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14:28, 9 October 2017: 64.88.204.30 (talk) triggered filter 384, performing the action "edit" on GameCube. Actions taken: Disallow; Filter description: Addition of bad words or other vandalism (examine)

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The '''GameCube'''{{efn|1={{nihongo||ゲームキューブ|Gēmukyūbu}}, officially called the '''Nintendo GameCube''', abbreviated '''NGC''' in Japan and '''GCN''' in Europe and North America}} is a <!-- Do not add 128-bit! --> [[home video game console]] released by [[Nintendo]] in Japan on September 14, 2001; in North America on November 18, 2001; in Europe on May 3, 2002; and in Australia on May 17, 2002. The [[History of video game consoles (sixth generation)|sixth-generation console]] is the successor to the [[Nintendo 64]] and competed with [[Sony Computer Entertainment]]'s [[PlayStation 2]] and [[Microsoft]]'s [[Xbox (console)|Xbox]].
The '''GameCube'''{{efn|1={{nihongo||ゲームキューブ|Gēmukyūbu}}, officially called the '''Nintendo GameCube''', abbreviated '''NGC''' in Japan and '''GCN''' in Europe and North America}} is a <!-- Do not add 128-bit! --> a piece of crap by [[Nintendo]] in Japan on September 14, 2001; in North America on November 18, 2001; in Europe on May 3, 2002; and in Australia on May 17, 2002. The [[History of video game consoles (sixth generation)|sixth-generation console]] is the successor to the [[Nintendo 64]] and competed with [[Sony Computer Entertainment]]'s [[PlayStation 2]] and [[Microsoft]]'s [[Xbox (console)|Xbox]].


The GameCube is the first Nintendo console to use [[optical disc]]s as its primary storage medium. The discs are similar to the [[miniDVD]] format; as a result of their smaller size and the console's small disc compartment, the system was not designed to play standard [[DVD]]s or [[Compact disc|audio CDs]]. The console supports [[online game|online gaming]] for a small number of its titles via the [[Nintendo GameCube Broadband Adapter and Modem Adapter|broadband or modem adapter]] and connects to the [[Game Boy Advance]] via the [[Nintendo GameCube – Game Boy Advance link cable|link cable]], allowing players to access exclusive in-game features using the handheld as a second screen and controller.
The GameCube is the first Nintendo console to use [[optical disc]]s as its primary storage medium. The discs are similar to the [[miniDVD]] format; as a result of their smaller size and the console's small disc compartment, the system was not designed to play standard [[DVD]]s or [[Compact disc|audio CDs]]. The console supports [[online game|online gaming]] for a small number of its titles via the [[Nintendo GameCube Broadband Adapter and Modem Adapter|broadband or modem adapter]] and connects to the [[Game Boy Advance]] via the [[Nintendo GameCube – Game Boy Advance link cable|link cable]], allowing players to access exclusive in-game features using the handheld as a second screen and controller.

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'{{Use mdy dates|date=March 2016}} {{Infobox information appliance | name = Nintendo GameCube | logo = Nintendo Gamecube Logo.svg | image = GameCube-Set.jpg | caption = An indigo Nintendo GameCube console with [[GameCube controller|its controller]] and the 251-block memory card | aka = Dolphin <small>(code name)</small> | developer = [[Nintendo]] | manufacturer = {{plainlist| * Nintendo * [[Foxconn]] }} | family = | type = [[Home video game console]] | generation = [[History of video game consoles (sixth generation)|Sixth generation]] | lifespan = 2001–2007 | discontinued = {{vgrelease|WW|2007<!-- No exact date is given so the year of the article (2007) is used --><ref name="gcndiscontinued">{{cite web|url=http://www.mcvuk.com/news/read/nintendo-ends-gamecube-support|archiveurl=https://web.archive.org/web/20160601030811/http://www.mcvuk.com/news/read/nintendo-ends-gamecube-support|title=Nintendo ends GameCube support|date=February 22, 2007|accessdate=January 16, 2011|archivedate=June 1, 2016|publisher=''[[Market for Home Computing and Video Games]]''|deadurl=no}}</ref>}} | media = {{plainlist| * [[Nintendo GameCube Game Disc]] * Game Pak <small>([[Game Boy Player]] required)</small> }} | os = Dolphin OS | power = | soc = | cpu = [[IBM]] [[PowerPC]] [[Gekko (microprocessor)|Gekko]] @ 486&nbsp;[[Hertz|MHz]] | memory = | storage = None | memory card = Nintendo GameCube memory card <small>(16&nbsp;MB max. capacity)</small> | display = {{plainlist| * [[Composite video]] * [[S-Video]] <small>(NTSC consoles only)</small> * [[RGBS|RGB]] [[SCART]] <small>(PAL consoles only)</small> * [[YPbPr|{{YPbPr}}]] [[component video]]/[[d-terminal]] <small>(DOL-001 models only){{efn|Requires the use of the Digital AV port, which was removed from later models}}</small> }} | graphics = [[ATI Technologies|ATI]] Flipper @ 162&nbsp;MHz | sound = Analog stereo <small>([[Dolby Pro Logic II]])</small> | input = | controllers = [[GameCube controller]], [[WaveBird]], [[Game Boy Advance]], various other [[Nintendo GameCube accessories|input devices]] | camera = | touchpad = | connectivity = [[Nintendo GameCube Broadband Adapter and Modem Adapter]] | platform = | dimensions = 5.9&nbsp;×&nbsp;6.3&nbsp;×&nbsp;4.3&nbsp;in<br />149&nbsp;×&nbsp;160&nbsp;×&nbsp;112&nbsp;mm<br /><small>(width&nbsp;×&nbsp;depth&nbsp;×&nbsp;height)</small> | weight = | compatibility= | predecessor = [[Nintendo 64]] | successor = [[Wii]] | related = [[Panasonic Q]] | website = | releasedate = {{vgrelease|JP|September 14, 2001<ref name="Launch - CNN">{{cite web|author=Martyn Williams|url=http://edition.cnn.com/2001/TECH/fun.games/08/24/gamecube.release.idg/|title=CNN.com – Nintendo unveils Gamecube launch plans – August 24, 2001|publisher=Edition.cnn.com|accessdate=March 16, 2013}}</ref>|NA|November 18, 2001<ref>{{cite web|url=http://news.cnet.com/2100-1040-276374.html|title=Nintendo reports record GameCube launch – CNET News|publisher=News.cnet.com|accessdate=March 16, 2013}}</ref>|EU|May 3, 2002<ref>{{cite web|url=http://news.bbc.co.uk/1/hi/entertainment/1943247.stm|title=NEW MEDIA &#124; GameCube price dropped|publisher=BBC News|date=April 22, 2002|accessdate=March 16, 2013}}</ref>|AUS|May 17, 2002}} | price = |unitssold={{plainlist| * Worldwide: 21.74 million * Americas: 12.94 million * Japan: 4.04 million * Other regions: 4.77 million<ref name="Sales"/> }} | service = Limited | topgame = ''[[Super Smash Bros. Melee]]'', 7.09 million <small>({{as of|2008|03|10|lc=y|df=US}})<ref>{{cite press release|title=At Long Last, Nintendo Proclaims: Let the Brawls Begin on Wii!|publisher=[[Nintendo]]|date=March 10, 2008|accessdate=March 11, 2008|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.}}</ref></small> }} The '''GameCube'''{{efn|1={{nihongo||ゲームキューブ|Gēmukyūbu}}, officially called the '''Nintendo GameCube''', abbreviated '''NGC''' in Japan and '''GCN''' in Europe and North America}} is a <!-- Do not add 128-bit! --> [[home video game console]] released by [[Nintendo]] in Japan on September 14, 2001; in North America on November 18, 2001; in Europe on May 3, 2002; and in Australia on May 17, 2002. The [[History of video game consoles (sixth generation)|sixth-generation console]] is the successor to the [[Nintendo 64]] and competed with [[Sony Computer Entertainment]]'s [[PlayStation 2]] and [[Microsoft]]'s [[Xbox (console)|Xbox]]. The GameCube is the first Nintendo console to use [[optical disc]]s as its primary storage medium. The discs are similar to the [[miniDVD]] format; as a result of their smaller size and the console's small disc compartment, the system was not designed to play standard [[DVD]]s or [[Compact disc|audio CDs]]. The console supports [[online game|online gaming]] for a small number of its titles via the [[Nintendo GameCube Broadband Adapter and Modem Adapter|broadband or modem adapter]] and connects to the [[Game Boy Advance]] via the [[Nintendo GameCube – Game Boy Advance link cable|link cable]], allowing players to access exclusive in-game features using the handheld as a second screen and controller. Contemporary reception of the GameCube was generally positive. The console was praised for its controller, extensive software library and high-quality games, but was criticized for its exterior design and lack of features. Nintendo sold 21.74&nbsp;million GameCube units worldwide before it was discontinued in 2007. Its successor, the [[Wii]], which has [[backward compatibility]] with most GameCube software, was released in November 2006. ==History== In 1997, a graphics hardware design company called [[ArtX]] was launched, staffed by twenty engineers who had previously worked at SGI on the design of the Nintendo 64's graphics hardware. The team was led by Dr. [[Wei Yen]], who had been SGI's head of Nintendo Operations, the department responsible for the [[Nintendo 64]]'s fundamental architectural design.<ref name="ATI discusses GC graphics">{{cite interview | title=ATI Discusses GameCube Graphics | first=Greg | last=Buchner | publisher=IGN | date=October 29, 2001 | url=http://www.ign.com/articles/2001/10/30/ati-discusses-gamecube-graphics | accessdate=June 25, 2014}}</ref><ref name="Nintendo press conference May 1999"/> Partnering with Nintendo in 1998, ArtX began the complete design of the system logic and of the graphics processor (codenamed "[[Nintendo GameCube technical specifications|Flipper]]")<ref name="Nintendo tweaks GC's specs"/> of Nintendo's [[History of video game consoles (sixth generation)|sixth-generation]] [[video game console]], reportedly bearing the early internal code name of "N2000".<ref name="It's Alive"/> At Nintendo's press conference in May 1999, the console was first publicly announced as "Project Dolphin", the successor to the Nintendo 64.<ref name="Nintendo press conference May 1999">{{cite web | title=Nintendo Press Conference Transcript | date=May 13, 1999 | publisher=IGN | url=http://www.ign.com/articles/1999/05/14/nintendo-press-conference-transcript | accessdate=June 25, 2014}}</ref><ref name="Project Dolphin - IGN">{{cite web|url=http://www.ign.com/articles/1999/05/05/say-hello-to-project-dolphin|title=Say Hello to Project Dolphin|date=May 4, 1999|accessdate=July 8, 2013}}</ref> Subsequently, Nintendo began providing development kits to game developers. Nintendo also formed a strategic partnership with IBM for the production of Dolphin's CPU, code-named "Gekko". ArtX was acquired by ATI in April 2000, whereupon the Flipper graphics processor design had already been mostly completed by ArtX and was not overtly influenced by ATI.<ref name="ATI discusses GC graphics"/><ref name="Nintendo tweaks GC's specs">{{cite web | title=Nintendo tweaks GameCube's specs | url=http://www.zdnet.com/news/nintendo-tweaks-gamecubes-specs/96454 | publisher=ZDnet | date=June 6, 2001 | first=Sam | last=Parker | accessdate=June 25, 2014}}</ref> In total, ArtX team 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 ATI's acquisition of ArtX, 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 | title= ATI Snags Dolphin Graphics Chip Designer | date=February 16, 2000 | publisher=IGN | url=http://www.ign.com/articles/2000/02/17/ati-snags-dolphin-graphics-chip-designer | accessdate=June 25, 2014}}</ref> The console was announced as the Nintendo GameCube at a press conference in [[Japan]] on August 24, 2000,<ref name="GCN announced">{{cite web|url=http://www.gamespot.com/articles/nintendos-gamecube-unveiled/1100-2619269/|title=Nintendo's GameCube Unveiled|last=Satterfield|first=Shane|date=August 24, 2000|publisher=GameSpot|accessdate=April 11, 2016}}</ref> abbreviated as "NGC" in Japan<ref>{{cite web |url=https://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 North America.<ref>{{cite web |url=https://www.nintendo.com/consumer/systems/nintendogamecube/trouble_sound.jsp |title=support.nintendo.com |publisher=Nintendo of America |accessdate = April 23, 2011}}</ref> [[Nintendo]] unveiled its software lineup for the [[History of video game consoles (sixth generation)|sixth-generation]] console at [[E3 2001]], focusing on fifteen launch titles, including ''[[Luigi's Mansion]]'' and ''[[Star Wars Rogue Squadron II: Rogue Leader]]''.<ref name="E3 2001 - GS">{{cite web|url=http://www.gamespot.com/news/e3-2001-nintendo-unleashes-gamecube-software-a-new-miyamoto-game-and-more-2761390|title=E3 2001: Nintendo unleashes GameCube software, a new Miyamoto game, and more|last=Fielder|first=Lauren|date=May 16, 2001|publisher=GameSpot|accessdate=July 8, 2013}}</ref> Several titles that were originally scheduled to launch with the console were delayed.<ref name="Year One - Joystiq">{{cite web|url=http://www.joystiq.com/2007/11/19/year-one-gamecube-vs-wii/|title=Year one: GameCube vs. Wii|last=Hinkle|first=David|date=November 19, 2007|publisher=Joystiq|accessdate=July 8, 2013}}</ref> It is also the first console in the company's history not to accompany a ''[[Mario]]'' platform title at launch.<ref name="E3 2001 - IGN">{{cite web|url=http://www.ign.com/articles/2011/05/10/nintendos-history-at-e3-2001?page=2|title=Nintendo's History at E3: 2001|last1=George|first1=Richard|last2=Thomas|first2=Lucas M.|date=May 9, 2011|publisher=IGN|accessdate=July 8, 2013}}</ref> Long before the console's launch, Nintendo had developed and patented an early prototype of motion controls for the GameCube, with which developer [[Factor 5]] had experimented for its launch titles.<ref name="Factor 5 GameCube motion">{{cite web | title=Factor 5 worked with GameCube motion controller | publisher=Aussie Nintendo | date=July 28, 2007 | url=http://www.aussie-nintendo.com/?v=news&p=15571 | deadurl=yes | archiveurl=https://web.archive.org/web/20070927182302/http://www.aussie-nintendo.com/?v=news&p=15571 | archivedate=September 27, 2007 | accessdate=July 6, 2014}}</ref><ref name="A Dolphin’s Tale"/> An interview quoted Greg Thomas, Sega of America’s VP of Development as saying, "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 Nintendo GameCube's release, Nintendo focused resources on the launch of the [[Game Boy Advance]], a [[handheld game console]] and successor to the original [[Game Boy]] and [[Game Boy Color]]. As a result, several titles originally destined for the [[Nintendo 64]] console were postponed in favor of becoming early releases on the GameCube. The last first-party title in 2001 for the Nintendo 64 was released in May, a month before the Game Boy Advance's launch and six months before the GameCube's, emphasizing the company's shift in resources. Concurrently, Nintendo was developing software for the GameCube which would provision future connectivity between it and the Game Boy Advance. Certain game titles, such as ''[[The Legend of Zelda: Four Swords Adventures]]'' and ''[[Final Fantasy Crystal Chronicles]]'', would have the ability to use the handheld as a secondary screen and controller when connected to the console via a [[Nintendo GameCube–Game Boy Advance link cable|link cable]].<ref name="Months before GameCube - IGN">{{cite web|url=http://www.ign.com/articles/2011/11/12/before-the-gamecube-arrived?page=1|title=Before the GameCube Arrived|last=Thomas|first=Lucas M.|date=November 11, 2011|publisher=IGN|accessdate=July 8, 2013}}</ref><ref>{{cite web|url=http://www.ign.com/articles/2004/06/02/the-legend-of-zelda-four-swords-adventures|title=The Legend of Zelda: Four Swords Adventures|last=Schneider|first=Peer|date=June 2, 2004|publisher=IGN|accessdate=July 8, 2013}}</ref> Nintendo began its marketing campaign with the catchphrase; "The Nintendo Difference" at the E3 reveal.<ref name="E3 2001 - GS" /> The goal was to distinguish itself from the competition as an entertainment company.<ref>{{cite web|url=http://www.officialnintendomagazine.co.uk/38372/classic-e3-moments-nintendo-reveal-gamecube-in-2001/|title=Classic E3 moments: Nintendo reveal GameCube in 2001|last=East|first=Thomas|date=May 29, 2012|publisher=Nintendo Magazine UK|accessdate=July 8, 2013}}</ref> Later advertisements push the slogan, "Born to Play", and video game commercials feature a rotating cube animation that morphs into a GameCube logo and ends with a voice whispering, "GameCube".<ref name="Born to Play">{{cite web|accessdate=October 25, 2009|date=September 3, 2001|url= http://www.nintendoworldreport.com/news/6408|title=GameCube Slogan Revealed!|publisher=[[Nintendo World Report]]}}</ref><ref name="Air Ride">{{cite web|accessdate=March 27, 2008|url=http://www.gametrailers.com/video/tv-spot-kirby-air/1831|title=Kirby Air Ride |publisher=[[GameTrailers]]}}</ref> The GameCube launched in Japan on September 14, 2001.<ref name="Launch - BBC">{{cite web|url=http://news.bbc.co.uk/2/hi/entertainment/1543848.stm|title=GameCube launches in Japan|date=September 14, 2001|publisher=BBC News|accessdate=July 8, 2013}}</ref> Approximately 500,000 units were shipped in time to retailers.<ref name="Japan launch - GS">{{cite web|url=http://www.gamespot.com/news/nintendo-gamecube-launches-in-japan-2812298|title=Nintendo GameCube launches in Japan|last=Sato|first=Yukiyoshi Ike|date=September 13, 2001|publisher=GameSpot|accessdate=July 8, 2013}}</ref> The console was scheduled to launch two months later in [[North America]] on November 5, 2001, but the date was pushed back in an effort to increase the number of available units.<ref name="US launch delay">{{cite web|url=http://news.cnet.com/Nintendo-delays-U.S.-launch-of-GameCube/2100-1040_3-272053.html|title=Nintendo delays U.S. launch of GameCube|last=Becker|first=David|date=August 23, 2001|publisher=CNET|accessdate=July 8, 2013}}</ref> The console eventually launched in North America on November 18, 2001, with over 700,000 units shipped to the region.<ref name="Record launch - CNET">{{cite news|url=http://news.cnet.com/2100-1040-276374.html|title=Nintendo reports record GameCube launch|last=Becker|first=David|date=November 29, 2001|publisher=CNET|accessdate=July 8, 2013}}</ref> Other regions followed suit the following year beginning with Europe in the second quarter of 2002.<ref name="European launch">{{cite news|url=http://news.bbc.co.uk/2/hi/entertainment/1963749.stm|title=GameCube gets midnight launch|date=May 2, 2002|publisher=BBC News|accessdate=July 8, 2013}}</ref> On April 22, 2002, veteran third party Nintendo console developer [[Factor 5]] announced its 3D audio [[software development kit]] for GameCube developers, titled MusyX. In collaboration with [[Dolby Laboratories]], it provides 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 | title=Factor 5 on Dolby Pro Logic II | first=Julian | last=Eggebrecht | date=April 22, 2002 | publisher=IGN | url=http://www.ign.com/articles/2002/04/22/factor-5-on-dolby-pro-logic-ii | accessdate=June 24, 2014}}</ref> ==Hardware== {{see also|Nintendo 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 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 doc 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 Miyamoto-sans of the world to develop the best games".<ref name="ATI discusses GC graphics"/> {{quote box | quote=We thought about the developers as our main customers. In particular for GameCube, we spent three years working with Nintendo of America and with all sorts of developers, trying to understand the challenges, needs, and problems they face. First among these is the rising cost of development. The GameCube can see high performance without too much trouble; it isn’t a quirky design, but a very clean one. It was important we didn’t require jumping through hoops for high performance to be achieved. On top of that, it is rich in features, and we worked to include a dream group of technical features that developers requested. | salign=right|source=—Greg Buchner, ArtX's Vice President}} 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,<ref name="Nintendo tweaks GC's specs"/> and with [[IBM]] for the CPU. IBM designed a [[PowerPC]]-based processor for the next-generation console, known as [[Gekko (microprocessor)|Gekko]], which runs at 485&nbsp;[[Hertz|MHz]] and features a [[floating point unit]] (FPU) capable of 1.9&nbsp;[[GigaFLOPS|GFLOPS]]. Designed at 0.18 microns and described as "an extension of the IBM Power PC architecture", Gekko features IBM's reportedly then-unique copper-based chip manufacturing technology.<ref name="Nintendo press conference May 1999"/> Codenamed "[[Nintendo GameCube technical specifications|Flipper]]", the GPU runs at 162&nbsp;MHz and, in addition to graphics, manages other tasks through its audio and [[input/output]] (I/O) processors.<ref name="Specs - ExtremeTech">{{cite web|url=http://www.extremetech.com/extreme/49118-nintendo-gamecube-unwrapped|title=Nintendo GameCube Unwrapped|last=Hackman|first=Mark|date=June 12, 2001|publisher=ExtremeTech|accessdate=July 9, 2013}}</ref><ref name="Specs - Anandtech">{{cite web|url=http://www.anandtech.com/show/858|title=Hardware Behind the Consoles - Part II: Nintendo's GameCube|last=Shimpi|first=Anand Lal|date=December 7, 2001|publisher=AnandTech|accessdate=July 9, 2013}}</ref><ref>{{cite web|url= http://cube.ign.com/articles/090/090003p1.html| title=GameCube 101: Graphics|publisher=IGN|accessdate=January 27, 2008|date=January 16, 2001}}</ref><ref name="Specs - PC World">{{cite web|url=http://www.pcworld.idg.com.au/article/28028/gamecube_uncovered_-_ibm_ati_inside/|title=Gamecube uncovered - IBM, ATI inside|last=Gray|first=Douglas F.|date=June 14, 2001|publisher=PC World|accessdate=July 9, 2013}}</ref> The GameCube introduced a proprietary [[miniDVD]] optical disc format as the storage medium for the console, capable of storing up to 1.5&nbsp;[[Gigabyte|GB]] of data.<ref name="miniDVD - IGN">{{cite web|url=http://www.ign.com/articles/2000/08/24/gamecube-a-digital-wonder|title=Gamecube: A Digital Wonder|date=August 23, 2000|publisher=IGN|accessdate=July 8, 2013}}</ref> The technology was designed by [[Panasonic Corporation|Matsushita Electric Industrial]] (now Panasonic Corporation) which utilizes a proprietary copy-protection scheme – different from the [[Content Scramble System]] (CSS) found in standard [[DVD]]s – to prevent unauthorized reproduction.<ref name="Matsushita">{{cite web|url=http://www.eetimes.com/document.asp?doc_id=1139403|title=Matsushita allies with Nintendo on next-generation game console|date=May 12, 1999|accessdate=July 9, 2013}}</ref> The [[Famicom Data Recorder]], [[Famicom Disk System]], [[SNES-CD]], and [[64DD]] had explored various complementary storage technologies, but the GameCube was Nintendo's first console to move away from cartridge-based media altogether.<ref>{{cite web|url=http://electronics.howstuffworks.com/gamecube2.htm|title=How GameCube Works|last=Bonsor|first=Kevin|publisher=HowStuffWorks|accessdate=July 8, 2013}}</ref> The GameCube's 1.5&nbsp;GB mini-disc have sufficient room for most games, although a few games require an extra disc, higher video compression, or removal of content present in versions on other consoles. By comparison, the PlayStation 2 and Xbox, also sixth-generation consoles, both use 8.5&nbsp;GB [[DVD-R DL|Dual-Layer DVDs]]. 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|url=http://www.ign.com/articles/2001/08/22/spaceworld-2001-spicing-gamecube-up|title=Spaceworld 2001: Spicing GameCube Up|date=August 22, 2001|publisher=IGN|accessdate=July 9, 2013}}</ref> A year later, Nintendo released a "Platinum" limited edition GameCube, which uses a silver color scheme for both the console and controller.<ref name="Platinum edition">{{cite web|url=http://www.nintendoworldreport.com/news/7586|title=Nintendo announces Platinum GameCube|last=Berghammer|first=Billy|date=July 24, 2002|publisher=Nintendo World Report|accessdate=July 9, 2013}}</ref> A "Spice" orange-colored console was eventually released as well only in Japan, though the color scheme could be found on controllers released in other countries.<ref name="Spice Orange">{{cite web|url=http://www.ign.com/articles/2001/12/04/spice-up-your-life|title=Spice Up Your Life|date=December 3, 2001|publisher=IGN|accessdate=July 9, 2013}}</ref> Nintendo developed [[stereoscopic 3D]] technology for the GameCube, and one launch title, ''[[Luigi's Mansion]]'', supports it. However, the feature was never enabled outside of development. [[3D television]]s were not widespread at the time, 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|url=https://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.|accessdate=January 11, 2011}}</ref><ref>{{cite web|url=http://www.kotaku.com.au/2011/01/the-gamecube-and-the-game-boy-advance-were-3d-compatible/|title=The Gamecube and the Game Boy Advance Were 3D Compatible!|first=Mark|last=Serrels|publisher=}}</ref><ref>{{cite web|url=http://iwataasks.nintendo.com/interviews/#/3ds/how-nintendo-3ds-made/0/2|title=Iwata Asks|publisher=}}</ref> Another unofficial feature are two audio [[Easter egg (media)|Easter eggs]] that can be invoked when the console is turned on. When the power is activated with the "Z" button on the Player 1 controller held down, a more whimsical startup sound is heard in place of the standard one. With four controllers connected, holding down the "Z" button on all four simultaneously produces a "[[ninja]]-like" tune at startup.<ref name="Easter Eggs">{{cite web|url=http://www.gamesradar.com/100-best-easter-eggs-all-time/|title=The 100 Best Easter Eggs of All Time|last=Taljonick|first=Ryan|date=April 3, 2013|publisher=Games Radar|accessdate=July 16, 2013}}</ref> ===Storage=== [[File:Nintendo GameCube memory card.png|thumb|right|upright|Memory Card 59]] The GameCube features two memory card ports for saving game data. Nintendo released three official memory card options: Memory Card 59 in gray (512&nbsp;KB), Memory Card 251 in black (2&nbsp;MB), and Memory Card 1019 in white (8&nbsp;MB). (Though often advertised in Megabits, as 4&nbsp;Mb, 16&nbsp;Mb, and 64&nbsp;Mb respectively.) A few games were known to have compatibility issues with the Memory Card 1019, and at least two games have save issues with any size.<ref name="Memory card issues">{{cite web|url=https://www.nintendo.com/consumer/memorycard1019.jsp|title=Nintendo GameCube Memory Card 1019|publisher=Nintendo|accessdate=July 12, 2013}}</ref> Memory cards with larger capacities were released by third-party manufacturers.<ref>{{cite web|url=https://www.nintendo.co.uk/NOE/en_GB/systems/accessories_1222.html |archive-url=https://archive.is/20120911060746/http://www.nintendo.co.uk/NOE/en_GB/systems/accessories_1222.html |dead-url=yes |archive-date=September 11, 2012 |title=Nintendo GameCube Accessories |publisher=Nintendo |accessdate=July 3, 2009 }}</ref> The Memory Card numbers indicated the number of save blocks available on the card, and each number is 5 subtracted from some power of 2. This suggests that 5 save blocks are devoted to some sort of system information. Simple math can be used to find out that each save block is a 8&nbsp;KB page of data. (For example, (59+5)*x&nbsp;=&nbsp;512&nbsp;KB, x&nbsp;=&nbsp;(512&nbsp;KB)/64, x&nbsp;=&nbsp;8&nbsp;KB) ===Controller=== {{Main article|GameCube controller|WaveBird Wireless Controller}} Nintendo learned from its experiences – both positive and negative – with the [[Nintendo 64]]'s three-handled [[game controller|controller]] design and went with a two-handled, "handlebar" design for the GameCube. The shape was made popular by Sony's [[PlayStation (console)|PlayStation]] controller released in 1994 and its follow-up [[DualShock]] series of [[gamepad]]s introduced in 1997. In addition to [[Haptic technology|vibration feedback]], the DualShock series was well known for having two [[analog stick]]s to improve the 3D experience in games. Nintendo and [[Microsoft]] designed similar features in the controllers for their sixth-generation consoles, but instead of having the analog sticks parallel to each other, they chose to stagger them 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 an internal [[Haptic technology#Computer and 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|url=http://kotaku.com/5816069/the-evolution-of-the-playstation-control-pad/|title=The Evolution of the PlayStation Control Pad|last=Plunkett|first=Luke|date=June 28, 2011|publisher=Kotaku|accessdate=July 16, 2013}}</ref><ref name="Controller - ZDNet">{{cite web|url=http://www.zdnet.com/news/whats-inside-the-gamecube/117056|title=What's inside the GameCube?|last=Satterfield|first=Shane|date=November 16, 2001|publisher=ZDNet|accessdate=July 15, 2013}}</ref><ref name="Controller - Nintendojo">{{cite web|url=http://www.nintendojo.com/features/editorials/the-legend-of-the-gamepad|title=The Legend of the Gamepad: A brief history of Nintendo consoles told with buttons and joysticks.|last=England|first=Kyle|date=April 5, 2012|publisher=Nintendojo|accessdate=July 15, 2013}}</ref> [[File:Gamecube-controller-breakdown.jpg|thumb|left|Indigo GameCube controller]] On the top of the controller are two "pressure-sensitive" trigger buttons marked "L" and "R". Each essentially provides two functions: one analog and one digital. As the trigger is depressed, it emits an analog signal which increases the more it is pressed in. Once fully depressed, the trigger "clicks" registering a digital signal that can be used for a separate function within a game. There is also a purple, digital button on the right side marked "Z".<ref name="Controller - L & R">{{cite web|url=http://www.ign.com/articles/2001/07/27/gcn-controller-see-it-in-action|title=GCN Controller: See it in Action|date=July 27, 2001|publisher=IGN|accessdate=July 15, 2013}}</ref> Unique to the GameCube is the controller's prominent size and placement of the A button. Having been the primary action button in past Nintendo controller designs, it was given a larger size and more centralized placement for the GameCube. The rubberized analog stick in combination with the controller's overall button orientation was intended to reduce the dreaded "[[Nintendo thumb]]" – a term used to describe pain in any part of the hands, wrists, forearms, and shoulders as a result of long-term play.<ref name="Nintendo Thumb">{{cite web|url=https://www.wired.com/culture/lifestyle/news/1998/12/16579|title='Nintendo Thumb' Points to RSI|last=Graziano|first=Claudia|date=December 3, 1998|publisher=Wired|accessdate=July 15, 2013}}</ref><ref>{{cite web|url=http://www.nintendoworldreport.com/impressions/2727|title=GameCube Controlle|last=Powers|first=Rick|date=October 6, 2001|publisher=Nintendo World Report|accessdate=July 15, 2013}}</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 by way of a wireless receiver dongle connected to one of the console's controller ports. Powered by two AA batteries, which are housed in a compartment on the underside of the controller, the WaveBird lacks the vibration functionality of the standard controller. In addition to the standard inputs, the WaveBird features a channel selection dial – also found on the receiver – and an on/off switch. An orange [[Light emitting diode|LED]] on the face of the controller indicates when it is powered on. The controller is available in light grey and platinum color schemes.<ref>{{cite web|url=http://www.ign.com/articles/2002/06/11/nintendo-wavebird-review|title=Nintendo WaveBird Review|last=Wiley|first=M.|date=June 11, 2002|publisher=IGN|accessdate=July 15, 2013}}</ref> {{Clear}} ===Compatibility=== [[File:GameCube-Silver-Optional-Set.jpg|thumb|A Platinum Nintendo GameCube with a [[WaveBird]] controller and [[Game Boy Player]] attachment]] The GameCube is unable to play games from other Nintendo home consoles, but with the [[Game Boy Player]] attachment, it is able to play [[Game Boy]], [[Game Boy Color]], and [[Game Boy Advance]] titles. The GameCube's successor, the [[Wii]], supports [[backward compatibility]] with GameCube controllers, memory cards, and games. However, later versions of the Wii – including the "Family Edition" released in 2011 and the [[Wii Mini]] edition released in 2012 – dropped support for all GameCube hardware.<ref name="GB Player">{{cite web|url=http://www.ign.com/articles/2002/11/18/nintendo-gamecube-game-boy-player|title=Nintendo GameCube Game Boy Player|date=November 18, 2001|publisher=IGN|accessdate=July 16, 2013}}</ref><ref name="Family Edition">{{cite web|url=http://www.geek.com/games/nintendos-new-wii-console-drops-gamecube-compatibility-bundles-more-games-1413513/|title=Nintendo’s new Wii drops Gamecube compatibility, bundles more games|last=Humphries|first=Matthew|date=August 17, 2011|publisher=Geek.com|accessdate=July 16, 2013}}</ref><ref name="Wii Mini">{{cite web|url=http://kotaku.com/5968014/tearing-open-the-new-wii-reveals-some-crazy-nintendo-decisions|title=Tearing Open The New Wii Reveals Some Crazy Nintendo Decisions|last=Plunkett|first=Luke|date=December 13, 2012|publisher=Kotaku|accessdate=July 16, 2013}}</ref> ===Panasonic Q=== {{Main article|Panasonic Q}} A hybrid version of the Nintendo GameCube with a commercial DVD player, called Q, was developed by [[Panasonic]] as part of the deal struck with Nintendo to develop the optical drive for the original GameCube hardware. Featuring a completely revised case, the Q overcomes the size limitation of the original GameCube's miniDVD tray by adding a commercial DVD-sized tray, among other hardware revisions. Released exclusively to Japan in December 2001, low sales resulted in the Q being discontinued in December 2003. ==Software library== {{See also|List of GameCube games}} Over its lifespan, which came to a close in 2007, more than 600 games were released for the GameCube.<ref name="GC History - Nintendo Life" /><ref name="GC vs Wii - Joystiq">{{cite web|url=http://www.joystiq.com/2007/11/19/year-one-gamecube-vs-wii/|title=Year one: GameCube vs. Wii|last=Hinkle|first=David|date=November 19, 2007|publisher=Joystiq|accessdate=July 21, 2013}}</ref> Nintendo is traditionally recognized for releasing innovative, first-party game titles, most notably from the ''[[Super Mario (series)|Super Mario]]'' and ''[[The Legend of Zelda]]'' series. These first-party series continued on the GameCube and bolstered the console's popularity. As a publisher, Nintendo also focused on creating new franchises, such as ''[[Pikmin]]'' and ''[[Animal Crossing]]'', and renewing some that skipped the N64 platform, most notably the ''[[Metroid]]'' series with the release of ''[[Metroid Prime]]''. The console also saw success with the critically acclaimed ''[[The Legend of Zelda: The Wind Waker]]'' and ''[[Super Mario Sunshine]]'', and its best-selling game, ''[[Super Smash Bros. Melee]]'', which sold 7 million copies worldwide. Despite Nintendo's commitment to its software library, however, it was still criticized by some for not featuring enough game titles during the console's launch window. Early on in its history, Nintendo had achieved considerable success with third-party developer support on the [[Nintendo Entertainment System]] (NES) and [[Super Nintendo Entertainment System|Super NES]] (SNES). Competition from the [[Sega Genesis]] and Sony's PlayStation in the 1990s changed the market's landscape, however, and reduced Nintendo's ability to obtain exclusive, third-party support on the [[Nintendo 64]] (N64). The console's cartridge-based media was also increasing the cost to manufacture software, as opposed to the cheaper, higher-capacity optical discs used by the PlayStation.<ref name="3rd-party - VGChartz">{{cite web|url=http://www.vgchartz.com/article/87283/will-nintendo-ever-get-third-party-support-right/|title=Will Nintendo Ever Get Third Party Support Right?|last=Yoder|first=Benjamin|date=July 21, 2011|publisher=VGChartz|accessdate=July 19, 2013}}</ref><ref name="3rd-party - NMagUK">{{cite web|url=http://www.officialnintendomagazine.co.uk/12990/features/history-of-nintendo-gamecube/?page=1|title=History Of Nintendo: GameCube|last=East|first=Tom|date=November 4, 2009|publisher=Official Nintendo Magazine UK|accessdate=July 19, 2013|archiveurl=https://web.archive.org/web/20141110045110/http://www.officialnintendomagazine.co.uk/12990/features/history-of-nintendo-gamecube/?page=1|archivedate=November 10, 2014|deadurl=no}}</ref> With the GameCube, Nintendo aimed to reverse the trend as evidenced by the number of third-party titles available at launch – the N64 had none. The new optical disc format introduced with the GameCube increased the capacity significantly and reduced production costs. For the most part, the strategy worked. High-profile exclusives such as ''[[Star Wars Rogue Squadron II: Rogue Leader]]'' from [[Factor 5]], ''[[Resident Evil 4]]'' from [[Capcom]], and ''[[Metal Gear Solid: The Twin Snakes]]'' from [[Konami]] were very successful. [[Sega]], which focused on third-party development following the demise of its [[Dreamcast]] console, offered a vast amount of support for the GameCube porting old favorites over such as ''[[Crazy Taxi]]'' and ''[[Sonic Adventure 2]]''. The company also started new franchises on the GameCube including ''[[Super Monkey Ball (video game)|Super Monkey Ball]]''. Several third-party developers were even contracted to work on new titles for existing Nintendo franchises, including ''[[Star Fox Assault]]'' by [[Namco]] and ''[[Wario World]]'' from [[Treasure (company)|Treasure]].<ref name="GC History - Nintendo Life">{{cite web|url=http://www.nintendolife.com/news/2011/11/feature_remembering_the_gamecube|title=Feature: Remembering the GameCube|last=Reece|first=Mark|date=November 18, 2011|publisher=Nintendo Life|accessdate=July 19, 2013}}</ref><ref name="3rd-party - VGChartz" /> ===Online gaming=== {{See also|Nintendo GameCube Broadband Adapter and Modem Adapter}} According to [[IGN]] in 1999, an unnamed source at Nintendo of America stated of the prototype platform which would become GameCube, "Networkability is at the top of the list for the new console."<ref name="It's Alive">{{cite web | title=It's Alive! | date=March 12, 1999 | publisher=IGN | url=http://www.ign.com/articles/1999/03/13/its-alive-3 | accessdate=June 25, 2014}}</ref> {{quote box | quote=<poem> August 28, 1999: There’s got to be something Dolphin has with the Internet, because from now on we can’t create entertainment without thinking about network communication. ...there is not a big market right now for Dolphin to involve a significant Internet business. Nintendo, as an entertainment company has a responsibility to parents and children so that the parents can always feel secure to provide their children with Nintendo machines, hardware and software. So because of that I don’t think network capabilities will be the core of the Dolphin project.<ref name="Miyamoto Talks Dolphin at Space World 99">{{cite interview | title=Miyamoto Talks Dolphin at Space World '99 | publisher=GameSpot | date=August 28, 1999 | interviewer=Chris Johnston | first=Shigeru | last=Miyamoto | subjectlink=Shigeru Miyamoto | url=http://www.gamespot.com/articles/miyamoto-talks-dolphin-at-space-world-and14599/1100-2460819/ | accessdate=July 6, 2014}}</ref> February 9, 2000: I'm very interested in online gaming... So, if it ever came to the stage where we were talking about online gaming, it would be because we had a new way to approach the idea. It wouldn't just be because everyone else is doing it.<ref name="Miyamoto Goes Online for Dolphin">{{ cite web | title=Miyamoto Goes Online for Dolphin | url=http://www.gamespot.com/articles/miyamoto-goes-online-for-dolphin/1100-2455419/ | publisher=GameSpot | first=Sam | last=Kennedy | date=February 9, 2000 | accessdate=July 6, 2014}}</ref></poem>|salign=right| source=— [[Shigeru Miyamoto]], about Dolphin's online strategy}} On June 8, 2000, Nintendo President Hiroshi Yamauchi said, "We are planning to introduce an Internet business next March or April. The first step will be online sales of a brand new type of Pokemon cards."<ref name="Yamauchi Confirms Dolphin Delay, Internet Plans">{{ cite web | title=Yamauchi Confirms Dolphin Delay, Internet Plans | publisher=IGN | date=June 7, 2000 | url=http://www.ign.com/articles/2000/06/08/yamauchi-confirms-dolphin-delay-internet-plans | accessdate=June 6, 2014}}</ref> Networking is featured on the GameCube in a small number of video game titles using a [[broadband]] or [[modem]] adapter that attaches to a serial port on the console. This feature is supported in ''[[Homeland (video game)|Homeland]]'' – only released in Japan – and the ''[[Phantasy Star]]'' series.<ref name="broadband adapter">{{cite web|url=http://www.ign.com/articles/2001/09/26/nintendo-gamecube-broadband-adapter|title=Nintendo GameCube Broadband Adapter|last=Mirabella|first=Fran|date=September 26, 2001|publisher=IGN|accessdate=July 21, 2013}}</ref><ref name="GCN jumps online">{{cite web|url=http://www.ign.com/articles/2002/05/13/nintendo-jumps-online|title=Nintendo Jumps Online|date=May 13, 2002|publisher=IGN|accessdate=July 21, 2013}}</ref> Nintendo made publishers responsible for managing the online experience and for providing the interface.<ref name="GCN jumps online" /> Regardless of industry speculation that Nintendo would eventually publish GameCube games with Internet connectivity, the company never released a first-party title with the feature. However, several games including ''[[Mario Kart: Double Dash‼]]'', ''[[1080° Avalanche]]'', and ''[[Kirby Air Ride]]'' feature multiplayer gameplay over a [[Local area network|LAN]] connection. Third-party products, such as Warp Pipe and [[XLink Kai]], introduced methods to connect these games over the Internet. The products aimed to show game developers a low-cost solution that demonstrated the feasibility of adding online support.<ref name="broadband adapter" /><ref>{{cite web|url=http://www.eurogamer.net/articles/news300604mariotennis|title=No online play for Mario Tennis|last=Bramwell|first=Tom|date=June 30, 2004|publisher=Eurogamer|accessdate=July 21, 2013}}</ref><ref>{{cite web|url=http://www.idsnews.com/news/NewStoryPrint.aspx?id=32255|title=Student brings Nintendo games online:Warp Pipe project to enable gameplay over the Internet|last=Freiberg|first=Chris|date=December 10, 2003|publisher=Indiana Daily Studen|accessdate=July 21, 2013}}</ref> =={{anchor | Reception and sales}}Reception== The Nintendo GameCube received generally positive reviews following its launch. ''[[PC Magazine]]'' praised the overall hardware design and quality of game titles available at launch.<ref name="PCMag Review">{{cite web|url=https://www.pcmag.com/article2/0,2817,7344,00.asp|title=Nintendo GameCube: Review|last=Ryan|first=Michael E.|date=November 15, 2001|publisher=''PC Magazine''|accessdate=July 22, 2013}}</ref> [[CNET]] gave an average review rating, noting that while 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|url=http://reviews.cnet.com/consoles/nintendo-gamecube-black/4505-10109_7-8688672.html|title=Nintendo GameCube|date=November 18, 2001|publisher=CNET|accessdate=July 22, 2013}}</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|url=http://www.ign.com/top-25-consoles/16.html|title=Nintendo GameCube is number 16|publisher=IGN Entertainment|accessdate=October 15, 2009}}</ref><ref>{{cite web|url=http://www.popularmechanics.com/technology/gadgets/1278831|title=Xbox Vs. GameCube Vs. PlayStation 2: Torture-testing all the video game consoles--in one room, at one time|date=December 7, 2004|publisher=''Popular Mechanics''|accessdate=July 22, 2013}}</ref> In the midst of poor sales figures and the associated financial harm to Nintendo, a ''[[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 titles hurt its market share in the long run.<ref name="GC vs Wii - Joystiq" /> ''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=== Nintendo sold 22 million GameCube units worldwide during its lifespan,<ref name="Sales">{{cite web|url=https://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e1106.pdf |title=Consolidated Sales Transition by Region |accessdate=September 4, 2011 |date=June 2011 |publisher=Nintendo |format=PDF |archiveurl=https://www.webcitation.org/60VrBE6Cp?url=http://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e1106.pdf |archivedate=July 28, 2011 |deadurl=yes |df=mdy }}</ref><ref>{{cite web|url=http://www.ign.com/wikis/history-of-video-game-consoles/Nintendo_GameCube|title=Nintendo GameCube|work=[[IGN]]}}</ref> placing it slightly behind the [[Xbox (console)|Xbox]]'s 24 million, and well behind the [[PlayStation 2]]'s 153 million.<ref name="Xbox sales">{{cite web|url=http://www.ign.com/articles/2011/11/15/ten-incredible-gifts-xbox-gave-modern-gaming?page=2|title=Ten Incredible Gifts Xbox Gave Modern Gaming|last=Dyer|first=Mitch|date=November 15, 2011|publisher=IGN|accessdate=July 22, 2013}}</ref><ref name="PS2 sales">{{cite web|url=http://www.ign.com/articles/2013/02/17/sonys-documentary-on-playstation-2s-retail-dominance|title=Sony’s Documentary on PlayStation 2’s Retail Dominance|last=Moriarty|first=Colin|date=February 16, 2013|publisher=IGN|accessdate=July 22, 2013}}</ref> The GameCube's predecessor, the [[Nintendo 64]], outperformed it as well selling nearly 33 million units.<ref name="N64 sales">{{cite web|url=http://www.ign.com/articles/2008/09/29/nintendo-64-week-day-one|title=Nintendo 64 Week: Day One|last=Buchanan|first=Levi|date=September 29, 2008|publisher=IGN|accessdate=July 22, 2013}}</ref> The console was able to outsell the short-lived [[Dreamcast]], however, which yielded 9.13 million unit sales.<ref>{{cite book|last1=Zackariasson|first1=Peter|last2=Wilson|first2=Timothy L.|last3=Ernkvist|first3=Mirko|title=The Video Game Industry: Formation, Present State, and Future|chapter=Console Hardware: The Development of Nintendo Wii|publisher=Routledge|year=2012|isbn=978-1138803831|page=158}}</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" /> Many of Nintendo's own first-party titles such as ''[[Super Smash Bros. Melee]]'' and ''[[Mario Kart: Double Dash‼]]'' saw strong sales, though this did not typically benefit third-party developers or directly drive sales of their games. Many cross-platform games — such as sports franchises released by [[Electronic Arts]] — were sold in numbers far below their [[PlayStation 2]] and [[Xbox (console)|Xbox]] counterparts, eventually prompting some developers to scale back or completely cease support for the GameCube. Exceptions include [[Sega]]'s family friendly ''[[Sonic Adventure 2]]'' and ''[[Super Monkey Ball]]'', which reportedly yielded more sales on GameCube than most of the company's games on the PlayStation 2 and Xbox.<ref name="A Dolphin’s Tale">{{cite web | title=A Dolphin’s Tale: The Story of GameCube | date=January 7, 2014 | first=Emily | last=Rogers | publisher=Dromble Media | url=http://www.dromble.com/2014/01/07/dolphin-tale-story-of-gamecube/ | accessdate=July 6, 2014}}</ref> 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=July 12, 2007|date=September 5, 2003}}</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=July 12, 2007}}</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 exclusives – most notably ''[[Resident Evil 4]]'' – were eventually ported to other systems in an attempt to maximize profits following lackluster sales of the original GameCube versions. With sales sagging and millions of unsold consoles in stock, Nintendo halted GameCube production for the first nine months of 2003 to reduce surplus units.<ref name="Frederick Sekiguchi">Frederick, Jim, and Toko Sekiguchi. "The Console Wars: Game On." Time International (South Pacific Edition) 49 (2003): 56-59. Business Source Complete. Web. July 24, 2013.</ref> Sales rebounded slightly after a price drop to US$99.99 on September 24, 2003<ref name="price drop 99">{{cite web|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=July 13, 2007|date=September 24, 2003}}</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.<ref>{{cite web|url=http://www.ign.com/games/nintendo-gamecube-preview-disc/gcn-567300|title=Nintendo GameCube Preview Disc|publisher=[[IGN]]|accessdate=August 7, 2015}}</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.<ref>{{cite news|url=http://www.gamesradar.com/wii-u-gamecube-not-virtual-boy/|title=The Wii U Is the GameCube (but not the Virtual Boy)|author=Henry Gilbert|publisher=[[GamesRadar]]|date=August 1, 2013|accessdate=August 7, 2015}}</ref> Some third-party companies, such as [[Ubisoft]], [[THQ]], [[Disney Interactive Studios]], [[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=April 19, 2007|publisher=[[Ubisoft]] |accessdate=April 18, 2007}}</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=November 6, 2006|accessdate=April 18, 2007|publisher=[[THQ]]}}</ref><ref>{{cite web|url=http://www.ea.com/article.jsp?id=madden08pressrelease|archiveurl=https://web.archive.org/web/20071229050750/http://www.ea.com/article.jsp?id=madden08pressrelease|archivedate=December 29, 2007|title=Madden NFL 08 official Press Release|date=April 18, 2007|accessdate=April 18, 2007|publisher=[[Electronic Arts]]}}</ref><ref>{{cite web|publisher=Nintendo World Report|url =http://www.nintendoworldreport.com/pr/13940|title=Disney Showcases E3 Lineup|date=August 2, 2007|accessdate=April 18, 2007}}</ref> ===Market share=== With the GameCube, Nintendo failed to reclaim the market share lost by its predecessor, the [[Nintendo 64]]. Throughout the lifespan of its console generation, GameCube hardware sales remained far behind its direct competitor the [[PlayStation 2]], and slightly behind [[Microsoft]]'s [[Xbox (console)|Xbox]]. 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.<ref name="chart">{{cite web | url=http://www.economist.com/images/20050806/CSF279.gif | title=Chart | publisher=Economist}}</ref> Many third-party games popular with teenagers or adults, such as the blockbuster [[Grand Theft Auto|''Grand Theft Auto'' series]] and several key [[first-person shooter]]s, skipped the GameCube entirely in favor of the PlayStation 2 and Xbox. {{As of|2003|06}}, the GameCube had a 13% market share, tying with the Xbox in sales but falling far behind 60% for the PlayStation 2.<ref name="Frederick Sekiguchi" /> ===Legacy=== Many games released on the GameCube, such as ''[[Pikmin]]'', ''[[Chibi-Robo!]]'', ''[[Metroid Prime]]'', and ''[[Luigi's Mansion]]'' later became popular Nintendo franchises.<ref>{{cite web|title=The GameCube's Legacy to Nintendo and Gaming|url=http://www.vooks.net/the-gamecubes-legacy-to-nintendo-and-gaming/|website=Vooks|accessdate=9 March 2017}}</ref> ==See also== {{Portal|Nintendo|Video games|2000s}} * [[Dolphin (emulator)]] * [[List of best-selling Nintendo GameCube video games]] * [[List of GameCube games with alternate display modes]] * [[Nintendo GameCube accessories]] * [[Nintendo Selects]] ==Notes== {{notelist}} ==References== {{Reflist|30em}} ==External links== {{Commons category|GameCube}} * {{Official website|http://www.nintendo.com/consumer/systems/nintendogamecube/index.jsp}} * {{webarchive |url=https://web.archive.org/web/20080501165134/http://register.nintendo.com/systemsgcn |date=May 1, 2008 |title=Nintendo GameCube }} * [http://www.consolevariations.com/nintendo consolevations.com], for all the console / controller and packaging variations {{GameCube}} {{Nintendo hardware|GameCube}} {{Sixth generation game consoles}} {{Home video game consoles}} {{DEFAULTSORT:Nintendo GameCube}} [[Category:GameCube| ]] [[Category:Products introduced in 2001]] [[Category:PowerPC-based video game consoles|GameCube]] [[Category:Home video game consoles]] [[Category:Sixth-generation video game consoles]] [[Category:2000s toys]] [[Category:Discontinued products]]'
New page wikitext, after the edit (new_wikitext)
'{{Use mdy dates|date=March 2016}} {{Infobox information appliance | name = Nintendo GameCube | logo = Nintendo Gamecube Logo.svg | image = GameCube-Set.jpg | caption = An indigo Nintendo GameCube console with [[GameCube controller|its controller]] and the 251-block memory card | aka = Dolphin <small>(code name)</small> | developer = [[Nintendo]] | manufacturer = {{plainlist| * Nintendo * [[Foxconn]] }} | family = | type = [[Home video game console]] | generation = [[History of video game consoles (sixth generation)|Sixth generation]] | lifespan = 2001–2007 | discontinued = {{vgrelease|WW|2007<!-- No exact date is given so the year of the article (2007) is used --><ref name="gcndiscontinued">{{cite web|url=http://www.mcvuk.com/news/read/nintendo-ends-gamecube-support|archiveurl=https://web.archive.org/web/20160601030811/http://www.mcvuk.com/news/read/nintendo-ends-gamecube-support|title=Nintendo ends GameCube support|date=February 22, 2007|accessdate=January 16, 2011|archivedate=June 1, 2016|publisher=''[[Market for Home Computing and Video Games]]''|deadurl=no}}</ref>}} | media = {{plainlist| * [[Nintendo GameCube Game Disc]] * Game Pak <small>([[Game Boy Player]] required)</small> }} | os = Dolphin OS | power = | soc = | cpu = [[IBM]] [[PowerPC]] [[Gekko (microprocessor)|Gekko]] @ 486&nbsp;[[Hertz|MHz]] | memory = | storage = None | memory card = Nintendo GameCube memory card <small>(16&nbsp;MB max. capacity)</small> | display = {{plainlist| * [[Composite video]] * [[S-Video]] <small>(NTSC consoles only)</small> * [[RGBS|RGB]] [[SCART]] <small>(PAL consoles only)</small> * [[YPbPr|{{YPbPr}}]] [[component video]]/[[d-terminal]] <small>(DOL-001 models only){{efn|Requires the use of the Digital AV port, which was removed from later models}}</small> }} | graphics = [[ATI Technologies|ATI]] Flipper @ 162&nbsp;MHz | sound = Analog stereo <small>([[Dolby Pro Logic II]])</small> | input = | controllers = [[GameCube controller]], [[WaveBird]], [[Game Boy Advance]], various other [[Nintendo GameCube accessories|input devices]] | camera = | touchpad = | connectivity = [[Nintendo GameCube Broadband Adapter and Modem Adapter]] | platform = | dimensions = 5.9&nbsp;×&nbsp;6.3&nbsp;×&nbsp;4.3&nbsp;in<br />149&nbsp;×&nbsp;160&nbsp;×&nbsp;112&nbsp;mm<br /><small>(width&nbsp;×&nbsp;depth&nbsp;×&nbsp;height)</small> | weight = | compatibility= | predecessor = [[Nintendo 64]] | successor = [[Wii]] | related = [[Panasonic Q]] | website = | releasedate = {{vgrelease|JP|September 14, 2001<ref name="Launch - CNN">{{cite web|author=Martyn Williams|url=http://edition.cnn.com/2001/TECH/fun.games/08/24/gamecube.release.idg/|title=CNN.com – Nintendo unveils Gamecube launch plans – August 24, 2001|publisher=Edition.cnn.com|accessdate=March 16, 2013}}</ref>|NA|November 18, 2001<ref>{{cite web|url=http://news.cnet.com/2100-1040-276374.html|title=Nintendo reports record GameCube launch – CNET News|publisher=News.cnet.com|accessdate=March 16, 2013}}</ref>|EU|May 3, 2002<ref>{{cite web|url=http://news.bbc.co.uk/1/hi/entertainment/1943247.stm|title=NEW MEDIA &#124; GameCube price dropped|publisher=BBC News|date=April 22, 2002|accessdate=March 16, 2013}}</ref>|AUS|May 17, 2002}} | price = |unitssold={{plainlist| * Worldwide: 21.74 million * Americas: 12.94 million * Japan: 4.04 million * Other regions: 4.77 million<ref name="Sales"/> }} | service = Limited | topgame = ''[[Super Smash Bros. Melee]]'', 7.09 million <small>({{as of|2008|03|10|lc=y|df=US}})<ref>{{cite press release|title=At Long Last, Nintendo Proclaims: Let the Brawls Begin on Wii!|publisher=[[Nintendo]]|date=March 10, 2008|accessdate=March 11, 2008|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.}}</ref></small> }} The '''GameCube'''{{efn|1={{nihongo||ゲームキューブ|Gēmukyūbu}}, officially called the '''Nintendo GameCube''', abbreviated '''NGC''' in Japan and '''GCN''' in Europe and North America}} is a <!-- Do not add 128-bit! --> a piece of crap by [[Nintendo]] in Japan on September 14, 2001; in North America on November 18, 2001; in Europe on May 3, 2002; and in Australia on May 17, 2002. The [[History of video game consoles (sixth generation)|sixth-generation console]] is the successor to the [[Nintendo 64]] and competed with [[Sony Computer Entertainment]]'s [[PlayStation 2]] and [[Microsoft]]'s [[Xbox (console)|Xbox]]. The GameCube is the first Nintendo console to use [[optical disc]]s as its primary storage medium. The discs are similar to the [[miniDVD]] format; as a result of their smaller size and the console's small disc compartment, the system was not designed to play standard [[DVD]]s or [[Compact disc|audio CDs]]. The console supports [[online game|online gaming]] for a small number of its titles via the [[Nintendo GameCube Broadband Adapter and Modem Adapter|broadband or modem adapter]] and connects to the [[Game Boy Advance]] via the [[Nintendo GameCube – Game Boy Advance link cable|link cable]], allowing players to access exclusive in-game features using the handheld as a second screen and controller. Contemporary reception of the GameCube was generally positive. The console was praised for its controller, extensive software library and high-quality games, but was criticized for its exterior design and lack of features. Nintendo sold 21.74&nbsp;million GameCube units worldwide before it was discontinued in 2007. Its successor, the [[Wii]], which has [[backward compatibility]] with most GameCube software, was released in November 2006. ==History== In 1997, a graphics hardware design company called [[ArtX]] was launched, staffed by twenty engineers who had previously worked at SGI on the design of the Nintendo 64's graphics hardware. The team was led by Dr. [[Wei Yen]], who had been SGI's head of Nintendo Operations, the department responsible for the [[Nintendo 64]]'s fundamental architectural design.<ref name="ATI discusses GC graphics">{{cite interview | title=ATI Discusses GameCube Graphics | first=Greg | last=Buchner | publisher=IGN | date=October 29, 2001 | url=http://www.ign.com/articles/2001/10/30/ati-discusses-gamecube-graphics | accessdate=June 25, 2014}}</ref><ref name="Nintendo press conference May 1999"/> Partnering with Nintendo in 1998, ArtX began the complete design of the system logic and of the graphics processor (codenamed "[[Nintendo GameCube technical specifications|Flipper]]")<ref name="Nintendo tweaks GC's specs"/> of Nintendo's [[History of video game consoles (sixth generation)|sixth-generation]] [[video game console]], reportedly bearing the early internal code name of "N2000".<ref name="It's Alive"/> At Nintendo's press conference in May 1999, the console was first publicly announced as "Project Dolphin", the successor to the Nintendo 64.<ref name="Nintendo press conference May 1999">{{cite web | title=Nintendo Press Conference Transcript | date=May 13, 1999 | publisher=IGN | url=http://www.ign.com/articles/1999/05/14/nintendo-press-conference-transcript | accessdate=June 25, 2014}}</ref><ref name="Project Dolphin - IGN">{{cite web|url=http://www.ign.com/articles/1999/05/05/say-hello-to-project-dolphin|title=Say Hello to Project Dolphin|date=May 4, 1999|accessdate=July 8, 2013}}</ref> Subsequently, Nintendo began providing development kits to game developers. Nintendo also formed a strategic partnership with IBM for the production of Dolphin's CPU, code-named "Gekko". ArtX was acquired by ATI in April 2000, whereupon the Flipper graphics processor design had already been mostly completed by ArtX and was not overtly influenced by ATI.<ref name="ATI discusses GC graphics"/><ref name="Nintendo tweaks GC's specs">{{cite web | title=Nintendo tweaks GameCube's specs | url=http://www.zdnet.com/news/nintendo-tweaks-gamecubes-specs/96454 | publisher=ZDnet | date=June 6, 2001 | first=Sam | last=Parker | accessdate=June 25, 2014}}</ref> In total, ArtX team 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 ATI's acquisition of ArtX, 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 | title= ATI Snags Dolphin Graphics Chip Designer | date=February 16, 2000 | publisher=IGN | url=http://www.ign.com/articles/2000/02/17/ati-snags-dolphin-graphics-chip-designer | accessdate=June 25, 2014}}</ref> The console was announced as the Nintendo GameCube at a press conference in [[Japan]] on August 24, 2000,<ref name="GCN announced">{{cite web|url=http://www.gamespot.com/articles/nintendos-gamecube-unveiled/1100-2619269/|title=Nintendo's GameCube Unveiled|last=Satterfield|first=Shane|date=August 24, 2000|publisher=GameSpot|accessdate=April 11, 2016}}</ref> abbreviated as "NGC" in Japan<ref>{{cite web |url=https://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 North America.<ref>{{cite web |url=https://www.nintendo.com/consumer/systems/nintendogamecube/trouble_sound.jsp |title=support.nintendo.com |publisher=Nintendo of America |accessdate = April 23, 2011}}</ref> [[Nintendo]] unveiled its software lineup for the [[History of video game consoles (sixth generation)|sixth-generation]] console at [[E3 2001]], focusing on fifteen launch titles, including ''[[Luigi's Mansion]]'' and ''[[Star Wars Rogue Squadron II: Rogue Leader]]''.<ref name="E3 2001 - GS">{{cite web|url=http://www.gamespot.com/news/e3-2001-nintendo-unleashes-gamecube-software-a-new-miyamoto-game-and-more-2761390|title=E3 2001: Nintendo unleashes GameCube software, a new Miyamoto game, and more|last=Fielder|first=Lauren|date=May 16, 2001|publisher=GameSpot|accessdate=July 8, 2013}}</ref> Several titles that were originally scheduled to launch with the console were delayed.<ref name="Year One - Joystiq">{{cite web|url=http://www.joystiq.com/2007/11/19/year-one-gamecube-vs-wii/|title=Year one: GameCube vs. Wii|last=Hinkle|first=David|date=November 19, 2007|publisher=Joystiq|accessdate=July 8, 2013}}</ref> It is also the first console in the company's history not to accompany a ''[[Mario]]'' platform title at launch.<ref name="E3 2001 - IGN">{{cite web|url=http://www.ign.com/articles/2011/05/10/nintendos-history-at-e3-2001?page=2|title=Nintendo's History at E3: 2001|last1=George|first1=Richard|last2=Thomas|first2=Lucas M.|date=May 9, 2011|publisher=IGN|accessdate=July 8, 2013}}</ref> Long before the console's launch, Nintendo had developed and patented an early prototype of motion controls for the GameCube, with which developer [[Factor 5]] had experimented for its launch titles.<ref name="Factor 5 GameCube motion">{{cite web | title=Factor 5 worked with GameCube motion controller | publisher=Aussie Nintendo | date=July 28, 2007 | url=http://www.aussie-nintendo.com/?v=news&p=15571 | deadurl=yes | archiveurl=https://web.archive.org/web/20070927182302/http://www.aussie-nintendo.com/?v=news&p=15571 | archivedate=September 27, 2007 | accessdate=July 6, 2014}}</ref><ref name="A Dolphin’s Tale"/> An interview quoted Greg Thomas, Sega of America’s VP of Development as saying, "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 Nintendo GameCube's release, Nintendo focused resources on the launch of the [[Game Boy Advance]], a [[handheld game console]] and successor to the original [[Game Boy]] and [[Game Boy Color]]. As a result, several titles originally destined for the [[Nintendo 64]] console were postponed in favor of becoming early releases on the GameCube. The last first-party title in 2001 for the Nintendo 64 was released in May, a month before the Game Boy Advance's launch and six months before the GameCube's, emphasizing the company's shift in resources. Concurrently, Nintendo was developing software for the GameCube which would provision future connectivity between it and the Game Boy Advance. Certain game titles, such as ''[[The Legend of Zelda: Four Swords Adventures]]'' and ''[[Final Fantasy Crystal Chronicles]]'', would have the ability to use the handheld as a secondary screen and controller when connected to the console via a [[Nintendo GameCube–Game Boy Advance link cable|link cable]].<ref name="Months before GameCube - IGN">{{cite web|url=http://www.ign.com/articles/2011/11/12/before-the-gamecube-arrived?page=1|title=Before the GameCube Arrived|last=Thomas|first=Lucas M.|date=November 11, 2011|publisher=IGN|accessdate=July 8, 2013}}</ref><ref>{{cite web|url=http://www.ign.com/articles/2004/06/02/the-legend-of-zelda-four-swords-adventures|title=The Legend of Zelda: Four Swords Adventures|last=Schneider|first=Peer|date=June 2, 2004|publisher=IGN|accessdate=July 8, 2013}}</ref> Nintendo began its marketing campaign with the catchphrase; "The Nintendo Difference" at the E3 reveal.<ref name="E3 2001 - GS" /> The goal was to distinguish itself from the competition as an entertainment company.<ref>{{cite web|url=http://www.officialnintendomagazine.co.uk/38372/classic-e3-moments-nintendo-reveal-gamecube-in-2001/|title=Classic E3 moments: Nintendo reveal GameCube in 2001|last=East|first=Thomas|date=May 29, 2012|publisher=Nintendo Magazine UK|accessdate=July 8, 2013}}</ref> Later advertisements push the slogan, "Born to Play", and video game commercials feature a rotating cube animation that morphs into a GameCube logo and ends with a voice whispering, "GameCube".<ref name="Born to Play">{{cite web|accessdate=October 25, 2009|date=September 3, 2001|url= http://www.nintendoworldreport.com/news/6408|title=GameCube Slogan Revealed!|publisher=[[Nintendo World Report]]}}</ref><ref name="Air Ride">{{cite web|accessdate=March 27, 2008|url=http://www.gametrailers.com/video/tv-spot-kirby-air/1831|title=Kirby Air Ride |publisher=[[GameTrailers]]}}</ref> The GameCube launched in Japan on September 14, 2001.<ref name="Launch - BBC">{{cite web|url=http://news.bbc.co.uk/2/hi/entertainment/1543848.stm|title=GameCube launches in Japan|date=September 14, 2001|publisher=BBC News|accessdate=July 8, 2013}}</ref> Approximately 500,000 units were shipped in time to retailers.<ref name="Japan launch - GS">{{cite web|url=http://www.gamespot.com/news/nintendo-gamecube-launches-in-japan-2812298|title=Nintendo GameCube launches in Japan|last=Sato|first=Yukiyoshi Ike|date=September 13, 2001|publisher=GameSpot|accessdate=July 8, 2013}}</ref> The console was scheduled to launch two months later in [[North America]] on November 5, 2001, but the date was pushed back in an effort to increase the number of available units.<ref name="US launch delay">{{cite web|url=http://news.cnet.com/Nintendo-delays-U.S.-launch-of-GameCube/2100-1040_3-272053.html|title=Nintendo delays U.S. launch of GameCube|last=Becker|first=David|date=August 23, 2001|publisher=CNET|accessdate=July 8, 2013}}</ref> The console eventually launched in North America on November 18, 2001, with over 700,000 units shipped to the region.<ref name="Record launch - CNET">{{cite news|url=http://news.cnet.com/2100-1040-276374.html|title=Nintendo reports record GameCube launch|last=Becker|first=David|date=November 29, 2001|publisher=CNET|accessdate=July 8, 2013}}</ref> Other regions followed suit the following year beginning with Europe in the second quarter of 2002.<ref name="European launch">{{cite news|url=http://news.bbc.co.uk/2/hi/entertainment/1963749.stm|title=GameCube gets midnight launch|date=May 2, 2002|publisher=BBC News|accessdate=July 8, 2013}}</ref> On April 22, 2002, veteran third party Nintendo console developer [[Factor 5]] announced its 3D audio [[software development kit]] for GameCube developers, titled MusyX. In collaboration with [[Dolby Laboratories]], it provides 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 | title=Factor 5 on Dolby Pro Logic II | first=Julian | last=Eggebrecht | date=April 22, 2002 | publisher=IGN | url=http://www.ign.com/articles/2002/04/22/factor-5-on-dolby-pro-logic-ii | accessdate=June 24, 2014}}</ref> ==Hardware== {{see also|Nintendo 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 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 doc 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 Miyamoto-sans of the world to develop the best games".<ref name="ATI discusses GC graphics"/> {{quote box | quote=We thought about the developers as our main customers. In particular for GameCube, we spent three years working with Nintendo of America and with all sorts of developers, trying to understand the challenges, needs, and problems they face. First among these is the rising cost of development. The GameCube can see high performance without too much trouble; it isn’t a quirky design, but a very clean one. It was important we didn’t require jumping through hoops for high performance to be achieved. On top of that, it is rich in features, and we worked to include a dream group of technical features that developers requested. | salign=right|source=—Greg Buchner, ArtX's Vice President}} 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,<ref name="Nintendo tweaks GC's specs"/> and with [[IBM]] for the CPU. IBM designed a [[PowerPC]]-based processor for the next-generation console, known as [[Gekko (microprocessor)|Gekko]], which runs at 485&nbsp;[[Hertz|MHz]] and features a [[floating point unit]] (FPU) capable of 1.9&nbsp;[[GigaFLOPS|GFLOPS]]. Designed at 0.18 microns and described as "an extension of the IBM Power PC architecture", Gekko features IBM's reportedly then-unique copper-based chip manufacturing technology.<ref name="Nintendo press conference May 1999"/> Codenamed "[[Nintendo GameCube technical specifications|Flipper]]", the GPU runs at 162&nbsp;MHz and, in addition to graphics, manages other tasks through its audio and [[input/output]] (I/O) processors.<ref name="Specs - ExtremeTech">{{cite web|url=http://www.extremetech.com/extreme/49118-nintendo-gamecube-unwrapped|title=Nintendo GameCube Unwrapped|last=Hackman|first=Mark|date=June 12, 2001|publisher=ExtremeTech|accessdate=July 9, 2013}}</ref><ref name="Specs - Anandtech">{{cite web|url=http://www.anandtech.com/show/858|title=Hardware Behind the Consoles - Part II: Nintendo's GameCube|last=Shimpi|first=Anand Lal|date=December 7, 2001|publisher=AnandTech|accessdate=July 9, 2013}}</ref><ref>{{cite web|url= http://cube.ign.com/articles/090/090003p1.html| title=GameCube 101: Graphics|publisher=IGN|accessdate=January 27, 2008|date=January 16, 2001}}</ref><ref name="Specs - PC World">{{cite web|url=http://www.pcworld.idg.com.au/article/28028/gamecube_uncovered_-_ibm_ati_inside/|title=Gamecube uncovered - IBM, ATI inside|last=Gray|first=Douglas F.|date=June 14, 2001|publisher=PC World|accessdate=July 9, 2013}}</ref> The GameCube introduced a proprietary [[miniDVD]] optical disc format as the storage medium for the console, capable of storing up to 1.5&nbsp;[[Gigabyte|GB]] of data.<ref name="miniDVD - IGN">{{cite web|url=http://www.ign.com/articles/2000/08/24/gamecube-a-digital-wonder|title=Gamecube: A Digital Wonder|date=August 23, 2000|publisher=IGN|accessdate=July 8, 2013}}</ref> The technology was designed by [[Panasonic Corporation|Matsushita Electric Industrial]] (now Panasonic Corporation) which utilizes a proprietary copy-protection scheme – different from the [[Content Scramble System]] (CSS) found in standard [[DVD]]s – to prevent unauthorized reproduction.<ref name="Matsushita">{{cite web|url=http://www.eetimes.com/document.asp?doc_id=1139403|title=Matsushita allies with Nintendo on next-generation game console|date=May 12, 1999|accessdate=July 9, 2013}}</ref> The [[Famicom Data Recorder]], [[Famicom Disk System]], [[SNES-CD]], and [[64DD]] had explored various complementary storage technologies, but the GameCube was Nintendo's first console to move away from cartridge-based media altogether.<ref>{{cite web|url=http://electronics.howstuffworks.com/gamecube2.htm|title=How GameCube Works|last=Bonsor|first=Kevin|publisher=HowStuffWorks|accessdate=July 8, 2013}}</ref> The GameCube's 1.5&nbsp;GB mini-disc have sufficient room for most games, although a few games require an extra disc, higher video compression, or removal of content present in versions on other consoles. By comparison, the PlayStation 2 and Xbox, also sixth-generation consoles, both use 8.5&nbsp;GB [[DVD-R DL|Dual-Layer DVDs]]. 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|url=http://www.ign.com/articles/2001/08/22/spaceworld-2001-spicing-gamecube-up|title=Spaceworld 2001: Spicing GameCube Up|date=August 22, 2001|publisher=IGN|accessdate=July 9, 2013}}</ref> A year later, Nintendo released a "Platinum" limited edition GameCube, which uses a silver color scheme for both the console and controller.<ref name="Platinum edition">{{cite web|url=http://www.nintendoworldreport.com/news/7586|title=Nintendo announces Platinum GameCube|last=Berghammer|first=Billy|date=July 24, 2002|publisher=Nintendo World Report|accessdate=July 9, 2013}}</ref> A "Spice" orange-colored console was eventually released as well only in Japan, though the color scheme could be found on controllers released in other countries.<ref name="Spice Orange">{{cite web|url=http://www.ign.com/articles/2001/12/04/spice-up-your-life|title=Spice Up Your Life|date=December 3, 2001|publisher=IGN|accessdate=July 9, 2013}}</ref> Nintendo developed [[stereoscopic 3D]] technology for the GameCube, and one launch title, ''[[Luigi's Mansion]]'', supports it. However, the feature was never enabled outside of development. [[3D television]]s were not widespread at the time, 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|url=https://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.|accessdate=January 11, 2011}}</ref><ref>{{cite web|url=http://www.kotaku.com.au/2011/01/the-gamecube-and-the-game-boy-advance-were-3d-compatible/|title=The Gamecube and the Game Boy Advance Were 3D Compatible!|first=Mark|last=Serrels|publisher=}}</ref><ref>{{cite web|url=http://iwataasks.nintendo.com/interviews/#/3ds/how-nintendo-3ds-made/0/2|title=Iwata Asks|publisher=}}</ref> Another unofficial feature are two audio [[Easter egg (media)|Easter eggs]] that can be invoked when the console is turned on. When the power is activated with the "Z" button on the Player 1 controller held down, a more whimsical startup sound is heard in place of the standard one. With four controllers connected, holding down the "Z" button on all four simultaneously produces a "[[ninja]]-like" tune at startup.<ref name="Easter Eggs">{{cite web|url=http://www.gamesradar.com/100-best-easter-eggs-all-time/|title=The 100 Best Easter Eggs of All Time|last=Taljonick|first=Ryan|date=April 3, 2013|publisher=Games Radar|accessdate=July 16, 2013}}</ref> ===Storage=== [[File:Nintendo GameCube memory card.png|thumb|right|upright|Memory Card 59]] The GameCube features two memory card ports for saving game data. Nintendo released three official memory card options: Memory Card 59 in gray (512&nbsp;KB), Memory Card 251 in black (2&nbsp;MB), and Memory Card 1019 in white (8&nbsp;MB). (Though often advertised in Megabits, as 4&nbsp;Mb, 16&nbsp;Mb, and 64&nbsp;Mb respectively.) A few games were known to have compatibility issues with the Memory Card 1019, and at least two games have save issues with any size.<ref name="Memory card issues">{{cite web|url=https://www.nintendo.com/consumer/memorycard1019.jsp|title=Nintendo GameCube Memory Card 1019|publisher=Nintendo|accessdate=July 12, 2013}}</ref> Memory cards with larger capacities were released by third-party manufacturers.<ref>{{cite web|url=https://www.nintendo.co.uk/NOE/en_GB/systems/accessories_1222.html |archive-url=https://archive.is/20120911060746/http://www.nintendo.co.uk/NOE/en_GB/systems/accessories_1222.html |dead-url=yes |archive-date=September 11, 2012 |title=Nintendo GameCube Accessories |publisher=Nintendo |accessdate=July 3, 2009 }}</ref> The Memory Card numbers indicated the number of save blocks available on the card, and each number is 5 subtracted from some power of 2. This suggests that 5 save blocks are devoted to some sort of system information. Simple math can be used to find out that each save block is a 8&nbsp;KB page of data. (For example, (59+5)*x&nbsp;=&nbsp;512&nbsp;KB, x&nbsp;=&nbsp;(512&nbsp;KB)/64, x&nbsp;=&nbsp;8&nbsp;KB) ===Controller=== {{Main article|GameCube controller|WaveBird Wireless Controller}} Nintendo learned from its experiences – both positive and negative – with the [[Nintendo 64]]'s three-handled [[game controller|controller]] design and went with a two-handled, "handlebar" design for the GameCube. The shape was made popular by Sony's [[PlayStation (console)|PlayStation]] controller released in 1994 and its follow-up [[DualShock]] series of [[gamepad]]s introduced in 1997. In addition to [[Haptic technology|vibration feedback]], the DualShock series was well known for having two [[analog stick]]s to improve the 3D experience in games. Nintendo and [[Microsoft]] designed similar features in the controllers for their sixth-generation consoles, but instead of having the analog sticks parallel to each other, they chose to stagger them 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 an internal [[Haptic technology#Computer and 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|url=http://kotaku.com/5816069/the-evolution-of-the-playstation-control-pad/|title=The Evolution of the PlayStation Control Pad|last=Plunkett|first=Luke|date=June 28, 2011|publisher=Kotaku|accessdate=July 16, 2013}}</ref><ref name="Controller - ZDNet">{{cite web|url=http://www.zdnet.com/news/whats-inside-the-gamecube/117056|title=What's inside the GameCube?|last=Satterfield|first=Shane|date=November 16, 2001|publisher=ZDNet|accessdate=July 15, 2013}}</ref><ref name="Controller - Nintendojo">{{cite web|url=http://www.nintendojo.com/features/editorials/the-legend-of-the-gamepad|title=The Legend of the Gamepad: A brief history of Nintendo consoles told with buttons and joysticks.|last=England|first=Kyle|date=April 5, 2012|publisher=Nintendojo|accessdate=July 15, 2013}}</ref> [[File:Gamecube-controller-breakdown.jpg|thumb|left|Indigo GameCube controller]] On the top of the controller are two "pressure-sensitive" trigger buttons marked "L" and "R". Each essentially provides two functions: one analog and one digital. As the trigger is depressed, it emits an analog signal which increases the more it is pressed in. Once fully depressed, the trigger "clicks" registering a digital signal that can be used for a separate function within a game. There is also a purple, digital button on the right side marked "Z".<ref name="Controller - L & R">{{cite web|url=http://www.ign.com/articles/2001/07/27/gcn-controller-see-it-in-action|title=GCN Controller: See it in Action|date=July 27, 2001|publisher=IGN|accessdate=July 15, 2013}}</ref> Unique to the GameCube is the controller's prominent size and placement of the A button. Having been the primary action button in past Nintendo controller designs, it was given a larger size and more centralized placement for the GameCube. The rubberized analog stick in combination with the controller's overall button orientation was intended to reduce the dreaded "[[Nintendo thumb]]" – a term used to describe pain in any part of the hands, wrists, forearms, and shoulders as a result of long-term play.<ref name="Nintendo Thumb">{{cite web|url=https://www.wired.com/culture/lifestyle/news/1998/12/16579|title='Nintendo Thumb' Points to RSI|last=Graziano|first=Claudia|date=December 3, 1998|publisher=Wired|accessdate=July 15, 2013}}</ref><ref>{{cite web|url=http://www.nintendoworldreport.com/impressions/2727|title=GameCube Controlle|last=Powers|first=Rick|date=October 6, 2001|publisher=Nintendo World Report|accessdate=July 15, 2013}}</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 by way of a wireless receiver dongle connected to one of the console's controller ports. Powered by two AA batteries, which are housed in a compartment on the underside of the controller, the WaveBird lacks the vibration functionality of the standard controller. In addition to the standard inputs, the WaveBird features a channel selection dial – also found on the receiver – and an on/off switch. An orange [[Light emitting diode|LED]] on the face of the controller indicates when it is powered on. The controller is available in light grey and platinum color schemes.<ref>{{cite web|url=http://www.ign.com/articles/2002/06/11/nintendo-wavebird-review|title=Nintendo WaveBird Review|last=Wiley|first=M.|date=June 11, 2002|publisher=IGN|accessdate=July 15, 2013}}</ref> {{Clear}} ===Compatibility=== [[File:GameCube-Silver-Optional-Set.jpg|thumb|A Platinum Nintendo GameCube with a [[WaveBird]] controller and [[Game Boy Player]] attachment]] The GameCube is unable to play games from other Nintendo home consoles, but with the [[Game Boy Player]] attachment, it is able to play [[Game Boy]], [[Game Boy Color]], and [[Game Boy Advance]] titles. The GameCube's successor, the [[Wii]], supports [[backward compatibility]] with GameCube controllers, memory cards, and games. However, later versions of the Wii – including the "Family Edition" released in 2011 and the [[Wii Mini]] edition released in 2012 – dropped support for all GameCube hardware.<ref name="GB Player">{{cite web|url=http://www.ign.com/articles/2002/11/18/nintendo-gamecube-game-boy-player|title=Nintendo GameCube Game Boy Player|date=November 18, 2001|publisher=IGN|accessdate=July 16, 2013}}</ref><ref name="Family Edition">{{cite web|url=http://www.geek.com/games/nintendos-new-wii-console-drops-gamecube-compatibility-bundles-more-games-1413513/|title=Nintendo’s new Wii drops Gamecube compatibility, bundles more games|last=Humphries|first=Matthew|date=August 17, 2011|publisher=Geek.com|accessdate=July 16, 2013}}</ref><ref name="Wii Mini">{{cite web|url=http://kotaku.com/5968014/tearing-open-the-new-wii-reveals-some-crazy-nintendo-decisions|title=Tearing Open The New Wii Reveals Some Crazy Nintendo Decisions|last=Plunkett|first=Luke|date=December 13, 2012|publisher=Kotaku|accessdate=July 16, 2013}}</ref> ===Panasonic Q=== {{Main article|Panasonic Q}} A hybrid version of the Nintendo GameCube with a commercial DVD player, called Q, was developed by [[Panasonic]] as part of the deal struck with Nintendo to develop the optical drive for the original GameCube hardware. Featuring a completely revised case, the Q overcomes the size limitation of the original GameCube's miniDVD tray by adding a commercial DVD-sized tray, among other hardware revisions. Released exclusively to Japan in December 2001, low sales resulted in the Q being discontinued in December 2003. ==Software library== {{See also|List of GameCube games}} Over its lifespan, which came to a close in 2007, more than 600 games were released for the GameCube.<ref name="GC History - Nintendo Life" /><ref name="GC vs Wii - Joystiq">{{cite web|url=http://www.joystiq.com/2007/11/19/year-one-gamecube-vs-wii/|title=Year one: GameCube vs. Wii|last=Hinkle|first=David|date=November 19, 2007|publisher=Joystiq|accessdate=July 21, 2013}}</ref> Nintendo is traditionally recognized for releasing innovative, first-party game titles, most notably from the ''[[Super Mario (series)|Super Mario]]'' and ''[[The Legend of Zelda]]'' series. These first-party series continued on the GameCube and bolstered the console's popularity. As a publisher, Nintendo also focused on creating new franchises, such as ''[[Pikmin]]'' and ''[[Animal Crossing]]'', and renewing some that skipped the N64 platform, most notably the ''[[Metroid]]'' series with the release of ''[[Metroid Prime]]''. The console also saw success with the critically acclaimed ''[[The Legend of Zelda: The Wind Waker]]'' and ''[[Super Mario Sunshine]]'', and its best-selling game, ''[[Super Smash Bros. Melee]]'', which sold 7 million copies worldwide. Despite Nintendo's commitment to its software library, however, it was still criticized by some for not featuring enough game titles during the console's launch window. Early on in its history, Nintendo had achieved considerable success with third-party developer support on the [[Nintendo Entertainment System]] (NES) and [[Super Nintendo Entertainment System|Super NES]] (SNES). Competition from the [[Sega Genesis]] and Sony's PlayStation in the 1990s changed the market's landscape, however, and reduced Nintendo's ability to obtain exclusive, third-party support on the [[Nintendo 64]] (N64). The console's cartridge-based media was also increasing the cost to manufacture software, as opposed to the cheaper, higher-capacity optical discs used by the PlayStation.<ref name="3rd-party - VGChartz">{{cite web|url=http://www.vgchartz.com/article/87283/will-nintendo-ever-get-third-party-support-right/|title=Will Nintendo Ever Get Third Party Support Right?|last=Yoder|first=Benjamin|date=July 21, 2011|publisher=VGChartz|accessdate=July 19, 2013}}</ref><ref name="3rd-party - NMagUK">{{cite web|url=http://www.officialnintendomagazine.co.uk/12990/features/history-of-nintendo-gamecube/?page=1|title=History Of Nintendo: GameCube|last=East|first=Tom|date=November 4, 2009|publisher=Official Nintendo Magazine UK|accessdate=July 19, 2013|archiveurl=https://web.archive.org/web/20141110045110/http://www.officialnintendomagazine.co.uk/12990/features/history-of-nintendo-gamecube/?page=1|archivedate=November 10, 2014|deadurl=no}}</ref> With the GameCube, Nintendo aimed to reverse the trend as evidenced by the number of third-party titles available at launch – the N64 had none. The new optical disc format introduced with the GameCube increased the capacity significantly and reduced production costs. For the most part, the strategy worked. High-profile exclusives such as ''[[Star Wars Rogue Squadron II: Rogue Leader]]'' from [[Factor 5]], ''[[Resident Evil 4]]'' from [[Capcom]], and ''[[Metal Gear Solid: The Twin Snakes]]'' from [[Konami]] were very successful. [[Sega]], which focused on third-party development following the demise of its [[Dreamcast]] console, offered a vast amount of support for the GameCube porting old favorites over such as ''[[Crazy Taxi]]'' and ''[[Sonic Adventure 2]]''. The company also started new franchises on the GameCube including ''[[Super Monkey Ball (video game)|Super Monkey Ball]]''. Several third-party developers were even contracted to work on new titles for existing Nintendo franchises, including ''[[Star Fox Assault]]'' by [[Namco]] and ''[[Wario World]]'' from [[Treasure (company)|Treasure]].<ref name="GC History - Nintendo Life">{{cite web|url=http://www.nintendolife.com/news/2011/11/feature_remembering_the_gamecube|title=Feature: Remembering the GameCube|last=Reece|first=Mark|date=November 18, 2011|publisher=Nintendo Life|accessdate=July 19, 2013}}</ref><ref name="3rd-party - VGChartz" /> ===Online gaming=== {{See also|Nintendo GameCube Broadband Adapter and Modem Adapter}} According to [[IGN]] in 1999, an unnamed source at Nintendo of America stated of the prototype platform which would become GameCube, "Networkability is at the top of the list for the new console."<ref name="It's Alive">{{cite web | title=It's Alive! | date=March 12, 1999 | publisher=IGN | url=http://www.ign.com/articles/1999/03/13/its-alive-3 | accessdate=June 25, 2014}}</ref> {{quote box | quote=<poem> August 28, 1999: There’s got to be something Dolphin has with the Internet, because from now on we can’t create entertainment without thinking about network communication. ...there is not a big market right now for Dolphin to involve a significant Internet business. Nintendo, as an entertainment company has a responsibility to parents and children so that the parents can always feel secure to provide their children with Nintendo machines, hardware and software. So because of that I don’t think network capabilities will be the core of the Dolphin project.<ref name="Miyamoto Talks Dolphin at Space World 99">{{cite interview | title=Miyamoto Talks Dolphin at Space World '99 | publisher=GameSpot | date=August 28, 1999 | interviewer=Chris Johnston | first=Shigeru | last=Miyamoto | subjectlink=Shigeru Miyamoto | url=http://www.gamespot.com/articles/miyamoto-talks-dolphin-at-space-world-and14599/1100-2460819/ | accessdate=July 6, 2014}}</ref> February 9, 2000: I'm very interested in online gaming... So, if it ever came to the stage where we were talking about online gaming, it would be because we had a new way to approach the idea. It wouldn't just be because everyone else is doing it.<ref name="Miyamoto Goes Online for Dolphin">{{ cite web | title=Miyamoto Goes Online for Dolphin | url=http://www.gamespot.com/articles/miyamoto-goes-online-for-dolphin/1100-2455419/ | publisher=GameSpot | first=Sam | last=Kennedy | date=February 9, 2000 | accessdate=July 6, 2014}}</ref></poem>|salign=right| source=— [[Shigeru Miyamoto]], about Dolphin's online strategy}} On June 8, 2000, Nintendo President Hiroshi Yamauchi said, "We are planning to introduce an Internet business next March or April. The first step will be online sales of a brand new type of Pokemon cards."<ref name="Yamauchi Confirms Dolphin Delay, Internet Plans">{{ cite web | title=Yamauchi Confirms Dolphin Delay, Internet Plans | publisher=IGN | date=June 7, 2000 | url=http://www.ign.com/articles/2000/06/08/yamauchi-confirms-dolphin-delay-internet-plans | accessdate=June 6, 2014}}</ref> Networking is featured on the GameCube in a small number of video game titles using a [[broadband]] or [[modem]] adapter that attaches to a serial port on the console. This feature is supported in ''[[Homeland (video game)|Homeland]]'' – only released in Japan – and the ''[[Phantasy Star]]'' series.<ref name="broadband adapter">{{cite web|url=http://www.ign.com/articles/2001/09/26/nintendo-gamecube-broadband-adapter|title=Nintendo GameCube Broadband Adapter|last=Mirabella|first=Fran|date=September 26, 2001|publisher=IGN|accessdate=July 21, 2013}}</ref><ref name="GCN jumps online">{{cite web|url=http://www.ign.com/articles/2002/05/13/nintendo-jumps-online|title=Nintendo Jumps Online|date=May 13, 2002|publisher=IGN|accessdate=July 21, 2013}}</ref> Nintendo made publishers responsible for managing the online experience and for providing the interface.<ref name="GCN jumps online" /> Regardless of industry speculation that Nintendo would eventually publish GameCube games with Internet connectivity, the company never released a first-party title with the feature. However, several games including ''[[Mario Kart: Double Dash‼]]'', ''[[1080° Avalanche]]'', and ''[[Kirby Air Ride]]'' feature multiplayer gameplay over a [[Local area network|LAN]] connection. Third-party products, such as Warp Pipe and [[XLink Kai]], introduced methods to connect these games over the Internet. The products aimed to show game developers a low-cost solution that demonstrated the feasibility of adding online support.<ref name="broadband adapter" /><ref>{{cite web|url=http://www.eurogamer.net/articles/news300604mariotennis|title=No online play for Mario Tennis|last=Bramwell|first=Tom|date=June 30, 2004|publisher=Eurogamer|accessdate=July 21, 2013}}</ref><ref>{{cite web|url=http://www.idsnews.com/news/NewStoryPrint.aspx?id=32255|title=Student brings Nintendo games online:Warp Pipe project to enable gameplay over the Internet|last=Freiberg|first=Chris|date=December 10, 2003|publisher=Indiana Daily Studen|accessdate=July 21, 2013}}</ref> =={{anchor | Reception and sales}}Reception== The Nintendo GameCube received generally positive reviews following its launch. ''[[PC Magazine]]'' praised the overall hardware design and quality of game titles available at launch.<ref name="PCMag Review">{{cite web|url=https://www.pcmag.com/article2/0,2817,7344,00.asp|title=Nintendo GameCube: Review|last=Ryan|first=Michael E.|date=November 15, 2001|publisher=''PC Magazine''|accessdate=July 22, 2013}}</ref> [[CNET]] gave an average review rating, noting that while 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|url=http://reviews.cnet.com/consoles/nintendo-gamecube-black/4505-10109_7-8688672.html|title=Nintendo GameCube|date=November 18, 2001|publisher=CNET|accessdate=July 22, 2013}}</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|url=http://www.ign.com/top-25-consoles/16.html|title=Nintendo GameCube is number 16|publisher=IGN Entertainment|accessdate=October 15, 2009}}</ref><ref>{{cite web|url=http://www.popularmechanics.com/technology/gadgets/1278831|title=Xbox Vs. GameCube Vs. PlayStation 2: Torture-testing all the video game consoles--in one room, at one time|date=December 7, 2004|publisher=''Popular Mechanics''|accessdate=July 22, 2013}}</ref> In the midst of poor sales figures and the associated financial harm to Nintendo, a ''[[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 titles hurt its market share in the long run.<ref name="GC vs Wii - Joystiq" /> ''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=== Nintendo sold 22 million GameCube units worldwide during its lifespan,<ref name="Sales">{{cite web|url=https://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e1106.pdf |title=Consolidated Sales Transition by Region |accessdate=September 4, 2011 |date=June 2011 |publisher=Nintendo |format=PDF |archiveurl=https://www.webcitation.org/60VrBE6Cp?url=http://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e1106.pdf |archivedate=July 28, 2011 |deadurl=yes |df=mdy }}</ref><ref>{{cite web|url=http://www.ign.com/wikis/history-of-video-game-consoles/Nintendo_GameCube|title=Nintendo GameCube|work=[[IGN]]}}</ref> placing it slightly behind the [[Xbox (console)|Xbox]]'s 24 million, and well behind the [[PlayStation 2]]'s 153 million.<ref name="Xbox sales">{{cite web|url=http://www.ign.com/articles/2011/11/15/ten-incredible-gifts-xbox-gave-modern-gaming?page=2|title=Ten Incredible Gifts Xbox Gave Modern Gaming|last=Dyer|first=Mitch|date=November 15, 2011|publisher=IGN|accessdate=July 22, 2013}}</ref><ref name="PS2 sales">{{cite web|url=http://www.ign.com/articles/2013/02/17/sonys-documentary-on-playstation-2s-retail-dominance|title=Sony’s Documentary on PlayStation 2’s Retail Dominance|last=Moriarty|first=Colin|date=February 16, 2013|publisher=IGN|accessdate=July 22, 2013}}</ref> The GameCube's predecessor, the [[Nintendo 64]], outperformed it as well selling nearly 33 million units.<ref name="N64 sales">{{cite web|url=http://www.ign.com/articles/2008/09/29/nintendo-64-week-day-one|title=Nintendo 64 Week: Day One|last=Buchanan|first=Levi|date=September 29, 2008|publisher=IGN|accessdate=July 22, 2013}}</ref> The console was able to outsell the short-lived [[Dreamcast]], however, which yielded 9.13 million unit sales.<ref>{{cite book|last1=Zackariasson|first1=Peter|last2=Wilson|first2=Timothy L.|last3=Ernkvist|first3=Mirko|title=The Video Game Industry: Formation, Present State, and Future|chapter=Console Hardware: The Development of Nintendo Wii|publisher=Routledge|year=2012|isbn=978-1138803831|page=158}}</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" /> Many of Nintendo's own first-party titles such as ''[[Super Smash Bros. Melee]]'' and ''[[Mario Kart: Double Dash‼]]'' saw strong sales, though this did not typically benefit third-party developers or directly drive sales of their games. Many cross-platform games — such as sports franchises released by [[Electronic Arts]] — were sold in numbers far below their [[PlayStation 2]] and [[Xbox (console)|Xbox]] counterparts, eventually prompting some developers to scale back or completely cease support for the GameCube. Exceptions include [[Sega]]'s family friendly ''[[Sonic Adventure 2]]'' and ''[[Super Monkey Ball]]'', which reportedly yielded more sales on GameCube than most of the company's games on the PlayStation 2 and Xbox.<ref name="A Dolphin’s Tale">{{cite web | title=A Dolphin’s Tale: The Story of GameCube | date=January 7, 2014 | first=Emily | last=Rogers | publisher=Dromble Media | url=http://www.dromble.com/2014/01/07/dolphin-tale-story-of-gamecube/ | accessdate=July 6, 2014}}</ref> 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=July 12, 2007|date=September 5, 2003}}</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=July 12, 2007}}</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 exclusives – most notably ''[[Resident Evil 4]]'' – were eventually ported to other systems in an attempt to maximize profits following lackluster sales of the original GameCube versions. With sales sagging and millions of unsold consoles in stock, Nintendo halted GameCube production for the first nine months of 2003 to reduce surplus units.<ref name="Frederick Sekiguchi">Frederick, Jim, and Toko Sekiguchi. "The Console Wars: Game On." Time International (South Pacific Edition) 49 (2003): 56-59. Business Source Complete. Web. July 24, 2013.</ref> Sales rebounded slightly after a price drop to US$99.99 on September 24, 2003<ref name="price drop 99">{{cite web|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=July 13, 2007|date=September 24, 2003}}</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.<ref>{{cite web|url=http://www.ign.com/games/nintendo-gamecube-preview-disc/gcn-567300|title=Nintendo GameCube Preview Disc|publisher=[[IGN]]|accessdate=August 7, 2015}}</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.<ref>{{cite news|url=http://www.gamesradar.com/wii-u-gamecube-not-virtual-boy/|title=The Wii U Is the GameCube (but not the Virtual Boy)|author=Henry Gilbert|publisher=[[GamesRadar]]|date=August 1, 2013|accessdate=August 7, 2015}}</ref> Some third-party companies, such as [[Ubisoft]], [[THQ]], [[Disney Interactive Studios]], [[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=April 19, 2007|publisher=[[Ubisoft]] |accessdate=April 18, 2007}}</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=November 6, 2006|accessdate=April 18, 2007|publisher=[[THQ]]}}</ref><ref>{{cite web|url=http://www.ea.com/article.jsp?id=madden08pressrelease|archiveurl=https://web.archive.org/web/20071229050750/http://www.ea.com/article.jsp?id=madden08pressrelease|archivedate=December 29, 2007|title=Madden NFL 08 official Press Release|date=April 18, 2007|accessdate=April 18, 2007|publisher=[[Electronic Arts]]}}</ref><ref>{{cite web|publisher=Nintendo World Report|url =http://www.nintendoworldreport.com/pr/13940|title=Disney Showcases E3 Lineup|date=August 2, 2007|accessdate=April 18, 2007}}</ref> ===Market share=== With the GameCube, Nintendo failed to reclaim the market share lost by its predecessor, the [[Nintendo 64]]. Throughout the lifespan of its console generation, GameCube hardware sales remained far behind its direct competitor the [[PlayStation 2]], and slightly behind [[Microsoft]]'s [[Xbox (console)|Xbox]]. 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.<ref name="chart">{{cite web | url=http://www.economist.com/images/20050806/CSF279.gif | title=Chart | publisher=Economist}}</ref> Many third-party games popular with teenagers or adults, such as the blockbuster [[Grand Theft Auto|''Grand Theft Auto'' series]] and several key [[first-person shooter]]s, skipped the GameCube entirely in favor of the PlayStation 2 and Xbox. {{As of|2003|06}}, the GameCube had a 13% market share, tying with the Xbox in sales but falling far behind 60% for the PlayStation 2.<ref name="Frederick Sekiguchi" /> ===Legacy=== Many games released on the GameCube, such as ''[[Pikmin]]'', ''[[Chibi-Robo!]]'', ''[[Metroid Prime]]'', and ''[[Luigi's Mansion]]'' later became popular Nintendo franchises.<ref>{{cite web|title=The GameCube's Legacy to Nintendo and Gaming|url=http://www.vooks.net/the-gamecubes-legacy-to-nintendo-and-gaming/|website=Vooks|accessdate=9 March 2017}}</ref> ==See also== {{Portal|Nintendo|Video games|2000s}} * [[Dolphin (emulator)]] * [[List of best-selling Nintendo GameCube video games]] * [[List of GameCube games with alternate display modes]] * [[Nintendo GameCube accessories]] * [[Nintendo Selects]] ==Notes== {{notelist}} ==References== {{Reflist|30em}} ==External links== {{Commons category|GameCube}} * {{Official website|http://www.nintendo.com/consumer/systems/nintendogamecube/index.jsp}} * {{webarchive |url=https://web.archive.org/web/20080501165134/http://register.nintendo.com/systemsgcn |date=May 1, 2008 |title=Nintendo GameCube }} * [http://www.consolevariations.com/nintendo consolevations.com], for all the console / controller and packaging variations {{GameCube}} {{Nintendo hardware|GameCube}} {{Sixth generation game consoles}} {{Home video game consoles}} {{DEFAULTSORT:Nintendo GameCube}} [[Category:GameCube| ]] [[Category:Products introduced in 2001]] [[Category:PowerPC-based video game consoles|GameCube]] [[Category:Home video game consoles]] [[Category:Sixth-generation video game consoles]] [[Category:2000s toys]] [[Category:Discontinued products]]'
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'@@ -60,5 +60,5 @@ }} -The '''GameCube'''{{efn|1={{nihongo||ゲームキューブ|Gēmukyūbu}}, officially called the '''Nintendo GameCube''', abbreviated '''NGC''' in Japan and '''GCN''' in Europe and North America}} is a <!-- Do not add 128-bit! --> [[home video game console]] released by [[Nintendo]] in Japan on September 14, 2001; in North America on November 18, 2001; in Europe on May 3, 2002; and in Australia on May 17, 2002. The [[History of video game consoles (sixth generation)|sixth-generation console]] is the successor to the [[Nintendo 64]] and competed with [[Sony Computer Entertainment]]'s [[PlayStation 2]] and [[Microsoft]]'s [[Xbox (console)|Xbox]]. +The '''GameCube'''{{efn|1={{nihongo||ゲームキューブ|Gēmukyūbu}}, officially called the '''Nintendo GameCube''', abbreviated '''NGC''' in Japan and '''GCN''' in Europe and North America}} is a <!-- Do not add 128-bit! --> a piece of crap by [[Nintendo]] in Japan on September 14, 2001; in North America on November 18, 2001; in Europe on May 3, 2002; and in Australia on May 17, 2002. The [[History of video game consoles (sixth generation)|sixth-generation console]] is the successor to the [[Nintendo 64]] and competed with [[Sony Computer Entertainment]]'s [[PlayStation 2]] and [[Microsoft]]'s [[Xbox (console)|Xbox]]. The GameCube is the first Nintendo console to use [[optical disc]]s as its primary storage medium. The discs are similar to the [[miniDVD]] format; as a result of their smaller size and the console's small disc compartment, the system was not designed to play standard [[DVD]]s or [[Compact disc|audio CDs]]. The console supports [[online game|online gaming]] for a small number of its titles via the [[Nintendo GameCube Broadband Adapter and Modem Adapter|broadband or modem adapter]] and connects to the [[Game Boy Advance]] via the [[Nintendo GameCube – Game Boy Advance link cable|link cable]], allowing players to access exclusive in-game features using the handheld as a second screen and controller. '
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[ 0 => 'The '''GameCube'''{{efn|1={{nihongo||ゲームキューブ|Gēmukyūbu}}, officially called the '''Nintendo GameCube''', abbreviated '''NGC''' in Japan and '''GCN''' in Europe and North America}} is a <!-- Do not add 128-bit! --> [[home video game console]] released by [[Nintendo]] in Japan on September 14, 2001; in North America on November 18, 2001; in Europe on May 3, 2002; and in Australia on May 17, 2002. The [[History of video game consoles (sixth generation)|sixth-generation console]] is the successor to the [[Nintendo 64]] and competed with [[Sony Computer Entertainment]]'s [[PlayStation 2]] and [[Microsoft]]'s [[Xbox (console)|Xbox]].' ]
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'{{Use mdy dates|date=March 2016}} {{Infobox information appliance | name = Nintendo GameCube | logo = Nintendo Gamecube Logo.svg | image = GameCube-Set.jpg | caption = An indigo Nintendo GameCube console with [[GameCube controller|its controller]] and the 251-block memory card | aka = Dolphin <small>(code name)</small> | developer = [[Nintendo]] | manufacturer = {{plainlist| * Nintendo * [[Foxconn]] }} | family = | type = [[Home video game console]] | generation = [[History of video game consoles (sixth generation)|Sixth generation]] | lifespan = 2001–2007 | discontinued = {{vgrelease|WW|2007<!-- No exact date is given so the year of the article (2007) is used --><ref name="gcndiscontinued">{{cite web|url=http://www.mcvuk.com/news/read/nintendo-ends-gamecube-support|archiveurl=https://web.archive.org/web/20160601030811/http://www.mcvuk.com/news/read/nintendo-ends-gamecube-support|title=Nintendo ends GameCube support|date=February 22, 2007|accessdate=January 16, 2011|archivedate=June 1, 2016|publisher=''[[Market for Home Computing and Video Games]]''|deadurl=no}}</ref>}} | media = {{plainlist| * [[Nintendo GameCube Game Disc]] * Game Pak <small>([[Game Boy Player]] required)</small> }} | os = Dolphin OS | power = | soc = | cpu = [[IBM]] [[PowerPC]] [[Gekko (microprocessor)|Gekko]] @ 486&nbsp;[[Hertz|MHz]] | memory = | storage = None | memory card = Nintendo GameCube memory card <small>(16&nbsp;MB max. capacity)</small> | display = {{plainlist| * [[Composite video]] * [[S-Video]] <small>(NTSC consoles only)</small> * [[RGBS|RGB]] [[SCART]] <small>(PAL consoles only)</small> * [[YPbPr|{{YPbPr}}]] [[component video]]/[[d-terminal]] <small>(DOL-001 models only){{efn|Requires the use of the Digital AV port, which was removed from later models}}</small> }} | graphics = [[ATI Technologies|ATI]] Flipper @ 162&nbsp;MHz | sound = Analog stereo <small>([[Dolby Pro Logic II]])</small> | input = | controllers = [[GameCube controller]], [[WaveBird]], [[Game Boy Advance]], various other [[Nintendo GameCube accessories|input devices]] | camera = | touchpad = | connectivity = [[Nintendo GameCube Broadband Adapter and Modem Adapter]] | platform = | dimensions = 5.9&nbsp;×&nbsp;6.3&nbsp;×&nbsp;4.3&nbsp;in<br />149&nbsp;×&nbsp;160&nbsp;×&nbsp;112&nbsp;mm<br /><small>(width&nbsp;×&nbsp;depth&nbsp;×&nbsp;height)</small> | weight = | compatibility= | predecessor = [[Nintendo 64]] | successor = [[Wii]] | related = [[Panasonic Q]] | website = | releasedate = {{vgrelease|JP|September 14, 2001<ref name="Launch - CNN">{{cite web|author=Martyn Williams|url=http://edition.cnn.com/2001/TECH/fun.games/08/24/gamecube.release.idg/|title=CNN.com – Nintendo unveils Gamecube launch plans – August 24, 2001|publisher=Edition.cnn.com|accessdate=March 16, 2013}}</ref>|NA|November 18, 2001<ref>{{cite web|url=http://news.cnet.com/2100-1040-276374.html|title=Nintendo reports record GameCube launch – CNET News|publisher=News.cnet.com|accessdate=March 16, 2013}}</ref>|EU|May 3, 2002<ref>{{cite web|url=http://news.bbc.co.uk/1/hi/entertainment/1943247.stm|title=NEW MEDIA &#124; GameCube price dropped|publisher=BBC News|date=April 22, 2002|accessdate=March 16, 2013}}</ref>|AUS|May 17, 2002}} | price = |unitssold={{plainlist| * Worldwide: 21.74 million * Americas: 12.94 million * Japan: 4.04 million * Other regions: 4.77 million<ref name="Sales"/> }} | service = Limited | topgame = ''[[Super Smash Bros. Melee]]'', 7.09 million <small>({{as of|2008|03|10|lc=y|df=US}})<ref>{{cite press release|title=At Long Last, Nintendo Proclaims: Let the Brawls Begin on Wii!|publisher=[[Nintendo]]|date=March 10, 2008|accessdate=March 11, 2008|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.}}</ref></small> }} The '''GameCube'''{{efn|1={{nihongo||ゲームキューブ|Gēmukyūbu}}, officially called the '''Nintendo GameCube''', abbreviated '''NGC''' in Japan and '''GCN''' in Europe and North America}} is a <!-- Do not add 128-bit! --> a piece of crap by [[Nintendo]] in Japan on September 14, 2001; in North America on November 18, 2001; in Europe on May 3, 2002; and in Australia on May 17, 2002. The [[History of video game consoles (sixth generation)|sixth-generation console]] is the successor to the [[Nintendo 64]] and competed with [[Sony Computer Entertainment]]'s [[PlayStation 2]] and [[Microsoft]]'s [[Xbox (console)|Xbox]]. The GameCube is the first Nintendo console to use [[optical disc]]s as its primary storage medium. The discs are similar to the [[miniDVD]] format; as a result of their smaller size and the console's small disc compartment, the system was not designed to play standard [[DVD]]s or [[Compact disc|audio CDs]]. The console supports [[online game|online gaming]] for a small number of its titles via the [[Nintendo GameCube Broadband Adapter and Modem Adapter|broadband or modem adapter]] and connects to the [[Game Boy Advance]] via the [[Nintendo GameCube – Game Boy Advance link cable|link cable]], allowing players to access exclusive in-game features using the handheld as a second screen and controller. Contemporary reception of the GameCube was generally positive. The console was praised for its controller, extensive software library and high-quality games, but was criticized for its exterior design and lack of features. Nintendo sold 21.74&nbsp;million GameCube units worldwide before it was discontinued in 2007. Its successor, the [[Wii]], which has [[backward compatibility]] with most GameCube software, was released in November 2006. ==History== In 1997, a graphics hardware design company called [[ArtX]] was launched, staffed by twenty engineers who had previously worked at SGI on the design of the Nintendo 64's graphics hardware. The team was led by Dr. [[Wei Yen]], who had been SGI's head of Nintendo Operations, the department responsible for the [[Nintendo 64]]'s fundamental architectural design.<ref name="ATI discusses GC graphics">{{cite interview | title=ATI Discusses GameCube Graphics | first=Greg | last=Buchner | publisher=IGN | date=October 29, 2001 | url=http://www.ign.com/articles/2001/10/30/ati-discusses-gamecube-graphics | accessdate=June 25, 2014}}</ref><ref name="Nintendo press conference May 1999"/> Partnering with Nintendo in 1998, ArtX began the complete design of the system logic and of the graphics processor (codenamed "[[Nintendo GameCube technical specifications|Flipper]]")<ref name="Nintendo tweaks GC's specs"/> of Nintendo's [[History of video game consoles (sixth generation)|sixth-generation]] [[video game console]], reportedly bearing the early internal code name of "N2000".<ref name="It's Alive"/> At Nintendo's press conference in May 1999, the console was first publicly announced as "Project Dolphin", the successor to the Nintendo 64.<ref name="Nintendo press conference May 1999">{{cite web | title=Nintendo Press Conference Transcript | date=May 13, 1999 | publisher=IGN | url=http://www.ign.com/articles/1999/05/14/nintendo-press-conference-transcript | accessdate=June 25, 2014}}</ref><ref name="Project Dolphin - IGN">{{cite web|url=http://www.ign.com/articles/1999/05/05/say-hello-to-project-dolphin|title=Say Hello to Project Dolphin|date=May 4, 1999|accessdate=July 8, 2013}}</ref> Subsequently, Nintendo began providing development kits to game developers. Nintendo also formed a strategic partnership with IBM for the production of Dolphin's CPU, code-named "Gekko". ArtX was acquired by ATI in April 2000, whereupon the Flipper graphics processor design had already been mostly completed by ArtX and was not overtly influenced by ATI.<ref name="ATI discusses GC graphics"/><ref name="Nintendo tweaks GC's specs">{{cite web | title=Nintendo tweaks GameCube's specs | url=http://www.zdnet.com/news/nintendo-tweaks-gamecubes-specs/96454 | publisher=ZDnet | date=June 6, 2001 | first=Sam | last=Parker | accessdate=June 25, 2014}}</ref> In total, ArtX team 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 ATI's acquisition of ArtX, 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 | title= ATI Snags Dolphin Graphics Chip Designer | date=February 16, 2000 | publisher=IGN | url=http://www.ign.com/articles/2000/02/17/ati-snags-dolphin-graphics-chip-designer | accessdate=June 25, 2014}}</ref> The console was announced as the Nintendo GameCube at a press conference in [[Japan]] on August 24, 2000,<ref name="GCN announced">{{cite web|url=http://www.gamespot.com/articles/nintendos-gamecube-unveiled/1100-2619269/|title=Nintendo's GameCube Unveiled|last=Satterfield|first=Shane|date=August 24, 2000|publisher=GameSpot|accessdate=April 11, 2016}}</ref> abbreviated as "NGC" in Japan<ref>{{cite web |url=https://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 North America.<ref>{{cite web |url=https://www.nintendo.com/consumer/systems/nintendogamecube/trouble_sound.jsp |title=support.nintendo.com |publisher=Nintendo of America |accessdate = April 23, 2011}}</ref> [[Nintendo]] unveiled its software lineup for the [[History of video game consoles (sixth generation)|sixth-generation]] console at [[E3 2001]], focusing on fifteen launch titles, including ''[[Luigi's Mansion]]'' and ''[[Star Wars Rogue Squadron II: Rogue Leader]]''.<ref name="E3 2001 - GS">{{cite web|url=http://www.gamespot.com/news/e3-2001-nintendo-unleashes-gamecube-software-a-new-miyamoto-game-and-more-2761390|title=E3 2001: Nintendo unleashes GameCube software, a new Miyamoto game, and more|last=Fielder|first=Lauren|date=May 16, 2001|publisher=GameSpot|accessdate=July 8, 2013}}</ref> Several titles that were originally scheduled to launch with the console were delayed.<ref name="Year One - Joystiq">{{cite web|url=http://www.joystiq.com/2007/11/19/year-one-gamecube-vs-wii/|title=Year one: GameCube vs. Wii|last=Hinkle|first=David|date=November 19, 2007|publisher=Joystiq|accessdate=July 8, 2013}}</ref> It is also the first console in the company's history not to accompany a ''[[Mario]]'' platform title at launch.<ref name="E3 2001 - IGN">{{cite web|url=http://www.ign.com/articles/2011/05/10/nintendos-history-at-e3-2001?page=2|title=Nintendo's History at E3: 2001|last1=George|first1=Richard|last2=Thomas|first2=Lucas M.|date=May 9, 2011|publisher=IGN|accessdate=July 8, 2013}}</ref> Long before the console's launch, Nintendo had developed and patented an early prototype of motion controls for the GameCube, with which developer [[Factor 5]] had experimented for its launch titles.<ref name="Factor 5 GameCube motion">{{cite web | title=Factor 5 worked with GameCube motion controller | publisher=Aussie Nintendo | date=July 28, 2007 | url=http://www.aussie-nintendo.com/?v=news&p=15571 | deadurl=yes | archiveurl=https://web.archive.org/web/20070927182302/http://www.aussie-nintendo.com/?v=news&p=15571 | archivedate=September 27, 2007 | accessdate=July 6, 2014}}</ref><ref name="A Dolphin’s Tale"/> An interview quoted Greg Thomas, Sega of America’s VP of Development as saying, "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 Nintendo GameCube's release, Nintendo focused resources on the launch of the [[Game Boy Advance]], a [[handheld game console]] and successor to the original [[Game Boy]] and [[Game Boy Color]]. As a result, several titles originally destined for the [[Nintendo 64]] console were postponed in favor of becoming early releases on the GameCube. The last first-party title in 2001 for the Nintendo 64 was released in May, a month before the Game Boy Advance's launch and six months before the GameCube's, emphasizing the company's shift in resources. Concurrently, Nintendo was developing software for the GameCube which would provision future connectivity between it and the Game Boy Advance. Certain game titles, such as ''[[The Legend of Zelda: Four Swords Adventures]]'' and ''[[Final Fantasy Crystal Chronicles]]'', would have the ability to use the handheld as a secondary screen and controller when connected to the console via a [[Nintendo GameCube–Game Boy Advance link cable|link cable]].<ref name="Months before GameCube - IGN">{{cite web|url=http://www.ign.com/articles/2011/11/12/before-the-gamecube-arrived?page=1|title=Before the GameCube Arrived|last=Thomas|first=Lucas M.|date=November 11, 2011|publisher=IGN|accessdate=July 8, 2013}}</ref><ref>{{cite web|url=http://www.ign.com/articles/2004/06/02/the-legend-of-zelda-four-swords-adventures|title=The Legend of Zelda: Four Swords Adventures|last=Schneider|first=Peer|date=June 2, 2004|publisher=IGN|accessdate=July 8, 2013}}</ref> Nintendo began its marketing campaign with the catchphrase; "The Nintendo Difference" at the E3 reveal.<ref name="E3 2001 - GS" /> The goal was to distinguish itself from the competition as an entertainment company.<ref>{{cite web|url=http://www.officialnintendomagazine.co.uk/38372/classic-e3-moments-nintendo-reveal-gamecube-in-2001/|title=Classic E3 moments: Nintendo reveal GameCube in 2001|last=East|first=Thomas|date=May 29, 2012|publisher=Nintendo Magazine UK|accessdate=July 8, 2013}}</ref> Later advertisements push the slogan, "Born to Play", and video game commercials feature a rotating cube animation that morphs into a GameCube logo and ends with a voice whispering, "GameCube".<ref name="Born to Play">{{cite web|accessdate=October 25, 2009|date=September 3, 2001|url= http://www.nintendoworldreport.com/news/6408|title=GameCube Slogan Revealed!|publisher=[[Nintendo World Report]]}}</ref><ref name="Air Ride">{{cite web|accessdate=March 27, 2008|url=http://www.gametrailers.com/video/tv-spot-kirby-air/1831|title=Kirby Air Ride |publisher=[[GameTrailers]]}}</ref> The GameCube launched in Japan on September 14, 2001.<ref name="Launch - BBC">{{cite web|url=http://news.bbc.co.uk/2/hi/entertainment/1543848.stm|title=GameCube launches in Japan|date=September 14, 2001|publisher=BBC News|accessdate=July 8, 2013}}</ref> Approximately 500,000 units were shipped in time to retailers.<ref name="Japan launch - GS">{{cite web|url=http://www.gamespot.com/news/nintendo-gamecube-launches-in-japan-2812298|title=Nintendo GameCube launches in Japan|last=Sato|first=Yukiyoshi Ike|date=September 13, 2001|publisher=GameSpot|accessdate=July 8, 2013}}</ref> The console was scheduled to launch two months later in [[North America]] on November 5, 2001, but the date was pushed back in an effort to increase the number of available units.<ref name="US launch delay">{{cite web|url=http://news.cnet.com/Nintendo-delays-U.S.-launch-of-GameCube/2100-1040_3-272053.html|title=Nintendo delays U.S. launch of GameCube|last=Becker|first=David|date=August 23, 2001|publisher=CNET|accessdate=July 8, 2013}}</ref> The console eventually launched in North America on November 18, 2001, with over 700,000 units shipped to the region.<ref name="Record launch - CNET">{{cite news|url=http://news.cnet.com/2100-1040-276374.html|title=Nintendo reports record GameCube launch|last=Becker|first=David|date=November 29, 2001|publisher=CNET|accessdate=July 8, 2013}}</ref> Other regions followed suit the following year beginning with Europe in the second quarter of 2002.<ref name="European launch">{{cite news|url=http://news.bbc.co.uk/2/hi/entertainment/1963749.stm|title=GameCube gets midnight launch|date=May 2, 2002|publisher=BBC News|accessdate=July 8, 2013}}</ref> On April 22, 2002, veteran third party Nintendo console developer [[Factor 5]] announced its 3D audio [[software development kit]] for GameCube developers, titled MusyX. In collaboration with [[Dolby Laboratories]], it provides 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 | title=Factor 5 on Dolby Pro Logic II | first=Julian | last=Eggebrecht | date=April 22, 2002 | publisher=IGN | url=http://www.ign.com/articles/2002/04/22/factor-5-on-dolby-pro-logic-ii | accessdate=June 24, 2014}}</ref> ==Hardware== {{see also|Nintendo 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 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 doc 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 Miyamoto-sans of the world to develop the best games".<ref name="ATI discusses GC graphics"/> {{quote box | quote=We thought about the developers as our main customers. In particular for GameCube, we spent three years working with Nintendo of America and with all sorts of developers, trying to understand the challenges, needs, and problems they face. First among these is the rising cost of development. The GameCube can see high performance without too much trouble; it isn’t a quirky design, but a very clean one. It was important we didn’t require jumping through hoops for high performance to be achieved. On top of that, it is rich in features, and we worked to include a dream group of technical features that developers requested. | salign=right|source=—Greg Buchner, ArtX's Vice President}} 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,<ref name="Nintendo tweaks GC's specs"/> and with [[IBM]] for the CPU. IBM designed a [[PowerPC]]-based processor for the next-generation console, known as [[Gekko (microprocessor)|Gekko]], which runs at 485&nbsp;[[Hertz|MHz]] and features a [[floating point unit]] (FPU) capable of 1.9&nbsp;[[GigaFLOPS|GFLOPS]]. Designed at 0.18 microns and described as "an extension of the IBM Power PC architecture", Gekko features IBM's reportedly then-unique copper-based chip manufacturing technology.<ref name="Nintendo press conference May 1999"/> Codenamed "[[Nintendo GameCube technical specifications|Flipper]]", the GPU runs at 162&nbsp;MHz and, in addition to graphics, manages other tasks through its audio and [[input/output]] (I/O) processors.<ref name="Specs - ExtremeTech">{{cite web|url=http://www.extremetech.com/extreme/49118-nintendo-gamecube-unwrapped|title=Nintendo GameCube Unwrapped|last=Hackman|first=Mark|date=June 12, 2001|publisher=ExtremeTech|accessdate=July 9, 2013}}</ref><ref name="Specs - Anandtech">{{cite web|url=http://www.anandtech.com/show/858|title=Hardware Behind the Consoles - Part II: Nintendo's GameCube|last=Shimpi|first=Anand Lal|date=December 7, 2001|publisher=AnandTech|accessdate=July 9, 2013}}</ref><ref>{{cite web|url= http://cube.ign.com/articles/090/090003p1.html| title=GameCube 101: Graphics|publisher=IGN|accessdate=January 27, 2008|date=January 16, 2001}}</ref><ref name="Specs - PC World">{{cite web|url=http://www.pcworld.idg.com.au/article/28028/gamecube_uncovered_-_ibm_ati_inside/|title=Gamecube uncovered - IBM, ATI inside|last=Gray|first=Douglas F.|date=June 14, 2001|publisher=PC World|accessdate=July 9, 2013}}</ref> The GameCube introduced a proprietary [[miniDVD]] optical disc format as the storage medium for the console, capable of storing up to 1.5&nbsp;[[Gigabyte|GB]] of data.<ref name="miniDVD - IGN">{{cite web|url=http://www.ign.com/articles/2000/08/24/gamecube-a-digital-wonder|title=Gamecube: A Digital Wonder|date=August 23, 2000|publisher=IGN|accessdate=July 8, 2013}}</ref> The technology was designed by [[Panasonic Corporation|Matsushita Electric Industrial]] (now Panasonic Corporation) which utilizes a proprietary copy-protection scheme – different from the [[Content Scramble System]] (CSS) found in standard [[DVD]]s – to prevent unauthorized reproduction.<ref name="Matsushita">{{cite web|url=http://www.eetimes.com/document.asp?doc_id=1139403|title=Matsushita allies with Nintendo on next-generation game console|date=May 12, 1999|accessdate=July 9, 2013}}</ref> The [[Famicom Data Recorder]], [[Famicom Disk System]], [[SNES-CD]], and [[64DD]] had explored various complementary storage technologies, but the GameCube was Nintendo's first console to move away from cartridge-based media altogether.<ref>{{cite web|url=http://electronics.howstuffworks.com/gamecube2.htm|title=How GameCube Works|last=Bonsor|first=Kevin|publisher=HowStuffWorks|accessdate=July 8, 2013}}</ref> The GameCube's 1.5&nbsp;GB mini-disc have sufficient room for most games, although a few games require an extra disc, higher video compression, or removal of content present in versions on other consoles. By comparison, the PlayStation 2 and Xbox, also sixth-generation consoles, both use 8.5&nbsp;GB [[DVD-R DL|Dual-Layer DVDs]]. 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|url=http://www.ign.com/articles/2001/08/22/spaceworld-2001-spicing-gamecube-up|title=Spaceworld 2001: Spicing GameCube Up|date=August 22, 2001|publisher=IGN|accessdate=July 9, 2013}}</ref> A year later, Nintendo released a "Platinum" limited edition GameCube, which uses a silver color scheme for both the console and controller.<ref name="Platinum edition">{{cite web|url=http://www.nintendoworldreport.com/news/7586|title=Nintendo announces Platinum GameCube|last=Berghammer|first=Billy|date=July 24, 2002|publisher=Nintendo World Report|accessdate=July 9, 2013}}</ref> A "Spice" orange-colored console was eventually released as well only in Japan, though the color scheme could be found on controllers released in other countries.<ref name="Spice Orange">{{cite web|url=http://www.ign.com/articles/2001/12/04/spice-up-your-life|title=Spice Up Your Life|date=December 3, 2001|publisher=IGN|accessdate=July 9, 2013}}</ref> Nintendo developed [[stereoscopic 3D]] technology for the GameCube, and one launch title, ''[[Luigi's Mansion]]'', supports it. However, the feature was never enabled outside of development. [[3D television]]s were not widespread at the time, 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|url=https://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.|accessdate=January 11, 2011}}</ref><ref>{{cite web|url=http://www.kotaku.com.au/2011/01/the-gamecube-and-the-game-boy-advance-were-3d-compatible/|title=The Gamecube and the Game Boy Advance Were 3D Compatible!|first=Mark|last=Serrels|publisher=}}</ref><ref>{{cite web|url=http://iwataasks.nintendo.com/interviews/#/3ds/how-nintendo-3ds-made/0/2|title=Iwata Asks|publisher=}}</ref> Another unofficial feature are two audio [[Easter egg (media)|Easter eggs]] that can be invoked when the console is turned on. When the power is activated with the "Z" button on the Player 1 controller held down, a more whimsical startup sound is heard in place of the standard one. With four controllers connected, holding down the "Z" button on all four simultaneously produces a "[[ninja]]-like" tune at startup.<ref name="Easter Eggs">{{cite web|url=http://www.gamesradar.com/100-best-easter-eggs-all-time/|title=The 100 Best Easter Eggs of All Time|last=Taljonick|first=Ryan|date=April 3, 2013|publisher=Games Radar|accessdate=July 16, 2013}}</ref> ===Storage=== [[File:Nintendo GameCube memory card.png|thumb|right|upright|Memory Card 59]] The GameCube features two memory card ports for saving game data. Nintendo released three official memory card options: Memory Card 59 in gray (512&nbsp;KB), Memory Card 251 in black (2&nbsp;MB), and Memory Card 1019 in white (8&nbsp;MB). (Though often advertised in Megabits, as 4&nbsp;Mb, 16&nbsp;Mb, and 64&nbsp;Mb respectively.) A few games were known to have compatibility issues with the Memory Card 1019, and at least two games have save issues with any size.<ref name="Memory card issues">{{cite web|url=https://www.nintendo.com/consumer/memorycard1019.jsp|title=Nintendo GameCube Memory Card 1019|publisher=Nintendo|accessdate=July 12, 2013}}</ref> Memory cards with larger capacities were released by third-party manufacturers.<ref>{{cite web|url=https://www.nintendo.co.uk/NOE/en_GB/systems/accessories_1222.html |archive-url=https://archive.is/20120911060746/http://www.nintendo.co.uk/NOE/en_GB/systems/accessories_1222.html |dead-url=yes |archive-date=September 11, 2012 |title=Nintendo GameCube Accessories |publisher=Nintendo |accessdate=July 3, 2009 }}</ref> The Memory Card numbers indicated the number of save blocks available on the card, and each number is 5 subtracted from some power of 2. This suggests that 5 save blocks are devoted to some sort of system information. Simple math can be used to find out that each save block is a 8&nbsp;KB page of data. (For example, (59+5)*x&nbsp;=&nbsp;512&nbsp;KB, x&nbsp;=&nbsp;(512&nbsp;KB)/64, x&nbsp;=&nbsp;8&nbsp;KB) ===Controller=== {{Main article|GameCube controller|WaveBird Wireless Controller}} Nintendo learned from its experiences – both positive and negative – with the [[Nintendo 64]]'s three-handled [[game controller|controller]] design and went with a two-handled, "handlebar" design for the GameCube. The shape was made popular by Sony's [[PlayStation (console)|PlayStation]] controller released in 1994 and its follow-up [[DualShock]] series of [[gamepad]]s introduced in 1997. In addition to [[Haptic technology|vibration feedback]], the DualShock series was well known for having two [[analog stick]]s to improve the 3D experience in games. Nintendo and [[Microsoft]] designed similar features in the controllers for their sixth-generation consoles, but instead of having the analog sticks parallel to each other, they chose to stagger them 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 an internal [[Haptic technology#Computer and 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|url=http://kotaku.com/5816069/the-evolution-of-the-playstation-control-pad/|title=The Evolution of the PlayStation Control Pad|last=Plunkett|first=Luke|date=June 28, 2011|publisher=Kotaku|accessdate=July 16, 2013}}</ref><ref name="Controller - ZDNet">{{cite web|url=http://www.zdnet.com/news/whats-inside-the-gamecube/117056|title=What's inside the GameCube?|last=Satterfield|first=Shane|date=November 16, 2001|publisher=ZDNet|accessdate=July 15, 2013}}</ref><ref name="Controller - Nintendojo">{{cite web|url=http://www.nintendojo.com/features/editorials/the-legend-of-the-gamepad|title=The Legend of the Gamepad: A brief history of Nintendo consoles told with buttons and joysticks.|last=England|first=Kyle|date=April 5, 2012|publisher=Nintendojo|accessdate=July 15, 2013}}</ref> [[File:Gamecube-controller-breakdown.jpg|thumb|left|Indigo GameCube controller]] On the top of the controller are two "pressure-sensitive" trigger buttons marked "L" and "R". Each essentially provides two functions: one analog and one digital. As the trigger is depressed, it emits an analog signal which increases the more it is pressed in. Once fully depressed, the trigger "clicks" registering a digital signal that can be used for a separate function within a game. There is also a purple, digital button on the right side marked "Z".<ref name="Controller - L & R">{{cite web|url=http://www.ign.com/articles/2001/07/27/gcn-controller-see-it-in-action|title=GCN Controller: See it in Action|date=July 27, 2001|publisher=IGN|accessdate=July 15, 2013}}</ref> Unique to the GameCube is the controller's prominent size and placement of the A button. Having been the primary action button in past Nintendo controller designs, it was given a larger size and more centralized placement for the GameCube. The rubberized analog stick in combination with the controller's overall button orientation was intended to reduce the dreaded "[[Nintendo thumb]]" – a term used to describe pain in any part of the hands, wrists, forearms, and shoulders as a result of long-term play.<ref name="Nintendo Thumb">{{cite web|url=https://www.wired.com/culture/lifestyle/news/1998/12/16579|title='Nintendo Thumb' Points to RSI|last=Graziano|first=Claudia|date=December 3, 1998|publisher=Wired|accessdate=July 15, 2013}}</ref><ref>{{cite web|url=http://www.nintendoworldreport.com/impressions/2727|title=GameCube Controlle|last=Powers|first=Rick|date=October 6, 2001|publisher=Nintendo World Report|accessdate=July 15, 2013}}</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 by way of a wireless receiver dongle connected to one of the console's controller ports. Powered by two AA batteries, which are housed in a compartment on the underside of the controller, the WaveBird lacks the vibration functionality of the standard controller. In addition to the standard inputs, the WaveBird features a channel selection dial – also found on the receiver – and an on/off switch. An orange [[Light emitting diode|LED]] on the face of the controller indicates when it is powered on. The controller is available in light grey and platinum color schemes.<ref>{{cite web|url=http://www.ign.com/articles/2002/06/11/nintendo-wavebird-review|title=Nintendo WaveBird Review|last=Wiley|first=M.|date=June 11, 2002|publisher=IGN|accessdate=July 15, 2013}}</ref> {{Clear}} ===Compatibility=== [[File:GameCube-Silver-Optional-Set.jpg|thumb|A Platinum Nintendo GameCube with a [[WaveBird]] controller and [[Game Boy Player]] attachment]] The GameCube is unable to play games from other Nintendo home consoles, but with the [[Game Boy Player]] attachment, it is able to play [[Game Boy]], [[Game Boy Color]], and [[Game Boy Advance]] titles. The GameCube's successor, the [[Wii]], supports [[backward compatibility]] with GameCube controllers, memory cards, and games. However, later versions of the Wii – including the "Family Edition" released in 2011 and the [[Wii Mini]] edition released in 2012 – dropped support for all GameCube hardware.<ref name="GB Player">{{cite web|url=http://www.ign.com/articles/2002/11/18/nintendo-gamecube-game-boy-player|title=Nintendo GameCube Game Boy Player|date=November 18, 2001|publisher=IGN|accessdate=July 16, 2013}}</ref><ref name="Family Edition">{{cite web|url=http://www.geek.com/games/nintendos-new-wii-console-drops-gamecube-compatibility-bundles-more-games-1413513/|title=Nintendo’s new Wii drops Gamecube compatibility, bundles more games|last=Humphries|first=Matthew|date=August 17, 2011|publisher=Geek.com|accessdate=July 16, 2013}}</ref><ref name="Wii Mini">{{cite web|url=http://kotaku.com/5968014/tearing-open-the-new-wii-reveals-some-crazy-nintendo-decisions|title=Tearing Open The New Wii Reveals Some Crazy Nintendo Decisions|last=Plunkett|first=Luke|date=December 13, 2012|publisher=Kotaku|accessdate=July 16, 2013}}</ref> ===Panasonic Q=== {{Main article|Panasonic Q}} A hybrid version of the Nintendo GameCube with a commercial DVD player, called Q, was developed by [[Panasonic]] as part of the deal struck with Nintendo to develop the optical drive for the original GameCube hardware. Featuring a completely revised case, the Q overcomes the size limitation of the original GameCube's miniDVD tray by adding a commercial DVD-sized tray, among other hardware revisions. Released exclusively to Japan in December 2001, low sales resulted in the Q being discontinued in December 2003. ==Software library== {{See also|List of GameCube games}} Over its lifespan, which came to a close in 2007, more than 600 games were released for the GameCube.<ref name="GC History - Nintendo Life" /><ref name="GC vs Wii - Joystiq">{{cite web|url=http://www.joystiq.com/2007/11/19/year-one-gamecube-vs-wii/|title=Year one: GameCube vs. Wii|last=Hinkle|first=David|date=November 19, 2007|publisher=Joystiq|accessdate=July 21, 2013}}</ref> Nintendo is traditionally recognized for releasing innovative, first-party game titles, most notably from the ''[[Super Mario (series)|Super Mario]]'' and ''[[The Legend of Zelda]]'' series. These first-party series continued on the GameCube and bolstered the console's popularity. As a publisher, Nintendo also focused on creating new franchises, such as ''[[Pikmin]]'' and ''[[Animal Crossing]]'', and renewing some that skipped the N64 platform, most notably the ''[[Metroid]]'' series with the release of ''[[Metroid Prime]]''. The console also saw success with the critically acclaimed ''[[The Legend of Zelda: The Wind Waker]]'' and ''[[Super Mario Sunshine]]'', and its best-selling game, ''[[Super Smash Bros. Melee]]'', which sold 7 million copies worldwide. Despite Nintendo's commitment to its software library, however, it was still criticized by some for not featuring enough game titles during the console's launch window. Early on in its history, Nintendo had achieved considerable success with third-party developer support on the [[Nintendo Entertainment System]] (NES) and [[Super Nintendo Entertainment System|Super NES]] (SNES). Competition from the [[Sega Genesis]] and Sony's PlayStation in the 1990s changed the market's landscape, however, and reduced Nintendo's ability to obtain exclusive, third-party support on the [[Nintendo 64]] (N64). The console's cartridge-based media was also increasing the cost to manufacture software, as opposed to the cheaper, higher-capacity optical discs used by the PlayStation.<ref name="3rd-party - VGChartz">{{cite web|url=http://www.vgchartz.com/article/87283/will-nintendo-ever-get-third-party-support-right/|title=Will Nintendo Ever Get Third Party Support Right?|last=Yoder|first=Benjamin|date=July 21, 2011|publisher=VGChartz|accessdate=July 19, 2013}}</ref><ref name="3rd-party - NMagUK">{{cite web|url=http://www.officialnintendomagazine.co.uk/12990/features/history-of-nintendo-gamecube/?page=1|title=History Of Nintendo: GameCube|last=East|first=Tom|date=November 4, 2009|publisher=Official Nintendo Magazine UK|accessdate=July 19, 2013|archiveurl=https://web.archive.org/web/20141110045110/http://www.officialnintendomagazine.co.uk/12990/features/history-of-nintendo-gamecube/?page=1|archivedate=November 10, 2014|deadurl=no}}</ref> With the GameCube, Nintendo aimed to reverse the trend as evidenced by the number of third-party titles available at launch – the N64 had none. The new optical disc format introduced with the GameCube increased the capacity significantly and reduced production costs. For the most part, the strategy worked. High-profile exclusives such as ''[[Star Wars Rogue Squadron II: Rogue Leader]]'' from [[Factor 5]], ''[[Resident Evil 4]]'' from [[Capcom]], and ''[[Metal Gear Solid: The Twin Snakes]]'' from [[Konami]] were very successful. [[Sega]], which focused on third-party development following the demise of its [[Dreamcast]] console, offered a vast amount of support for the GameCube porting old favorites over such as ''[[Crazy Taxi]]'' and ''[[Sonic Adventure 2]]''. The company also started new franchises on the GameCube including ''[[Super Monkey Ball (video game)|Super Monkey Ball]]''. Several third-party developers were even contracted to work on new titles for existing Nintendo franchises, including ''[[Star Fox Assault]]'' by [[Namco]] and ''[[Wario World]]'' from [[Treasure (company)|Treasure]].<ref name="GC History - Nintendo Life">{{cite web|url=http://www.nintendolife.com/news/2011/11/feature_remembering_the_gamecube|title=Feature: Remembering the GameCube|last=Reece|first=Mark|date=November 18, 2011|publisher=Nintendo Life|accessdate=July 19, 2013}}</ref><ref name="3rd-party - VGChartz" /> ===Online gaming=== {{See also|Nintendo GameCube Broadband Adapter and Modem Adapter}} According to [[IGN]] in 1999, an unnamed source at Nintendo of America stated of the prototype platform which would become GameCube, "Networkability is at the top of the list for the new console."<ref name="It's Alive">{{cite web | title=It's Alive! | date=March 12, 1999 | publisher=IGN | url=http://www.ign.com/articles/1999/03/13/its-alive-3 | accessdate=June 25, 2014}}</ref> {{quote box | quote=<poem> August 28, 1999: There’s got to be something Dolphin has with the Internet, because from now on we can’t create entertainment without thinking about network communication. ...there is not a big market right now for Dolphin to involve a significant Internet business. Nintendo, as an entertainment company has a responsibility to parents and children so that the parents can always feel secure to provide their children with Nintendo machines, hardware and software. So because of that I don’t think network capabilities will be the core of the Dolphin project.<ref name="Miyamoto Talks Dolphin at Space World 99">{{cite interview | title=Miyamoto Talks Dolphin at Space World '99 | publisher=GameSpot | date=August 28, 1999 | interviewer=Chris Johnston | first=Shigeru | last=Miyamoto | subjectlink=Shigeru Miyamoto | url=http://www.gamespot.com/articles/miyamoto-talks-dolphin-at-space-world-and14599/1100-2460819/ | accessdate=July 6, 2014}}</ref> February 9, 2000: I'm very interested in online gaming... So, if it ever came to the stage where we were talking about online gaming, it would be because we had a new way to approach the idea. It wouldn't just be because everyone else is doing it.<ref name="Miyamoto Goes Online for Dolphin">{{ cite web | title=Miyamoto Goes Online for Dolphin | url=http://www.gamespot.com/articles/miyamoto-goes-online-for-dolphin/1100-2455419/ | publisher=GameSpot | first=Sam | last=Kennedy | date=February 9, 2000 | accessdate=July 6, 2014}}</ref></poem>|salign=right| source=— [[Shigeru Miyamoto]], about Dolphin's online strategy}} On June 8, 2000, Nintendo President Hiroshi Yamauchi said, "We are planning to introduce an Internet business next March or April. The first step will be online sales of a brand new type of Pokemon cards."<ref name="Yamauchi Confirms Dolphin Delay, Internet Plans">{{ cite web | title=Yamauchi Confirms Dolphin Delay, Internet Plans | publisher=IGN | date=June 7, 2000 | url=http://www.ign.com/articles/2000/06/08/yamauchi-confirms-dolphin-delay-internet-plans | accessdate=June 6, 2014}}</ref> Networking is featured on the GameCube in a small number of video game titles using a [[broadband]] or [[modem]] adapter that attaches to a serial port on the console. This feature is supported in ''[[Homeland (video game)|Homeland]]'' – only released in Japan – and the ''[[Phantasy Star]]'' series.<ref name="broadband adapter">{{cite web|url=http://www.ign.com/articles/2001/09/26/nintendo-gamecube-broadband-adapter|title=Nintendo GameCube Broadband Adapter|last=Mirabella|first=Fran|date=September 26, 2001|publisher=IGN|accessdate=July 21, 2013}}</ref><ref name="GCN jumps online">{{cite web|url=http://www.ign.com/articles/2002/05/13/nintendo-jumps-online|title=Nintendo Jumps Online|date=May 13, 2002|publisher=IGN|accessdate=July 21, 2013}}</ref> Nintendo made publishers responsible for managing the online experience and for providing the interface.<ref name="GCN jumps online" /> Regardless of industry speculation that Nintendo would eventually publish GameCube games with Internet connectivity, the company never released a first-party title with the feature. However, several games including ''[[Mario Kart: Double Dash‼]]'', ''[[1080° Avalanche]]'', and ''[[Kirby Air Ride]]'' feature multiplayer gameplay over a [[Local area network|LAN]] connection. Third-party products, such as Warp Pipe and [[XLink Kai]], introduced methods to connect these games over the Internet. The products aimed to show game developers a low-cost solution that demonstrated the feasibility of adding online support.<ref name="broadband adapter" /><ref>{{cite web|url=http://www.eurogamer.net/articles/news300604mariotennis|title=No online play for Mario Tennis|last=Bramwell|first=Tom|date=June 30, 2004|publisher=Eurogamer|accessdate=July 21, 2013}}</ref><ref>{{cite web|url=http://www.idsnews.com/news/NewStoryPrint.aspx?id=32255|title=Student brings Nintendo games online:Warp Pipe project to enable gameplay over the Internet|last=Freiberg|first=Chris|date=December 10, 2003|publisher=Indiana Daily Studen|accessdate=July 21, 2013}}</ref> =={{anchor | Reception and sales}}Reception== The Nintendo GameCube received generally positive reviews following its launch. ''[[PC Magazine]]'' praised the overall hardware design and quality of game titles available at launch.<ref name="PCMag Review">{{cite web|url=https://www.pcmag.com/article2/0,2817,7344,00.asp|title=Nintendo GameCube: Review|last=Ryan|first=Michael E.|date=November 15, 2001|publisher=''PC Magazine''|accessdate=July 22, 2013}}</ref> [[CNET]] gave an average review rating, noting that while 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|url=http://reviews.cnet.com/consoles/nintendo-gamecube-black/4505-10109_7-8688672.html|title=Nintendo GameCube|date=November 18, 2001|publisher=CNET|accessdate=July 22, 2013}}</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|url=http://www.ign.com/top-25-consoles/16.html|title=Nintendo GameCube is number 16|publisher=IGN Entertainment|accessdate=October 15, 2009}}</ref><ref>{{cite web|url=http://www.popularmechanics.com/technology/gadgets/1278831|title=Xbox Vs. GameCube Vs. PlayStation 2: Torture-testing all the video game consoles--in one room, at one time|date=December 7, 2004|publisher=''Popular Mechanics''|accessdate=July 22, 2013}}</ref> In the midst of poor sales figures and the associated financial harm to Nintendo, a ''[[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 titles hurt its market share in the long run.<ref name="GC vs Wii - Joystiq" /> ''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=== Nintendo sold 22 million GameCube units worldwide during its lifespan,<ref name="Sales">{{cite web|url=https://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e1106.pdf |title=Consolidated Sales Transition by Region |accessdate=September 4, 2011 |date=June 2011 |publisher=Nintendo |format=PDF |archiveurl=https://www.webcitation.org/60VrBE6Cp?url=http://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e1106.pdf |archivedate=July 28, 2011 |deadurl=yes |df=mdy }}</ref><ref>{{cite web|url=http://www.ign.com/wikis/history-of-video-game-consoles/Nintendo_GameCube|title=Nintendo GameCube|work=[[IGN]]}}</ref> placing it slightly behind the [[Xbox (console)|Xbox]]'s 24 million, and well behind the [[PlayStation 2]]'s 153 million.<ref name="Xbox sales">{{cite web|url=http://www.ign.com/articles/2011/11/15/ten-incredible-gifts-xbox-gave-modern-gaming?page=2|title=Ten Incredible Gifts Xbox Gave Modern Gaming|last=Dyer|first=Mitch|date=November 15, 2011|publisher=IGN|accessdate=July 22, 2013}}</ref><ref name="PS2 sales">{{cite web|url=http://www.ign.com/articles/2013/02/17/sonys-documentary-on-playstation-2s-retail-dominance|title=Sony’s Documentary on PlayStation 2’s Retail Dominance|last=Moriarty|first=Colin|date=February 16, 2013|publisher=IGN|accessdate=July 22, 2013}}</ref> The GameCube's predecessor, the [[Nintendo 64]], outperformed it as well selling nearly 33 million units.<ref name="N64 sales">{{cite web|url=http://www.ign.com/articles/2008/09/29/nintendo-64-week-day-one|title=Nintendo 64 Week: Day One|last=Buchanan|first=Levi|date=September 29, 2008|publisher=IGN|accessdate=July 22, 2013}}</ref> The console was able to outsell the short-lived [[Dreamcast]], however, which yielded 9.13 million unit sales.<ref>{{cite book|last1=Zackariasson|first1=Peter|last2=Wilson|first2=Timothy L.|last3=Ernkvist|first3=Mirko|title=The Video Game Industry: Formation, Present State, and Future|chapter=Console Hardware: The Development of Nintendo Wii|publisher=Routledge|year=2012|isbn=978-1138803831|page=158}}</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" /> Many of Nintendo's own first-party titles such as ''[[Super Smash Bros. Melee]]'' and ''[[Mario Kart: Double Dash‼]]'' saw strong sales, though this did not typically benefit third-party developers or directly drive sales of their games. Many cross-platform games — such as sports franchises released by [[Electronic Arts]] — were sold in numbers far below their [[PlayStation 2]] and [[Xbox (console)|Xbox]] counterparts, eventually prompting some developers to scale back or completely cease support for the GameCube. Exceptions include [[Sega]]'s family friendly ''[[Sonic Adventure 2]]'' and ''[[Super Monkey Ball]]'', which reportedly yielded more sales on GameCube than most of the company's games on the PlayStation 2 and Xbox.<ref name="A Dolphin’s Tale">{{cite web | title=A Dolphin’s Tale: The Story of GameCube | date=January 7, 2014 | first=Emily | last=Rogers | publisher=Dromble Media | url=http://www.dromble.com/2014/01/07/dolphin-tale-story-of-gamecube/ | accessdate=July 6, 2014}}</ref> 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=July 12, 2007|date=September 5, 2003}}</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=July 12, 2007}}</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 exclusives – most notably ''[[Resident Evil 4]]'' – were eventually ported to other systems in an attempt to maximize profits following lackluster sales of the original GameCube versions. With sales sagging and millions of unsold consoles in stock, Nintendo halted GameCube production for the first nine months of 2003 to reduce surplus units.<ref name="Frederick Sekiguchi">Frederick, Jim, and Toko Sekiguchi. "The Console Wars: Game On." Time International (South Pacific Edition) 49 (2003): 56-59. Business Source Complete. Web. July 24, 2013.</ref> Sales rebounded slightly after a price drop to US$99.99 on September 24, 2003<ref name="price drop 99">{{cite web|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=July 13, 2007|date=September 24, 2003}}</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.<ref>{{cite web|url=http://www.ign.com/games/nintendo-gamecube-preview-disc/gcn-567300|title=Nintendo GameCube Preview Disc|publisher=[[IGN]]|accessdate=August 7, 2015}}</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.<ref>{{cite news|url=http://www.gamesradar.com/wii-u-gamecube-not-virtual-boy/|title=The Wii U Is the GameCube (but not the Virtual Boy)|author=Henry Gilbert|publisher=[[GamesRadar]]|date=August 1, 2013|accessdate=August 7, 2015}}</ref> Some third-party companies, such as [[Ubisoft]], [[THQ]], [[Disney Interactive Studios]], [[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=April 19, 2007|publisher=[[Ubisoft]] |accessdate=April 18, 2007}}</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=November 6, 2006|accessdate=April 18, 2007|publisher=[[THQ]]}}</ref><ref>{{cite web|url=http://www.ea.com/article.jsp?id=madden08pressrelease|archiveurl=https://web.archive.org/web/20071229050750/http://www.ea.com/article.jsp?id=madden08pressrelease|archivedate=December 29, 2007|title=Madden NFL 08 official Press Release|date=April 18, 2007|accessdate=April 18, 2007|publisher=[[Electronic Arts]]}}</ref><ref>{{cite web|publisher=Nintendo World Report|url =http://www.nintendoworldreport.com/pr/13940|title=Disney Showcases E3 Lineup|date=August 2, 2007|accessdate=April 18, 2007}}</ref> ===Market share=== With the GameCube, Nintendo failed to reclaim the market share lost by its predecessor, the [[Nintendo 64]]. Throughout the lifespan of its console generation, GameCube hardware sales remained far behind its direct competitor the [[PlayStation 2]], and slightly behind [[Microsoft]]'s [[Xbox (console)|Xbox]]. 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.<ref name="chart">{{cite web | url=http://www.economist.com/images/20050806/CSF279.gif | title=Chart | publisher=Economist}}</ref> Many third-party games popular with teenagers or adults, such as the blockbuster [[Grand Theft Auto|''Grand Theft Auto'' series]] and several key [[first-person shooter]]s, skipped the GameCube entirely in favor of the PlayStation 2 and Xbox. {{As of|2003|06}}, the GameCube had a 13% market share, tying with the Xbox in sales but falling far behind 60% for the PlayStation 2.<ref name="Frederick Sekiguchi" /> ===Legacy=== Many games released on the GameCube, such as ''[[Pikmin]]'', ''[[Chibi-Robo!]]'', ''[[Metroid Prime]]'', and ''[[Luigi's Mansion]]'' later became popular Nintendo franchises.<ref>{{cite web|title=The GameCube's Legacy to Nintendo and Gaming|url=http://www.vooks.net/the-gamecubes-legacy-to-nintendo-and-gaming/|website=Vooks|accessdate=9 March 2017}}</ref> ==See also== {{Portal|Nintendo|Video games|2000s}} * [[Dolphin (emulator)]] * [[List of best-selling Nintendo GameCube video games]] * [[List of GameCube games with alternate display modes]] * [[Nintendo GameCube accessories]] * [[Nintendo Selects]] ==Notes== {{notelist}} ==References== {{Reflist|30em}} ==External links== {{Commons category|GameCube}} * {{Official website|http://www.nintendo.com/consumer/systems/nintendogamecube/index.jsp}} * {{webarchive |url=https://web.archive.org/web/20080501165134/http://register.nintendo.com/systemsgcn |date=May 1, 2008 |title=Nintendo GameCube }} * [http://www.consolevariations.com/nintendo consolevations.com], for all the console / controller and packaging variations {{GameCube}} {{Nintendo hardware|GameCube}} {{Sixth generation game consoles}} {{Home video game consoles}} {{DEFAULTSORT:Nintendo GameCube}} [[Category:GameCube| ]] [[Category:Products introduced in 2001]] [[Category:PowerPC-based video game consoles|GameCube]] [[Category:Home video game consoles]] [[Category:Sixth-generation video game consoles]] [[Category:2000s toys]] [[Category:Discontinued products]]'
Whether or not the change was made through a Tor exit node (tor_exit_node)
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Unix timestamp of change (timestamp)
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