url=https://www.marketwatch.com/story/nintendo-claims-gamecube-sales-outpaces-xbox-ps2 |url-status=live |archive-url=https://web.archive.org/web/20171208231537/https://www.marketwatch.com/story/nintendo-claims-gamecube-sales-outpaces-xbox-ps2 |archive-date=December 8, 2017 |access-date=December 8, 2017 |publisher=MarketWatch}}</ref> Other popular games include '']'' and '']''.<ref name="BBC" /> By early December 2001, 600,000 units had been sold in the US.<ref>{{Cite web |last=Smith |first=Tony |date=December 4, 2001 |title=Nintendo GameCube Sales on Target to Beat Initial Forecast |url=https://www.theregister.co.uk/2001/12/04/nintendo_gamecube_sales_on_target/ |url-status=live |archive-url=https://web.archive.org/web/20171208231500/https://www.theregister.co.uk/2001/12/04/nintendo_gamecube_sales_on_target/ |archive-date=December 8, 2017 |access-date=December 8, 2017 |website=The Register}}</ref> | |||
Nintendo predicted 50 million GameCube units by 2005,<ref>{{Cite web |title=Nintendo Targets 50 Million GameCubes – News |url=http://www.nintendoworldreport.com/news/7448/nintendo-targets-50-million-gamecubes |url-status=live |archive-url=https://web.archive.org/web/20220702190158/http://www.nintendoworldreport.com/news/7448/nintendo-targets-50-million-gamecubes |archive-date=July 2, 2022 |access-date=June 30, 2022 |website=Nintendo World Report}}</ref> but only sold 22 million GameCube units worldwide during its lifespan,<ref name="Sales">{{Cite web |date=June 2011 |title=Consolidated Sales Transition by Region |url=https://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e1106.pdf |url-status=dead |archive-url=https://web.archive.org/web/20111027052007/http://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e1106.pdf |archive-date=October 27, 2011 |access-date=September 4, 2011 |publisher=Nintendo}}</ref><ref>{{Cite web |title=Nintendo GameCube |url=https://www.ign.com/wikis/history-of-video-game-consoles/Nintendo_GameCube |url-status=live |archive-url=https://web.archive.org/web/20200215173505/https://www.ign.com/wikis/history-of-video-game-consoles/Nintendo_GameCube |archive-date=February 15, 2020 |access-date=February 20, 2020 |website=]|date=March 27, 2014 }}</ref> placing it slightly behind the ]'s 24 million,<ref name="Xbox sales">{{Cite web |last=Dyer |first=Mitch |date=November 15, 2011 |title=Ten Incredible Gifts Xbox Gave Modern Gaming |url=https://www.ign.com/articles/2011/11/15/ten-incredible-gifts-xbox-gave-modern-gaming?page=2 |url-status=live |archive-url=https://web.archive.org/web/20140407071245/http://www.ign.com/articles/2011/11/15/ten-incredible-gifts-xbox-gave-modern-gaming?page=2 |archive-date=April 7, 2014 |access-date=July 22, 2013 |website=]}}</ref> though it did manage to outsell the Xbox in Japan,<ref>{{Cite news |date=November 17, 2013 |title=Why Xbox Failed in Japan |work=Eurogamer.net |url=https://www.eurogamer.net/why-xbox-failed-in-japan |url-status=live |access-date=July 1, 2022 |archive-url=https://web.archive.org/web/20220701152720/https://www.eurogamer.net/why-xbox-failed-in-japan |archive-date=July 1, 2022}}</ref> and well behind the PlayStation 2's 155 million.<ref name="PS2 sales">{{Cite web |last=Moriarty |first=Colin |date=February 16, 2013 |title=Sony's Documentary on PlayStation 2's Retail Dominance |url=https://www.ign.com/articles/2013/02/17/sonys-documentary-on-playstation-2s-retail-dominance |url-status=live |archive-url=https://web.archive.org/web/20130221035859/http://www.ign.com/articles/2013/02/17/sonys-documentary-on-playstation-2s-retail-dominance |archive-date=February 21, 2013 |access-date=July 22, 2013 |website=]}}</ref> '']'' articles from 2006 showed and a 2020 book show that Nintendo had officially sold 24 million GameCube consoles worldwide,<ref>{{Cite web |last=Reimer |first=Jeremy |date=October 1, 2006 |title=How the Wii Was Born |url=https://arstechnica.com/gadgets/2006/10/wii-2/ |archive-url=https://web.archive.org/web/20120531073814/https://arstechnica.com/gadgets/2006/10/wii-2/ |archive-date=May 31, 2012 |access-date=August 22, 2022 |website=Ars Technica}}</ref><ref>{{Cite web |last=Reimer |first=Jeremy |date=May 1, 2006 |title=Gamecube Price Drop Imminent? |url=https://arstechnica.com/uncategorized/2006/05/6710-2/ |archive-url=https://web.archive.org/web/20121022203837/https://arstechnica.com/uncategorized/2006/05/6710-2/ |archive-date=October 22, 2012 |access-date=August 23, 2022 |website=Ars Technica}}</ref><ref>{{Cite book |last1=Pellegrin-Boucher |first1=Estelle |url=https://books.google.com/books?id=KvK-DwAAQBAJ |title=Innovation in the Cultural and Creative Industries |last2=Roy |first2=Pierre |publisher=John Wiley & Sons |year=2020 |isbn=9781786303790 |pages=13 |chapter=1 |access-date=August 22, 2024}}</ref> and one article from '']'' shows that the GameCube sold 26 million consoles worldwide.<ref>{{Cite web |last=Sakazaki |first=Lloyd |date=December 11, 2006 |title=Seventh Generation Gaming Consoles: Thinking Outside the Box |url=https://seekingalpha.com/article/22075-seventh-generation-gaming-consoles-thinking-outside-the-box |url-status=dead |archive-url=https://web.archive.org/web/20071011071020/https://seekingalpha.com/article/22075-seventh-generation-gaming-consoles-thinking-outside-the-box |archive-date=October 11, 2007 |access-date=November 19, 2023 |website=Seeking Alpha}}</ref> Its sales exceeded that of the Xbox 360 in Japan.<ref>{{Cite web |last=Casamassina |first=Matt |date=September 9, 2006 |title=GCN Outsells 360 in Japan |url=https://www.ign.com/articles/2006/09/09/gcn-outsells-360-in-japan |url-status=live |archive-url=https://web.archive.org/web/20220715122643/https://www.ign.com/articles/2006/09/09/gcn-outsells-360-in-japan |archive-date=July 15, 2022 |access-date=July 15, 2022 |website=]}}</ref><ref>{{Cite web |date=September 11, 2006 |title=Xbox 360 losing to GameCube in Japan |url=https://www.videogamer.com/news/xbox-360-losing-to-gamecube-in-japan/ |url-status=live |archive-url=https://web.archive.org/web/20220715122642/https://www.videogamer.com/news/xbox-360-losing-to-gamecube-in-japan/ |archive-date=July 15, 2022 |access-date=July 15, 2022 |website=VideoGamer.com}}</ref><ref>{{Cite web |title=Japanese GameCube sales figures |url=https://www.gamespot.com/articles/japanese-gamecube-sales-figures/1100-2812925/ |url-status=live |archive-url=https://web.archive.org/web/20171209043936/https://www.gamespot.com/articles/japanese-gamecube-sales-figures/1100-2812925/ |archive-date=December 9, 2017 |access-date=July 15, 2022 |website=]}}</ref><ref>{{Cite web |last=Moriarty |first=Colin |date=April 1, 2013 |title=Why Did Xbox 360 Fail in Japan? |url=https://www.ign.com/articles/2013/04/01/why-did-xbox-360-fail-in-japan |url-status=live |archive-url=https://web.archive.org/web/20220715122642/https://www.ign.com/articles/2013/04/01/why-did-xbox-360-fail-in-japan |archive-date=July 15, 2022 |access-date=July 15, 2022 |website=]}}</ref> The GameCube's predecessor, the Nintendo 64, also outperformed it at nearly 33 million units.<ref name="N64 sales">{{Cite web |last=Buchanan |first=Levi |date=September 29, 2008 |title=Nintendo 64 Week: Day One |url=https://www.ign.com/articles/2008/09/29/nintendo-64-week-day-one |url-status=live |archive-url=https://web.archive.org/web/20130223060056/https://www.ign.com/articles/2008/09/29/nintendo-64-week-day-one |archive-date=February 23, 2013 |access-date=July 22, 2013 |website=]}}</ref> It also exceeded the ], which yielded 9.13 million units.<ref>{{Cite book |last1=Zackariasson |first1=Peter |title=The Video Game Industry: Formation, Present State, and Future |last2=Wilson |first2=Timothy L. |last3=Ernkvist |first3=Mirko |publisher=Routledge |year=2012 |isbn=978-1-138-80383-1 |page=158 |chapter=Console Hardware: The Development of Nintendo Wii}}</ref> In September 2009, IGN ranked the GameCube 16th in its list of best gaming consoles of all time, placing it behind all three of its sixth-generation competitors: the PlayStation 2 (3rd), the Dreamcast (8th), and the Xbox (11th).<ref name="igntop25" /> As of March 31, 2003, 9.55 million GameCube units had been sold worldwide, behind Nintendo's initial goal of 10 million consoles.<ref>{{Cite web |date=May 22, 2003 |title=Profit Decline at Nintendo Blamed on GameCube Sales |url=http://www.seattlepi.com/business/amp/Profit-decline-at-Nintendo-blamed-on-GameCube-1115364.php |url-status=live |archive-url=https://web.archive.org/web/20171208231711/http://www.seattlepi.com/business/amp/Profit-decline-at-Nintendo-blamed-on-GameCube-1115364.php |archive-date=December 8, 2017 |access-date=December 8, 2017 |publisher=seattlepi}}</ref> Many of Nintendo's own first-party games, such as '']'',<ref>{{Cite web |last=IGN Staff |date=January 17, 2002 |title=Super Smash Bros. "Million" in Japan |url=https://www.ign.com/articles/2002/01/17/super-smash-bros-million-in-japan |url-status=live |archive-url=https://web.archive.org/web/20220630135020/https://www.ign.com/articles/2002/01/17/super-smash-bros-million-in-japan |archive-date=June 30, 2022 |access-date=June 30, 2022 |website=]}}</ref><ref>{{Cite web |last=IGN Staff |date=November 30, 2001 |title=Smash Bros. Melee Hot in Japan |url=https://www.ign.com/articles/2001/11/30/smash-bros-melee-hot-in-japan |url-status=live |archive-url=https://web.archive.org/web/20220630134648/https://www.ign.com/articles/2001/11/30/smash-bros-melee-hot-in-japan |archive-date=June 30, 2022 |access-date=June 30, 2022 |website=]}}</ref><ref>{{Cite web |title=A Smashing Debut! - News |url=http://www.nintendoworldreport.com/news/6760/a-smashing-debut |url-status=live |archive-url=https://web.archive.org/web/20220630135020/http://www.nintendoworldreport.com/news/6760/a-smashing-debut |archive-date=June 30, 2022 |access-date=June 30, 2022 |website=Nintendo World Report}}</ref> '']'',<ref>{{Cite web |title=Pokemon Colosseum Already Racking Up Sales – News |url=http://www.nintendoworldreport.com/news/9386/pokemon-colosseum-already-racking-up-sales |url-status=live |archive-url=https://web.archive.org/web/20190517171747/http://www.nintendoworldreport.com/news/9386/pokemon-colosseum-already-racking-up-sales |archive-date=May 17, 2019 |access-date=June 30, 2022 |website=Nintendo World Report}}</ref><ref name="auto">{{Cite web |date=June 14, 2004 |title=GameCube Market Share Doubles in Europe |url=https://www.gamesindustry.biz/articles/gamecube-market-share-doubles-in-europe |url-status=live |archive-url=https://web.archive.org/web/20220630134648/https://www.gamesindustry.biz/articles/gamecube-market-share-doubles-in-europe |archive-date=June 30, 2022 |access-date=June 30, 2022 |website=GamesIndustry.biz}}</ref><ref>{{Cite web |date=May 18, 2004 |title=UK Charts: Euro 2004 Goes Top as Pokemon Outsells Ninja Gaiden |url=https://www.gamesindustry.biz/articles/uk-charts-euro-2004-goes-top-as-pokemon-outsells-ninja-gaiden |url-status=live |archive-url=https://web.archive.org/web/20220630134650/https://www.gamesindustry.biz/articles/uk-charts-euro-2004-goes-top-as-pokemon-outsells-ninja-gaiden |archive-date=June 30, 2022 |access-date=June 30, 2022 |website=GamesIndustry.biz}}</ref> and '']'',<ref name="auto1">{{Cite web |date=November 14, 2003 |title=Japan Charts: GameCube Surges as Mario Kart Takes the Top Spot |url=https://www.gamesindustry.biz/articles/japan-charts-gamecube-surges-as-mario-kart-takes-the-top-spot |url-status=live |archive-url=https://web.archive.org/web/20220630134648/https://www.gamesindustry.biz/articles/japan-charts-gamecube-surges-as-mario-kart-takes-the-top-spot |archive-date=June 30, 2022 |access-date=June 30, 2022 |website=GamesIndustry.biz}}</ref> had strong sales, though this did not typically benefit third-party developers or directly drive sales of their games.<ref>{{Cite web |title=GameCube Sales Brisk – Nov. 29, 2001 |url=https://money.cnn.com/2001/11/29/technology/nintendo/ |url-status=live |archive-url=https://web.archive.org/web/20200817124901/https://money.cnn.com/2001/11/29/technology/nintendo/ |archive-date=August 17, 2020 |access-date=June 30, 2022 |website=money.cnn.com}}</ref> However, at the same time, these first-party games, and second-party and third-party games, elevated the GameCube.{{efn|Attributed to multiple references:<ref name="auto" /><ref name="auto1" /><ref>{{Cite web |last=Fahey |first=Rob |date=November 5, 2003 |title=GameCube's Market Share Doubles in the USA |url=https://www.gamesindustry.biz/articles/gamecubes-market-share-doubles-in-the-usa |url-status=live |archive-url=https://web.archive.org/web/20220630135020/https://www.gamesindustry.biz/articles/gamecubes-market-share-doubles-in-the-usa |archive-date=June 30, 2022 |access-date=June 30, 2022 |website=GamesIndustry.biz}}</ref><ref>{{Cite web |date=January 20, 2004 |title=GameCube Approaches 3 Million Units in Europe |url=https://www.gamesindustry.biz/articles/gamecube-approaches-3-million-units-in-europe |url-status=live |archive-url=https://web.archive.org/web/20220630135027/https://www.gamesindustry.biz/articles/gamecube-approaches-3-million-units-in-europe |archive-date=June 30, 2022 |access-date=June 30, 2022 |website=GamesIndustry.biz}}</ref><ref>{{Cite web |date=October 21, 2003 |title=UK Cube Sales Rise Dramatically |url=https://www.gamesindustry.biz/articles/uk-cube-sales-rise-dramatically |url-status=live |archive-url=https://web.archive.org/web/20220630135022/https://www.gamesindustry.biz/articles/uk-cube-sales-rise-dramatically |archive-date=June 30, 2022 |access-date=June 30, 2022 |website=GamesIndustry.biz}}</ref><ref>{{Cite web |date=October 30, 2018 |title=The Nintendo Switch Has Officially Surpassed the GameCube In Lifetime Sales |url=https://www.goliath.com/gaming/the-nintendo-switch-has-officially-surpassed-the-gamecube-in-lifetime-sales/ |url-status=live |archive-url=https://web.archive.org/web/20210725101225/https://www.goliath.com/gaming/the-nintendo-switch-has-officially-surpassed-the-gamecube-in-lifetime-sales/ |archive-date=July 25, 2021 |access-date=June 30, 2022 |website=Goliath}}</ref>}} | |||
Sales of many cross-platform games—such as sports franchises released by ]—were far below their PlayStation 2 and Xbox counterparts, eventually prompting some developers to scale back or completely cease support for the GameCube. Exceptions include ]'s family friendly '']'' and '']'',<ref>{{Cite web |date=May 13, 2019 |title=Super Monkey Ball Creator Is Still Surprised the Series Took Off |url=https://www.destructoid.com/super-monkey-ball-creator-is-still-surprised-the-series-took-off/ |url-status=live |archive-url=https://web.archive.org/web/20220701155050/https://www.destructoid.com/super-monkey-ball-creator-is-still-surprised-the-series-took-off/ |archive-date=July 1, 2022 |access-date=July 1, 2022 |website=Destructoid}}</ref> which reportedly yielded more sales on GameCube than most of the company's games on the PlayStation 2 and Xbox.<ref name="A Dolphin's Tale">{{Cite web |last=Rogers |first=Emily |date=January 7, 2014 |title=A Dolphin's Tale: The Story of GameCube |url=http://www.dromble.com/2014/01/07/dolphin-tale-story-of-gamecube/ |url-status=dead |archive-url=https://web.archive.org/web/20140705003643/http://www.dromble.com/2014/01/07/dolphin-tale-story-of-gamecube/ |archive-date=July 5, 2014 |access-date=July 6, 2014 |publisher=Dromble Media}}</ref><ref>{{Cite web |last=Dubin |first=Jayson |date=May 4, 2012 |title=Sonic Adventure 2 Battle #1 Selling Title on GameCube 1st Week Out |url=https://www.gamezone.com/news/sonic_adventure_2_battle_1_selling_title_on_gamecube_1st_week_out/ |url-status=live |archive-url=https://web.archive.org/web/20200813085214/https://www.gamezone.com/news/sonic_adventure_2_battle_1_selling_title_on_gamecube_1st_week_out/ |archive-date=August 13, 2020 |access-date=July 1, 2022 |website=GameZone}}</ref><ref>{{Cite web |last=Dreadknux |date=March 28, 2002 |title=Sonic Adventure 2 Battle Leads US GameCube Chart for Second Month Running |url=https://www.sonicstadium.org/2002/03/sonic-adventure-2-battle-leads-us-gamecube-chart-for-second-month-running/ |url-status=live |archive-url=https://web.archive.org/web/20220701155044/https://www.sonicstadium.org/2002/03/sonic-adventure-2-battle-leads-us-gamecube-chart-for-second-month-running/ |archive-date=July 1, 2022 |access-date=July 1, 2022 |website=The Sonic Stadium}}</ref><ref>{{Cite web |last=IGN Staff |date=February 25, 2002 |title=Sonic Nabs Strong Sales |url=https://www.ign.com/articles/2002/02/25/sonic-nabs-strong-sales |url-status=live |archive-url=https://web.archive.org/web/20220701145225/https://www.ign.com/articles/2002/02/25/sonic-nabs-strong-sales |archive-date=July 1, 2022 |access-date=July 1, 2022 |website=]}}</ref> In June 2003, ] CEO Rod Cousens said that the company would no longer support the GameCube, and criticized it as a system "that don't deliver profits". Acclaim would later rescind his claims, by saying the company would elevate support for the system.<ref>{{Cite web |date=June 17, 2012 |title=Acclaim to Pull GameCube Support |url=https://www.ign.com/articles/2003/06/23/acclaim-to-pull-gamecube-support |url-status=live |archive-url=https://web.archive.org/web/20210711010507/https://www.ign.com/articles/2003/06/23/acclaim-to-pull-gamecube-support |archive-date=July 11, 2021 |access-date=July 26, 2021 |website=]}}</ref> This decision was made unclear after the company filed for bankruptcy in August 2004. In September 2003, ] announced to end support for the GameCube, as the publisher was losing money from developing for Nintendo's console. This led to several games in development being canceled for the system.<ref>{{Cite web |date=September 5, 2003 |title=Eidos to Pull GCN Support |url=http://cube.ign.com/articles/436/436915p1.html |url-status=live |archive-url=https://web.archive.org/web/20120204083334/http://cube.ign.com/articles/436/436915p1.html |archive-date=February 4, 2012 |access-date=July 12, 2007 |website=]}}</ref> Eidos's CEO Mike McGravey would say that the GameCube was a "declining business". However, after the company's purchase by the ] in 2005, Eidos resumed development for the system and released '']''<ref>{{Cite web |date=October 26, 2005 |title=Eidos Brings "The Force" to the Nintendo GameCube with LEGO Star Wars: The Video Game |url=https://www.gamesindustry.biz/articles/eidos-brings-the-force-to-the-nintendo-gamecuber-with-lego-star-wars-the-video-game |url-status=live |archive-url=https://web.archive.org/web/20210711162141/https://www.gamesindustry.biz/articles/eidos-brings-the-force-to-the-nintendo-gamecuber-with-lego-star-wars-the-video-game |archive-date=July 11, 2021 |access-date=July 26, 2021 |website=gamesindustry.biz}}</ref> and '']''. | |||
In March 2003, British retailer ] removed all GameCube consoles, accessories and games from its stores.<ref>{{Cite news |last=Humphries |first=Matthew |date=March 12, 2003 |title=Major UK Retailer Dixons Dumps GameCube – Geek.com |work=Geek.com |url=https://www.geek.com/games/major-uk-retailer-dixons-dumps-gamecube-553046/ |url-status=dead |access-date=November 24, 2018 |archive-url=https://web.archive.org/web/20150405043549/https://www.geek.com/games/major-uk-retailer-dixons-dumps-gamecube-553046/ |archive-date=April 5, 2015}}</ref> That same month, another British retailer ], cut the price of the GameCube in their stores to £78.99, which was more than £50 cheaper than Nintendo's SRP for the console at the time.<ref>{{Cite news |date=March 18, 2003 |title=Argos to Drop GameCube |work=Eurogamer.net |url=https://www.eurogamer.net/articles/article_47584 |url-status=live |access-date=November 24, 2018 |archive-url=https://web.archive.org/web/20181124220314/https://www.eurogamer.net/articles/article_47584 |archive-date=November 24, 2018}}</ref> However, in October of that year, they did eventually restock their supply of consoles after a price drop was ordered which caused the console sales to outpace the PlayStation 2 for a week.<ref>{{Cite web |last=gamesindustry.biz |title=Argos Re-Stocks GameCube After Price Cut |url=https://www.technewsmax.com/2003/10/13/argos_restocks_gamecube_after_price/ |url-status=live |archive-url=https://web.archive.org/web/20220705063412/https://www.technewsmax.com/2003/10/13/argos_restocks_gamecube_after_price/ |archive-date=July 5, 2022 |access-date=July 1, 2022 |website=TechNewsMax.com}}</ref><ref>{{Cite web |last=Fahey |first=Rob |date=October 10, 2003 |title=Argos Re-Introduces GameCube Following Price Cut |url=https://www.gamesindustry.biz/articles/argos-re-introduces-gamecube-following-price-cut |url-status=live |archive-url=https://web.archive.org/web/20220701160553/https://www.gamesindustry.biz/articles/argos-re-introduces-gamecube-following-price-cut |archive-date=July 1, 2022 |access-date=July 1, 2022 |website=GamesIndustry.biz}}</ref> | |||
With sales sagging and millions of unsold consoles in stock, Nintendo halted GameCube production for the first nine months of 2003 to reduce surplus units.<ref name="Frederick Sekiguchi">Frederick, Jim, and Toko Sekiguchi. "The Console Wars: Game On." Time International (South Pacific Edition) 49 (2003): 56-59. Business Source Complete. Web. July 24, 2013.</ref> Sales rebounded slightly after a price drop to US$99.99 on September 24, 2003<ref name="price drop 99">{{Cite web |date=September 24, 2003 |title=Nintendo GameCube Price Drops to $99! |url=http://www.businesswire.com/news/home/20030924005222/en/Nintendo-GameCube-Price-Drops-99!-Hardware-Price |url-status=dead |archive-url=https://web.archive.org/web/20110805172214/http://www.businesswire.com/news/home/20030924005222/en/Nintendo-GameCube-Price-Drops-99%21-Hardware-Price |archive-date=August 5, 2011 |access-date=July 13, 2007 |publisher=]}}</ref> and the release of '']'' bundle. A demo disc, the ''GameCube Preview Disc'', was also released in a bundle in 2003.<ref>{{Cite web |title=Nintendo GameCube Preview Disc |url=https://www.ign.com/games/nintendo-gamecube-preview-disc/gcn-567300 |url-status=live |archive-url=https://web.archive.org/web/20150925002957/http://www.ign.com/games/nintendo-gamecube-preview-disc/gcn-567300 |archive-date=September 25, 2015 |access-date=August 7, 2015 |website=]}}</ref> Beginning with this period, GameCube sales continued to be steady, particularly in Japan, but the GameCube remained in third place in worldwide sales during the sixth-generation era because of weaker sales performance elsewhere, though its fortunes would change for the better in America and Europe.<ref>{{Cite news |last=Henry Gilbert |date=August 1, 2013 |title=The Wii U Is the GameCube (but Not the Virtual Boy) |publisher=] |url=https://www.gamesradar.com/wii-u-gamecube-not-virtual-boy/ |url-status=live |access-date=August 7, 2015 |archive-url=https://web.archive.org/web/20150924150159/http://www.gamesradar.com/wii-u-gamecube-not-virtual-boy/ |archive-date=September 24, 2015}}</ref> | |||
Iwata forecasted to investors that the company would sell 50 million GameCube units worldwide by March 2005, but by the end of 2006, it had only sold 21.74 million{{mdash}}fewer than half.<ref name="A Dolphin's Tale" /> However, it had the highest ] of any Nintendo console at 9.59 and was profitable,<ref>{{Cite web |last=Sirani |first=Jordan |date=November 8, 2021 |title=Where Switch, PS5 Rank Among the Best-Selling Video Game Consoles of All Time |url=https://www.ign.com/articles/best-selling-video-game-consoles |url-status=live |archive-url=https://web.archive.org/web/20220716110855/https://www.ign.com/articles/best-selling-video-game-consoles |archive-date=July 16, 2022 |access-date=July 15, 2022 |website=]}}</ref><ref>{{Cite web |last=Moriarty |first=Colin |date=January 29, 2014 |title=These Are Nintendo's Lifetime Hardware and Software Numbers |url=https://www.ign.com/articles/2014/01/29/these-are-nintendos-lifetime-hardware-and-software-numbers |url-status=live |archive-url=https://web.archive.org/web/20220701151349/https://www.ign.com/articles/2014/01/29/these-are-nintendos-lifetime-hardware-and-software-numbers |archive-date=July 1, 2022 |access-date=July 15, 2022 |website=]}}</ref><ref>{{Cite web |title=What Is The Best Nintendo System Ever? |url=https://www.vdgms.com/opinion/what-is-the-best-nintendo-system-ever |url-status=live |archive-url=https://web.archive.org/web/20220714115842/https://www.vdgms.com/opinion/what-is-the-best-nintendo-system-ever |archive-date=July 14, 2022 |access-date=July 15, 2022 |website=VDGMS|date=March 18, 2022 }}</ref> even more than Xbox with higher sales rates.<ref>{{Cite book |last=Carter |first=David |title=Money Games: Profiting from the Convergence of Sports and Entertainment |publisher=Stanford University Press |year=2010 |isbn=978-0-8047-7679-0 |pages=46–47 |oclc=1198931987}}</ref><ref>{{Cite book |last=Rabowsky |first=Brent |url=http://worldcat.org/oclc/780282928 |title=Interactive Entertainment: A Videogame Industry Guide |publisher=Radiosity Press |year=2010 |isbn=978-0-9842984-0-2 |pages=28 |oclc=780282928}}</ref> | |||
=== Legacy === | |||
Many games that debuted on the GameCube, including the '']'' series, '']'', '']'', and '']'' became popular and profitable Nintendo franchises or subseries.{{efn|Attributed to multiple references:<ref>{{Cite web |last=Vuckovic |first=Daniel |date=May 21, 2012 |title=The GameCube's Legacy to Nintendo and Gaming |url=http://www.vooks.net/the-gamecubes-legacy-to-nintendo-and-gaming/ |url-status=live |archive-url=https://web.archive.org/web/20170627200417/http://www.vooks.net/the-gamecubes-legacy-to-nintendo-and-gaming/ |archive-date=June 27, 2017 |access-date=March 9, 2017 |website=Vooks}}</ref><ref>{{Cite web |date=October 28, 2021 |title=Pikmin Turns Twenty: History and Evolution of the Franchise |url=https://techgameworld.com/pikmin-turns-twenty-history-and-evolution-of-the-franchise/ |url-status=live |archive-url=https://web.archive.org/web/20220705063413/https://techgameworld.com/pikmin-turns-twenty-history-and-evolution-of-the-franchise/ |archive-date=July 5, 2022 |access-date=July 4, 2022 |website=World of Technology, Video Games & Digital Entertainment}}</ref><ref>{{Cite web |date=December 1, 2008 |title=Pikmin Review: A Look at Pikmin and Pikmin 2 for GameCube |url=https://www.gameyum.com/gamecube-games/17736-capsule-reviews-pikmin-and-pikmin-2-gamecube/ |url-status=live |archive-url=https://web.archive.org/web/20210318091031/https://www.gameyum.com/gamecube-games/17736-capsule-reviews-pikmin-and-pikmin-2-gamecube/ |archive-date=March 18, 2021 |access-date=July 4, 2022 |website=GameYum.com}}</ref><ref>{{Cite news |last=Pereira |first=Joseph Pereira |date=January 25, 2002 |title=Unorthodox Nintendo Game Faces Steep Learning Curve |work=] |url=https://www.wsj.com/articles/SB1011911582774440280 |url-status=live |access-date=July 4, 2022 |archive-url=https://web.archive.org/web/20220705063413/https://www.wsj.com/articles/SB1011911582774440280 |archive-date=July 5, 2022 |issn=0099-9660}}</ref><ref>{{Cite web |title=Metroid Prime Retrospective – Feature |url=http://www.nintendoworldreport.com/feature/19255/metroid-prime-retrospective |url-status=live |archive-url=https://web.archive.org/web/20151103094624/http://www.nintendoworldreport.com/feature/19255/metroid-prime-retrospective |archive-date=November 3, 2015 |access-date=July 4, 2022 |website=Nintendo World Report}}</ref><ref>{{Cite web |date=October 17, 2018 |title=How Luigi's Mansion Went from an Underwhelming Launch Title to a Beloved Classic |url=https://www.gamerevolution.com/features/445173-luigis-mansion-became-beloved-classic |url-status=live |archive-url=https://web.archive.org/web/20201027175050/https://www.gamerevolution.com/features/445173-luigis-mansion-became-beloved-classic |archive-date=October 27, 2020 |access-date=July 4, 2022 |website=GameRevolution}}</ref>}} | |||
GameCube controllers have limited support on ] and ], to play ], and '']'' respectively, via a ] adapter.<ref>{{Cite web |last=Perlmutter |first=Zachary |date=May 20, 2019 |title=How Nintendo Kept the GameCube Controller in Constant Circulation |url=https://www.nintendoenthusiast.com/2019/05/20/nintendo-gamecube-controller-constant-circulation/ |url-status=dead |archive-url=https://web.archive.org/web/20190602224752/https://www.nintendoenthusiast.com/2019/05/20/nintendo-gamecube-controller-constant-circulation/ |archive-date=June 2, 2019 |access-date=June 2, 2019 |website=Nintendo Enthusiast}}</ref><ref>{{Cite web |last=Carusi |first=Veronica |date=March 11, 2019 |title=Check Out These New Luigi and Peach GameCube Controllers from PDP |url=https://www.nintendoenthusiast.com/2019/03/11/check-out-these-new-luigi-and-peach-gamecube-controllers-from-pdp/ |url-status=dead |archive-url=https://web.archive.org/web/20190602224751/https://www.nintendoenthusiast.com/2019/03/11/check-out-these-new-luigi-and-peach-gamecube-controllers-from-pdp/ |archive-date=June 2, 2019 |access-date=June 2, 2019 |website=Nintendo Enthusiast}}</ref> | |||
Regarding concerns about the correlation between ], a 2009 study by ] found that certain games like ''Super Mario Sunshine'' and ''Chibi-Robo!'', which were GameCube exclusives, would help players learn positive skills about helping others, ], and cooperation.<ref>{{Cite news |title=Good game? |newspaper=The Economist |url=https://www.economist.com/science-and-technology/2009/05/28/good-game |access-date=March 12, 2023 |issn=0013-0613 |archive-date=August 11, 2022 |archive-url=https://web.archive.org/web/20220811151637/https://www.economist.com/science-and-technology/2009/05/28/good-game |url-status=live }}</ref><ref>{{Cite web |title=Iowa State study finds video games can teach helpful behavior, too • News Service • Iowa State University |url=https://www.news.iastate.edu/news/2009/apr/vgbenefits.shtml |access-date=March 12, 2023 |website=News.IAState.edu |archive-date=June 17, 2022 |archive-url=https://web.archive.org/web/20220617142003/https://www.news.iastate.edu/news/2009/apr/vgbenefits.shtml |url-status=live }}</ref><ref>{{Cite news |last=Jacobs |first=Tom |date=March 27, 2009 |title=Video Games Can Encourage Positive Behavior, Too |url=https://psmag.com/economics/video-games-can-encourage-positive-behavior-too-3851 |access-date=March 12, 2023 |website=Pacific Standard |archive-date=March 12, 2023 |archive-url=https://web.archive.org/web/20230312143258/https://psmag.com/economics/video-games-can-encourage-positive-behavior-too-3851 |url-status=live }}</ref> The game '']'', which was a GameCube exclusive, could help surgeons perform ] better than surgeons who do not play video games.<ref>{{Cite journal |last1=Rosser |first1=James C. |last2=Gentile |first2=Douglas A. |last3=Hanigan |first3=Kevin |last4=Danner |first4=Omar K. |date=2012 |title=The Effect of Video Game "Warm-up" on Performance of Laparoscopic Surgery Tasks |url=http://dx.doi.org/10.4293/108680812x13291597715664 |journal=Journal of the Society of Laparoendoscopic Surgeons |volume=16 |issue=1 |pages=3–9 |doi=10.4293/108680812x13291597715664 |pmid=22906322 |issn=1086-8089|pmc=3407453 }}</ref><ref>{{Cite web |date=October 19, 2013 |title=Super Monkey Ball proves effective warm-up for surgeons |url=https://www.destructoid.com/super-monkey-ball-proves-effective-warm-up-for-surgeons/ |access-date=March 12, 2023 |website=Destructoid |language=en-US |archive-date=March 12, 2023 |archive-url=https://web.archive.org/web/20230312143257/https://www.destructoid.com/super-monkey-ball-proves-effective-warm-up-for-surgeons/ |url-status=live }}</ref><ref>{{Cite news |last=Marriott |first=Michel |date=February 24, 2005 |title=We Have to Operate, but Let's Play First |language=en-US |work=The New York Times |url=https://www.nytimes.com/2005/02/24/technology/circuits/we-have-to-operate-but-lets-play-first.html |access-date=March 12, 2023 |issn=0362-4331 |archive-date=March 12, 2023 |archive-url=https://web.archive.org/web/20230312143257/https://www.nytimes.com/2005/02/24/technology/circuits/we-have-to-operate-but-lets-play-first.html |url-status=live }}</ref><ref>{{Cite web |title='Super Monkey Ball' could help train surgeons |url=https://www.nbcnews.com/id/wbna12955998 |access-date=March 12, 2023 |website=NBC News |date=May 24, 2006 |language=en |archive-date=March 12, 2023 |archive-url=https://web.archive.org/web/20230312143257/https://www.nbcnews.com/id/wbna12955998 |url-status=live }}</ref> | |||
'']'' ranked it 11th on their list of The 20 best video game consoles and hardware of all time in 2021.<ref name="GamesRadar+ranking">{{Cite web |last=West |first=Josh |title= The 20 best video game consoles and hardware of all time|url=https://www.gamesradar.com/best-video-game-consoles-hardware-of-all-time/|date=November 23, 2021|access-date=March 26, 2024 |website=GamesRadar+}}</ref> '']'' placed it at number 12 on their list of The 25 Best Video Game Consoles Ever, Ranked, in 2023.<ref name="DenOfGeek">{{Cite web |last=Byrd |first=Matthew |title=The 25 Best Video Game Consoles Ever, Ranked |url=https://www.denofgeek.com/games/best-video-game-consoles-ever-ranked/ |date=July 8, 2023|access-date=March 26, 2024 |website=DenOf Geek}}</ref> | |||
==See also== | ==See also== | ||
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* Official site by Nintendo of America | |||
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==External links== | |||
{{Nintendo hardware|GameCube}} | |||
{{Commons category|GameCube}} | |||
* {{Official website|http://www.nintendo.com/consumer/systems/nintendogamecube/index.jsp}} | |||
* {{webarchive |url=https://web.archive.org/web/20080501165134/http://register.nintendo.com/systemsgcn |date=May 1, 2008 |title=Nintendo GameCube}} | |||
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Latest revision as of 18:11, 7 January 2025
Nintendo video game console "Nintendo GameCube" redirects here. Not to be confused with Nintendo Cube.
Indigo system with controller and memory card | |
Also known as | Dolphin |
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Developer | Nintendo |
Manufacturer |
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Type | Home video game console |
Generation | Sixth |
Release date | |
Introductory price |
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Discontinued |
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Units sold |
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Media | |
Operating system | Proprietary |
CPU | IBM Gekko @ 486 MHz |
Memory | |
Removable storage | GameCube Memory Card |
Display |
Video output formats
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Graphics | ATI Flipper @ 162 MHz |
Sound | Analog stereo |
Controller input | GameCube controller, WaveBird, GBA, various |
Connectivity | Ethernet and dialup |
Power |
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Online services | |
Dimensions |
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Weight |
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Best-selling game | Super Smash Bros. Melee (7.09 million) |
Predecessor | Nintendo 64 |
Successor | Wii |
The Nintendo GameCube is a home video game console developed and marketed by Nintendo. It was released in Japan on September 14, 2001, in North America on November 18, 2001, in Europe on May 3, 2002, and in Australia on May 17, 2002. It is the successor to the Nintendo 64. As a sixth-generation console, the GameCube primarily competed with Sony's PlayStation 2, Sega's Dreamcast and Microsoft's Xbox.
Nintendo began developing the GameCube in 1998 after entering a partnership with ArtX to design a graphics processing unit. The console was formally announced under the codename "Dolphin" the following year, and was released in 2001 as the GameCube. It is Nintendo's first console to use its own optical discs instead of ROM cartridges, supplemented by writable memory cards for saved games. Unlike its competitors, it is solely focused on gaming and does not play mass media like DVD or CD. The console supports limited online gaming for a few games via a GameCube broadband or modem adapter and can connect to a Game Boy Advance with a link cable for exclusive in-game features using the handheld as a second screen and controller. The GameCube supports e-Reader cards to unlock special features in a few games. The Game Boy Player add-on runs Game Boy, Game Boy Color and Game Boy Advance cartridge games.
Reception of the GameCube was mixed. It was praised for its controller and high quality games library, but was criticized for its lack of multimedia features and lack of third party support compared to its competitors. Premier games include Super Mario Sunshine, Super Smash Bros. Melee, Star Fox Adventures, Metroid Prime, Mario Kart: Double Dash, Pikmin, The Legend of Zelda: The Wind Waker, Animal Crossing and Luigi's Mansion. Nintendo sold 21.74 million GameCube units worldwide, much fewer than anticipated, and discontinued it in 2007. It was succeeded by the Wii in late 2006.
History
Background
In 1997, graphics hardware design company ArtX was launched with twenty engineers who had previously worked at SGI. ArtX was led by Wei Yen, who had been SGI's head of Nintendo Operations and of Project Reality, which from 1993 to 1996 had scaled down SGI's supercomputer design to become the Nintendo 64.
Development
In May 1998, ArtX entered into a partnership with Nintendo to undertake the complete design of the system logic and graphics processor, codenamed "Flipper)," for Nintendo's sixth-generation video game console. The console went through a series of codenames, including N2000, Star Cube, and Nintendo Advance. On May 12, 1999, Nintendo publicly announced the console during a press conference, giving it the codename "Dolphin" and positioning it as the successor to the Nintendo 64. This announcement also revealed strategic partnerships with IBM for the creation of Dolphin's PowerPC-based CPU, codenamed "Gekko," and with Panasonic (Matsushita Electric Industrial Co., Ltd.) for the development of its DVD drive and other Dolphin-based devices. Following this announcement, Nintendo began providing development kits to game developers, including Rare and Retro Studios.
In April 2000, ArtX was acquired by ATI, whereupon the Flipper graphics processor design had already been mostly completed by ArtX and was not overtly influenced by ATI. In total, ArtX cofounder Greg Buchner recalled that their portion of the console's hardware design timeline had arced from inception in 1998 to completion in 2000. Of the ArtX acquisition, an ATI spokesperson said, "ATI now becomes a major supplier to the game console market via Nintendo. The Dolphin platform is reputed to be king of the hill in terms of graphics and video performance with 128-bit architecture."
The console was announced as the GameCube at a press conference in Japan on August 25, 2000, abbreviated as both "NGC" and "GC" in Japan and "GCN" in Europe and North America. Nintendo unveiled its software lineup for the console at E3 2001, focusing on fifteen launch games, including Luigi's Mansion and Star Wars Rogue Squadron II: Rogue Leader. Several games originally scheduled to launch with the console were delayed. It is also the first Nintendo home console since the Famicom not to have a Mario launch game.
Long before the console's launch, Nintendo had developed and patented an early prototype of motion controls for the GameCube, with which developer Factor 5 had experimented for its launch games. Greg Thomas, Sega of America's VP of Development said, "What does worry me is Dolphin's sensory controllers because there's an example of someone thinking about something different." These motion control concepts would not be deployed to consumers for several years, until the Wii Remote.
Prior to the GameCube's release, Nintendo focused resources on the launch of the Game Boy Advance, a handheld game console and successor to the original Game Boy and Game Boy Color. As a result, several games originally destined for the Nintendo 64 console were postponed to become early releases on the GameCube. Concurrently, Nintendo was developing GameCube software provisioning future connectivity with the Game Boy Advance. Certain games, such as The Legend of Zelda: Four Swords Adventures and Final Fantasy Crystal Chronicles, can use the handheld as a secondary screen and controller when connected to the console via a link cable.
Nintendo began its marketing campaign with the catchphrase "The Nintendo Difference" at its E3 2001 reveal. The goal was to distinguish itself from the competition as an entertainment company. Later advertisements have the slogan, "Born to Play", and game ads feature a rotating cube animation that morphs into a GameCube logo and end with a voice whispering, "GameCube". On May 21, 2001, the console's launch price of US$199 was announced, $100 lower than that of the PlayStation 2 and Xbox. Nintendo spent $76 million marketing the GameCube.
In September 2020, leaked documents included Nintendo's plans for a GameCube model that would be both portable with a built-in display and dockable to a TV, similar to its later console the Nintendo Switch. Other leaks suggest plans for a GameCube successor, codenamed Tako, with HD graphics and slots for SD and memory cards, apparently resulting from a partnership with ATI and scheduled for release in 2005.
Release
The GameCube was launched in Japan on September 14, 2001. Approximately 500,000 units were shipped in time to retailers. The console was scheduled to launch two months later in North America on November 5, 2001, but the date was pushed back in an effort to increase the number of available units. The console eventually launched in North America on November 18, 2001, with over 700,000 units shipped to the region. Other regions followed suit the following year beginning with Europe in the second quarter of 2002.
On April 22, 2002, veteran third-party Nintendo console developer Factor 5 announced its 3D audio software development kit titled MusyX. In collaboration with Dolby Laboratories, MusyX provides motion-based surround sound encoded as Dolby Pro Logic II.
Market share
Throughout the mid 2000s, GameCube hardware sales remained far behind its direct competitor the PlayStation 2, and slightly behind the Xbox, though there were brief periods when the console would outsell both. The console's family-friendly appeal and lack of support from certain third-party developers skewed the GameCube toward a younger market, which was a minority of the gaming population during the sixth-generation. Many third-party games popular with teenagers or adults, such as the blockbuster Grand Theft Auto series and several key first-person shooters, skipped the GameCube entirely in favor of the PlayStation 2 and Xbox. However, many gaming journalists and analysts noted that Nintendo's primary focus on younger audiences, and its family-friendly image, was the biggest advantage and disadvantage at a time when video games were aimed at more mature audiences. Nintendo was successful with games aimed at a more mature audience.
As of June 2003, the GameCube had a 13% market share, tying with the Xbox in sales but far below the 60% of the PlayStation 2. However, despite slow sales and tough competition, Nintendo's position improved by 2003 and 2004. The American market share for the GameCube had gone up from 19% to 37% in one year alone due to price cuts and high-quality games. One article stated that by early 2004, the GameCube had 39% market share in America. By Christmas of 2003, Nintendo of America's president, George Harrison, reported that the company's price cuts down to just under $100 quadrupled sales in the American market. GameCube's profitability never reached that of the PlayStation 2 or Game Boy Advance. However, it was more profitable than the Xbox.
GameCube's first two years had slow sales and struggles, and by 2004 and 2005 vastly improved to a 32% share of the hardware market in Europe. Due to price drops, which saved it in the American markets, and high-quality games from various developers, such as Pokémon Colosseum and Resident Evil 4, the GameCube improved to put Xbox down to third place. The top three European countries for GameCube success included the United Kingdom, France, and Germany, and modestly in Spain and Italy. Though falling behind the PlayStation 2 in Europe, the GameCube was successful and profitable there.
Discontinuation
Nintendo launched the Wii, the home console successor to the GameCube, on November 19, 2006, in North America and in December 2006 in other regions. In February 2007, Nintendo announced that it had ceased first-party support for the GameCube and that the console had been discontinued, as it was shifting its manufacturing and development efforts towards the Wii and Nintendo DS. GameCube controllers, game discs, and certain accessories continued to be supported via the Wii's backward compatibility, although this feature was removed in later iterations of the Wii console. The final game officially released on the GameCube was Madden NFL 08, on August 14, 2007. Several games originally developed for the GameCube were either reworked for a Wii release, such as Super Paper Mario, or released on both consoles, such as the Wii launch game The Legend of Zelda: Twilight Princess.
GameCube controllers continued to be supported via backward compatibility on Nintendo's next consoles, the Wii U, and Nintendo Switch, with the GameCube controller adapter in 2014's Super Smash Bros. for Wii U and 2018's Super Smash Bros. Ultimate.
Hardware
Gekko CPUFlipper GPU Further information: GameCube technical specificationsHoward 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." 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 Miyamoto-sans of the world to develop the best games".
Greg Buchner, ArtX's Vice PresidentWe 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.
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, 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, which runs at 486 MHz and features a floating point unit (FPU) capable of a total throughput of 1.9 GFLOPS and a peak of 10.5 GFLOPS. Described as "an extension of the IBM PowerPC architecture", the Gekko CPU is based on the PowerPC 750CXe with IBM's 0.18 μm CMOS technology, which features copper interconnects. Codenamed Flipper, the GPU runs at 162 MHz, and in addition to graphics manages other tasks through its audio and input/output (I/O) processors.
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. The GameCube introduced a proprietary miniDVD optical disc format for up to 1.5 GB of data. It was designed by Matsushita Electric Industrial (now Panasonic Corporation) with a proprietary copy-protection scheme unlike the Content Scramble System (CSS) in standard DVDs. 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 DVDs up to 8.5 GB.
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". One year later, Nintendo released a "Platinum" limited-edition GameCube, which uses a silver color scheme for both the console and controller. A "Spice" orange-colored console was eventually released only in Japan, though that scheme is only on controllers released in other countries.
Nintendo developed stereoscopic 3D technology for the GameCube, supported by one launch game, Luigi's Mansion. However, the feature never reached production. 3D televisions 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. Two audio 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.
The GameCube features two memory card ports for 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 megabits instead: 4 Mb, 16 Mb, and 64 Mb, respectively. Memory cards with larger capacities were released by third-party manufacturers.
Controller
Main articles: GameCube controller and WaveBird Wireless ControllerNintendo learned from its experiences—both positive and negative—with the Nintendo 64's three-handled controller design and chose a two-handled, "handlebar" design for the GameCube. The shape was popularized by Sony's PlayStation controller released in 1994 and its follow-up DualShock series in 1997 with vibration feedback and two analog sticks 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 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 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.
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".
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.
In 2002, Nintendo introduced the WaveBird Wireless Controller, the first wireless gamepad developed by a first-party console manufacturer. The 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.
Compatibility
The GameCube uses GameCube Game Discs, and the Game Boy Player accessory runs Game Pak cartridges for the Game Boy, Game Boy Color, and Game Boy Advance. 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.
Panasonic Q
The Panasonic Q 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. 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. 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. The Q supports CDs, DVDs, and GameCube discs but there is virtually no integration between the GameCube and DVD player modes.
Games
See also: List of GameCube games and List of cancelled GameCube gamesIn its lifespan from 2001 to 2007, Nintendo licensed over 600 GameCube games. Nintendo bolstered the console's popularity by creating new franchises, such as Pikmin and Animal Crossing, and renewing some that had skipped the Nintendo 64, such as with Metroid Prime. Longer standing franchises include the critically acclaimed The Legend of Zelda: The Wind Waker and Super Mario Sunshine, and the GameCube's best-selling game, Super Smash Bros. Melee, at 7 million copies worldwide. Other Nintendo games are successors to Nintendo 64 games, such as F-Zero GX; Mario Golf: Toadstool Tour; Mario Kart: Double Dash; Mario Party 4, 5, 6, and 7; Mario Power Tennis; and Paper Mario: The Thousand-Year Door. Though committed to its software library, Nintendo was still criticized for not releasing enough launch window games and by the release of Luigi's Mansion instead of a 3D Mario game.
Nintendo had struggled with its family-friendly image during the late 1990s and most of the 2000s. However, during this period, it released more video games for a mature audience with mostly successful results. While the video game industry was focusing on more mature audiences and online connections, Nintendo regained older players who had gravitated to the PlayStation 2 and Xbox during the early 2000s. Some games aimed at older audiences were critically and financially successful—more than on Dreamcast, and less than on PlayStation 2 and Xbox. Such examples include The Legend of Zelda: Twilight Princess, Super Smash Bros. Melee, Resident Evil 4, Metal Gear Solid: The Twin Snakes, Killer7, Star Wars Rogue Squadron II: Rogue Leader, Final Fantasy Crystal Chronicles, Resident Evil (2002), Metroid Prime, Metroid Prime II: Echoes, Soul Calibur II, Resident Evil Zero, F-Zero GX, Star Fox Adventures, and Star Fox Assault. One of the most well-known GameCube games for mature audiences is Eternal Darkness: Sanity’s Requiem, which underperformed financially, but garnered critical acclaim and is now regarded as a cult classic.
The GameCube is Nintendo's first home console with a system menu, activated by powering on without a valid game disc or by holding down the A button while one is loaded.
Third-party support
Early in Nintendo's history, the company had achieved considerable success with third-party developer support on the Nintendo Entertainment System and Super NES. Competition from the Sega Genesis and Sony PlayStation in the 1990s changed the market's landscape and reduced Nintendo's ability to obtain exclusive, third-party support on the Nintendo 64. The Nintendo 64 Game Pak cartridge format increased the cost to manufacture software, as opposed to the cheaper, higher-capacity optical discs on PlayStation.
With the GameCube, Nintendo intended to reverse the trend as evidenced by the number of third-party games available at launch. The new optical disc format increased game storage capacity significantly and reduced production costs. Successful exclusives include Star Wars Rogue Squadron II: Rogue Leader from Factor 5, Resident Evil 4 from Capcom, and Metal Gear Solid: The Twin Snakes from Konami. Sega discontinued its Dreamcast console to become a third-party developer, porting Dreamcast games such as Crazy Taxi and Sonic Adventure 2, and developing new franchises, such as Super Monkey Ball. Longtime Nintendo partner Rare, which had developed GoldenEye 007, Perfect Dark, Banjo-Kazooie, Conker's Bad Fur Day, and the Donkey Kong Country series, released Star Fox Adventures for GameCube, its final Nintendo game before acquisition by Microsoft in 2002. Several third-party developers were contracted to work on new games for Nintendo franchises, including Star Fox: Assault (which became a Player's Choice re-release), Donkey Konga by Namco, and Wario World from Treasure. Capcom had announced 5 games for the system dubbed the Capcom Five in November 2002, Viewtiful Joe and Resident Evil 4 were later ported to other systems.
Third-party GameCube support was some of the most extensive of any Nintendo console predating the Wii. Some third-party developers, such as Midway, Namco, Activision, Konami, Ubisoft, THQ, Disney Interactive Studios, Humongous Entertainment, Electronic Arts, and EA Sports, continued to release GameCube games into 2007. One of the biggest third-party GameCube developers was Sega, which had quit the console hardware market to become a third-party game developer after the failure of the Dreamcast. It partnered with long-time rival Nintendo, and with Microsoft and Sony, to recuperate profits lost from the Dreamcast. Sega was a successful third-party developer since the early 2000s, mostly those for the family market, such as Super Monkey Ball, Phantasy Star Online, Sonic Adventure, Sonic Adventure 2: Battle, and Sonic Heroes.
Online gaming
Main article: GameCube online functionalityNintendo's GameCube did not put heavy focus on online games earlier in the console's life. Only eight GameCube games support network connectivity, five with Internet support and three with local area network (LAN) support. The only Internet capable games released in western territories are three role-playing games (RPGs) in Sega's Phantasy Star series: Phantasy Star Online Episode I & II, Phantasy Star Online Episode I & II Plus, and Phantasy Star Online Episode III: C.A.R.D. Revolution. The official servers were decommissioned in 2007, but players can still connect to fan maintained private servers. Japan received two additional games with Internet capabilities, a cooperative RPG, Homeland and a baseball game with downloadable content, Jikkyō Powerful Pro Yakyū 10. Lastly, three racing games have LAN multiplayer modes: 1080° Avalanche, Kirby Air Ride, and Mario Kart: Double Dash. Those can be forced over the Internet with third-party PC software capable of tunneling the GameCube's network traffic.
Online play requires an official broadband or modem adapter because the GameCube lacks out of the box network capabilities. Nintendo never commissioned any Internet services for GameCube, but allowed other publishers to manage custom online experiences.
Reception
The GameCube received mixed reviews following its launch. PC Magazine praised the overall hardware design and quality of games available at launch. CNET gave an average review rating, noting that though the console lacks a few features offered by its competition, it is relatively inexpensive, has a great controller design, and launched a decent lineup of games. In later reviews, criticism mounted against the console often centering on its overall look and feel, describing it as "toy-ish". With poor sales figures and the associated financial harm to Nintendo, a Time International article called the GameCube an "unmitigated disaster".
Retrospectively, Joystiq compared the GameCube's launch window to its successor, the Wii, noting that the GameCube's "lack of games" resulted in a subpar launch, and the console's limited selection of online games damaged its market share in the long run. Time International concluded that the system had low sales figures, because it lacked "technical innovations".
Sales
In Japan, between 280,000 and 300,000 GameCube consoles were sold during the first three days of its sale, out of an initial shipment of 450,000 units. During its launch weekend, $100 million worth of GameCube products were sold in North America. The console was sold out in several stores, faster than initial sales of both of its competitors, the Xbox and the PlayStation 2. Nintendo reported that the most popular launch game is Luigi's Mansion, with more sales at its launch than Super Mario 64 had. Other popular games include Star Wars Rogue Squadron II: Rogue Leader and Wave Race: Blue Storm. By early December 2001, 600,000 units had been sold in the US.
Nintendo predicted 50 million GameCube units by 2005, but only sold 22 million GameCube units worldwide during its lifespan, placing it slightly behind the Xbox's 24 million, though it did manage to outsell the Xbox in Japan, and well behind the PlayStation 2's 155 million. Ars Technica articles from 2006 showed and a 2020 book show that Nintendo had officially sold 24 million GameCube consoles worldwide, and one article from Seeking Alpha shows that the GameCube sold 26 million consoles worldwide. Its sales exceeded that of the Xbox 360 in Japan. The GameCube's predecessor, the Nintendo 64, also outperformed it at nearly 33 million units. It also exceeded the Dreamcast, which yielded 9.13 million units. In September 2009, IGN ranked the GameCube 16th in its list of best gaming consoles of all time, placing it behind all three of its sixth-generation competitors: the PlayStation 2 (3rd), the Dreamcast (8th), and the Xbox (11th). As of March 31, 2003, 9.55 million GameCube units had been sold worldwide, behind Nintendo's initial goal of 10 million consoles. Many of Nintendo's own first-party games, such as Super Smash Bros. Melee, Pokémon Colosseum, and Mario Kart: Double Dash, had strong sales, though this did not typically benefit third-party developers or directly drive sales of their games. However, at the same time, these first-party games, and second-party and third-party games, elevated the GameCube.
Sales of many cross-platform games—such as sports franchises released by Electronic Arts—were far below their PlayStation 2 and Xbox counterparts, eventually prompting some developers to scale back or completely cease support for the GameCube. Exceptions include Sega's family friendly Sonic Adventure 2 and Super Monkey Ball, which reportedly yielded more sales on GameCube than most of the company's games on the PlayStation 2 and Xbox. In June 2003, Acclaim Entertainment CEO Rod Cousens said that the company would no longer support the GameCube, and criticized it as a system "that don't deliver profits". Acclaim would later rescind his claims, by saying the company would elevate support for the system. This decision was made unclear after the company filed for bankruptcy in August 2004. In September 2003, Eidos Interactive announced to end support for the GameCube, as the publisher was losing money from developing for Nintendo's console. This led to several games in development being canceled for the system. Eidos's CEO Mike McGravey would say that the GameCube was a "declining business". However, after the company's purchase by the SCi Entertainment Group in 2005, Eidos resumed development for the system and released Lego Star Wars: The Video Game and Tomb Raider: Legend.
In March 2003, British retailer Dixons removed all GameCube consoles, accessories and games from its stores. That same month, another British retailer Argos, cut the price of the GameCube in their stores to £78.99, which was more than £50 cheaper than Nintendo's SRP for the console at the time. However, in October of that year, they did eventually restock their supply of consoles after a price drop was ordered which caused the console sales to outpace the PlayStation 2 for a week.
With sales sagging and millions of unsold consoles in stock, Nintendo halted GameCube production for the first nine months of 2003 to reduce surplus units. Sales rebounded slightly after a price drop to US$99.99 on September 24, 2003 and the release of The Legend of Zelda: Collector's Edition bundle. A demo disc, the GameCube Preview Disc, was also released in a bundle in 2003. Beginning with this period, GameCube sales continued to be steady, particularly in Japan, but the GameCube remained in third place in worldwide sales during the sixth-generation era because of weaker sales performance elsewhere, though its fortunes would change for the better in America and Europe.
Iwata forecasted to investors that the company would sell 50 million GameCube units worldwide by March 2005, but by the end of 2006, it had only sold 21.74 million—fewer than half. However, it had the highest attach rate of any Nintendo console at 9.59 and was profitable, even more than Xbox with higher sales rates.
Legacy
Many games that debuted on the GameCube, including the Pikmin series, Chibi-Robo!, Metroid Prime, and Luigi's Mansion became popular and profitable Nintendo franchises or subseries.
GameCube controllers have limited support on Wii U and Switch, to play Super Smash Bros. for Wii U, and Super Smash Bros. Ultimate respectively, via a USB adapter.
Regarding concerns about the correlation between violence and video games, a 2009 study by Iowa State University found that certain games like Super Mario Sunshine and Chibi-Robo!, which were GameCube exclusives, would help players learn positive skills about helping others, empathy, and cooperation. The game Super Monkey Ball, which was a GameCube exclusive, could help surgeons perform laparoscopic surgery better than surgeons who do not play video games.
GamesRadar+ ranked it 11th on their list of The 20 best video game consoles and hardware of all time in 2021. Den of Geek placed it at number 12 on their list of The 25 Best Video Game Consoles Ever, Ranked, in 2023.
See also
Notes
- Codename
- 16 MB max. capacity
- NTSC consoles only
- PAL consoles only
- NTSC consoles only, requires the use of the Digital AV port, which was removed from later models after DOL-001
- NTSC consoles only, requires the use of the Digital AV port, which was removed from later models after DOL-001
- Dolby Pro Logic II
- as of March 10, 2008
- Japanese: ニンテンドー ゲームキューブ, Hepburn: Nintendō Gēmukyūbu
- Abbreviated as both NGC and GC in Japan, and as GCN in other parts of the world.
- Sales figures differ, as some sources show the GameCube sold 24 million units worldwide.
- Attributed to multiple references:
- Attributed to multiple references:
- Attributed to multiple references:
- Japanese: パナソニックQ, Hepburn: Panasonikku Kyū
- Attributed to multiple references:
- Attributed to multiple references:
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External links
- Official website
- Nintendo GameCube at the Wayback Machine (archived May 1, 2008)
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Philips | |||||||||||||
RCA | |||||||||||||
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SNK (Neo Geo) | |||||||||||||
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VTech | |||||||||||||
Others |
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AMD graphics | |||||||||||||||||||
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