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{{Infobox CVG system
A square box called -gamecub-
|name=Nintendo GameCube
|logo=[[Image:Nintendo Gamecube Logo.svg|250px]]
|image=[[File:GameCube-Console-Set.png|250px|Purple GameCube and controller]]
|caption=Indigo GameCube and [[Nintendo GameCube controller|controller]]
|manufacturer=[[Nintendo]]
|type=[[Video game console]]
|generation=[[History of video game consoles (sixth generation)|Sixth generation]]
|lifespan={{Vgrelease|JP=September 14, 2001|NA=November 18, 2001|EU=May 3, 2002|AUS=May 17, 2002}}
|codename=Dolphin
|Connectivity=[[Nintendo GameCube Broadband Adapter and Modem Adapter]]
|Discontinued=February 22, 2007<ref name="gcndiscontinued">{{cite web|url=http://www.mcvuk.com/news/25794/Nintendo-cuts-GameCube-support|title=Nintendo ends GameCube support|date={{Date|2007-02-22|mdy}}|accessdate={{Date|2011-01-16|mdy}}|publisher=''[[Market for Home Computing and Video Games]]''}}</ref>
|unitssold=[[International|Worldwide]]: 21.74 million<br />Japan: 4.04 million<br />North America: 12.94 million<br />Europe & Australia: 4.77 million<ref name="Sales" />
|media=[[Nintendo optical disc|Nintendo GameCube game disc]]
|os=<!--(operating system)-->
|input=[[Nintendo GameCube controller]], [[WaveBird]], [[Game Boy Advance]], numerous other [[Nintendo GameCube accessories|input devices]]
|camera=
|power=
|cpu=[[IBM]] [[PowerPC]] "[[Gekko (microprocessor)|Gekko]]", 486&nbsp;[[Hertz|MHz]]
|storage=Nintendo GameCube Memory Card (16&nbsp;MB max. capacity)
|memory=
|display=
*[[Composite video]]
*[[S-Video]] <small>(NTSC consoles only)</small>
*[[RGBS|RGB]] [[SCART]] <small>(PAL consoles only)</small>
*[[YPbPr|YP<sub>B</sub>P<sub>R</sub>]] [[Component video]] / [[D-Terminal]] <small>(DOL-001 models only)*</small>
<small><nowiki>*</nowiki>Requires the use of the Digital AV port, which was removed from later models</small>
|Sound=Analog stereo <small>(support for [[Dolby Pro Logic II]])</small>
|GPU = [[ATI Technologies|ATI]] "Flipper", 162&nbsp;MHz
|service=<!--(online service/s offered)-->
|dimensions=5.9&nbsp;&times;&nbsp;6.3&nbsp;&times;&nbsp;4.3&nbsp;in<br/>149&nbsp;&times;&nbsp;193&nbsp;&times;&nbsp;112&nbsp;mm<br/><small>(width&nbsp;&times;&nbsp;depth&nbsp;&times;&nbsp;height)</small>
|weight=
|touchpad=
|topgame=''[[Super Smash Bros. Melee]]'', 7.09 million <small>(as of March 10, 2008)<ref>{{cite press release|title=At Long Last, Nintendo Proclaims: Let the Brawls Begin on Wii!|publisher=[[Nintendo]]|date={{Date|2008-03-10|mdy}}|accessdate={{Date|2008-03-11|mdy}}|url= http://www.nintendo.com/whatsnew/detail/1u0FthaPxTSSeJelWm4Jt8TI0VJlTt5j|quote=The previous installment in the series, Super Smash Bros. Melee, was the best-selling game for Nintendo GameCube with 7.09 million copies sold worldwide.}}</ref></small>
|predecessor=[[Nintendo 64]]
|successor=[[Wii]]
|related=
}}


The {{nihongo|'''Nintendo GameCube'''|ニンテンドーゲームキューブ|Nintendō Gēmukyūbu}}, officially abbreviated to '''NGC''' in [[Japan]]<ref>{{cite web |url=http://www.nintendo.co.jp/ngc/ |title=ニンテンドー ゲームキューブ |publisher=Nintendo Co., Ltd. |accessdate=June 18, 2010}}</ref><ref>{{cite web |url=http://www.nintendo.co.jp/ir/en/library/events/090731qa/index.html |title=First Quarter Financial Results Briefing Q & A |date=July 31, 2009 |work=Investor Relations |publisher=Nintendo Co., Ltd. |accessdate=June 18, 2010}}</ref> and '''GCN''' in other regions,<ref>{{cite web |url=http://www.nintendo.com/consumer/systems/nintendogamecube/trouble_sound.jsp |title=support.nintendo.com |publisher=Nintendo of America |accessdate = April 23, 2011}}</ref> is a [[History of video game consoles (sixth generation)|sixth generation]] [[video game console]] released by [[Nintendo]] on September 15, 2001 in [[Japan]], November 18, 2001 in [[North America]], May 3, 2002 in [[Europe]], and May 17, 2002 in [[Australia]]. It was the successor to the [[Nintendo 64]].
GAME CUBE
OMG ITS SQUARE!
PIE


The GameCube sold 21.74 million units worldwide, and was discontinued on February 22, 2007.<ref name="Sales">{{cite web |url=http://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e1106.pdf |title=Consolidated Sales Transition by Region |accessdate={{Date|2011-09-04|mdy}} |year=2011 |month=June |publisher=Nintendo |format=PDF |archiveurl=http://www.webcitation.org/60VrBE6Cp|archivedate=2011-07-28}}</ref> Its successor, the [[Wii]] was released in November 2006.
Just cause tacos are black doesnt mean they cant be white or orange or yellow!


The Nintendo GameCube was the first Nintendo console to use [[optical disc]]s as its primary storage medium, after several aborted projects from Nintendo and its partners to utilize optical-based storage media. {{Citation needed|date=December 2010}} In contrast with the GameCube's contemporary competitors, [[Sony]]'s [[PlayStation 2]], [[Sega]]'s [[Dreamcast]] and [[Microsoft]]'s [[Xbox]], the GameCube uses [[miniDVD]]-based discs instead of full-size [[DVD]]s. Partially as a result of this, it does not have the [[DVD-Video]] playback functionality of these systems, nor the [[Compact Disc|audio CD]] playback ability of other consoles that use full-size optical discs.


In addition, the GameCube introduced a variety of connectivity options to Nintendo consoles, and was the fourth Nintendo console, after the [[Nintendo 64DD]], [[Famicom Modem]] and [[Satellaview]], to support online play officially, via the [[Nintendo GameCube Broadband Adapter and Modem Adapter]] (sold separately). It also enabled connectivity to the [[Game Boy Advance]] to access exclusive features of certain games or to use the portable system as a controller for the [[Game Boy Player]].
turquoise buck

rainbow panda bear
[[Panasonic]] also released a DVD player hybrid of the console, the [[Panasonic Q]], which was only released in Japan.

==Marketing==
Nintendo used several advertising strategies and techniques for the GameCube. Around the time of release, the GameCube was advertised with the slogan "Born to Play."<ref name="Born to Play">{{cite web|accessdate={{Date|2009-10-25|mdy}}|date={{Date|2001-09-03|mdy}}|url= http://www.nintendoworldreport.com/news/6408|title=GameCube Slogan Revealed!|publisher=[[Nintendo World Report]]}}</ref> The earliest commercials displayed a rotating cube animation, which would morph into the GameCube logo as a female voice whispers, "GameCube". This was usually displayed at the end of GameCube game commercials.<ref name="Air Ride">{{cite web|accessdate={{Date|2008-03-27|mdy}}|url=http://www.gametrailers.com/video/tv-spot-kirby-air/1831|title=Kirby Air Ride |publisher=[[GameTrailers]]}}</ref>

A subsequent ad campaign featured the "Who Are You?" slogan across Nintendo's entire product line, to market the wide range of games Nintendo offers. The idea behind the "Who Are You?" campaign was that "you are what you play"; the kind of game a person enjoys playing suggests something about that gamer's personality. The "Who Are You?" logo was designed in [[graffiti]]-style lettering. Most of the "Who Are You?" commercials advertised games developed or [[List of video games published by Nintendo|published by Nintendo]], but some developers paid Nintendo to promote their games, using Nintendo's marketing and advertising resources.

==Hardware==
[[File:GameCube-Silver-Optional-Set.jpg|250px|thumb|left|Platinum GameCube with [[WaveBird]] and [[Game Boy Player]]]]
Like its predecessor, the [[Nintendo 64]], the Nintendo GameCube was available in many colors. The two most common, released during the console's launch, were "Indigo" (the standard color used in most early advertising) and "Jet Black." "Spice" (orange) GameCubes were also offered as standard models, but only in Japan. However, the standard controller was widely available in this color outside of Japan as well. Later, Nintendo released GameCubes with a "Platinum" (silver) color scheme, initially marketed as a limited edition product. Other limited edition colors and styles were also only released in Japan.

A Nintendo tradition, the GameCube's model numbers, DOL-001 and 101, are a reference to its codename, "Dolphin."<ref>{{cite web|url=http://cube.ign.com/articles/067/067938p1.html|title=Say Hello to Project Dolphin|publisher=IGN|accessdate=2008-01-27|date= 1999-05-04}}</ref> The official accessories and peripherals have model numbers beginning with DOL as well. Another Dolphin reference, "Flipper" was the name of the GPU for the GameCube.<ref>{{cite web|url= http://cube.ign.com/articles/090/090003p1.html| title=GameCube 101: Graphics|publisher=IGN|accessdate=2008-01-27|date=2001-01-16}}</ref> Panasonic made a licensed version of the GameCube with DVD playback, called the [[Panasonic Q]].

Benchmarks provided by third-party testing facilities indicate that Nintendo's official specifications, especially those relating to performance, may be conservative. One of Nintendo's primary objectives in designing the GameCube hardware was to overcome the perceived limitations and difficulties of programming for the Nintendo 64 architecture, thus creating an affordable, well-balanced, developer-friendly console that still performed competitively against its rivals.<ref>{{cite web|accessdate=2008-03-27|url= http://www.gamespot.com/gamespot/features/video/gamecube_dossier/|title=GameCube Dossier|publisher=[[GameSpot]]|last=Satterfield| first=Shane}}</ref>

The development hardware kit was called the GameCube NR Reader. Model numbers for these units begin with DOT. These units allow developers to debug beta versions of games and hardware. These units were sold to developers by Nintendo at a premium price and many developers modified regular GameCubes for game beta testing because of this. The NR reader will not play regular GameCube games, only special NR discs burned by a Nintendo NR writer.{{Citation needed|date=December 2010}}

===Technical specifications===
The [[Nintendo optical disc|Nintendo GameCube Game Disc]] was the [[Data storage device|software storage medium]] for the Nintendo GameCube, created by [[Panasonic Corporation|Matsushita]]. Chosen to prevent unauthorized copying and to avoid licensing fees to the DVD Consortium, it was Nintendo's first non-[[ROM cartridge|cartridge]] storage method for consoles released outside of Japan (the [[Family Computer Disk System|Famicom Disk System]] and [[Nintendo 64DD]] were exclusive to Japan). Some games which contain large amounts of voice acting or [[Full motion video based game|pre-rendered video]] (for example, ''[[Tales of Symphonia]]'') have been released on two discs; however, only twenty-five games have been released on two discs, and none require more than two discs.

The MultiAV port was identical to the one used in Nintendo's earlier [[Super Nintendo Entertainment System]] and Nintendo 64 consoles, allowing most cables from these systems to be used interchangeably.

Nintendo found that the Digital AV port was used by less than one percent of users, leading to the removal of the port from consoles with model number DOL-101 manufactured after May 2004.<ref>{{cite web|accessdate=2008-03-27|url=http://www.nintendo.com/consumer/systems/nintendogamecube/component_faq.jsp|title=Nintendo's GameCube Component FAQ page|publisher=[[Nintendo]]}}</ref>

Serial Port 2 was also removed from models manufactured after the first product revision.

All Nintendo GameCube systems support the display of [[stereoscopic 3D]], however this was only ever utilised for the launch title ''[[Luigi's Mansion]]'', and the feature was never enabled outside of development.<ref name=IwataAsks3DS>{{cite web|url=http://www.nintendo.co.uk/NOE/en_GB/news/iwata/iwata_asks_-_nintendo_3ds_30756_30757.html#top|title=Iwata Asks: Nintendo 3DS|page=3|quote='''Iwata:''' To go back a little further, the Nintendo GameCube system actually had 3D-compatible circuitry built in [...] '''Itoi:''' Nintendo GameCube did? And all the Nintendo GameCube systems around the world? '''Iwata:''' Yeah. If you fit it with a certain accessory, it could display 3D images.|date=|accessdate=2011-01-11}}</ref> [[3D television]]s were not widespread at the time, and it was deemed that compatible displays would be too cost-prohibitive for the consumer.<ref name=IwataAsks3DS/>

{{Col-begin}}
{{Col-2}}
'''Central processing unit:'''
{{Main|Gekko (microprocessor)}}
* 486&nbsp;[[Hertz|MHz]] [[IBM]] "Gekko" [[PowerPC]] [[Central processing unit|CPU]]
* [[PowerPC 750CXe]]-based core<ref name="AcesHardwareGCN">{{cite web|accessdate=2008-03-27|url=http://www.aceshardware.com/read.jsp?id=60000288|archiveurl=http://web.archive.org/web/20040208044032/http://www.aceshardware.com/read.jsp?id=60000288|archivedate=2004-02-08|title=Game Consoles: A Look Ahead|date=2003-12-14|publisher=Ace's Hardware}}</ref>
* 180&nbsp;[[Nanometre|nm]] IBM copper-wire process, 43&nbsp;mm² die, 4.9&nbsp;[[Watt|W]] dissipation<ref name="AcesHardwareGCN"/>
* Roughly fifty new vector instructions<ref name="AcesHardwareGCN"/>
* 32-bit [[Arithmetic logic unit|ALU]]
* 64-bit [[Floating-point unit|FPU]] (1.9&nbsp;[[FLOPS|GFLOPS]], usable as 2&nbsp;&times;&nbsp;32-bit [[SIMD]])<ref name="AcesHardwareGCN"/>
* 64-bit enhanced PowerPC 60x [[Front-side bus|front side bus]] to GPU/chipset, 162&nbsp;MHz clock, 1.3&nbsp;GB/s peak bandwidth<ref name="AcesHardwareGCN"/>
* 64&nbsp;[[Kilobyte|kB]] (32&nbsp;kB I/32&nbsp;kB D) L1 [[CPU cache|cache]] (8-way [[Associative cache|associative]]), 256&nbsp;kB on-die L2 cache (2-way associative)<ref name="AcesHardwareGCN"/>
* 1125&nbsp;DMIPS (dhrystone 2.1)

'''System memory:'''
* 43&nbsp;[[Megabyte|MB]] total non-unified RAM
** 24&nbsp;MB [[MoSys, Inc.|MoSys]] [[1T-SRAM]] (codenamed "Splash") main system RAM, 324&nbsp;MHz, 64-bit bus, 2.7&nbsp;GB/s bandwidth<ref name="AcesHardwareGCN"/>
** 3&nbsp;MB embedded 1T-SRAM within "Flipper"<ref name="NintendoGCNspecs">{{cite web |accessdate=2008-03-28 |url=http://register.nintendo.com/techspecgcn |archiveurl=http://web.archive.org/web/20080502201300/http://register.nintendo.com/techspecgcn |archivedate=2008-05-02|title=GCN Technical Specifications |publisher=Nintendo}}</ref>
*** Split into 1&nbsp;MB texture buffer and 2&nbsp;MB [[framebuffer]]<ref name="NintendoGCNspecs"/>
*** 10.4&nbsp;GB/s texture peak bandwidth, 7.6&nbsp;GB/s framebuffer peak bandwidth, ≈&nbsp;6.2&nbsp;ns latency<ref name="AcesHardwareGCN"/>
** 16&nbsp;MB [[Dynamic random access memory|DRAM]] used as buffer for DVD drive and audio, 81&nbsp;MHz, 8-bit bus, 81&nbsp;MB/s bandwidth<ref name="AcesHardwareGCN"/>

[[File:Nintendo GameCube rear.jpg|thumb|150px|Rear of GameCube with Digital AV Out]]
'''Connectivity:'''
* 4 controller ports, 2 memory card slots
* Analog AV Out: interlaced [[composite video]], [[S-Video]] <small>(NTSC models only)</small>, and [[RGBS|RGB]] [[SCART]] <small>(PAL models only)</small>, [[Stereophonic sound|stereophonic]] analog audio
* Digital AV Out (DOL-001 only): interlaced or progressive scan [[YCbCr|YC<sub>B</sub>C<sub>R</sub>]] video, decoded to [[YPbPr|YP<sub>B</sub>P<sub>R</sub>]] using a [[Digital-to-analog converter|DAC]] chip inside [[component video]] and [[D-Terminal]] cables,<ref>{{cite web|accessdate=2011-06-26|url=http://gamesx.com/wiki/doku.php?id=av:nintendodigitalav|title=Nintendo GameCube Digital AV Connector|publisher=GameSX]}}</ref> stereophonic [[I²S]] audio <small>(never officially utilized)</small>
* Resolutions: [[480i]], [[576i]], [[480p]]
* High-speed [[serial port]]s: 2
** Serial Port 1 is reserved for a [[Nintendo GameCube Broadband Adapter and Modem Adapter|broadband adapter or modem adapter]]
** Serial Port 2 is unused
* High-speed [[parallel port]]s: 1 (reserved for the [[Game Boy Player]])
* [[Power supply]] output: 12&nbsp;volts [[direct current|DC]]; 3.25&nbsp;[[ampere]]s
* Physical Measurements: 150&nbsp;&times;&nbsp;161&nbsp;&times;&nbsp;110&nbsp;mm / 5.9&nbsp;&times;&nbsp;6.3&nbsp;&times;&nbsp;4.3&nbsp;in (width&nbsp;&times;&nbsp;depth&nbsp;&times;&nbsp;height)
{{Col-2}}
[[File:GEKKO.jpg|thumb|right|150px|IBM PowerPC "Gekko" processor]]
'''Graphics processing unit:'''
* 162&nbsp;MHz "Flipper" [[Integrated circuit#SSI, MSI and LSI|LSI]] (co-developed by Nintendo and [[ArtX]], acquired by [[ATI Technologies|ATI]])
* 180&nbsp;nm [[NEC]] [[eDRAM]]-compatible process
* 8&nbsp;GFLOPS
* 4 [[Pixel pipelines|pixel pipeline]]s with 1 [[texture mapping unit|texture unit]] each<ref name="AcesHardwareGCN"/>
* TEV "Texture EnVironment" engine (similar to Nvidia's GeForce-class "register combiners")
* Fixed-function hardware [[Transform, clipping, and lighting|transform and lighting]] (T&L), 20+ million [[polygon]]s in-game<ref name="segatech">{{cite web|accessdate=2008-03-27|url=http://www.segatech.com/gamecube/overview/index.html|archiveurl=http://web.archive.org/web/20080222190252/http://www.segatech.com/gamecube/overview/index.html|archivedate=2008-02-22|title=DCTP&nbsp;— Nintendo's Gamecube Technical Overview|publisher=Segatech}}</ref>
* 648 [[Megapixels|megapixel]]s/second (162&nbsp;MHz&nbsp;&times; 4 pipelines), 648 [[Texel (graphics)|megatexels]]/second (648&nbsp;MP&nbsp;&times; 1 texture unit) (peak)
** Peak triangle performance: 20,250,000 32-pixel triangles/s raw and with 1 texture and lit
*** 337,500 triangles a frame at 60&nbsp;FPS
*** 675,000 triangles a frame at 30&nbsp;FPS
* 8 texture layers per pass, [[texture compression]], [[Anti-aliasing#Full-scene anti-aliasing|full scene anti-aliasing]]<ref name="segatech"/>
* 8 simultaneous hardware light sources
* [[Bilinear filtering|Bilinear]], [[trilinear filtering|trilinear]], and [[anisotropic filtering|anisotropic]] [[texture filtering]]
* Multi-texturing, [[bump mapping]], [[reflection mapping]], 24-bit [[Z-buffering|z-buffer]]
* 24-bit [[RGB color model|RGB]]/32-bit [[RGBA color space|RGBA]] [[color depth]]
** Hardware limitations sometimes require a 6r+6g+6b+6a mode (18-bit color), resulting in [[color banding]].
''' Video Modes:'''
*640&times;240 [[interlaced video|interlaced]] ([[240i]]) or [[progressive scan]] ([[240p]]) - 60&nbsp;Hz<ref>{{cite web|url=http://www.djek.nl/Downloads/GC/DOCS/GRAPPRO/VI.us.pdf|title=GameCube SDK - Video Interface Library (VI)|accessdate=2011-06-27|page=10|format=PDF}}</ref>
*640&times;480 interlaced ([[480i]]) or progressive scan ([[480p]]) - 60&nbsp;Hz
*640&times;576 interlaced ([[576i]]) - 50&nbsp;Hz
'''Audio:'''
* Integrated audio processor: Custom 81&nbsp;MHz Macronix DSP
** Instruction memory: 8&nbsp;kB RAM, 8&nbsp;kB [[Read-only memory|ROM]]
** Data memory: 8&nbsp;kB RAM, 4&nbsp;kB ROM
** 64 channels 16-bit 48&nbsp;kHz [[Pulse-code modulation|ADPCM]]<ref name="segatech"/>
** [[Pro Logic|Dolby Pro Logic II]] multi-channel information encoded within stereophonic output

[[File:Gamecube-disk.jpg|thumb|right|150px|GameCube Disc]]
'''Storage media:'''
{{Details|Nintendo optical discs}}
* [[Panasonic Corporation|Panasonic]]-developed [[Constant angular velocity|CAV]] [[miniDVD]]-like 8&nbsp;cm optical disc, 2.000&nbsp;MB/s–3.125&nbsp;MB/s transfer rate, 128&nbsp;ms average [[access time]], 1.5&nbsp;GB capacity
* [[Memory cards in video game consoles|Memory cards]] of varying sizes for saved game storage
{{Col-end}}

===Memory and storage===
[[File:Nintendo GameCube memory card.png|thumb|right|150px|upright|Memory Card 59]]
The GameCube features two ports that accommodate memory cards for saving game data. The three official memory card sizes are: 59 blocks (4&nbsp;Mbit/512&nbsp;KB, gray card), 251 blocks (16&nbsp;Mbit/2&nbsp;MB, black), and 1019 blocks (64&nbsp;Mbit/8&nbsp;MB, white). Cheaper third-party memory cards are also available.<ref>{{cite web|url=http://www.nintendo.co.uk/NOE/en_GB/systems/accessories_1222.html |title=Nintendo GameCube Accessories |publisher=Nintendo |accessdate=2009-07-03}}</ref>

===Controller===
{{Main|Nintendo GameCube controller|WaveBird Wireless Controller}}
[[File:Gamecube-controller-breakdown.jpg|thumb|left|150px|Purple GameCube controller]]
The standard GameCube controller has a [[Game controller|wing grip]] design, and was designed to fit well in the player's hands. It includes a total of eight buttons, two [[analog stick]]s, a [[D-pad]], and an internal [[Haptic technology#Computer and video games|rumble]] motor. The primary analog stick was on the left, with the D-pad below it. 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 to the top. Below those, there was a yellow "C" stick, which often serves different functions, such as controlling the camera. The Start/Pause button was located at the middle of the controller face, and the rumble motor was encased within the center of the controller.

On the top of the controller there are two analog shoulder buttons marked "L" and "R," as well as one digital button marked "Z." The "L" and "R" shoulder buttons feature both analog and digital capabilities. Each of these buttons behaves as a typical analog button until fully depressed, at which point the button "clicks" to register an additional digital signal. This method effectively serves to provide two functions per button without actually adding two separate physical buttons.

The [[WaveBird Wireless Controller]] was an [[Radio frequency|RF]]-based [[wireless]] [[game controller|controller]], based on the same design as the standard controller. This controller comes in light grey and platinum. It communicates with the GameCube system wirelessly through a receiver dongle connected to one of the system's controller ports. It was powered by two AA batteries. As a power-conservation measure, the WaveBird lacks the rumble function of the standard controller.

===Technical issues===
Some launch GameCube consoles developed disc read problems with the optical pickup becoming thermally sensitive over time, causing read errors when the console reached normal [[operating temperature]]. Failures of this sort require replacement of the optical pickup. Affected consoles have sometimes been serviced free of charge by Nintendo even after the expiration of the warranty period.

===Start-up Easter Eggs===
The Gamecube has two audio Easter Eggs: When the power is activated, if a user holds Z on the Player 1 controller, you will then hear a squeaking sound, and then a baby laugh, and holding Z simultaneously on a controller plugged into each port will produce a japanese oriental style sound effect with a man shouting a battle cry.<ref>{{cite web|url=http://www.nintendo.com/consumer/systems/nintendogamecube/trouble_errormessages.jsp|title= Nintendo GameCube Error Messages|publisher=[[Nintendo]]|accessdate=2008-03-27}}</ref>

The Gamecube's main menu screen also has hidden music. Speeding up the music about 25 times will reveal that the menu's music is really a slowed down version of the [[Famicom Disk System]]'s startup music.

==Software library==
{{See also|List of Nintendo GameCube games|List of Nintendo GameCube games with 480p and 16:9 support|Chronology of GameCube games|Player's Choice}}

===Launch games===
The GameCube launched in North America with the following twelve games:

{| class="wikitable"
|-
! Title
! Developer
! Publisher(s)
|-
| style="text-align:left;"| ''[[All-Star Baseball|All-Star Baseball 2002]]''
| style="text-align:center;"| [[Acclaim Entertainment|Acclaim]]
| style="text-align:center;"| [[Acclaim Entertainment|Acclaim]]
|-
| style="text-align:left;"| ''[[Batman Vengeance]]''
| style="text-align:center;"| [[Ubisoft]]
| style="text-align:center;"| [[Ubisoft]]
|-
| style="text-align:left;"| ''[[Crazy Taxi]]''
| style="text-align:center;"| [[Sega AM-3|Hitmaker]]
| style="text-align:center;"| [[Sega]]
|-
| style="text-align:left;"| ''[[Dave Mirra Freestyle BMX 2]]''
| style="text-align:center;"| [[Underground Development|Z-Axis]]
| style="text-align:center;"| [[Acclaim Entertainment|Acclaim]]
|-
| style="text-align:left;"| ''[[Disney's Tarzan Untamed]]''
| style="text-align:center;"| [[Ubisoft]]
| style="text-align:center;"| [[Ubisoft]]
|-
| style="text-align:left;"| ''[[Luigi's Mansion]]''
| style="text-align:center;"| [[Nintendo]]
| style="text-align:center;"| [[Nintendo]]
|-
| style="text-align:left;"| ''[[Madden NFL 2002]]''
| style="text-align:center;"| [[EA Tiburon]]
| style="text-align:center;"| [[EA Sports]]
|-
| style="text-align:left;"| ''[[NHL Hitz 20-02]]''
| style="text-align:center;"| [[EA Canada|EA Black Box]]
| style="text-align:center;"| [[Midway Games|Midway]]
|-
| style="text-align:left;"| ''[[Star Wars Rogue Squadron II: Rogue Leader]]''
| style="text-align:center;"| [[Factor 5]]
| style="text-align:center;"| [[LucasArts]]
|-
| style="text-align:left;"| ''[[Super Monkey Ball]]''
| style="text-align:center;"| [[New Entertainment R&D Dept.|Amusement Vision]]
| style="text-align:center;"| [[Sega]]
|-
| style="text-align:left;"| ''[[Tony Hawk's Pro Skater 3]]''
| style="text-align:center;"| [[Neversoft]]
| style="text-align:center;"| [[Activision]]
|-
| style="text-align:left;"| ''[[Wave Race: Blue Storm]]''
| style="text-align:center;"| [[Nintendo Software Technology|NST]]
| style="text-align:center;"| [[Nintendo]]
|}

One of the defining aspects of the Nintendo GameCube was the rejuvenated relationship between Nintendo and its licensees. Unlike previous generations in which Nintendo was accused of taking advantage of its leadership role in the video game marketplace by posing monopolistic restrictions on its third-party game developers that vastly favored Nintendo, the company openly sought game-development aid on the Nintendo GameCube.{{Citation needed|date=December 2007}} Sometimes, Nintendo would merely request that a third-party developer produce a game based on the third-party's own game franchises; other times, Nintendo would request that the third-party developer produce a game based on Nintendo's own game franchises. In both cases, Nintendo often took an active role in cooperating with the developer.{{Citation needed|date=December 2007}} This policy on Nintendo's part resulted in exclusive third-party games for the Nintendo GameCube, and the arrival of multi-format games for the console.

===Market share===
Despite Nintendo's efforts, the GameCube failed to reclaim the market share lost by its predecessor, the [[Nintendo 64]]. In terms of overall hardware sales, it remained a steady third place behind its direct competitors - [[Sony]]'s [[PlayStation 2]] and [[Microsoft]]'s [[Xbox]] - throughout the lifespan of all three consoles. The console's "family-friendly" appeal and lack of support from certain third-party developers skewed the GameCube toward a younger market, which was a minority demographic of the gaming population during the sixth generation (see [http://www.economist.com/images/20050806/CSF279.gif chart]). Many third-party games popular with teenagers or adults, such as the blockbuster [[Grand Theft Auto (series)|''Grand Theft Auto'' series]] and several key [[first-person shooter]]s, skipped the GameCube entirely in favor of the PlayStation 2 and Xbox.

While many of Nintendo's own first-party titles saw strong sales, this did not typically benefit third-party developers or drive sales of their games. Many cross-platform games — such as sports franchises released by [[Electronic Arts]] — sold far below their [[PlayStation 2]] and [[Xbox]] counterparts, eventually prompting some developers to scale back or completely cease support for the GameCube. After several years of losing money from developing for Nintendo's console, [[Eidos Interactive]] announced in September 2003 that it would end support for the GameCube, canceling several games that were in development.<ref>{{cite web|url= http://cube.ign.com/articles/436/436915p1.html|title=Eidos to Pull GCN Support|publisher=IGN|accessdate=2007-07-12|date=2003-09-05}}</ref> Later, however, Eidos resumed development<ref>{{cite web|url= http://www.gamefaqs.com/features/company/1828.html|title=Game Companies: Eidos Interactive|publisher=[[GameFAQs]]|accessdate=2007-07-12}}</ref> of GameCube titles, releasing hit games such as ''[[Lego Star Wars: The Video Game]]'' and ''[[Tomb Raider: Legend]]''. In addition, several third-party games originally intended to be GameCube exclusive - most notably ''[[Resident Evil 4]]'' - were eventually ported to other systems in an attempt to maximize profit following lackluster sales of the GameCube originals.

The 1.5&nbsp;GB proprietary disc format may also have been a limiting factor since the PlayStation 2 and Xbox could use 8.5&nbsp;GB [[DVD-R DL|Dual-Layer DVD]]s for larger games. The GameCube disc still had sufficient room for most games, although a few would require an extra disc or, less often, feature less content than the other versions. Higher video compression for some games was also potentially more apparent on some GameCube versions, if employed by developers as a workaround for storage constraints.

Also, due to Nintendo's lack of support for the online capabilities of the GameCube (as compared to Sega, Sony, and Microsoft, who actively promoted online gaming by releasing first-party online titles and soliciting developers for support), multi-platform games with online functionality were released offline-only on the GameCube. Although online support was added in late 2002 and both Sony and Nintendo followed a similar decentralized online model (in contrast to the centralized [[Xbox Live]]), lower sales of the GameCube versions of games during its launch year precluded developers from including online support.

Due to sagging sales, Nintendo halted GameCube production for a brief period in 2003 to reduce surplus units.<ref>{{cite web|url=http://www.gamespot.com/news/6078214.html|title=Nintendo revives GameCube production|publisher=GameSpot|accessdate=2009-10-27|date=2003-11-05}}</ref> Sales rebounded slightly after a price drop to US$99 on September 24, 2003<ref name="price drop 99">{{cite web|url=http://www.businesswire.com/news/home/20030924005222/en/Nintendo-GameCube-Price-Drops-99!-Hardware-Price|title=Nintendo GameCube Price Drops to $99!|publisher=[[Nintendo]]|accessdate=2007-07-13|date=2003-09-24}}</ref> and the release of ''[[The Legend of Zelda: Collector's Edition]]'' bundle. A demo disc, the ''Nintendo GameCube Preview Disc'', was also released in a bundle in 2003.{{Citation needed|date=April 2008}} Beginning with this period, GameCube sales continued to be steady, particularly in Japan,{{Citation needed|date=December 2007}} but the GameCube remained in third place in worldwide sales during the sixth generation era due to weaker sales performance elsewhere.

Some third-party companies, such as [[Ubisoft]], [[THQ]], [[Disney Interactive Studios]], [[Humongous (game developer)|Humongous Entertainment]] and [[EA Sports]], continued to release GameCube games well into 2007.<ref>{{cite web|url= http://www.ubi.com/ENCA/News/Info.aspx?nId=4469|title=Surf's Up official Press Release|date=2007-04-19|publisher=[[Ubisoft]] |accessdate=2007-04-18}}</ref><ref>{{cite web|url=http://investor.thq.com/phoenix.zhtml?c=96376&p=irol-newsArticle&ID=927018&highlight=|title=Ratatouille official Press Release|date=2006-11-06|accessdate=2007-04-18|publisher=[[THQ]]}}</ref><ref>{{cite web|url=http://www.ea.com/article.jsp?id=madden08pressrelease|archiveurl=http://web.archive.org/web/20071229050750/http://www.ea.com/article.jsp?id=madden08pressrelease|archivedate=2007-12-29|title=Madden NFL 08 official Press Release|date=2007-04-18|accessdate=2007-04-18|publisher=[[Electronic Arts]]}}</ref><ref>{{cite web|publisher=Nintendo World Report|url =http://www.nintendoworldreport.com/pr/13940|title=Disney Showcases E3 Lineup|date=2007-08-02|accessdate=2007-04-18}}</ref> These titles include ''[[TMNT (video game)|TMNT]]'', ''[[Meet the Robinsons (video game)|Meet the Robinsons]]'', ''[[Surf's Up (video game)|Surf's Up]]'', ''[[Ratatouille (video game)|Ratatouille]]'' and ''[[Madden NFL 08]]''.{{Citation needed|date=December 2007}}

===Online gaming===
The GameCube was at one point online compatible by using a GameCube Broadband Adapter or Modem Adapter, though only four games featured an online component which were ''[[Homeland (video game)|Homeland]]'', ''[[Phantasy Star Online Episode I & II]]'', ''[[Phantasy Star Online Episode I & II Plus]]'' and ''[[Phantasy Star Online Episode III: C.A.R.D. Revolution]]''. This online play was ended as of April 2007. Although the official servers for the PSO titles are now offline, it is still possible to play online on various private servers such as SCHTHACK. LAN gameplay is still available for the three titles that originally supported it as well: ''[[Mario Kart: Double Dash‼]]'', ''[[1080° Avalanche]]'' and ''[[Kirby Air Ride]]''. There are some third-party PC applications such as ''Warp Pipe'' and [[XLink Kai]] that allows online play of these three games by [[tunneling protocol|tunneling]] the network traffic through a computer and across the Internet, though this is not supported by Nintendo.

==Reception and sales==
{{Expand section|date=March 2009}}
Although generally receiving positive comments on its software library which includes some of the highest-rated video games ever made, the GameCube received criticism for its "toy-ish" external hardware design and for lacking some of the technical features of its competitors (such as DVD playback, digital audio output, widespread online support, and [[widescreen]] display mode for most games).<ref name="igntop25">{{cite web|url=http://www.ign.com/top-25-consoles/16.html|title=Nintendo GameCube is number 16|publisher=IGN Entertainment|accessdate=15-Oct-2009}}</ref>

The GameCube sold nearly 22 million units worldwide during its lifetime,<ref name="Sales"/> lagging far behind the PlayStation&nbsp;2's almost 154 million.<!-- "more than" 140m up to Sept 09... --><ref name="SonyPress">{{cite web| url=http://www.scei.co.jp/corporate/release/100118e.html|title=SONY COMPUTER ENTERTAINMENT ASIA STARTS ITS PLAYSTATION BUSINESS IN REPUBLIC OF INDONESIA|date=2010-01-08|publisher=[[SCEI]]|accessdate=2010-02-13}}</ref><!-- 2.8m from Oct 09 to Mar 10 (Japanese Q3 and Q4. NOTE: The Japanese fiscal year (and therefore quarters) are different from the US) --><ref name="UnitSales2006+">{{cite web|url=http://www.scei.co.jp/corporate/data/bizdataps2_sale_e.html|title=PlayStation2 Worldwide Hardware Unit Sales|accessdate=2010-05-16|date=2010-04-01|publisher=[[Sony Computer Entertainment|SCEI]]}}</ref> The GameCube finished its generation slightly behind the Xbox, which sold 24 million units before being discontinued, and well ahead of the short-lived Dreamcast, which sold 10.6 million. The GameCube failed to outsell its predecessor, the Nintendo 64, which sold almost 33 million units in its lifetime.<ref>{{cite web |url=http://www.ownt.com/qtakes/2003/gamestats/gamestats.shtm |title=All Time Top 20 Best Selling Games |accessdate=2008-03-27 |archiveurl=http://web.archive.org/web/20060221044930/http://www.ownt.com/qtakes/2003/gamestats/gamestats.shtm |archivedate=2006-02-21 |date=2003-05-21}}</ref>

In September 2009, IGN named the GameCube the 16th best gaming console of all time, behind all three of its competitors: the PlayStation 2 (3rd), Dreamcast (8th), and Xbox (11th). Aside from the Virtual Boy (which did not make the list at all), it was the only Nintendo console to not make the list's top 10.<ref name="igntop25" />

===Games===
{{See also|List of best-selling Nintendo GameCube video games}}
The [[List of Nintendo GameCube games|number of games]] released for the console exceeds 600, with 208.56 million GameCube games sold as of June 30, 2008.

==See also==
{{Portal|Nintendo}}
*[[Nintendo GameCube accessories]]
*[[Nintendo GameCube Linux]]
*[[Dolphin (emulator)]]

==References==
{{Reflist|colwidth=30em}}

==External links==
{{Commons category|GameCube}}
*[http://www.nintendo.com/consumer/systems/nintendogamecube/index.jsp Nintendo GameCube] Official webpage by Nintendo of America
*[http://web.archive.org/web/20080501165134/http://register.nintendo.com/systemsgcn Nintendo GameCube] at Nintendo.com ([http://web.archive.org/web/*/http://www.nintendo.com/systemsgcn archived versions] at the [[Digital time capsule|Internet Archive Wayback Machine]])
*{{Dmoz|Games/Video_Games/Console_Platforms/Nintendo/GameCube|GameCube}}
*[http://www.florre.se A sortable list of all games to Gamecube]
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{{Nintendo hardware|GameCube}}
{{Sixth generation game consoles}}

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[[Category:Sixth-generation video game consoles]]
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[[Category:Nintendo hardware]]

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Revision as of 00:35, 22 February 2012

Nintendo GameCube
Purple GameCube and controller
Indigo GameCube and controller
CodenameDolphin
ManufacturerNintendo
TypeVideo game console
GenerationSixth generation
DiscontinuedFebruary 22, 2007[1]
Units soldWorldwide: 21.74 million
Japan: 4.04 million
North America: 12.94 million
Europe & Australia: 4.77 million[2]
MediaNintendo GameCube game disc
CPUIBM PowerPC "Gekko", 486 MHz
StorageNintendo GameCube Memory Card (16 MB max. capacity)
Display *Requires the use of the Digital AV port, which was removed from later models
GraphicsATI "Flipper", 162 MHz
SoundAnalog stereo (support for Dolby Pro Logic II)
InputNintendo GameCube controller, WaveBird, Game Boy Advance, numerous other input devices
ConnectivityNintendo GameCube Broadband Adapter and Modem Adapter
Dimensions5.9 × 6.3 × 4.3 in
149 × 193 × 112 mm
(width × depth × height)
Best-selling gameSuper Smash Bros. Melee, 7.09 million (as of March 10, 2008)[3]
PredecessorNintendo 64
SuccessorWii

The Nintendo GameCube (ニンテンドーゲームキューブ, Nintendō Gēmukyūbu), officially abbreviated to NGC in Japan[4][5] and GCN in other regions,[6] is a sixth generation video game console released by Nintendo on September 15, 2001 in Japan, November 18, 2001 in North America, May 3, 2002 in Europe, and May 17, 2002 in Australia. It was the successor to the Nintendo 64.

The GameCube sold 21.74 million units worldwide, and was discontinued on February 22, 2007.[2] Its successor, the Wii was released in November 2006.

The Nintendo GameCube was the first Nintendo console to use optical discs as its primary storage medium, after several aborted projects from Nintendo and its partners to utilize optical-based storage media. [citation needed] In contrast with the GameCube's contemporary competitors, Sony's PlayStation 2, Sega's Dreamcast and Microsoft's Xbox, the GameCube uses miniDVD-based discs instead of full-size DVDs. Partially as a result of this, it does not have the DVD-Video playback functionality of these systems, nor the audio CD playback ability of other consoles that use full-size optical discs.

In addition, the GameCube introduced a variety of connectivity options to Nintendo consoles, and was the fourth Nintendo console, after the Nintendo 64DD, Famicom Modem and Satellaview, to support online play officially, via the Nintendo GameCube Broadband Adapter and Modem Adapter (sold separately). It also enabled connectivity to the Game Boy Advance to access exclusive features of certain games or to use the portable system as a controller for the Game Boy Player.

Panasonic also released a DVD player hybrid of the console, the Panasonic Q, which was only released in Japan.

Marketing

Nintendo used several advertising strategies and techniques for the GameCube. Around the time of release, the GameCube was advertised with the slogan "Born to Play."[7] The earliest commercials displayed a rotating cube animation, which would morph into the GameCube logo as a female voice whispers, "GameCube". This was usually displayed at the end of GameCube game commercials.[8]

A subsequent ad campaign featured the "Who Are You?" slogan across Nintendo's entire product line, to market the wide range of games Nintendo offers. The idea behind the "Who Are You?" campaign was that "you are what you play"; the kind of game a person enjoys playing suggests something about that gamer's personality. The "Who Are You?" logo was designed in graffiti-style lettering. Most of the "Who Are You?" commercials advertised games developed or published by Nintendo, but some developers paid Nintendo to promote their games, using Nintendo's marketing and advertising resources.

Hardware

Platinum GameCube with WaveBird and Game Boy Player

Like its predecessor, the Nintendo 64, the Nintendo GameCube was available in many colors. The two most common, released during the console's launch, were "Indigo" (the standard color used in most early advertising) and "Jet Black." "Spice" (orange) GameCubes were also offered as standard models, but only in Japan. However, the standard controller was widely available in this color outside of Japan as well. Later, Nintendo released GameCubes with a "Platinum" (silver) color scheme, initially marketed as a limited edition product. Other limited edition colors and styles were also only released in Japan.

A Nintendo tradition, the GameCube's model numbers, DOL-001 and 101, are a reference to its codename, "Dolphin."[9] The official accessories and peripherals have model numbers beginning with DOL as well. Another Dolphin reference, "Flipper" was the name of the GPU for the GameCube.[10] Panasonic made a licensed version of the GameCube with DVD playback, called the Panasonic Q.

Benchmarks provided by third-party testing facilities indicate that Nintendo's official specifications, especially those relating to performance, may be conservative. One of Nintendo's primary objectives in designing the GameCube hardware was to overcome the perceived limitations and difficulties of programming for the Nintendo 64 architecture, thus creating an affordable, well-balanced, developer-friendly console that still performed competitively against its rivals.[11]

The development hardware kit was called the GameCube NR Reader. Model numbers for these units begin with DOT. These units allow developers to debug beta versions of games and hardware. These units were sold to developers by Nintendo at a premium price and many developers modified regular GameCubes for game beta testing because of this. The NR reader will not play regular GameCube games, only special NR discs burned by a Nintendo NR writer.[citation needed]

Technical specifications

The Nintendo GameCube Game Disc was the software storage medium for the Nintendo GameCube, created by Matsushita. Chosen to prevent unauthorized copying and to avoid licensing fees to the DVD Consortium, it was Nintendo's first non-cartridge storage method for consoles released outside of Japan (the Famicom Disk System and Nintendo 64DD were exclusive to Japan). Some games which contain large amounts of voice acting or pre-rendered video (for example, Tales of Symphonia) have been released on two discs; however, only twenty-five games have been released on two discs, and none require more than two discs.

The MultiAV port was identical to the one used in Nintendo's earlier Super Nintendo Entertainment System and Nintendo 64 consoles, allowing most cables from these systems to be used interchangeably.

Nintendo found that the Digital AV port was used by less than one percent of users, leading to the removal of the port from consoles with model number DOL-101 manufactured after May 2004.[12]

Serial Port 2 was also removed from models manufactured after the first product revision.

All Nintendo GameCube systems support the display of stereoscopic 3D, however this was only ever utilised for the launch title Luigi's Mansion, and the feature was never enabled outside of development.[13] 3D televisions were not widespread at the time, and it was deemed that compatible displays would be too cost-prohibitive for the consumer.[13]

Memory and storage

Memory Card 59

The GameCube features two ports that accommodate memory cards for saving game data. The three official memory card sizes are: 59 blocks (4 Mbit/512 KB, gray card), 251 blocks (16 Mbit/2 MB, black), and 1019 blocks (64 Mbit/8 MB, white). Cheaper third-party memory cards are also available.[19]

Controller

Purple GameCube controller

The standard GameCube controller has a wing grip design, and was designed to fit well in the player's hands. It includes a total of eight buttons, two analog sticks, a D-pad, and an internal rumble motor. The primary analog stick was on the left, with the D-pad below it. 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 to the top. Below those, there was a yellow "C" stick, which often serves different functions, such as controlling the camera. The Start/Pause button was located at the middle of the controller face, and the rumble motor was encased within the center of the controller.

On the top of the controller there are two analog shoulder buttons marked "L" and "R," as well as one digital button marked "Z." The "L" and "R" shoulder buttons feature both analog and digital capabilities. Each of these buttons behaves as a typical analog button until fully depressed, at which point the button "clicks" to register an additional digital signal. This method effectively serves to provide two functions per button without actually adding two separate physical buttons.

The WaveBird Wireless Controller was an RF-based wireless controller, based on the same design as the standard controller. This controller comes in light grey and platinum. It communicates with the GameCube system wirelessly through a receiver dongle connected to one of the system's controller ports. It was powered by two AA batteries. As a power-conservation measure, the WaveBird lacks the rumble function of the standard controller.

Technical issues

Some launch GameCube consoles developed disc read problems with the optical pickup becoming thermally sensitive over time, causing read errors when the console reached normal operating temperature. Failures of this sort require replacement of the optical pickup. Affected consoles have sometimes been serviced free of charge by Nintendo even after the expiration of the warranty period.

Start-up Easter Eggs

The Gamecube has two audio Easter Eggs: When the power is activated, if a user holds Z on the Player 1 controller, you will then hear a squeaking sound, and then a baby laugh, and holding Z simultaneously on a controller plugged into each port will produce a japanese oriental style sound effect with a man shouting a battle cry.[20]

The Gamecube's main menu screen also has hidden music. Speeding up the music about 25 times will reveal that the menu's music is really a slowed down version of the Famicom Disk System's startup music.

Software library

Launch games

The GameCube launched in North America with the following twelve games:

Title Developer Publisher(s)
All-Star Baseball 2002 Acclaim Acclaim
Batman Vengeance Ubisoft Ubisoft
Crazy Taxi Hitmaker Sega
Dave Mirra Freestyle BMX 2 Z-Axis Acclaim
Disney's Tarzan Untamed Ubisoft Ubisoft
Luigi's Mansion Nintendo Nintendo
Madden NFL 2002 EA Tiburon EA Sports
NHL Hitz 20-02 EA Black Box Midway
Star Wars Rogue Squadron II: Rogue Leader Factor 5 LucasArts
Super Monkey Ball Amusement Vision Sega
Tony Hawk's Pro Skater 3 Neversoft Activision
Wave Race: Blue Storm NST Nintendo

One of the defining aspects of the Nintendo GameCube was the rejuvenated relationship between Nintendo and its licensees. Unlike previous generations in which Nintendo was accused of taking advantage of its leadership role in the video game marketplace by posing monopolistic restrictions on its third-party game developers that vastly favored Nintendo, the company openly sought game-development aid on the Nintendo GameCube.[citation needed] Sometimes, Nintendo would merely request that a third-party developer produce a game based on the third-party's own game franchises; other times, Nintendo would request that the third-party developer produce a game based on Nintendo's own game franchises. In both cases, Nintendo often took an active role in cooperating with the developer.[citation needed] This policy on Nintendo's part resulted in exclusive third-party games for the Nintendo GameCube, and the arrival of multi-format games for the console.

Market share

Despite Nintendo's efforts, the GameCube failed to reclaim the market share lost by its predecessor, the Nintendo 64. In terms of overall hardware sales, it remained a steady third place behind its direct competitors - Sony's PlayStation 2 and Microsoft's Xbox - throughout the lifespan of all three consoles. The console's "family-friendly" appeal and lack of support from certain third-party developers skewed the GameCube toward a younger market, which was a minority demographic of the gaming population during the sixth generation (see chart). Many third-party games popular with teenagers or adults, such as the blockbuster Grand Theft Auto series and several key first-person shooters, skipped the GameCube entirely in favor of the PlayStation 2 and Xbox.

While many of Nintendo's own first-party titles saw strong sales, this did not typically benefit third-party developers or drive sales of their games. Many cross-platform games — such as sports franchises released by Electronic Arts — sold far below their PlayStation 2 and Xbox counterparts, eventually prompting some developers to scale back or completely cease support for the GameCube. After several years of losing money from developing for Nintendo's console, Eidos Interactive announced in September 2003 that it would end support for the GameCube, canceling several games that were in development.[21] Later, however, Eidos resumed development[22] of GameCube titles, releasing hit games such as Lego Star Wars: The Video Game and Tomb Raider: Legend. In addition, several third-party games originally intended to be GameCube exclusive - most notably Resident Evil 4 - were eventually ported to other systems in an attempt to maximize profit following lackluster sales of the GameCube originals.

The 1.5 GB proprietary disc format may also have been a limiting factor since the PlayStation 2 and Xbox could use 8.5 GB Dual-Layer DVDs for larger games. The GameCube disc still had sufficient room for most games, although a few would require an extra disc or, less often, feature less content than the other versions. Higher video compression for some games was also potentially more apparent on some GameCube versions, if employed by developers as a workaround for storage constraints.

Also, due to Nintendo's lack of support for the online capabilities of the GameCube (as compared to Sega, Sony, and Microsoft, who actively promoted online gaming by releasing first-party online titles and soliciting developers for support), multi-platform games with online functionality were released offline-only on the GameCube. Although online support was added in late 2002 and both Sony and Nintendo followed a similar decentralized online model (in contrast to the centralized Xbox Live), lower sales of the GameCube versions of games during its launch year precluded developers from including online support.

Due to sagging sales, Nintendo halted GameCube production for a brief period in 2003 to reduce surplus units.[23] Sales rebounded slightly after a price drop to US$99 on September 24, 2003[24] and the release of The Legend of Zelda: Collector's Edition bundle. A demo disc, the Nintendo GameCube Preview Disc, was also released in a bundle in 2003.[citation needed] Beginning with this period, GameCube sales continued to be steady, particularly in Japan,[citation needed] but the GameCube remained in third place in worldwide sales during the sixth generation era due to weaker sales performance elsewhere.

Some third-party companies, such as Ubisoft, THQ, Disney Interactive Studios, Humongous Entertainment and EA Sports, continued to release GameCube games well into 2007.[25][26][27][28] These titles include TMNT, Meet the Robinsons, Surf's Up, Ratatouille and Madden NFL 08.[citation needed]

Online gaming

The GameCube was at one point online compatible by using a GameCube Broadband Adapter or Modem Adapter, though only four games featured an online component which were Homeland, Phantasy Star Online Episode I & II, Phantasy Star Online Episode I & II Plus and Phantasy Star Online Episode III: C.A.R.D. Revolution. This online play was ended as of April 2007. Although the official servers for the PSO titles are now offline, it is still possible to play online on various private servers such as SCHTHACK. LAN gameplay is still available for the three titles that originally supported it as well: Mario Kart: Double Dash‼, 1080° Avalanche and Kirby Air Ride. There are some third-party PC applications such as Warp Pipe and XLink Kai that allows online play of these three games by tunneling the network traffic through a computer and across the Internet, though this is not supported by Nintendo.

Reception and sales

Although generally receiving positive comments on its software library which includes some of the highest-rated video games ever made, the GameCube received criticism for its "toy-ish" external hardware design and for lacking some of the technical features of its competitors (such as DVD playback, digital audio output, widespread online support, and widescreen display mode for most games).[29]

The GameCube sold nearly 22 million units worldwide during its lifetime,[2] lagging far behind the PlayStation 2's almost 154 million.[30][31] The GameCube finished its generation slightly behind the Xbox, which sold 24 million units before being discontinued, and well ahead of the short-lived Dreamcast, which sold 10.6 million. The GameCube failed to outsell its predecessor, the Nintendo 64, which sold almost 33 million units in its lifetime.[32]

In September 2009, IGN named the GameCube the 16th best gaming console of all time, behind all three of its competitors: the PlayStation 2 (3rd), Dreamcast (8th), and Xbox (11th). Aside from the Virtual Boy (which did not make the list at all), it was the only Nintendo console to not make the list's top 10.[29]

Games

The number of games released for the console exceeds 600, with 208.56 million GameCube games sold as of June 30, 2008.

See also

References

  1. ^ "Nintendo ends GameCube support". Market for Home Computing and Video Games. February 22, 2007. Retrieved January 16, 2011. {{cite web}}: Italic or bold markup not allowed in: |publisher= (help)
  2. ^ a b c "Consolidated Sales Transition by Region". Nintendo. 2011. Archived from the original (PDF) on 2011-07-28. Retrieved September 4, 2011. {{cite web}}: Unknown parameter |month= ignored (help)
  3. ^ "At Long Last, Nintendo Proclaims: Let the Brawls Begin on Wii!" (Press release). Nintendo. March 10, 2008. Retrieved March 11, 2008. The previous installment in the series, Super Smash Bros. Melee, was the best-selling game for Nintendo GameCube with 7.09 million copies sold worldwide.
  4. ^ "ニンテンドー ゲームキューブ". Nintendo Co., Ltd. Retrieved June 18, 2010.
  5. ^ "First Quarter Financial Results Briefing Q & A". Investor Relations. Nintendo Co., Ltd. July 31, 2009. Retrieved June 18, 2010.
  6. ^ "support.nintendo.com". Nintendo of America. Retrieved April 23, 2011.
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