GameCube: Difference between revisions
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{{Infobox information appliance | {{Infobox information appliance | ||
| name = Nintendo GameCube | | name = Nintendo GameCube | ||
| logo = | | logo = Nintendo Gamecube Logo.svg{{!}}class=skin-invert | ||
| image = GameCube-Set. | | image = GameCube-Console-Set.png | ||
| caption = Indigo | | caption = GameCube in "Indigo" with matching controller and memory card inserted | ||
| codename = Dolphin | | codename = Dolphin | ||
| developer = [[Nintendo]] | | developer = [[Nintendo]] | ||
| Line 15: | Line 15: | ||
| type = [[Home video game console]] | | type = [[Home video game console]] | ||
| generation = [[Sixth generation of video game consoles|Sixth]] | | generation = [[Sixth generation of video game consoles|Sixth]] | ||
| discontinued = | | discontinued = February 2007<!-- No exact date is given so the year of the article (2007) is used --> | ||
| media = {{plainlist| | | media = {{plainlist| | ||
* [[GameCube Game Disc]] | * [[GameCube Game Disc]] | ||
* [[Game Boy Game Pak]]{{efn|name="requirement"|via [[Game Boy Player]] add-on}} | |||
* [[Game Boy Color Game Pak]]{{efn|name="requirement"}} | |||
* [[Game Boy Advance Game Pak]]{{efn|name="requirement"}} | |||
}} | }} | ||
| os = Proprietary | | os = Proprietary | ||
| Line 25: | Line 28: | ||
}} | }} | ||
| cpu = [[IBM]] [[Gekko (processor)|Gekko]] | | cpu = [[IBM]] [[Gekko (processor)|Gekko]] | ||
| | | cpu_speed = 486 MHz | ||
| memory = {{plainlist| | | memory = {{plainlist| | ||
* 24 MB [[1T-SRAM]] as system RAM | * 24 MB [[1T-SRAM]] as system RAM | ||
| Line 31: | Line 34: | ||
* 16 MB [[DRAM]] as [[Input/output|I/O]] buffer RAM | * 16 MB [[DRAM]] as [[Input/output|I/O]] buffer RAM | ||
}} | }} | ||
| | | memory_card = [[GameCube accessories#Memory cards|GameCube Memory Card]]{{efn|16 MB max. capacity}} | ||
| display = [[480i]], [[480p]] | | display = [[480i]], [[480p]] | ||
| graphics = [[ATI Technologies|ATI]] [[Flipper (graphics chip)|Flipper]] @ 162 MHz | | graphics = [[ATI Technologies|ATI]] [[Flipper (graphics chip)|Flipper]] @ 162 MHz | ||
| Line 41: | Line 44: | ||
| controllers = [[GameCube controller]], [[WaveBird]], [[Game Boy Advance|GBA]], [[GameCube accessories|various]] | | controllers = [[GameCube controller]], [[WaveBird]], [[Game Boy Advance|GBA]], [[GameCube accessories|various]] | ||
| connectivity = {{Collapsible list | | connectivity = {{Collapsible list | ||
| | | | ||
'''Audio/video output''' | '''Audio/video output''' | ||
| Line 58: | Line 60: | ||
| predecessor = [[Nintendo 64]] | | predecessor = [[Nintendo 64]] | ||
| successor = [[Wii]] | | successor = [[Wii]] | ||
| | | release_date = {{Collapsible list|title={{nobold|September 14, 2001}}|{{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/ |url-status=dead |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=[[CNN]]}}</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=dead |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 |url=https://news.bbc.co.uk/2/hi/entertainment/1943247.stm |url-status=live |archive-url=https://web.archive.org/web/20131002061637/http://news.bbc.co.uk/2/hi/entertainment/1943247.stm |archive-date=October 2, 2013 |access-date=2025-11-17 |work=[[BBC News]]}}</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/ |url-status=dead |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=[[PC World]]}}</ref>}}}} | ||
| price = {{Unbulleted indent list | | price = {{Unbulleted indent list | ||
| {{JPY|25,000|2001|round=-2}}<ref>{{Cite web |author=IGN Staff |date=2001-05-21 |title=Nintendo Reveals GameCube Pricing |url=https://www.ign.com/articles/2001/05/21/nintendo-reveals-gamecube-pricing |url-status=live |archive-url=https://web.archive.org/web/20241122021230/https://www.ign.com/articles/2001/05/21/nintendo-reveals-gamecube-pricing |archive-date=November 22, 2024 |access-date=2024-11-22 |website=IGN |language=en}}</ref> | | {{JPY|25,000|2001|round=-2}}<ref>{{Cite web |author=IGN Staff |date=2001-05-21 |title=Nintendo Reveals GameCube Pricing |url=https://www.ign.com/articles/2001/05/21/nintendo-reveals-gamecube-pricing |url-status=live |archive-url=https://web.archive.org/web/20241122021230/https://www.ign.com/articles/2001/05/21/nintendo-reveals-gamecube-pricing |archive-date=November 22, 2024 |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=[[New York City]] |url=https://money.cnn.com/2001/05/21/companies/gamecube/ |last1=Morris |first1=Chris |access-date=September 21, 2018 |url-status= | | {{USD|199|2001|round=-1}}<ref name="gc199">{{Cite press release |title=GameCube to Sell for $199 |date=May 21, 2001 |location=[[New York City]] |url=https://money.cnn.com/2001/05/21/companies/gamecube/ |last1=Morris |first1=Chris |access-date=September 21, 2018 |url-status=dead |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 |trans-title=Nintendo cuts price for 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> | | {{€|199|2002|round=-1}}<ref>{{Cite web |last=Gieselmann |first=Hartmut |date=April 22, 2002 |title=Nintendo senkt Preis für GameCube |trans-title=Nintendo cuts price for 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> | ||
}} | }} | ||
| | | units_sold = {{Tree list}} | ||
* {{Abbr|WW|Worldwide}}: 21.74 million ([[#Sales|details]]) | * {{Abbr|WW|Worldwide}}: 21.74 million ([[#Sales|details]]) | ||
** [[North America|NA]]: 12.94 million | ** [[North America|NA]]: 12.94 million | ||
** [[Japan|JP]]: 4.04 million | ** [[Japan|JP]]: 4.04 million | ||
{{Tree list/end}} | {{Tree list/end}} | ||
| | | online_services = {{plainlist| | ||
* [[LAN]] | * [[LAN]] | ||
* ''[[Phantasy Star Online]]''<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=[[IGN]]}}</ref> | * ''[[Phantasy Star Online]]''<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=[[IGN]]}}</ref> | ||
| Line 75: | Line 77: | ||
* [[GameCube online functionality]] | * [[GameCube online functionality]] | ||
}} | }} | ||
| | | top_game = ''[[Super Smash Bros. Melee]]'' (7.09{{nbsp}}million){{efn|As of March 10, 2008<ref>{{Cite press release |title=At Long Last, Nintendo Proclaims: Let the Brawls Begin on Wii! |date=March 10, 2008 |publisher=[[Nintendo]] |location=[[Redmond, Washington]] |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>}} ([[List of best-selling GameCube video games|list]]) | ||
| compatibility = {{plainlist| | |||
* [[Game Boy]] | |||
* [[Game Boy Color]] | |||
* [[Game Boy Advance]] | |||
}} | |||
}} | }} | ||
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 North America and Europe}} <!-- Do not add "128-bit". -->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 | 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 North America and Europe}} <!-- Do not add "128-bit". -->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, and in Europe on May 3, 2002. It is Nintendo's fourth major home console, succeeding the [[Nintendo 64]], and competed with [[Sony Interactive Entertainment|Sony]]'s [[PlayStation 2]], [[Sega]]'s [[Dreamcast]], and [[Microsoft]]'s [[Xbox (console)|Xbox]] in the [[sixth generation of game consoles]]. | ||
Nintendo began developing the GameCube in 1998 after entering a partnership with [[ArtX]] to design a [[graphics processing unit]]. It was the first [[Nintendo console]] to use [[Nintendo optical discs|optical discs]] instead of [[ROM cartridge]]s, supplemented by writable [[GameCube accessories#Memory cards|memory cards]] for [[saved game]]s. Unlike its competitors, the GameCube was solely focused on games; games were distributed on a [[MiniDVD]]-based format, and most models cannot play [[DVD]]s or [[CD]]s. The [[GameCube controller]] uses a handlebar design with a staggered [[analog stick]] layout. [[GameCube accessories]] include [[GameCube – Game Boy Advance link cable|a link cable]] that enables connectivity with the [[Game Boy Advance]] (GBA) and [[Nintendo e-Reader|e-Reader]], the [[Game Boy Player]] add-on for running [[Game Boy]], [[Game Boy Color]], and GBA games, and the [[WaveBird Wireless Controller]]. [[GameCube online functionality#Supported games|Select games]] supported [[Online game|online gaming]] via [[GameCube online functionality|a broadband or modem adapter]]. | |||
The GameCube received praise for its controller and [[platform exclusivity|exclusive]] games, but criticism for its toy-like design and lack of [[multimedia]] features. Though profitable, it sold far less than the PlayStation 2 and slightly less than the Xbox, only outselling [[Sega]]'s [[Dreamcast]]. Nintendo sold {{nowrap|21.74 million}} GameCubes 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=[[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=October 17, 2023 |website=[[Ars Technica]]}}</ref>}} much fewer than anticipated. This has been attributed to a weak [[launch game]] lineup and Nintendo's focus on younger players, a minority of the gaming audience at the time, rather than teenagers and adults. Compared to its competitors, the GameCube's [[third-party developer|third-party]] support was limited; some developers skipped releasing [[multiplatform]] games on the GameCube, and others reduced support due to poor sales. | |||
Nintendo released a successor, the [[Wii]], on November 19, 2006; most Wiis are [[backward compatible]] with GameCube games and accessories. It discontinued the GameCube in February 2007. In retrospect, [[video game journalist]]s have ranked the GameCube among the best game consoles. [[List of GameCube games|The GameCube's library]] includes acclaimed games such as ''[[Super Smash Bros. Melee]]'' (2001), ''[[Eternal Darkness]]'' (2002), ''[[Metroid Prime]]'' (2002), ''[[The Legend of Zelda: The Wind Waker]]'' (2002), ''[[Paper Mario: The Thousand-Year Door]]'' (2004), and ''[[Resident Evil 4]]'' (2005). Several popular Nintendo franchises, including ''[[Animal Crossing]]'', ''[[Luigi's Mansion]]'', and ''[[Pikmin]]'', began on the GameCube. The GameCube controller has been supported on every subsequent Nintendo home console. | |||
=== | ==History== | ||
=== Development === | === Development === | ||
In May 1998, ArtX entered into a partnership with Nintendo to undertake the complete design of the system logic and graphics processor, codenamed "[[GameCube technical specifications|Flipper]], | In 1997, the graphics hardware design company [[ArtX]] was founded, with twenty engineers who had previously worked at [[Silicon Graphics|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 create the [[Nintendo 64]] console.<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=[[IGN]] |date=October 30, 2001}}</ref><ref name="Nintendo press conference May 1999" /> | ||
In May 1998, ArtX entered into a partnership with Nintendo to undertake the complete design of the system logic and graphics processor, codenamed "[[GameCube technical specifications|Flipper]]", for Nintendo's [[Sixth generation of video game consoles|sixth-generation video game console]].<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=[[IGN]]}}</ref> Star Cube, and Nintendo Advance.<ref name="Make Way">{{Cite news |date=August 21, 2000 |title=Make Way for the New |work=[[IGN]] |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 announced the console during a press conference, giving it the codename "Dolphin" and positioning it as the successor to the Nintendo 64. They also announced partnerships with IBM to create 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=[[IGN]]}}</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=[[IGN]]}}</ref> Following this announcement, Nintendo began providing development kits to game developers, including [[Rare (company)|Rare]] and [[Retro Studios]].<ref name="A Dolphin's Tale" /> | |||
In April 2000, ArtX was acquired by [[ATI Technologies|ATI]], | In April 2000, ArtX was acquired by [[ATI Technologies|ATI]], but 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> The 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=[[IGN]]}}</ref> | ||
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=[[GameSpot]]}}</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=[[IGN]]}}</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 | 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=[[GameSpot]]}}</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=[[IGN]]}}</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 at [[E3 2001]], focusing on fifteen launch games, including ''[[Luigi's Mansion]]'' and ''[[Star Wars Rogue Squadron II: Rogue Leader]]''.<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=[[GameSpot]]}}</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=[[Joystiq]]}}</ref> The GameCube was the first Nintendo home console since the [[Famicom]] to not have a ''[[Mario]]'' game as a launch title.<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=[[IGN]]}}</ref> | ||
Long before the | Long before the launch, Nintendo developed and patented an early prototype of [[Motion controller|motion controls]] for the GameCube, with which the developer [[Factor 5]] 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 [which are rumored to include microphones and headphone jacks] 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]].<ref name="A Dolphin's Tale" /> | ||
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]]. | Prior to the GameCube's release, Nintendo focused resources on the launch of the [[Game Boy Advance]] (GBA), a [[handheld game console]] and successor to the original [[Game Boy]] and [[Game Boy Color]]. Several games planned for the Nintendo 64 were postponed to become early releases on the GameCube. Concurrently, Nintendo was developing GameCube software provisioning future connectivity with the GBA. Certain games, such as ''[[The Legend of Zelda: Four Swords Adventures]]'' and ''[[Final Fantasy Crystal Chronicles (video game)|Final Fantasy Crystal Chronicles]]'', can use GBA as a secondary screen and controller when connected to the GameCube via a [[GameCube – Game Boy Advance link cable|link cable]].<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=[[IGN]]}}</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=[[IGN]]}}</ref> | ||
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=[[Official Nintendo Magazine]] UK}}</ref> Later advertisements | 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=[[Official Nintendo Magazine]] UK}}</ref> Later advertisements had 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=[[GameTrailers]]}}</ref> On May 21, 2001, the launch price of {{USD|199}} was announced, {{USD|100|long=no}} lower than that of the [[PlayStation 2]] and [[Xbox (console)|Xbox]].<ref name="gc199" /> Nintendo spent $76 million on marketing.<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=[[Newspapers.com]] |newspaper=[[York Daily Record]]}}</ref> | ||
In September 2020, [[Nintendo data leak|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]].<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 | In September 2020, [[Nintendo data leak|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]].<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 codenamed Tako, with [[High-definition video|HD]] graphics and slots for [[SD card|SD]] and [[memory card]]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> Tako was abandoned for Revolution (later revealed and released as the Wii in 2006), a non-HD console with motion controls. Nintendo would later work on Project Cafe, an HD console that became the [[Wii U]], released in 2012. | ||
=== Release === | ===Release=== | ||
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=https://news.bbc.co.uk/1/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=[[GameSpot]]}}</ref> The console was scheduled to launch two months later in North America on November 5, 2001, but this was delayed 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, with over 700,000 units shipped.<ref name="Record launch – CNET" /> Other regions followed 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=https://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> | |||
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=https://news.bbc.co.uk/1/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=[[GameSpot]]}}</ref> The console was scheduled to launch two months later in | |||
On April 22, 2002, | On April 22, 2002, the [[third-party developer|third-party]] Nintendo console developer [[Factor 5]] announced its 3D audio [[software development kit]], MusyX. In collaboration with [[Dolby Laboratories]], MusyX provided motion-based surround sound encoded as [[Dolby Pro Logic#Dolby Pro Logic II|Dolby Pro Logic II]].<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=[[IGN]] |date=April 22, 2002}}</ref> | ||
===Market share=== | ===Market share=== | ||
Throughout the mid-2000s, GameCube hardware sales remained far behind | Throughout the mid-2000s, GameCube hardware sales remained far behind the PlayStation 2 and slightly behind the Xbox, though there were brief periods when it 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=[[CNET]] |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=[[Lund University]]}}</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 |newspaper=[[The Economist]] |issn=0013-0613}}</ref> The family-friendly appeal and lack of support from certain third-party developers skewed toward a younger market, a minority of the gaming population at the time.<ref name="chart">{{Cite news |title=Chart |work=The Economist |url=http://www.economist.com/images/20050806/CSF279.gif |url-status=dead |access-date=September 17, 2009 |archive-url=https://web.archive.org/web/20100219054752/http://www.economist.com/images/20050806/CSF279.gif |archive-date=February 19, 2010}}</ref> Many third-party games popular with teenagers or adults, such as the blockbuster ''[[Grand Theft Auto]]'' series and several key [[first-person shooter]]s, did not release on the GameCube, instead releasing on 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=[[Chicago Tribune]]}}</ref> However, many journalists and analysts noted that Nintendo's focus on younger audiences and its family-friendly image were both an advantage and a disadvantage at a time when video games were often 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=dead |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=[[CNN]]}}</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=[[The Seattle Times]]}}</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=dead |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=[[CNN]]}}</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=[[CNET]] |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=[[Telegraph.co.uk]]}}</ref><ref>{{Cite book |last=Ryan, Jeff |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=[[The San Diego Union-Tribune]] |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=[[The Globe and Mail]] |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=[[Chicago Tribune]]}}</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" /> | ||
GameCube | In June 2003, the GameCube had a 13% market share, tying with the Xbox in sales, but still 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=[[IGN]] |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 had improved 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=[[GameSpot]] |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=[[IGN]] |language=en |archive-date=December 19, 2023 |archive-url=https://web.archive.org/web/20231219003853/https://www.ign.com/articles/2004/01/15/gamecube-sales-update |url-status=live }}</ref> The American market share for the GameCube had increased from 19% to 37% in one year 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=[[IGN]] |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=[[IGN]] |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=[[The Wall Street Journal]] |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 a 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/articles/console-game-sales-grow-5-percent-in-03/1100-6086799 |access-date=October 10, 2023 |website=[[GameSpot]] |archive-date=October 17, 2023 |archive-url=https://web.archive.org/web/20231017233950/https://www.gamespot.com/articles/console-game-sales-grow-5-percent-in-03/1100-6086799/ |url-status=live }}</ref> By Christmas of 2003, Nintendo of America's president, George Harrison, reported that price cuts down to just under $100 had 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=[[IGN]] |language=en}}</ref> GameCube's profitability never reached that of the PlayStation 2 or GBA.<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=[[The Wall Street Journal]] |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 eventually 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> | ||
=== | In Europe, GameCube's first two years had similarly slow sales, but by 2004, its had a hardware market share of 32%.<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 helped sales in the American market,<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=[[IGN]]}}</ref> and well reviewed games such as ''[[Pokémon Colosseum]]'' and ''[[Resident Evil 4]]'',<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 outsell Xbox in Europe.<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=[[IGN]]}}</ref> The top three European countries that contributed to the success of the GameCube were the UK, France, and Germany. The Gamecube also sold well in Spain and Italy.{{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=[[GameSpot]]}}</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=[[IGN]]}}</ref><ref>{{Cite web |last=Satterfield |first=Shane |date=2002 |title=GameCube sells 50,000 units in Germany – GameSpot |url=https://www.gamespot.com/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=[[GameSpot]]}}</ref>}} Though falling behind the PlayStation 2, the GameCube was overall successful and profitable in Europe.<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> | ||
===Discontinuation=== | |||
Nintendo launched the [[Wii]], the 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 ended first-party support for the GameCube and that it had been discontinued,<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/ |url-status=live |archive-url=https://web.archive.org/web/20230526140312/https://www.gamespot.com/articles/nintendo-officially-pulls-plug-on-gamecube/1100-6236024/ |archive-date=May 26, 2023 |access-date=October 17, 2023 |website=[[GameSpot]] |language=en-US}}</ref> as it was shifting its manufacturing and development efforts towards the Wii and its new handheld console, the [[Nintendo DS]].<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=[[MCV (magazine)|MCV]]}}</ref> GameCube controllers, game discs, and certain accessories continued to be supported via the Wii's [[backward compatibility]], although these features were removed in later iterations of the Wii console. The final game officially released on the GameCube was ''[[Madden NFL 08]]'', on August 14, 2007.<ref>{{Cite web |last=Webster |first=Hilton |date=2024-10-29 |title=How Many Games Were Made For The GameCube? |url=https://www.thegamer.com/how-many-games-made-released-gamecube/ |access-date=2026-03-05 |website=TheGamer |language=en}}</ref> Several games originally developed for the GameCube were reworked for a Wii release, such as ''[[Super Paper Mario]]'',<ref>{{Cite web |last=Hatfield |first=Daemon |date=2007-01-23 |title=Paper Mario Unfolding in April? |url=https://www.ign.com/articles/2007/01/23/paper-mario-unfolding-in-april |access-date=2026-03-05 |website=IGN |language=en}}</ref> or released on both consoles, such as the Wii launch game ''[[The Legend of Zelda: Twilight Princess]]''.<ref>{{Cite web |last=Casamassina |first=Matt |date=2006-11-18 |title=The Legend of Zelda: Twilight Princess Review |url=https://www.ign.com/articles/2006/11/18/the-legend-of-zelda-twilight-princess-review-2 |access-date=2026-03-05 |website=IGN |language=en}}</ref> | |||
== Hardware == | ==Hardware== | ||
{{Multiple image | {{Multiple image | ||
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{{Further|GameCube technical specifications}} | {{Further|GameCube technical specifications}} | ||
Howard Cheng, technical director of Nintendo technology development, said the company's goal was to select a "simple [[RISC]] architecture" to help speed the development of games by making it easier on software developers. IGN reported that the system was "designed from the get-go to attract third-party developers by offering more power at a cheaper price. Nintendo's design document for the console specifies that cost is of utmost importance, followed by space."<ref name="It's Alive" /> Hardware partner ArtX's Vice President Greg Buchner stated that their guiding thought on the console's hardware design was to target the developers rather than the players, and to "look into a crystal ball" and discern "what's going to allow the [[Shigeru Miyamoto|Miyamoto-sans]] of the world to develop the best games".<ref name="ATI discusses GC graphics" /> | Howard Cheng, technical director of Nintendo technology development, said the company's goal was to select a "simple [[RISC]] architecture" to help speed up the development of games by making it easier on software developers. IGN reported that the system was "designed from the get-go to attract third-party developers by offering more power at a cheaper price. Nintendo's design document for the console specifies that cost is of utmost importance, followed by space."<ref name="It's Alive" /> Hardware partner ArtX's Vice President Greg Buchner stated that their guiding thought on the console's hardware design was to target the developers rather than the players, and to "look into a crystal ball" and discern "what's going to allow the [[Shigeru Miyamoto|Miyamoto-sans]] of the world to develop the best games".<ref name="ATI discusses GC graphics" /> | ||
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The GameCube is Nintendo's first console to not use primarily cartridge media, following the [[Famicom Data Recorder]], [[Famicom Disk System]], [[SNES-CD]], and [[64DD]] which represent past explorations of complementary storage technologies.<ref>{{Cite web |last=Bonsor |first=Kevin |date=December 4, 2000 |title=How GameCube Works |url=http://electronics.howstuffworks.com/gamecube2.htm |url-status=live |archive-url=https://web.archive.org/web/20140106041121/http://electronics.howstuffworks.com/gamecube2.htm |archive-date=January 6, 2014 |access-date=July 8, 2013 |publisher=HowStuffWorks}}</ref> The GameCube introduced a proprietary [[miniDVD]] optical disc format for up to 1.5 [[Gigabyte|GB]] of data.<ref name="miniDVD – IGN">{{Cite web |date=August 23, 2000 |title=GameCube: A Digital Wonder |url=https://www.ign.com/articles/2000/08/24/gamecube-a-digital-wonder |url-status=live |archive-url=https://web.archive.org/web/20200625172833/https://www.ign.com/articles/2000/08/24/gamecube-a-digital-wonder |archive-date=June 25, 2020 |access-date=July 8, 2013 |website=[[IGN]]}}</ref> It was designed by [[Panasonic|Matsushita Electric Industrial]] (now Panasonic Corporation) with a proprietary copy-protection scheme unlike the [[Content Scramble System]] (CSS) in standard [[DVD]]s.<ref name="Matsushita">{{Cite web |date=May 12, 1999 |title=Matsushita Allies with Nintendo on Next-Generation Game Console |url=http://www.eetimes.com/document.asp?doc_id=1139403 |url-status=live |archive-url=https://web.archive.org/web/20140106031959/http://www.eetimes.com/document.asp?doc_id=1139403 |archive-date=January 6, 2014 |access-date=July 9, 2013 |website=EETimes.com}}</ref> The size is sufficient for most games, although a few multi-platform games require an extra disc, higher video compression, or removal of content. By comparison, the PlayStation 2 and Xbox use CDs and [[DVD-R DL|DVDs up to 8.5 GB]]. | The GameCube is Nintendo's first console to not use primarily cartridge media, following the [[Famicom Data Recorder]], [[Famicom Disk System]], [[SNES-CD]], and [[64DD]] which represent past explorations of complementary storage technologies.<ref>{{Cite web |last=Bonsor |first=Kevin |date=December 4, 2000 |title=How GameCube Works |url=http://electronics.howstuffworks.com/gamecube2.htm |url-status=live |archive-url=https://web.archive.org/web/20140106041121/http://electronics.howstuffworks.com/gamecube2.htm |archive-date=January 6, 2014 |access-date=July 8, 2013 |publisher=HowStuffWorks}}</ref> The GameCube introduced a proprietary [[miniDVD]] optical disc format for up to 1.5 [[Gigabyte|GB]] of data.<ref name="miniDVD – IGN">{{Cite web |date=August 23, 2000 |title=GameCube: A Digital Wonder |url=https://www.ign.com/articles/2000/08/24/gamecube-a-digital-wonder |url-status=live |archive-url=https://web.archive.org/web/20200625172833/https://www.ign.com/articles/2000/08/24/gamecube-a-digital-wonder |archive-date=June 25, 2020 |access-date=July 8, 2013 |website=[[IGN]]}}</ref> It was designed by [[Panasonic|Matsushita Electric Industrial]] (now Panasonic Corporation) with a proprietary copy-protection scheme unlike the [[Content Scramble System]] (CSS) in standard [[DVD]]s.<ref name="Matsushita">{{Cite web |date=May 12, 1999 |title=Matsushita Allies with Nintendo on Next-Generation Game Console |url=http://www.eetimes.com/document.asp?doc_id=1139403 |url-status=live |archive-url=https://web.archive.org/web/20140106031959/http://www.eetimes.com/document.asp?doc_id=1139403 |archive-date=January 6, 2014 |access-date=July 9, 2013 |website=EETimes.com}}</ref> The size is sufficient for most games, although a few multi-platform games require an extra disc, higher video compression, or removal of content. By comparison, the PlayStation 2 and Xbox use CDs and [[DVD-R DL|DVDs up to 8.5 GB]]. | ||
[[File:GameCube-Silver-Optional-Set.jpg|thumb | [[File:GameCube-Silver-Optional-Set.jpg|thumb|A Platinum GameCube with a [[WaveBird Wireless Controller]] and [[Game Boy Player]] attached]] | ||
Like its predecessor, the Nintendo 64, GameCube models were produced in several different color motifs. The system launched in "Indigo", the primary color shown in advertising and on the logo, and in "Jet Black".<ref name="Standard colors">{{Cite web |date=August 22, 2001 |title=Spaceworld 2001: Spicing GameCube Up |url=https://www.ign.com/articles/2001/08/22/spaceworld-2001-spicing-gamecube-up |url-status=live |archive-url=https://web.archive.org/web/20141101082232/http://www.ign.com/articles/2001/08/22/spaceworld-2001-spicing-gamecube-up |archive-date=November 1, 2014 |access-date=July 9, 2013 |website=[[IGN]]}}</ref> One year later, Nintendo released a "Platinum" GameCube, which uses a silver color scheme for both the console and controller.<ref name="Platinum edition">{{Cite web |last=Berghammer |first=Billy |date=July 24, 2002 |title=Nintendo Announces Platinum GameCube |url=http://www.nintendoworldreport.com/news/7586 |url-status=live |archive-url=https://web.archive.org/web/20131105103600/http://www.nintendoworldreport.com/news/7586 |archive-date=November 5, 2013 |access-date=July 9, 2013 |publisher=Nintendo World Report}}</ref> A "Spice" orange-colored console was eventually released only in Japan, though that scheme is only on controllers released in other countries.<ref name="Spice Orange">{{Cite web |date=December 3, 2001 |title=Spice Up Your Life |url=https://www.ign.com/articles/2001/12/04/spice-up-your-life |url-status=live |archive-url=https://web.archive.org/web/20150402180702/http://www.ign.com/articles/2001/12/04/spice-up-your-life |archive-date=April 2, 2015 |access-date=July 9, 2013 |website=[[IGN]]}}</ref> A Platinum ''[[Pokémon XD: Gale of Darkness]]'' console was released in 2005 only in North America with a custom faceplate and a standard Platinum controller. | Like its predecessor, the Nintendo 64, GameCube models were produced in several different color motifs. The system launched in "Indigo", the primary color shown in advertising and on the logo, and in "Jet Black".<ref name="Standard colors">{{Cite web |date=August 22, 2001 |title=Spaceworld 2001: Spicing GameCube Up |url=https://www.ign.com/articles/2001/08/22/spaceworld-2001-spicing-gamecube-up |url-status=live |archive-url=https://web.archive.org/web/20141101082232/http://www.ign.com/articles/2001/08/22/spaceworld-2001-spicing-gamecube-up |archive-date=November 1, 2014 |access-date=July 9, 2013 |website=[[IGN]]}}</ref> One year later, Nintendo released a "Platinum" GameCube, which uses a silver color scheme for both the console and controller.<ref name="Platinum edition">{{Cite web |last=Berghammer |first=Billy |date=July 24, 2002 |title=Nintendo Announces Platinum GameCube |url=http://www.nintendoworldreport.com/news/7586 |url-status=live |archive-url=https://web.archive.org/web/20131105103600/http://www.nintendoworldreport.com/news/7586 |archive-date=November 5, 2013 |access-date=July 9, 2013 |publisher=Nintendo World Report}}</ref> A "Spice" orange-colored console was eventually released only in Japan, though that scheme is only on controllers released in other countries.<ref name="Spice Orange">{{Cite web |date=December 3, 2001 |title=Spice Up Your Life |url=https://www.ign.com/articles/2001/12/04/spice-up-your-life |url-status=live |archive-url=https://web.archive.org/web/20150402180702/http://www.ign.com/articles/2001/12/04/spice-up-your-life |archive-date=April 2, 2015 |access-date=July 9, 2013 |website=[[IGN]]}}</ref> A Platinum ''[[Pokémon XD: Gale of Darkness]]'' console was released in 2005 only in North America with a custom faceplate and a standard Platinum controller. | ||
Nintendo developed [[stereoscopic 3D]] technology for the GameCube, supported by one launch game, ''[[Luigi's Mansion]]''. However, the feature never reached production. [[3D television]]s were not widespread, and it was deemed that compatible displays and crystals for the add-on accessories would be too cost-prohibitive for the consumer.<ref name="IwataAsks3DS">{{Cite web |title=Iwata Asks: Nintendo 3DS |url=https:// | Nintendo developed [[stereoscopic 3D]] technology for the GameCube, supported by one launch game, ''[[Luigi's Mansion]]''. However, the feature never reached production. [[3D television]]s were not widespread, and it was deemed that compatible displays and crystals for the add-on accessories would be too cost-prohibitive for the consumer.<ref name="IwataAsks3DS">{{Cite web |title=Iwata Asks: Nintendo 3DS |url=https://iwataasks.nintendo.com/interviews/3ds/how-nintendo-3ds-made/0/2/ |url-status=live |archive-url=https://web.archive.org/web/20230224032834/https://iwataasks.nintendo.com/interviews/3ds/how-nintendo-3ds-made/0/2/ |archive-date=February 24, 2023 |access-date=January 11, 2011 |quote='''Iwata:''' To go back a little further, the Nintendo GameCube system actually had 3D-compatible circuitry built-in [...] '''Itoi:''' Nintendo GameCube did? And all the Nintendo GameCube systems around the world? '''Iwata:''' Yeah. If you fit it with a certain accessory, it could display 3D images.}}</ref><ref>{{Cite web |last=Serrels |first=Mark |date=January 7, 2011 |title=The GameCube and the Game Boy Advance Were 3D Compatible! |url=http://www.kotaku.com.au/2011/01/the-gamecube-and-the-game-boy-advance-were-3d-compatible/ |url-status=dead |archive-url=https://web.archive.org/web/20151227123349/http://www.kotaku.com.au/2011/01/the-gamecube-and-the-game-boy-advance-were-3d-compatible/ |archive-date=December 27, 2015 |access-date=December 27, 2015}}</ref><ref>{{Cite web |title=Iwata Asks |url=http://iwataasks.nintendo.com/interviews/#/3ds/how-nintendo-3ds-made/0/2 |url-status=live |archive-url=https://web.archive.org/web/20210307130042/http://iwataasks.nintendo.com/interviews/#/3ds/how-nintendo-3ds-made/0/2 |archive-date=March 7, 2021 |access-date=December 27, 2015 |website=IwataAsks.Nintendo.com}}</ref> Two audio [[Easter egg (media)|Easter eggs]] can be invoked when the power is activated with the "Z" button on the Player 1 controller held down, or with four controllers connected and holding down the "Z" buttons.<ref name="Easter Eggs">{{Cite magazine |last=Taljonick |first=Ryan |date=April 3, 2013 |title=The 100 Best Easter Eggs of All Time |url=https://www.gamesradar.com/100-best-easter-eggs-all-time/ |url-status=live |archive-url=https://web.archive.org/web/20130908223145/http://www.gamesradar.com/100-best-easter-eggs-all-time/ |archive-date=September 8, 2013 |access-date=July 16, 2013 |magazine=Games Radar}}</ref> | ||
[[File:Nintendo GameCube memory card.png|thumb|right|upright|Memory Card 59]] | [[File:Nintendo GameCube memory card.png|thumb|right|upright|Memory Card 59]] | ||
The GameCube features two memory card ports for [[Saved game|saving game data]]. Nintendo released three memory card options: Memory Card 59 in gray (512 | The GameCube features two memory card ports for [[Saved game|saving game data]]. Nintendo released three memory card options: Memory Card 59 in gray (512 KB), Memory Card 251 in black (2 MB), and Memory Card 1019 in white (8 MB). These are often advertised in [[megabit]]s instead: 4 Mb, 16 Mb, and 64 Mb, respectively.<ref name="Memory card issues">{{Cite web |title=Nintendo GameCube Memory Card 1019 |url=https://www.nintendo.com/consumer/memorycard1019.jsp |url-status=live |archive-url=https://web.archive.org/web/20130702181148/http://www.nintendo.com/consumer/memorycard1019.jsp |archive-date=July 2, 2013 |access-date=July 12, 2013 |publisher=Nintendo}}</ref> Memory cards with larger capacities were released by third-party manufacturers. | ||
=== Controller === | ===Controller=== | ||
{{Main|GameCube controller|WaveBird Wireless Controller}} | {{Main|GameCube controller|WaveBird Wireless Controller}} | ||
[[File:Gamecube-controller-breakdown.jpg|thumb | [[File:Gamecube-controller-breakdown.jpg|thumb|Indigo GameCube controller]] | ||
Nintendo learned from its experiences—both positive and negative—with the Nintendo 64's three-handled [[game controller|controller]] design and chose a two-handled, "handlebar" design for the GameCube. The shape was popularized by Sony's [[PlayStation (console)|PlayStation]] controller released in 1994 and its follow-up [[DualShock]] series in 1997 with [[Haptic technology|vibration feedback]] and two [[analog stick]]s to improve the 3D experience. Nintendo and [[Microsoft]] designed similar features in the controllers for their sixth-generation consoles, but instead of having the analog sticks in parallel, they are staggered by swapping the positions of the [[d-pad|directional pad]] (d-pad) and left analog stick. The GameCube controller features a total of eight buttons, two analog sticks, a d-pad, and a [[Haptic technology#Video games|rumble]] motor. The primary analog stick is on the left with the d-pad located below and closer to the center. On the right are four buttons: a large, green "A" button in the center, a smaller red "B" button to the left, an "X" button to the right, and a "Y" button at the top. Below and to the inside is a yellow "C" analog stick, which often serves a variety of in-game functions, such as controlling the camera angle. The Start/Pause button is located in the middle, and the rumble motor is encased within the center of the controller.<ref name="DualShock">{{Cite web |last=Plunkett |first=Luke |date=June 28, 2011 |title=The Evolution of the PlayStation Control Pad |url= | Nintendo learned from its experiences—both positive and negative—with the Nintendo 64's three-handled [[game controller|controller]] design and chose a two-handled, "handlebar" design for the GameCube. The shape was popularized by Sony's [[PlayStation (console)|PlayStation]] controller released in 1994 and its follow-up [[DualShock]] series in 1997 with [[Haptic technology|vibration feedback]] and two [[analog stick]]s to improve the 3D experience. Nintendo and [[Microsoft]] designed similar features in the controllers for their sixth-generation consoles, but instead of having the analog sticks in parallel, they are staggered by swapping the positions of the [[d-pad|directional pad]] (d-pad) and left analog stick. The GameCube controller features a total of eight buttons, two analog sticks, a d-pad, and a [[Haptic technology#Video games|rumble]] motor. The primary analog stick is on the left with the d-pad located below and closer to the center. On the right are four buttons: a large, green "A" button in the center, a smaller red "B" button to the left, an "X" button to the right, and a "Y" button at the top. Below and to the inside is a yellow "C" analog stick, which often serves a variety of in-game functions, such as controlling the camera angle. The Start/Pause button is located in the middle, and the rumble motor is encased within the center of the controller.<ref name="DualShock">{{Cite web |last=Plunkett |first=Luke |date=June 28, 2011 |title=The Evolution of the PlayStation Control Pad |url=https://kotaku.com/the-evolution-of-the-playstation-control-pad-5816069 |url-status=live |archive-url=https://web.archive.org/web/20130727095330/http://kotaku.com/5816069/the-evolution-of-the-playstation-control-pad/ |archive-date=July 27, 2013 |access-date=July 16, 2013 |publisher=[[Kotaku]]}}</ref><ref name="Controller – ZDNet">{{Cite news |last=Satterfield |first=Shane |date=November 16, 2001 |title=What's Inside the GameCube? |work=[[ZDNet]] |url=https://www.zdnet.com/article/whats-inside-the-gamecube/ |url-status=live |access-date=July 15, 2013 |archive-url=https://web.archive.org/web/20120307005736/http://www.zdnet.com/news/whats-inside-the-gamecube/117056 |archive-date=March 7, 2012}}</ref><ref name="Controller – Nintendojo">{{Cite web |last=England |first=Kyle |date=April 5, 2012 |title=The Legend of the Gamepad: A Brief History of Nintendo Consoles Told with Buttons and Joysticks. |url=http://www.nintendojo.com/features/editorials/the-legend-of-the-gamepad |url-status=live |archive-url=https://web.archive.org/web/20121130073145/http://www.nintendojo.com/features/editorials/the-legend-of-the-gamepad |archive-date=November 30, 2012 |access-date=July 15, 2013 |publisher=Nintendojo}}</ref> | ||
On the top are two "pressure-sensitive" trigger buttons marked "L" and "R". Each | On the top are two "pressure-sensitive" trigger buttons marked "L" and "R". Each trigger functions as both an analog and a digital input. As the trigger is depressed, it emits an increasing analog signal. Once fully depressed, the trigger "clicks" with a digital signal that a game can use for a separate function. There is also a purple, digital button on the right side marked "Z".<ref name="Controller – L & R">{{Cite web |date=July 27, 2001 |title=GCN Controller: See It in Action |url=https://www.ign.com/articles/2001/07/27/gcn-controller-see-it-in-action |url-status=live |archive-url=https://web.archive.org/web/20141116122312/http://www.ign.com/articles/2001/07/27/gcn-controller-see-it-in-action |archive-date=November 16, 2014 |access-date=July 15, 2013 |website=[[IGN]]}}</ref> | ||
The A button has a uniquely prominent size and placement, having been the primary action button in past Nintendo controller designs. The rubberized analog stick, within the overall button orientation, addresses "[[Nintendo thumb]]" pain.<ref name="Nintendo Thumb">{{Cite magazine |last=Graziano |first=Claudia |date=December 3, 1998 |title='Nintendo Thumb' Points to RSI |url=https://www.wired.com/culture/lifestyle/news/1998/12/16579 |url-status=live |magazine=Wired |archive-url=https://web.archive.org/web/20121023115900/http://www.wired.com/culture/lifestyle/news/1998/12/16579 |archive-date=October 23, 2012 |access-date=July 15, 2013}}</ref><ref>{{Cite web |last=Powers |first=Rick |date=October 6, 2001 |title=GameCube Controller |url=http://www.nintendoworldreport.com/impressions/2727 |access-date=July 15, 2013 |publisher=Nintendo World Report}}</ref> | 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, similarly addresses "[[Nintendo thumb]]" pain.<ref name="Nintendo Thumb">{{Cite magazine |last=Graziano |first=Claudia |date=December 3, 1998 |title='Nintendo Thumb' Points to RSI |url=https://www.wired.com/culture/lifestyle/news/1998/12/16579 |url-status=live |magazine=Wired |archive-url=https://web.archive.org/web/20121023115900/http://www.wired.com/culture/lifestyle/news/1998/12/16579 |archive-date=October 23, 2012 |access-date=July 15, 2013}}</ref><ref>{{Cite web |last=Powers |first=Rick |date=October 6, 2001 |title=GameCube Controller |url=http://www.nintendoworldreport.com/impressions/2727 |access-date=July 15, 2013 |publisher=Nintendo World Report}}</ref> | ||
In 2002, Nintendo introduced the [[WaveBird Wireless Controller]], the first [[wireless]] gamepad developed by a first-party console manufacturer. The [[Radio frequency|RF]]-based wireless controller is similar in design to the standard controller. It communicates with the GameCube with a wireless receiver dongle. Powered by two AA batteries, it lacks vibration.<ref>{{Cite web |last=Wiley |first=M. |date=June 11, 2002 |title=Nintendo WaveBird Review |url=https://www.ign.com/articles/2002/06/11/nintendo-wavebird-review |url-status=live |archive-url=https://web.archive.org/web/20130923231827/http://www.ign.com/articles/2002/06/11/nintendo-wavebird-review |archive-date=September 23, 2013 |access-date=July 15, 2013 |website=[[IGN]]}}</ref> | In 2002, Nintendo introduced the [[WaveBird Wireless Controller]], the first [[wireless]] gamepad developed by a first-party console manufacturer. The [[Radio frequency|RF]]-based wireless controller is similar in design to the standard controller. It communicates with the GameCube with a wireless receiver dongle. Powered by two AA batteries, it lacks vibration.<ref>{{Cite web |last=Wiley |first=M. |date=June 11, 2002 |title=Nintendo WaveBird Review |url=https://www.ign.com/articles/2002/06/11/nintendo-wavebird-review |url-status=live |archive-url=https://web.archive.org/web/20130923231827/http://www.ign.com/articles/2002/06/11/nintendo-wavebird-review |archive-date=September 23, 2013 |access-date=July 15, 2013 |website=[[IGN]]}}</ref> | ||
{{Clear}} | {{Clear}} | ||
=== Compatibility === | ===Compatibility=== | ||
The GameCube uses [[GameCube Game Disc]]s, and | The GameCube uses [[GameCube Game Disc]]s, and also supports Game Pak [[ROM cartridge|cartridges]] for the [[Game Boy]], [[Game Boy Color]], and [[Game Boy Advance]] through the official [[Game Boy Player]] accessory.<ref name="GB Player">{{Cite web |date=November 18, 2001 |title=Nintendo GameCube Game Boy Player |url=https://www.ign.com/articles/2002/11/18/nintendo-gamecube-game-boy-player |url-status=live |archive-url=https://web.archive.org/web/20131224011252/http://www.ign.com/articles/2002/11/18/nintendo-gamecube-game-boy-player |archive-date=December 24, 2013 |access-date=July 16, 2013 |website=[[IGN]]}}</ref> The original version of the GameCube's successor, the [[Wii]], is [[backward compatibility|backward-compatible]] with GameCube controllers, memory cards, and games, but not the Game Boy Player or other hardware attachments that use the Expansion Slot, which is not featured on the Wii. Later revisions of the Wii, including the "Family Edition" released in 2011 and the [[Wii Mini]] released in 2012, do not support any GameCube hardware or software.<ref name="Family Edition">{{Cite web |last=Humphries |first=Matthew |date=August 17, 2011 |title=Nintendo's New Wii Drops GameCube Compatibility, Bundles More Games |url=http://www.geek.com/games/nintendos-new-wii-console-drops-gamecube-compatibility-bundles-more-games-1413513/ |url-status=dead |archive-url=https://web.archive.org/web/20130612050210/http://www.geek.com/games/nintendos-new-wii-console-drops-gamecube-compatibility-bundles-more-games-1413513/ |archive-date=June 12, 2013 |access-date=July 16, 2013 |publisher=Geek.com}}</ref><ref name="Wii Mini">{{Cite web |last=Plunkett |first=Luke |date=December 13, 2012 |title=Tearing Open the New Wii Reveals Some Crazy Nintendo Decisions |url=https://kotaku.com/tearing-open-the-new-wii-reveals-some-crazy-nintendo-de-5968014 |url-status=live |archive-url=https://web.archive.org/web/20130514082125/http://kotaku.com/5968014/tearing-open-the-new-wii-reveals-some-crazy-nintendo-decisions |archive-date=May 14, 2013 |access-date=July 16, 2013 |publisher=Kotaku}}</ref> | ||
=== Panasonic Q === | ===Panasonic Q=== | ||
[[File:Panasonic-Q-Console-Set. | [[File:Panasonic-Q-Console-Set.png|thumb|The Panasonic Q contains a DVD movie player.]] | ||
The {{nihongo foot|'''Panasonic Q'''|パナソニックQ|Panasonikku Kyū|lead=yes|group=lower-alpha}} is a hybrid version of the GameCube with a standard DVD player, developed by [[Panasonic]] in a strategic alliance with Nintendo to develop the optical drive for the original GameCube hardware.<ref name="Q Christmas – NWR">{{Cite news |last=Lake |first=Max |date=October 19, 2001 |title=Q for Christmas in Japan |work=Nintendo World Report |agency=Reuters |url=https://www.nintendoworldreport.com/news/6618/q-for-christmas-in-japan |url-status=live |access-date=March 29, 2021 |archive-url=https://web.archive.org/web/20210125230928/https://www.nintendoworldreport.com/news/6618/q-for-christmas-in-japan |archive-date=January 25, 2021}}</ref> Its [[stainless steel]] case is completely revised with a DVD-sized front-loading tray, a [[backlit]] [[LCD screen]] with playback controls, and a carrying handle like the GameCube.<ref name="PanasonicQ-IGN">{{Cite web |last=Mirabella III |first=Fran |date=April 9, 2002 |title=Panasonic Q Review |url=https://www.ign.com/articles/2002/04/09/panasonic-q-review |url-status=live |archive-url=https://web.archive.org/web/20190414182159/https://www.ign.com/articles/2002/04/09/panasonic-q-review |archive-date=April 14, 2019 |access-date=May 1, 2019 |website=[[IGN]]}}</ref> Announced by Panasonic on October 19, 2001, it was released exclusively in Japan on December 14 at a suggested retail price of ¥39,800; however, low sales resulted in Panasonic announcing the discontinuation of the Q on December 18, 2003.<ref name="Q Christmas – NWR" /><ref name="PanasonicQ-Engadget">{{Cite news |date=December 14, 2019 |title=2001年12月14日、DVD再生に対応したゲームキューブ互換機「Q」(SL-GC10)が発売されました: 今日は何の日? |language=ja |work=Engadget JP |publisher=Verizon Media |url=https://japanese.engadget.com/jp-2019-12-13-2001-12-14-dvd-q-sl-gc10.html |access-date=March 29, 2021 |archive-url=https://web.archive.org/web/20200815024828/https://japanese.engadget.com/jp-2019-12-13-2001-12-14-dvd-q-sl-gc10.html |archive-date=August 15, 2020}}</ref><ref>{{Cite web |last=Cole |first=Michael |date=December 17, 2003 |title=Panasonic Q Discontinued – News |url=http://www.nintendoworldreport.com/news/9283/panasonic-q-discontinued |url-status=live |archive-url=https://web.archive.org/web/20160304084816/http://www.nintendoworldreport.com/news/9283/panasonic-q-discontinued |archive-date=March 4, 2016 |access-date=July 28, 2015 |website=Nintendo World Report}}</ref> The Q supports CDs, DVDs, and GameCube discs but there is virtually no integration between the GameCube and DVD player modes.<ref name="PanasonicQ-IGN" /><ref name="PanasonicQ-Engadget" /><ref name="PanasonicQ-ASCII">{{Cite news |date=October 19, 2001 |title=松下、ゲームキューブのソフトがプレイできるDVDプレーヤー"Q"を発表 |language=ja |work=ASCII |url=https://ascii.jp/elem/000/000/326/326847/ |url-status=live |access-date=March 29, 2021 |archive-url=https://web.archive.org/web/20210723082601/https://ascii.jp/elem/000/000/326/326847/ |archive-date=July 23, 2021}}</ref><ref name="PanasonicQ-GameWatch">{{Cite news |date=October 11, 2001 |title=パナソニック製ゲームキューブ互換機「Q」、11月下旬に4万円以下で発売か |language=ja |work=Game Watch |publisher=Impress Corporation |url=https://game.watch.impress.co.jp/docs/20011011/q.htm |url-status=live |access-date=March 29, 2021 |archive-url=https://web.archive.org/web/20210723082601/https://game.watch.impress.co.jp/docs/20011011/q.htm |archive-date=July 23, 2021}}</ref> | The {{nihongo foot|'''Panasonic Q'''|パナソニックQ|Panasonikku Kyū|lead=yes|group=lower-alpha}} is a hybrid version of the GameCube with a standard DVD player, developed by [[Panasonic]] in a strategic alliance with Nintendo to develop the optical drive for the original GameCube hardware.<ref name="Q Christmas – NWR">{{Cite news |last=Lake |first=Max |date=October 19, 2001 |title=Q for Christmas in Japan |work=Nintendo World Report |agency=Reuters |url=https://www.nintendoworldreport.com/news/6618/q-for-christmas-in-japan |url-status=live |access-date=March 29, 2021 |archive-url=https://web.archive.org/web/20210125230928/https://www.nintendoworldreport.com/news/6618/q-for-christmas-in-japan |archive-date=January 25, 2021}}</ref> Its [[stainless steel]] case is completely revised with a DVD-sized front-loading tray, a [[backlit]] [[LCD screen]] with playback controls, and a carrying handle like the GameCube.<ref name="PanasonicQ-IGN">{{Cite web |last=Mirabella III |first=Fran |date=April 9, 2002 |title=Panasonic Q Review |url=https://www.ign.com/articles/2002/04/09/panasonic-q-review |url-status=live |archive-url=https://web.archive.org/web/20190414182159/https://www.ign.com/articles/2002/04/09/panasonic-q-review |archive-date=April 14, 2019 |access-date=May 1, 2019 |website=[[IGN]]}}</ref> Announced by Panasonic on October 19, 2001, it was released exclusively in Japan on December 14 at a suggested retail price of ¥39,800; however, low sales resulted in Panasonic announcing the discontinuation of the Q on December 18, 2003.<ref name="Q Christmas – NWR" /><ref name="PanasonicQ-Engadget">{{Cite news |date=December 14, 2019 |title=2001年12月14日、DVD再生に対応したゲームキューブ互換機「Q」(SL-GC10)が発売されました: 今日は何の日? |language=ja |work=Engadget JP |publisher=Verizon Media |url=https://japanese.engadget.com/jp-2019-12-13-2001-12-14-dvd-q-sl-gc10.html |access-date=March 29, 2021 |archive-url=https://web.archive.org/web/20200815024828/https://japanese.engadget.com/jp-2019-12-13-2001-12-14-dvd-q-sl-gc10.html |archive-date=August 15, 2020}}</ref><ref>{{Cite web |last=Cole |first=Michael |date=December 17, 2003 |title=Panasonic Q Discontinued – News |url=http://www.nintendoworldreport.com/news/9283/panasonic-q-discontinued |url-status=live |archive-url=https://web.archive.org/web/20160304084816/http://www.nintendoworldreport.com/news/9283/panasonic-q-discontinued |archive-date=March 4, 2016 |access-date=July 28, 2015 |website=Nintendo World Report}}</ref> The Q supports CDs, DVDs, and GameCube discs but there is virtually no integration between the GameCube and DVD player modes.<ref name="PanasonicQ-IGN" /><ref name="PanasonicQ-Engadget" /><ref name="PanasonicQ-ASCII">{{Cite news |date=October 19, 2001 |title=松下、ゲームキューブのソフトがプレイできるDVDプレーヤー"Q"を発表 |language=ja |work=ASCII |url=https://ascii.jp/elem/000/000/326/326847/ |url-status=live |access-date=March 29, 2021 |archive-url=https://web.archive.org/web/20210723082601/https://ascii.jp/elem/000/000/326/326847/ |archive-date=July 23, 2021}}</ref><ref name="PanasonicQ-GameWatch">{{Cite news |date=October 11, 2001 |title=パナソニック製ゲームキューブ互換機「Q」、11月下旬に4万円以下で発売か |language=ja |work=Game Watch |publisher=Impress Corporation |url=https://game.watch.impress.co.jp/docs/20011011/q.htm |url-status=live |access-date=March 29, 2021 |archive-url=https://web.archive.org/web/20210723082601/https://game.watch.impress.co.jp/docs/20011011/q.htm |archive-date=July 23, 2021}}</ref> | ||
== Games == | ==Games== | ||
{{See also|List of GameCube games|List of cancelled GameCube 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 ''[[Pikmin]]'' and ''[[Animal Crossing]],'' which actually began as a Japanese exclusive on N64, 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]]'', as well as ''[[Mario Kart: Double Dash]]''. Other Nintendo games are successors to Nintendo 64 games, such as the GameCube's best-selling game, ''[[Super Smash Bros. Melee]]'', at more than 7 million copies worldwide, ''[[F-Zero GX]]''; ''[[Mario Golf: Toadstool Tour]]''; ''[[Mario Party 4]]'', ''[[Mario Party 5|5]]'', ''[[Mario Party 6|6]]'', and ''[[Mario Party 7|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. | 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 ''[[Pikmin]]'' and ''[[Animal Crossing]],'' which actually began as a Japanese exclusive on N64, 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]]'', as well as ''[[Mario Kart: Double Dash]]''. Other Nintendo games are successors to Nintendo 64 games, such as the GameCube's best-selling game, ''[[Super Smash Bros. Melee]]'', at more than 7 million copies worldwide, ''[[F-Zero GX]]''; ''[[Mario Golf: Toadstool Tour]]''; ''[[Mario Party 4]]'', ''[[Mario Party 5|5]]'', ''[[Mario Party 6|6]]'', and ''[[Mario Party 7|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.<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= | 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=dead |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/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=[[GameSpot]]}}</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 ''[[The Legend of Zelda: Twilight Princess]]'',<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=[[IGN]] |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=[[GameSpot]] |language=en-US}}</ref> ''[[Metal Gear Solid: The Twin Snakes]]'',<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> ''[[Killer7]]'',<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> ''[[Final Fantasy Crystal Chronicles]]'',<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://web.archive.org/web/20180429024154/https://www.chart-track.co.uk/index.jsp?c=p%2Fsoftware%2Fuk%2Farchive%2Findex_test.jsp&ct=110009&arch=t&lyr=2004&year=2004&week=11 |url-status=dead |archive-date=April 29, 2018 |access-date=August 22, 2022}}</ref> ''[[Resident Evil (2002 video game)|Resident Evil]]'' (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=[[IGN]] |language=en}}</ref> ''[[Metroid Prime]]'',<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> ''[[Metroid Prime 2: Echoes|Metroid Prime II: Echoes]]'',<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=[[IGN]] |language=en}}</ref> [[Soulcalibur II|''Soul Calibur II'']],<ref name="web.archive.org" /> ''[[Resident Evil Zero]]'',<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> ''[[F-Zero GX]]'',<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> ''[[Star Fox Adventures]]'',<ref name="web.archive.org" /> and ''[[Star Fox: Assault|Star Fox Assault]]''.<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 ''[[Eternal Darkness: Sanity's Requiem]]'', 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> | ||
The GameCube is Nintendo's first home console with a [[graphical user interface|system menu]], 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 is Nintendo's first home console with a [[graphical user interface|system menu]], 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> | ||
=== Third-party support === | ===Third-party support=== | ||
[[File:GameCube-GBA-Link-Cable.jpg|thumb|[[GameCube – Game Boy Advance link cable]] | [[File:GameCube-GBA-Link-Cable.jpg|thumb|The [[GameCube – Game Boy Advance link cable|link cable]] connects [[Game Boy Advance|GBA]] to GameCube, with a few compatible games.]] | ||
Early in Nintendo's history, the company had achieved considerable success with third-party developer support on the [[Nintendo Entertainment System]] and [[Super Nintendo Entertainment System|Super NES]]. Competition from the [[Sega Genesis]] and Sony [[PlayStation (console)|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.<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=[[Official Nintendo Magazine]] UK}}</ref> | Early in Nintendo's history, the company had achieved considerable success with third-party developer support on the [[Nintendo Entertainment System]] and [[Super Nintendo Entertainment System|Super NES]]. Competition from the [[Sega Genesis]] and Sony [[PlayStation (console)|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.<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=[[Official Nintendo Magazine]] 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 ''[[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 (video game)|Crazy Taxi]]'' and ''[[Sonic Adventure 2]]'', and developing new franchises, such as ''[[Super Monkey Ball (video game)|Super Monkey Ball]]''. Longtime Nintendo partner [[Rare (company)|Rare]], which had developed ''[[GoldenEye 007 (1997 video game)|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<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=[[Nintendo]]}}</ref>), ''[[Donkey Konga]]'' by [[Namco]], and ''[[Wario World]]'' from [[Treasure (company)|Treasure]].<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 [[Capcom Five]] 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 |archive-date=July 3, 2024 |archive-url=https://web.archive.org/web/20240703165845/https://game.watch.impress.co.jp/docs/20021114/capcom.htm |url-status=live }}</ref> ''[[Viewtiful Joe (video game)|Viewtiful Joe]]'' and '' | 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 (video game)|Crazy Taxi]]'' and ''[[Sonic Adventure 2]]'', and developing new franchises, such as ''[[Super Monkey Ball (video game)|Super Monkey Ball]]''. Longtime Nintendo partner [[Rare (company)|Rare]], which had developed ''[[GoldenEye 007 (1997 video game)|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<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=[[Nintendo]]}}</ref>), ''[[Donkey Konga]]'' by [[Namco]], and ''[[Wario World]]'' from [[Treasure (company)|Treasure]].<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 [[Capcom Five]] 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 |archive-date=July 3, 2024 |archive-url=https://web.archive.org/web/20240703165845/https://game.watch.impress.co.jp/docs/20021114/capcom.htm |url-status=live }}</ref> ''[[Viewtiful Joe (video game)|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.<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 | 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 11, 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://web.archive.org/web/20050216004829/http://www5e.biglobe.ne.jp/~hokora/gcranka.html |url-status=dead |archive-date=February 16, 2005 |access-date=August 23, 2022 |website=archive.org}}</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 [[Midway Games|Midway]],<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=[[IGN]] |language=en}}</ref> [[Namco]],<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> [[Activision]],<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> [[Konami]],<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> [[Ubisoft]],<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=[[Ubisoft]]}}</ref> [[THQ]],<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=[[THQ]]}}</ref> [[Disney Interactive Studios]],<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> [[Humongous Entertainment]], [[Electronic Arts]],<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=[[The Wall Street Journal]] |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/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=[[GameSpot]]}}</ref> and [[EA Sports]],<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=[[Electronic Arts]]}}</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 [[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.<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 ''[[Super Monkey Ball]]'',<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=[[IGN]] |language=en}}</ref> ''[[Phantasy Star Online]]'', ''[[Sonic Adventure]]'', [[Sonic Adventure 2|''Sonic Adventure 2: Battle'']],<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 ''[[Sonic Heroes]]''.<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=[[GameSpot]]}}</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=[[GameSpot]]}}</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=[[IGN]] |language=en}}</ref> | ||
=== Online gaming === | ===Online gaming=== | ||
{{Main|GameCube online functionality}} | {{Main|GameCube online functionality}} | ||
[[File:GameCube online setup.png|thumb|right|GameCube has a broadband adapter and [[ethernet]] cable. [[ASCII Corporation]] produced a keyboard for ''[[Phantasy Star Online]]''.]] | [[File:GameCube online setup.png|thumb|right|The GameCube has a broadband adapter and [[ethernet]] cable. [[ASCII Corporation]] produced a keyboard for ''[[Phantasy Star Online]]''.]] | ||
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 [[Internet]] support and three with [[local area network]] (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=" | 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 [[Internet]] support and three with [[local area network]] (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="konami.jp-2005">{{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 [[Role-playing video game|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]]''.<ref name="nwr" /> The official servers were decommissioned in 2007, but players can still connect to fan maintained [[private server]]s.<ref>{{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 [[Cooperative video game|cooperative]] RPG, ''[[Homeland (video game)|Homeland]]'' and a baseball game with downloadable content, ''Jikkyō Powerful Pro Yakyū 10''.<ref name="nwr" /><ref name="konami.jp-2005" /> Lastly, three [[Racing video game|racing game]]s have LAN multiplayer modes: ''[[1080° Avalanche]]'', ''[[Kirby Air Ride]]'', and ''[[Mario Kart: Double Dash]]''. Those can be forced over the Internet with third-party [[Personal computer|PC]] software capable of [[Tunneling protocol|tunneling]] 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=[[GameSpot]]}}</ref> | ||
Online play requires an official [[broadband]] or [[modem]] adapter because the GameCube lacks [[Out of the box (feature)|out of the box]] 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=[[IGN]]}}</ref> | Online play requires an official [[broadband]] or [[modem]] adapter because the GameCube lacks [[Out of the box (feature)|out of the box]] 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=[[IGN]]}}</ref> | ||
===Emulation=== | ===Emulation=== | ||
On June 5, 2025, | On June 5, 2025, several GameCube games were re-released on the [[Nintendo Classics]] Service as part of the "Expansion Pack" tier of [[Nintendo Switch Online]] exclusively for the [[Nintendo Switch 2]].<ref>{{Cite web |title=What's new with Nintendo Switch Online on Nintendo Switch 2? |url=https://www.nintendo.com/us/whatsnew/whats-new-with-nintendo-switch-online-on-nintendo-switch-2/?srsltid=AfmBOor5XKQECwK6475YbGFAK57GEiHkfVNJMYBHnIwhn3JzEnYNSvVN |access-date=2025-04-08 |website=[[Nintendo]] |language=en-US |archive-date=April 11, 2025 |archive-url=https://web.archive.org/web/20250411221410/https://www.nintendo.com/us/whatsnew/whats-new-with-nintendo-switch-online-on-nintendo-switch-2/?srsltid=AfmBOor5XKQECwK6475YbGFAK57GEiHkfVNJMYBHnIwhn3JzEnYNSvVN |url-status=live }}</ref> | ||
== | ==<span class="anchor" id="Reception and sales"></span>Reception== | ||
The GameCube received generally positive reviews following its launch. ''[[PC Magazine]]'' 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> [[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.<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 ''[[Time (magazine)|Time International]]'' article called the GameCube an "unmitigated disaster".<ref name="Frederick Sekiguchi" /> | The GameCube received generally positive reviews following its launch. ''[[PC Magazine]]'' 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> ''[[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.<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 ''[[Time (magazine)|Time International]]'' article called the GameCube an "unmitigated disaster".<ref name="Frederick Sekiguchi" /> | ||
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.<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> | 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.<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 === | ===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=[[GameSpot]]}}</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=https://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=[[BBC]]}}</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= | 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=[[GameSpot]]}}</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=https://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=[[BBC]]}}</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=dead |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=[[CNN]] 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 [[launch game]] is ''[[Luigi's Mansion]]'', with more sales at its launch than ''[[Super Mario 64]]'' 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 ''[[Star Wars Rogue Squadron II: Rogue Leader]]'' and ''[[Wave Race: Blue Storm]]''.<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=[[IGN]]|date=March 27, 2014 }}</ref> placing it slightly behind the [[Xbox (console)|Xbox]]'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=[[IGN]]}}</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=[[IGN]]}}</ref> ''[[Ars Technica]]'' articles from 2006 showed and a 2020 book state that Nintendo 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 |archive-date=December 8, 2024 |archive-url=https://web.archive.org/web/20241208033709/https://books.google.com/books?id=KvK-DwAAQBAJ |url-status=live }}</ref> and one article from ''[[Seeking Alpha]]'' states 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=[[IGN]]}}</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=[[GameSpot]]}}</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=[[IGN]]}}</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=[[IGN]]}}</ref> It also exceeded the [[Dreamcast]], 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 ''[[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=June 30, 2022 |website=[[IGN]]}}</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=[[IGN]]}}</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> ''[[Pokémon Colosseum]]'',<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=" | 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=[[IGN]]|date=March 27, 2014 }}</ref> placing it slightly behind the [[Xbox (console)|Xbox]]'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=[[IGN]]}}</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=[[IGN]]}}</ref> ''[[Ars Technica]]'' articles from 2006 showed and a 2020 book state that Nintendo 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 |archive-date=December 8, 2024 |archive-url=https://web.archive.org/web/20241208033709/https://books.google.com/books?id=KvK-DwAAQBAJ |url-status=live |via=[[Google Books]]}}</ref> and one article from ''[[Seeking Alpha]]'' states 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=[[IGN]]}}</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=[[GameSpot]]}}</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=[[IGN]]}}</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=[[IGN]]}}</ref> It also exceeded the [[Dreamcast]], 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 ''[[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=June 30, 2022 |website=[[IGN]]}}</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=[[IGN]]}}</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> ''[[Pokémon Colosseum]]'',<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="GamesIndustry.biz-2004">{{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 ''[[Mario Kart: Double Dash]]'',<ref name="GamesIndustry.biz-2003">{{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=dead |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="GamesIndustry.biz-2004" /><ref name="GamesIndustry.biz-2003" /><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 [[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]]'',<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=[[IGN]]}}</ref> 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.<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=[[IGN]]}}</ref> 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.<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=[[IGN]]}}</ref> Eidos's CEO Mike McGravey would say that the GameCube was a "declining business". However, after the company's purchase by the [[SCi Games|SCi Entertainment Group]] in 2005, Eidos resumed development for the system and released ''[[Lego Star Wars: The Video Game]]''<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 ''[[Tomb Raider: Legend]]''. | 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]]'',<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=[[IGN]]}}</ref> 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.<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=[[IGN]]}}</ref> 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.<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=[[IGN]]}}</ref> Eidos's CEO Mike McGravey would say that the GameCube was a "declining business". However, after the company's purchase by the [[SCi Games|SCi Entertainment Group]] in 2005, Eidos resumed development for the system and released ''[[Lego Star Wars: The Video Game]]''<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 ''[[Tomb Raider: Legend]]''. | ||
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In March 2003, British retailer [[Dixons Retail|Dixons]] 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 [[Argos (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.<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> | In March 2003, British retailer [[Dixons Retail|Dixons]] 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 [[Argos (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.<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">{{cite magazine | | 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">{{cite magazine |last1=Frederick |first1=Jim |last2=Toko |first2=Sekiguchi |date=December 8, 2003 |title=The Console Wars: Game On |url=https://time.com/archive/6646123/the-console-wars-game-on/ |access-date=November 17, 2025 |magazine=Time International |publisher=Business Source Complete |pages=56–59 |edition=South Pacific |issue=49}}</ref> Sales rebounded slightly after a price drop to US$99.99 on September 24, 2003<ref name="price drop 99">{{Cite press release |title=Nintendo GameCube Price Drops to $99! |date=September 24, 2003 |publisher=[[Nintendo]] |url=http://www.businesswire.com/news/home/20030924005222/en/Nintendo-GameCube-Price-Drops-99!-Hardware-Price |access-date=July 13, 2007 |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 |website=Business Wire}}</ref> 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.<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=[[IGN]]}}</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=Gilbert |first=Henry |date=August 1, 2013 |title=The Wii U Is the GameCube (but Not the Virtual Boy) |url=https://www.gamesradar.com/wii-u-gamecube-not-virtual-boy/ |url-status=live |archive-url=https://web.archive.org/web/20150924150159/http://www.gamesradar.com/wii-u-gamecube-not-virtual-boy/ |archive-date=September 24, 2015 |access-date=August 7, 2015 |work=[[GamesRadar]]}}</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 [[attach rate]] 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=[[IGN]]}}</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=[[IGN]]}}</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 |url=https:// | 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 [[attach rate]] 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=[[IGN]]}}</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=[[IGN]]}}</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 |url=https://books.google.com/books?id=9OTnuMeqRoAC |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 |access-date=2025-11-17 |via=[[Google Books]]}}</ref><ref>{{Cite book |last=Rabowsky |first=Brent |title=Interactive Entertainment: A Videogame Industry Guide |publisher=Radiosity Press |year=2010 |isbn=978-0-9842984-0-2 |pages=28 |oclc=780282928}}</ref> | ||
=== Legacy === | ===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.{{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=[[The Wall Street Journal]] |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>}} | 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.{{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=[[The Wall Street Journal]] |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 [[Wii U]] and [[Nintendo Switch|Switch]], to play [[Super Smash Bros. for Nintendo 3DS and Wii U|''Super Smash Bros. for Wii U'']], and ''[[Super Smash Bros. Ultimate]]'' respectively, via a [[USB]] 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> While on the Wii U the controller was only allowed to be used in ''Super Smash Bros.'', the Nintendo Switch recognizes it as a [[Nintendo Switch Pro Controller|Pro Controller]]. Thus, the GameCube Controller can be used in any game where the Pro Controller is recognized. However, due to the GameCube controller lacking motion controls and some buttons, it may not be fully playable in some Switch games. | GameCube controllers have limited support on [[Wii U]] and [[Nintendo Switch|Switch]], to play [[Super Smash Bros. for Nintendo 3DS and Wii U|''Super Smash Bros. for Wii U'']], and ''[[Super Smash Bros. Ultimate]]'' respectively, via a [[USB]] 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> While on the Wii U the controller was only allowed to be used in ''Super Smash Bros.'', the Nintendo Switch recognizes it as a [[Nintendo Switch Pro Controller|Pro Controller]]. Thus, the GameCube Controller can be used in any game where the Pro Controller is recognized. However, due to the GameCube controller lacking motion controls and some buttons, it may not be fully playable in some Switch games. | ||
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.<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 press release |title=Iowa State study finds video games can teach helpful behavior, too |date=Apr 1, 2009 |publisher=[[Iowa State University]] |url=https://www.news.iastate.edu/news/2009/apr/vgbenefits.shtml |language=en |access-date=2025-11-17 |archive-url= | 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.<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 press release |title=Iowa State study finds video games can teach helpful behavior, too |date=Apr 1, 2009 |publisher=[[Iowa State University]] |url=https://www.news.iastate.edu/news/2009/apr/vgbenefits.shtml |language=en |access-date=2025-11-17 |archive-url=https://web.archive.org/web/20241214040432/https://www.news.iastate.edu/news/2009/apr/vgbenefits.shtml |archive-date=December 14, 2024 |website=www.news.iastate.edu |url-status=dead }}</ref><ref>{{Cite magazine |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 |url-status=live |archive-url=https://web.archive.org/web/20230312143258/https://psmag.com/economics/video-games-can-encourage-positive-behavior-too-3851 |archive-date=March 12, 2023 |access-date=March 12, 2023 |website=Pacific Standard}}</ref> The game ''[[Super Monkey Ball (video game)|Super Monkey Ball]]'', which was a GameCube exclusive, could help surgeons perform [[laparoscopic surgery]] 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> | ||
''[[GamesRadar+]]'' 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+ |archive-date=March 26, 2024 |archive-url=https://web.archive.org/web/20240326205729/https://www.gamesradar.com/best-video-game-consoles-hardware-of-all-time/ |url-status=live }}</ref> ''[[Den of Geek]]'' 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 |archive-date=March 26, 2024 |archive-url=https://web.archive.org/web/20240326211208/https://www.denofgeek.com/games/best-video-game-consoles-ever-ranked/ |url-status=live }}</ref> | ''[[GamesRadar+]]'' 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+ |archive-date=March 26, 2024 |archive-url=https://web.archive.org/web/20240326205729/https://www.gamesradar.com/best-video-game-consoles-hardware-of-all-time/ |url-status=live }}</ref> ''[[Den of Geek]]'' 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 |archive-date=March 26, 2024 |archive-url=https://web.archive.org/web/20240326211208/https://www.denofgeek.com/games/best-video-game-consoles-ever-ranked/ |url-status=live }}</ref> | ||
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Latest revision as of 03:31, 30 June 2026
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The Template:Nihongo footTemplate:Efn 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, and in Europe on May 3, 2002. It is Nintendo's fourth major home console, succeeding the Nintendo 64, and competed with Sony's PlayStation 2, Sega's Dreamcast, and Microsoft's Xbox in the sixth generation of game consoles.
Nintendo began developing the GameCube in 1998 after entering a partnership with ArtX to design a graphics processing unit. It was the first Nintendo console to use optical discs instead of ROM cartridges, supplemented by writable memory cards for saved games. Unlike its competitors, the GameCube was solely focused on games; games were distributed on a MiniDVD-based format, and most models cannot play DVDs or CDs. The GameCube controller uses a handlebar design with a staggered analog stick layout. GameCube accessories include a link cable that enables connectivity with the Game Boy Advance (GBA) and e-Reader, the Game Boy Player add-on for running Game Boy, Game Boy Color, and GBA games, and the WaveBird Wireless Controller. Select games supported online gaming via a broadband or modem adapter.
The GameCube received praise for its controller and exclusive games, but criticism for its toy-like design and lack of multimedia features. Though profitable, it sold far less than the PlayStation 2 and slightly less than the Xbox, only outselling Sega's Dreamcast. Nintendo sold 21.74 million GameCubes worldwide,Template:Efn much fewer than anticipated. This has been attributed to a weak launch game lineup and Nintendo's focus on younger players, a minority of the gaming audience at the time, rather than teenagers and adults. Compared to its competitors, the GameCube's third-party support was limited; some developers skipped releasing multiplatform games on the GameCube, and others reduced support due to poor sales.
Nintendo released a successor, the Wii, on November 19, 2006; most Wiis are backward compatible with GameCube games and accessories. It discontinued the GameCube in February 2007. In retrospect, video game journalists have ranked the GameCube among the best game consoles. The GameCube's library includes acclaimed games such as Super Smash Bros. Melee (2001), Eternal Darkness (2002), Metroid Prime (2002), The Legend of Zelda: The Wind Waker (2002), Paper Mario: The Thousand-Year Door (2004), and Resident Evil 4 (2005). Several popular Nintendo franchises, including Animal Crossing, Luigi's Mansion, and Pikmin, began on the GameCube. The GameCube controller has been supported on every subsequent Nintendo home console.
History
Development
In 1997, the graphics hardware design company ArtX was founded, 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 create the Nintendo 64 console.[1][2]
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.[3] The console went through a series of codenames, including N2000,[4] Star Cube, and Nintendo Advance.[5] On May 12, 1999, Nintendo announced the console during a press conference, giving it the codename "Dolphin" and positioning it as the successor to the Nintendo 64. They also announced partnerships with IBM to create 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.[6][2][7] Following this announcement, Nintendo began providing development kits to game developers, including Rare and Retro Studios.[6]
In April 2000, ArtX was acquired by ATI, but the Flipper graphics processor design had already been mostly completed by ArtX and was not overtly influenced by ATI.[1][3] The 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.[1] 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."[8]
The console was announced as the GameCube at a press conference in Japan on August 25, 2000,[9] abbreviated as both "NGC" and "GC" in Japan[10][11] and "GCN" in Europe and North America.[12] Nintendo unveiled its software lineup at E3 2001, focusing on fifteen launch games, including Luigi's Mansion and Star Wars Rogue Squadron II: Rogue Leader.[13] Several games originally scheduled to launch with the console were delayed.[14] The GameCube was the first Nintendo home console since the Famicom to not have a Mario game as a launch title.[15]
Long before the launch, Nintendo developed and patented an early prototype of motion controls for the GameCube, with which the developer Factor 5 had experimented for its launch games.[16][6] Greg Thomas, Sega of America's VP of Development said "What does worry me is Dolphin's sensory controllers [which are rumored to include microphones and headphone jacks] 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.[6]
Prior to the GameCube's release, Nintendo focused resources on the launch of the Game Boy Advance (GBA), a handheld game console and successor to the original Game Boy and Game Boy Color. Several games planned for the Nintendo 64 were postponed to become early releases on the GameCube. Concurrently, Nintendo was developing GameCube software provisioning future connectivity with the GBA. Certain games, such as The Legend of Zelda: Four Swords Adventures and Final Fantasy Crystal Chronicles, can use GBA as a secondary screen and controller when connected to the GameCube via a link cable.[17][18]
Nintendo began its marketing campaign with the catchphrase "The Nintendo Difference" at its E3 2001 reveal.[13] The goal was to distinguish itself from the competition as an entertainment company.[19] Later advertisements had 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".[20][21] On May 21, 2001, the launch price of US$Template:Replace was announced, $Template:Replace lower than that of the PlayStation 2 and Xbox.[22] Nintendo spent $76 million on marketing.[23]
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.[24][25] 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.[26] Tako was abandoned for Revolution (later revealed and released as the Wii in 2006), a non-HD console with motion controls. Nintendo would later work on Project Cafe, an HD console that became the Wii U, released in 2012.
Release
The GameCube was launched in Japan on September 14, 2001.[27] Approximately 500,000 units were shipped in time to retailers.[28] The console was scheduled to launch two months later in North America on November 5, 2001, but this was delayed in an effort to increase the number of available units.[29] The console eventually launched in North America on November 18, with over 700,000 units shipped.[30] Other regions followed the following year, beginning with Europe in the second quarter of 2002.[31]
On April 22, 2002, the third-party Nintendo console developer Factor 5 announced its 3D audio software development kit, MusyX. In collaboration with Dolby Laboratories, MusyX provided motion-based surround sound encoded as Dolby Pro Logic II.[32]
Throughout the mid-2000s, GameCube hardware sales remained far behind the PlayStation 2 and slightly behind the Xbox, though there were brief periods when it would outsell both.[33][34][35] The family-friendly appeal and lack of support from certain third-party developers skewed toward a younger market, a minority of the gaming population at the time.[36] Many third-party games popular with teenagers or adults, such as the blockbuster Grand Theft Auto series and several key first-person shooters, did not release on the GameCube, instead releasing on the PlayStation 2 and Xbox.[37][38] However, many journalists and analysts noted that Nintendo's focus on younger audiences and its family-friendly image were both an advantage and a disadvantage at a time when video games were often aimed at more mature audiences.Template:Efn Nintendo was successful with games aimed at a more mature audience.[39][40][41][42]
In June 2003, the GameCube had a 13% market share, tying with the Xbox in sales, but still far below the 60% of the PlayStation 2.[43][44] However, despite slow sales and tough competition,[45] Nintendo's position had improved 2004.[46][47][48] The American market share for the GameCube had increased from 19% to 37% in one year due to price cuts and high-quality games.Template:Efn One article stated that by early 2004, the GameCube had a 39% market share in America.[49] By Christmas of 2003, Nintendo of America's president, George Harrison, reported that price cuts down to just under $100 had quadrupled sales in the American market.[50][51][52] GameCube's profitability never reached that of the PlayStation 2 or GBA.[53][54][55] However, it was eventually more profitable than the Xbox.[56][57]
In Europe, GameCube's first two years had similarly slow sales, but by 2004, its had a hardware market share of 32%.[58][59] Due to price drops, which helped sales in the American market,[60] and well reviewed games such as Pokémon Colosseum and Resident Evil 4,[61][62] the GameCube improved to outsell Xbox in Europe.[63][64][65][66][67] The top three European countries that contributed to the success of the GameCube were the UK, France, and Germany. The Gamecube also sold well in Spain and Italy.Template:Efn Though falling behind the PlayStation 2, the GameCube was overall successful and profitable in Europe.[68]
Discontinuation
Nintendo launched the Wii, the 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 ended first-party support for the GameCube and that it had been discontinued,[69] as it was shifting its manufacturing and development efforts towards the Wii and its new handheld console, the Nintendo DS.[70][71] GameCube controllers, game discs, and certain accessories continued to be supported via the Wii's backward compatibility, although these features were removed in later iterations of the Wii console. The final game officially released on the GameCube was Madden NFL 08, on August 14, 2007.[72] Several games originally developed for the GameCube were reworked for a Wii release, such as Super Paper Mario,[73] or released on both consoles, such as the Wii launch game The Legend of Zelda: Twilight Princess.[74]
Hardware
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Script error: No such module "labelled list hatnote". Howard Cheng, technical director of Nintendo technology development, said the company's goal was to select a "simple RISC architecture" to help speed up 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."[4] 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".[1]
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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.
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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,[3] 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[76] and a peak of 10.5 GFLOPS.[77] Described as "an extension of the IBM PowerPC architecture", the Gekko CPU is based on the PowerPC 750CXe with IBM's 0.18Script error: No such module "String".μm CMOS technology, which features copper interconnects.[2] 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.[76][78][79][80]
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.[81] The GameCube introduced a proprietary miniDVD optical disc format for up to 1.5 GB of data.[82] 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.[83] 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".[84] One year later, Nintendo released a "Platinum" GameCube, which uses a silver color scheme for both the console and controller.[85] A "Spice" orange-colored console was eventually released only in Japan, though that scheme is only on controllers released in other countries.[86] A Platinum Pokémon XD: Gale of Darkness console was released in 2005 only in North America with a custom faceplate and a standard Platinum controller.
Nintendo developed stereoscopic 3D technology for the GameCube, supported by one launch game, Luigi's Mansion. However, the feature never reached production. 3D 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.[87][88][89] 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.[90]
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.[91] Memory cards with larger capacities were released by third-party manufacturers.
Controller
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Nintendo 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.[92][93][94]
On the top are two "pressure-sensitive" trigger buttons marked "L" and "R". Each trigger functions as both an analog and a digital input. 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".[95]
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, similarly addresses "Nintendo thumb" pain.[96][97]
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.[98]
Compatibility
The GameCube uses GameCube Game Discs, and also supports Game Pak cartridges for the Game Boy, Game Boy Color, and Game Boy Advance through the official Game Boy Player accessory.[99] The original version of the GameCube's successor, the Wii, is backward-compatible with GameCube controllers, memory cards, and games, but not the Game Boy Player or other hardware attachments that use the Expansion Slot, which is not featured on the Wii. 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.[100][101]
Panasonic Q
The Template:Nihongo foot 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.[102] 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.[103] 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.[102][104][105] The Q supports CDs, DVDs, and GameCube discs but there is virtually no integration between the GameCube and DVD player modes.[103][104][106][107]
Games
Script error: No such module "Labelled list hatnote". In its lifespan from 2001 to 2007, Nintendo licensed over 600 GameCube games.[108][109] Nintendo bolstered the console's popularity[110] by creating new franchises, such as Pikmin and Animal Crossing, which actually began as a Japanese exclusive on N64, 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, as well as Mario Kart: Double Dash. Other Nintendo games are successors to Nintendo 64 games, such as the GameCube's best-selling game, Super Smash Bros. Melee, at more than 7 million copies worldwide, F-Zero GX; Mario Golf: Toadstool Tour; 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.[111][112][113][114] 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.[115][116] Some games aimed at older audiences were critically and financially successfulTemplate:Mdashmore than on Dreamcast, and less than on PlayStation 2 and Xbox.[42] Such examples include The Legend of Zelda: Twilight Princess,[117][118] Super Smash Bros. Melee,[119][120] Resident Evil 4,[121][122][123][124] Metal Gear Solid: The Twin Snakes,[125][126] Killer7,[127] Star Wars Rogue Squadron II: Rogue Leader,[128] Final Fantasy Crystal Chronicles,[129][130] Resident Evil (2002),[131] Metroid Prime,[132] Metroid Prime II: Echoes,[133] Soul Calibur II,[42] Resident Evil Zero,[134] F-Zero GX,[135] Star Fox Adventures,[42] and Star Fox Assault.[136] 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.[137][138][139][140]
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.[141]
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.[142]
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[143]), Donkey Konga by Namco, and Wario World from Treasure.[108] Capcom had announced 5 games for the system dubbed the Capcom Five in November 2002,[144] 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.[145][146][147][148] Some third-party developers, such as Midway,[149] Namco,[150] Activision,[151] Konami,[152][153] Ubisoft,[154] THQ,[155] Disney Interactive Studios,[156] Humongous Entertainment, Electronic Arts,[157][158][159][160][161] and EA Sports,[162][163] 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.[164][165][166] Sega was a successful third-party developer since the early 2000s, mostly those for the family market,[167] such as Super Monkey Ball,[168][169][170] Phantasy Star Online, Sonic Adventure, Sonic Adventure 2: Battle,[171][172][173][174][175] and Sonic Heroes.[176][177][178][179][180][181]
Online gaming
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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 Internet support and three with local area network (LAN) support.[182][183] 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.[182] The official servers were decommissioned in 2007, but players can still connect to fan maintained private servers.[184] Japan received two additional games with Internet capabilities, a cooperative RPG, Homeland and a baseball game with downloadable content, Jikkyō Powerful Pro Yakyū 10.[182][183] 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.[185][186]
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.[187]
Emulation
On June 5, 2025, several GameCube games were re-released on the Nintendo Classics Service as part of the "Expansion Pack" tier of Nintendo Switch Online exclusively for the Nintendo Switch 2.[188]
Reception
The GameCube received generally positive reviews following its launch. PC Magazine praised the overall hardware design and quality of games available at launch.[189] 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.[190] In later reviews, criticism mounted against the console often centering on its overall look and feel, describing it as "toy-ish".[191][192] With poor sales figures and the associated financial harm to Nintendo, a Time International article called the GameCube an "unmitigated disaster".[43]
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.[193] Time International concluded that the system had low sales figures, because it lacked "technical innovations".[194]
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.[195] During its launch weekend, $100 million worth of GameCube products were sold in North America.[196] The console was sold out in several stores, faster than initial sales of both of its competitors, the Xbox and the PlayStation 2.[197][198] Nintendo reported that the most popular launch game is Luigi's Mansion, with more sales at its launch than Super Mario 64 had.[199] Other popular games include Star Wars Rogue Squadron II: Rogue Leader and Wave Race: Blue Storm.[196] By early December 2001, 600,000 units had been sold in the US.[200]
Nintendo predicted 50 million GameCube units by 2005,[201] but only sold 22 million GameCube units worldwide during its lifespan,[202][203] placing it slightly behind the Xbox's 24 million[204] (though it did manage to outsell the Xbox in Japan),[205] and well behind the PlayStation 2's 155 million.[206] Ars Technica articles from 2006 showed and a 2020 book state that Nintendo officially sold 24 million GameCube consoles worldwide,[207][208][209] and one article from Seeking Alpha states that the GameCube sold 26 million consoles worldwide.[210] Its sales exceeded that of the Xbox 360 in Japan.[211][212][213][214] The GameCube's predecessor, the Nintendo 64, also outperformed it at nearly 33 million units.[215] It also exceeded the Dreamcast, which yielded 9.13 million units.[216] 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).[191] As of March 31, 2003, 9.55 million GameCube units had been sold worldwide, behind Nintendo's initial goal of 10 million consoles.[217] Many of Nintendo's own first-party games, such as Super Smash Bros. Melee,[218][219][220] Pokémon Colosseum,[221][222][223] and Mario Kart: Double Dash,[224] had strong sales, though this did not typically benefit third-party developers or directly drive sales of their games.[225] However, at the same time, these first-party games, and second-party and third-party games, elevated the GameCube.Template:Efn
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,[226] which reportedly yielded more sales on GameCube than most of the company's games on the PlayStation 2 and Xbox.[6][227][228][229] 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.[230] 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.[231] 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[232] and Tomb Raider: Legend.
In March 2003, British retailer Dixons removed all GameCube consoles, accessories and games from its stores.[233] 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.[234] 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.[235][236]
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.[43] Sales rebounded slightly after a price drop to US$99.99 on September 24, 2003[237] 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.[238] 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.[239]
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 millionTemplate:Mdashfewer than half.[6] However, it had the highest attach rate of any Nintendo console at 9.59 and was profitable,[240][241][242] even more than Xbox with higher sales rates.[243][244]
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.Template:Efn
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.[245][246] While on the Wii U the controller was only allowed to be used in Super Smash Bros., the Nintendo Switch recognizes it as a Pro Controller. Thus, the GameCube Controller can be used in any game where the Pro Controller is recognized. However, due to the GameCube controller lacking motion controls and some buttons, it may not be fully playable in some Switch games.
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.[247][248][249] 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.[250][251][252][253]
GamesRadar+ ranked it 11th on their list of The 20 best video game consoles and hardware of all time in 2021.[254] Den of Geek placed it at number 12 on their list of The 25 Best Video Game Consoles Ever, Ranked, in 2023.[255]
See also
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Notes
References
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- ↑ a b c d Script error: No such module "citation/CS1".
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- ↑ McCracken, Harry. "Play Hard. (Cover Story)." Time International (Atlantic Edition) 180.23 (2012): 48-49. Business Source Complete.
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External links
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- GameCube
- 2000s toys
- Discontinued video game consoles
- Backward-compatible video game consoles
- Home video game consoles
- Nintendo consoles
- Products introduced in 2001
- Products and services discontinued in 2007
- PowerPC-based video game consoles
- Sixth-generation video game consoles