User:ImaginesTigers/GameCube

From Wikipedia, the free encyclopedia
GameCube
An indigo controller and GameCube
Also known asDolphin[a]
DeveloperNintendo
Manufacturer
TypeHome video game console
GenerationSixth
Release date
Lifespan2001 (2001)–2007 (2007)
Introductory price$199,[5] £129,[6] €199[7]
Discontinued
  • WW: 2007
Units sold
  • Worldwide: 21.75 million
    • Americas: 12.94 million
    • Japan: 4.04 million
    • Other regions: 4.77 million[8]
(details)
Media
Operating systemProprietary
CPU32-bit IBM PowerPC 750CXe Gekko @ 486 MHz
Memory
  • 24 MB of 1T-SRAM @ 324MHz as system RAM
  • 3 MB of embedded 1T-SRAM as video RAM
  • 16 MB of DRAM as I/O buffer RAM
Removable storageGameCube Memory Card[c]
Display
GraphicsATI Flipper GPU @ 162 MHz with 3MB embedded 1T-SRAM
SoundAnalog stereo[g]
Controller inputGameCube controller, WaveBird, GBA, various
ConnectivityEthernet and dialup
Power
Online services
Dimensions
  • 150 × 161 × 110 mm[10]
  • 5.9 × 6.3 × 4.3 in
  • (width × depth × height)
Mass
Best-selling gameSuper Smash Bros. Melee, 7.09 million[h]
Backward
compatibility
Select Game Boy, Game Boy Color, and Game Boy Advance games via Game Boy Player
PredecessorNintendo 64
SuccessorWii
WebsiteOfficial website

The GameCube[i][j] is a home video game console developed and marketed by Nintendo. It was released in Japan on September 2001, in North America on November 2001, and for other PAL region in May 2002. It is Nintendo's fourth major home video game console, following the Nintendo 64 (1996), and is sixth-generation console alongside Sony's PlayStation 2 and Microsoft's Xbox.

Development of the GameCube began in around 1998. Nintendo partnered with several organisations, with ArtX, IBM and Matsushita (Panasonic), producing the graphics processing unit, central processing unit and game disc technology, respectively. The controller was a departure from the shape of the Nintendo 64 controller and more closely resembled the models of its competitors.

Release and initial game reception.

Long-term reception, legacy, and successor console.

History[edit]

Background and corporate governance[edit]

In 1997, several employees at computing manufacturer Silicon Graphics, Inc (SGI) left the organisation and founded ArtX. The following year, ArtX began discussions with Nintendo about being their provider for graphics and system logic for the successor to the Nintendo 64.[12] ArtX was led by Wei Yen, who previously worked as Head of Nintendo Operations and Head of Project Reality at SGI. Dr. Yen was credited by the Chairman of Nintendo of America, Howard Lincoln, as the individual "primarily responsible" for the Nintendo 64's graphics chip.[13]

In 1999, Nintendo entered into a "multi-year, $1 billion technology agreement" for IBM to create a new central processing unit for their next console,[13] and other digital devices.[14] Lincoln said when announcing the productn, this marked a shift in their corporate strategy, having previously worked mainly with smaller, Asia-based partners. The Los Angeles Times noted, during the same speech, Lincoln's comment that Nintendo's next console "won't turn on the washing machine" contrasted with Sony's, since they were marketing the PlayStation 2's capabilities as a home media device.[13] The built-in DVD capabilities of the PlayStation 2 were later credited as a large part of its success.[15] Neither DVDs nor CDs were compatible with the GameCube's disc drive at product launch or beyond.[16]

The codename given to the development of the GameCube was Project Dolphin,[13] but it was also referred to by several working titles by Nintendo while speaking with the gaming press, such as the N2000 and the Nintendo Advance.[17][18]

Direction and development[edit]

Nintendo formed three major partnerships to develop hardware for the GameCube for Project Dolphin: ArtX, IBM and Matsushita.[19][13] ArtX began designing the graphics chip and the underlying system logic in 1998, with the chip codenamed Flipper.[20] IBM agreed to design and manufacture the console's central processing unit, Gekko, based on their PowerPC architecture. At the time, only IBM was capable of manufacturing chips using copper circuitry. The chips were later manufactured at an IBM facility in Burlington, Vermont.[13]

The announcement that games would not be stored in the ROM format resulted in applause.[13] Martin Hollis, a developer and director of GoldenEye 007 (1997), reflected that the Nintendo 64 had been profitable for the company but that its lack of a CD drive vastly reduced Nintendo's marketshare across the generation.[19] Nintendo partnered with Panasonic (then known as Matsushita), for them to "develop, manufacture and supply" a DVD drive for the GameCube, and that they would incorporate it into products released by Matsushita under the Panasonic brand for home media consumption. This was part of meeting Nintendo's business objectives to keep retail price of the product low and protect themselves from video game piracy.[13]

Nintendo wanted the console to be small and not focused on performance. Nintendo consulted with Martin Hollis, the director of GoldenEye 007 (1997), for 6 months starting in September 1999 and solicited feedback on a range of topics. Hollis said Nintendo's "clearly stated goal" was that the console be easier to develop games on as a platform.[21] Another name considered for the GameCube was "Star Cube", trademarked by Nintendo in 1999.[19] Nintendo's former vice-president of marketing and corporate affairs, Perrin Kaplan, said Nintendo of America was against choosing purple as the base colour and pushed for black and silver.[22]

Several companies received GameCube development kits,[18] including EA Canada.[23] Some of the early development kits sent to America had long handles than the version demonstrated in 2000.[24] The devices, called Nintendo Readers, were essentially GameCubes that read directly from hard disk drives to prevent developers to burn their games to a proprietary disc at significant cost. [25] An early report from IGN the performance of the development kits suggested that Nintendo did not advertise its full peak performance capacity.[23] In January 2021, technical specifications for the graphics chip, Flipper, demonstrated that the performance was above IGN's initial reports.[26]

Controller[edit]

The first prototype of the GameCube controller was shown at Space World 2000 and featured remarkably smaller handles than the final release. The overall directive from Nintendo was to reduce the controller's weight in response to the large Nintendo 64 controller.[24] The controller was in a more traditional style: it had two analog sticks and two buttons (X and Y), for a total of four. The shoulder buttons on it were pressure sensitive. The controller is well remembered by fans and is considered to be the last major use of a traditional game pad. The development of the GameCube controller was a closely guarded secret, with at least one team was dedicated to the task.[19]

Unveiling and launch line-up[edit]

The console was publicly revealed as the GameCube at a press conference in Japan on August 25, 2000.[27] Eight months later, at Electronic Entertainment Exposition (E3) 2001, Shigeru Miyamoto played Pikmin and Luigi's Mansion for the audience.

Nintendo unveiled its software lineup for the sixth-generation console at E3 2001, focusing on fifteen launch games, including spin-offs and new series entries, such as Luigi's Mansion, Super Smash Bros. Melee and Star Wars Rogue Squadron II: Rogue Leader. Pikmin received attention as a result of Shigeru Miyamoto's involvement.[28] Several games originally scheduled to launch with the console were delayed,[29] Nintendo published no first-party titles in the console's first 6 months,[30] and it was the first Nintendo home console since the Famicom in 1983 not to have a Mario launch game.[31]


Didn't write anything beneath here

Nintendo began its marketing campaign with the catchphrase "The Nintendo Difference" at its E3 2001 reveal.[28] The goal was to distinguish itself from the competition as an entertainment company.[32] Later advertisements have the slogan, "Born to Play", and game ads feature a rotating cube animation that morphs into a GameCube logo and end with a voice whispering, "GameCube".[33][34] On May 21, 2001, the console's launch price of US$199 was announced, $100 lower than that of the PlayStation 2 and Xbox.[35] Nintendo spent $76 million marketing the GameCube.[36]

In September 2020, leaked documents included Nintendo's plans for a GameCube model that would be both portable with a built-in display and dockable to a TV, similar to its later console the Nintendo Switch.[37][38] Other leaks suggest plans for a GameCube successor, codenamed Tako, with HD graphics and slots for SD and memory cards, apparently resulting from a partnership with ATI (now AMD) and scheduled for release in 2005.[39]

Release[edit]

The GameCube was launched in Japan on September 14, 2001.[40] Approximately 500,000 units were shipped in time to retailers.[41] 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.[42] The console eventually launched in North America on November 18, 2001, with over 700,000 units shipped to the region.[1] Other regions followed suit the following year beginning with Europe in the second quarter of 2002.[43]

On April 22, 2002, veteran third-party Nintendo console developer Factor 5 announced its 3D audio software development kit titled MusyX. In collaboration with Dolby Laboratories, MusyX provides motion-based surround sound encoded as Dolby Pro Logic II.[44]

The Triforce arcade board is a joint development between Nintendo, Namco, and Sega, based on the GameCube's design.[45] Its games include Mario Kart Arcade GP and F-Zero AX.

Discontinuation[edit]

Nintendo launched the Wii, the home console successor to the GameCube, on November 19, 2006, in North America and in December 2006 in other regions. In February 2007, Nintendo announced that it had ceased first-party support for the GameCube and that the console had been discontinued, as it was shifting its manufacturing and development efforts towards the Wii and Nintendo DS.[46][47] GameCube controllers, game discs, and certain accessories continued to be supported via the Wii's backward compatibility, although this feature was removed in later iterations of the Wii console. Several games originally developed for the GameCube were either reworked for a Wii release, such as Super Paper Mario, or released on both consoles, such as the Wii launch game The Legend of Zelda: Twilight Princess.

GameCube controllers continued to be supported via backward compatibility on Nintendo's next consoles, the Wii U, and Nintendo Switch, with the GameCube controller adapter in 2014's Super Smash Bros. for Wii U and 2018's Super Smash Bros. Ultimate.


Hardware[edit]

Howard Cheng, technical director of Nintendo technology development, said the company's goal was to select a "simple RISC architecture" to help speed the development of games by making it easier on software developers. IGN reported that the system was "designed from the get-go to attract third-party developers by offering more power at a cheaper price. Nintendo's design document for the console specifies that cost is of utmost importance, followed by space."[48] 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".[49]

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.

Greg Buchner, ArtX's Vice President[50]

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,[51] and with IBM for the CPU. IBM designed a PowerPC-based processor with custom architectural extensions for the next-generation console, known as Gekko, which runs at 486 MHz and features a floating point unit (FPU) capable of a total throughput of 1.9 GFLOPS[52] and a peak of 10.5 GFLOPS.[53] Described as "an extension of the IBM PowerPC architecture", the Gekko CPU is based on the PowerPC 750CXe with IBM's 0.18 μm CMOS technology, which features copper interconnects.[13] Codenamed Flipper, the GPU runs at 162 MHz, and in addition to graphics manages other tasks through its audio and input/output (I/O) processors.[52][54][55][56]

The GameCube is Nintendo's first console to not use primarily cartridge media, following the Famicom Data Recorder, Famicom Disk System, SNES-CD, and 64DD which represent past explorations of complementary storage technologies.[57] The GameCube introduced a proprietary miniDVD optical disc format for up to 1.5 GB of data.[58] It was designed by Matsushita Electric Industrial (now Panasonic Corporation) with a proprietary copy-protection scheme unlike the Content Scramble System (CSS) in standard DVDs.[59] The size is sufficient for most games, although a few multi-platform games require an extra disc, higher video compression, or removal of content. By comparison, the PlayStation 2 and Xbox use CDs and DVDs up to 8.5 GB.

Like its predecessor, the Nintendo 64, GameCube models were produced in several different color motifs. The system launched in "Indigo", the primary color shown in advertising and on the logo, and in "Jet Black".[60] One year later, Nintendo released a "Platinum" limited-edition GameCube, which uses a silver color scheme for both the console and controller.[61] A "Spice" orange-colored console was eventually released only in Japan, though that scheme is only on controllers released in other countries.[62]

Nintendo developed stereoscopic 3D technology for the GameCube, supported by one launch game, Luigi's Mansion. However, the feature never reached production. 3D televisions were not widespread, and it was deemed that compatible displays and crystals for the add-on accessories would be too cost-prohibitive for the consumer.[63][64][65] Two audio Easter eggs can be invoked when the power is activated with the "Z" button on the Player 1 controller held down, or with four controllers connected and holding down the "Z" buttons.[66]

Storage[edit]

Memory Card 59

The GameCube features two memory card ports for saving game data. Nintendo released three memory card options: Memory Card 59 in gray (512 KB), Memory Card 251 in black (2 MB), and Memory Card 1019 in white (8 MB). These are often advertised in megabits instead: 4 Mb, 16 Mb, and 64 Mb, respectively.[67] Memory cards with larger capacities were released by third-party manufacturers.[68]

Controller[edit]

Indigo GameCube controller

Nintendo learned from its experiences—both positive and negative—with the Nintendo 64's three-handled controller design and chose a two-handled, "handlebar" design for the GameCube. The shape was popularized by Sony's PlayStation controller released in 1994 and its follow-up DualShock series in 1997 with vibration feedback and two analog sticks to improve the 3D experience. Nintendo and Microsoft designed similar features in the controllers for their sixth-generation consoles, but instead of having the analog sticks in parallel, they are staggered by swapping the positions of the directional pad (d-pad) and left analog stick. The GameCube controller features a total of eight buttons, two analog sticks, a d-pad, and a rumble motor. The primary analog stick is on the left with the d-pad located below and closer to the center. On the right are four buttons: a large, green "A" button in the center, a smaller red "B" button to the left, an "X" button to the right, and a "Y" button at the top. Below and to the inside is a yellow "C" analog stick, which often serves a variety of in-game functions, such as controlling the camera angle. The Start/Pause button is located in the middle, and the rumble motor is encased within the center of the controller.[69][70][71]

On the top are two "pressure-sensitive" trigger buttons marked "L" and "R". Each essentially provides two functions: one analog and one digital. As the trigger is depressed, it emits an increasing analog signal. Once fully depressed, the trigger "clicks" with a digital signal that a game can use for a separate function. There is also a purple, digital button on the right side marked "Z".[72]

The A button has a uniquely prominent size and placement, having been the primary action button in past Nintendo controller designs. The rubberized analog stick, within the overall button orientation, addresses "Nintendo thumb" pain.[73][74]

In 2002, Nintendo introduced the WaveBird Wireless Controller, the first wireless gamepad developed by a first-party console manufacturer. The RF-based wireless controller is similar in design to the standard controller. It communicates with the GameCube with a wireless receiver dongle. Powered by two AA batteries, it lacks vibration.[75]

Compatibility[edit]

A Platinum GameCube with a WaveBird Wireless Controller and Game Boy Player attached

The GameCube uses GameCube Game Discs, and the Game Boy Player accessory runs Game Pak cartridges for the Game Boy, Game Boy Color, and Game Boy Advance.[76] The GameCube's successor, the Wii, supports backward compatibility with GameCube controllers, memory cards, and games but not the Game Boy Player or other hardware attachments. However, later revisions of the Wii—including the "Family Edition" released in 2011 and the Wii Mini released in 2012—do not support any GameCube hardware or software.[77][78]

Panasonic Q[edit]

The Panasonic Q contains a DVD movie player.

The Panasonic Q[k] is a hybrid version of the GameCube with a standard DVD player, developed by Panasonic in a strategic alliance with Nintendo to develop the optical drive for the original GameCube hardware.[79] Its stainless steel case is completely revised with a DVD-sized front-loading tray, a backlit LCD screen with playback controls, and a carrying handle like the GameCube.[80] Announced by Panasonic on October 19, 2001, it was released exclusively in Japan on December 14 at a suggested retail price of ¥39,800; however, low sales resulted in Panasonic announcing the discontinuation of the Q on December 18, 2003.[79][81][82] The Q supports CDs, DVDs, and GameCube discs but there is virtually no integration between the GameCube and DVD player modes.[80][81][83][84]

Software[edit]

The GameCube is Nintendo's first home console with a system menu, activated by powering on without a valid game disc or by holding down the A button while one is loaded.[85]

Games[edit]

In its lifespan from 2001 to 2007, Nintendo licensed over 600 GameCube games.[86][87] Nintendo bolstered the console's popularity[88] by creating new franchises, such as Pikmin and Animal Crossing, and renewing some that had skipped the Nintendo 64, such as with Metroid Prime. Longer standing franchises include the critically acclaimed The Legend of Zelda: The Wind Waker and Super Mario Sunshine, and the GameCube's best-selling game, Super Smash Bros. Melee, at 7 million copies worldwide. Other Nintendo games are successors to Nintendo 64 games, such as F-Zero GX; Mario Golf: Toadstool Tour; Mario Kart: Double Dash; Mario Party 4, 5, 6, and 7; Mario Power Tennis; and Paper Mario: The Thousand-Year Door. Though committed to its software library, Nintendo was still criticized for not releasing enough launch window games and by the release of Luigi's Mansion instead of a 3D Mario game.

Nintendo had struggled with its family-friendly image during the late 1990s and most of the 2000s. However, during this period, it released more video games for a mature audience with mostly successful results.[89][90][91][92] While the video game industry was focusing on more mature audiences and online connections, Nintendo regained older players who had gravitated to the PlayStation 2 and Xbox during the early 2000s.[93][94] Some games aimed at older audiences were critically and financially successful—more than on Dreamcast, and less than on PlayStation 2 and Xbox.[95] Such examples include The Legend of Zelda: Twilight Princess,[96][97] Super Smash Bros. Melee,[98][99] Resident Evil 4,[100][101][102][103] Metal Gear Solid: The Twin Snakes,[104][105] Killer7,[106] Star Wars Rogue Squadron II: Rogue Leader,[107] Final Fantasy Crystal Chronicles,[108][109] Resident Evil (2002),[110] Metroid Prime,[111] Metroid Prime II: Echoes,[112] Soul Calibur II,[95] Resident Evil Zero,[113] F-Zero GX,[114] Star Fox Adventures,[95] and Star Fox Assault.[115] One of the most well-known GameCube games for mature audiences is Eternal Darkness: Sanity’s Requiem, which underperformed financially, but garnered critical acclaim and is now regarded as a cult classic.[116][117][118][119]

Third-party support[edit]

Early in Nintendo's history, the company had achieved considerable success with third-party developer support on the Nintendo Entertainment System and Super NES. Competition from the Sega Genesis and Sony PlayStation in the 1990s changed the market's landscape and reduced Nintendo's ability to obtain exclusive, third-party support on the Nintendo 64. The Nintendo 64 Game Pak cartridge format increased the cost to manufacture software, as opposed to the cheaper, higher-capacity optical discs on PlayStation.[120]

With the GameCube, Nintendo intended to reverse the trend as evidenced by the number of third-party games available at launch. The new optical disc format increased game storage capacity significantly and reduced production costs. Successful exclusives include Star Wars Rogue Squadron II: Rogue Leader from Factor 5, Resident Evil 4 from Capcom, and Metal Gear Solid: The Twin Snakes from Konami. Sega discontinued its Dreamcast console to become a third-party developer, porting Dreamcast games such as Crazy Taxi and Sonic Adventure 2, and developing new franchises, such as Super Monkey Ball. Longtime Nintendo partner Rare, which had developed GoldenEye 007, Perfect Dark, Banjo-Kazooie, Conker's Bad Fur Day, and the Donkey Kong Country series, released Star Fox Adventures for GameCube, its final Nintendo game before acquisition by Microsoft in 2002. Several third-party developers were contracted to work on new games for Nintendo franchises, including Star Fox: Assault (which became a Player's Choice re-release[121]), Donkey Konga by Namco, and Wario World from Treasure.[86]

Third-party GameCube support was some of the most extensive of any Nintendo console predating the Wii.[122][123][124][125] Some third-party developers, such as Midway,[126] Namco,[127] Activision,[128] Konami,[129][130] Ubisoft,[131] THQ,[132] Disney Interactive Studios,[133] Humongous Entertainment, EA[134][135][136][137][138] and EA Sports,[139][140] continued to release GameCube games into 2007. One of the biggest third-party GameCube developers was Sega, which had quit the console hardware market to become a third-party game developer after the failure of the Dreamcast. It partnered with long-time rival Nintendo, and with Microsoft and Sony, to recuperate profits lost from the Dreamcast.[141][142][143] Sega was a successful third-party developer since the early 2000s, mostly those for the family market,[144] such as Super Monkey Ball,[145][146][147] Phantasy Star Online, Sonic Adventure, Sonic Adventure 2: Battle,[148][149][150][151][152] and Sonic Heroes.[153][154][155][156][157][158]

Online gaming[edit]

GameCube has a broadband adapter and ethernet cable. ASCII Corporation produced a keyboard for Phantasy Star Online.

Nintendo's GameCube did not put heavy focus on online games earlier in the console's life. Only eight GameCube games support network connectivity, five with Internet support and three with local area network (LAN) support.[159][160] The only Internet capable games released in western territories are three role-playing games (RPGs) in Sega's Phantasy Star series: Phantasy Star Online Episode I & II, Phantasy Star Online Episode I & II Plus, and Phantasy Star Online Episode III: C.A.R.D. Revolution.[159] The official servers were decommissioned in 2007, but players can still connect to fan maintained private servers.[161][162] Japan received two additional games with Internet capabilities, a cooperative RPG, Homeland and a baseball game with downloadable content, Jikkyō Powerful Pro Yakyū 10.[159][160] Lastly, three racing games have LAN multiplayer modes: 1080° Avalanche, Kirby Air Ride, and Mario Kart: Double Dash. Those can be forced over the Internet with third-party PC software capable of tunneling the GameCube's network traffic.[163][164]

Online play requires an official broadband or modem adapter because the GameCube lacks out of the box network capabilities. Nintendo never commissioned any Internet services for GameCube, but allowed other publishers to manage custom online experiences.[165]

Reception[edit]

The GameCube received mixed reviews following its launch. PC Magazine praised the overall hardware design and quality of games available at launch.[166] CNET gave an average review rating, noting that though the console lacks a few features offered by its competition, it is relatively inexpensive, has a great controller design, and launched a decent lineup of games.[167] In later reviews, criticism mounted against the console often centering on its overall look and feel, describing it as "toy-ish".[168][169] With poor sales figures and the associated financial harm to Nintendo, a Time International article called the GameCube an "unmitigated disaster".[170]

Retrospectively, Joystiq compared the GameCube's launch window to its successor, the Wii, noting that the GameCube's "lack of games" resulted in a subpar launch, and the console's limited selection of online games damaged its market share in the long run.[171] Time International concluded that the system had low sales figures, because it lacked "technical innovations".[172]

Sales[edit]

In Japan, between 280,000 and 300,000 GameCube consoles were sold during the first three days of its sale, out of an initial shipment of 450,000 units.[173] During its launch weekend, $100 million worth of GameCube products were sold in North America.[174] The console was sold out in several stores, faster than initial sales of both of its competitors, the Xbox and the PlayStation 2.[175] Nintendo reported that the most popular launch game is Luigi's Mansion, with more sales at its launch than Super Mario 64 had.[176] Other popular games include Star Wars Rogue Squadron II: Rogue Leader and Wave Race: Blue Storm.[174] By early December 2001, 600,000 units had been sold in the US.[177]

Nintendo predicted 50 million GameCube units by 2005,[178] but only sold 22 million GameCube units worldwide during its lifespan,[8][179] placing it slightly behind the Xbox's 24 million,[180] though it did manage to outsell the Xbox in Japan,[181] and well behind the PlayStation 2's 155 million.[182] Its sales exceeded that of the Xbox 360 in Japan.[183][184][185][186] The GameCube's predecessor, the Nintendo 64, also outperformed it at nearly 33 million units.[187] It also exceeded the short-lived Dreamcast, which yielded 9.13 million units.[188] 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).[168] As of March 31, 2003, 9.55 million GameCube units had been sold worldwide, behind Nintendo's initial goal of 10 million consoles.[189] Two Ars Technica articles from 2006 showed that Nintendo had officially sold 24 million GameCube consoles worldwide.[190][191] Many of Nintendo's own first-party games, such as Super Smash Bros. Melee,[192][193][194] Pokémon Colosseum,[195][196][197] and Mario Kart: Double Dash,[198] had strong sales, though this did not typically benefit third-party developers or directly drive sales of their games.[199] However, at the same time, these first-party games, and second-party and third-party games, elevated the GameCube.[l]

Sales of many cross-platform games—such as sports franchises released by Electronic Arts—were far below their PlayStation 2 and Xbox counterparts, eventually prompting some developers to scale back or completely cease support for the GameCube. Exceptions include Sega's family friendly Sonic Adventure 2 and Super Monkey Ball,[204] which reportedly yielded more sales on GameCube than most of the company's games on the PlayStation 2 and Xbox.[205][206][207][208] In June 2003, Acclaim Entertainment CEO Rod Cousens said that the company would no longer support the GameCube, and criticized it as a system "that don't deliver profits". Acclaim would later rescind his claims, by saying the company would elevate support for the system.[209] This decision was made unclear after the company filed for bankruptcy in August 2004. In September 2003, Eidos Interactive announced to end support for the GameCube, as the publisher was losing money from developing for Nintendo's console. This led to several games in development being canceled for the system.[210] Eidos's CEO Mike McGravey would say that the GameCube was a "declining business". However, after the company's purchase by the SCi Entertainment Group in 2005, Eidos resumed development for the system and released Lego Star Wars: The Video Game[211] and Tomb Raider: Legend. Several third-party games originally intended to be GameCube exclusives—most notably Capcom's Viewtiful Joe and Resident Evil 4—were eventually ported to other systems in an attempt to maximize profits following lackluster sales of the original GameCube versions.

In March 2003, now-defunct UK retailer Dixons removed all GameCube consoles, accessories and games from its stores.[212] That same month, another UK retailer Argos, cut the price of the GameCube in their stores to £78.99, which was more than £50 cheaper than Nintendo's SRP for the console at the time.[213] However, in October of that year, they did eventually re-stock their supply of consoles after a price drop was ordered which caused the console sales to outpace the PlayStation 2 for a week.[214][215]

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.[170] Sales rebounded slightly after a price drop to US$99.99 on September 24, 2003[216] and the release of The Legend of Zelda: Collector's Edition bundle. A demo disc, the GameCube Preview Disc, was also released in a bundle in 2003.[217] Beginning with this period, GameCube sales continued to be steady, particularly in Japan, but the GameCube remained in third place in worldwide sales during the sixth-generation era because of weaker sales performance elsewhere, though its fortunes would change for the better in America and Europe.[218]

Iwata forecasted to investors that the company would sell 50 million GameCube units worldwide by March 2005, but by the end of 2006, it had only sold 21.74 million—fewer than half.[205] However, it had the highest attach rate of any Nintendo console at 9.59 and was profitable,[219][220][221] even more than Xbox with higher sales rates.[222][223]

Market share[edit]

With the GameCube, Nintendo failed to reclaim the market share lost by its predecessor, the Nintendo 64. Through its generation, GameCube hardware sales remained far behind its direct competitor the PlayStation 2, and slightly behind the Xbox, though there would be times when the GameCube would upstage its rival consoles.[224][225][226] The console's family-friendly appeal and lack of support from certain third-party developers skewed the GameCube toward a younger market, which was a minority of the gaming population during the sixth generation.[227] Many third-party games popular with teenagers or adults, such as the blockbuster Grand Theft Auto series and several key first-person shooters, skipped the GameCube entirely in favor of the PlayStation 2 and Xbox.[228][229] However, many gaming journalists and analysts from the 2000s noted that Nintendo's primary focus on younger audiences, and its family-friendly image, was the biggest advantage and disadvantage at a time when video games were aimed at more mature audiences.[m] Nintendo was successful with games aimed at a more mature audience.[239][240][241][95]

As of June 2003, the GameCube had a 13% market share, tying with the Xbox in sales but far below the 60% of the PlayStation 2.[170][242] However, with slow sales and tough competition,[243] Nintendo's position improved.[244][245] The American market share for the GameCube had gone up from 19% to 37% in one year alone due to price cuts and high-quality games.[n] By Christmas of 2003, Nintendo of America's president George Harrison reported that the company's price cuts down to just under $100 quadrupled sales in the American market.[255][256][257] GameCube's profitability never reached that of the PlayStation 2 or Game Boy Advance.[258][259][260] However, it was more profitable than the Xbox.[261]

GameCube's first two years had slow sales and struggles, and by 2004 and 2005 vastly improved to a 32% share of the hardware market in Europe.[262][263] Due to price drops, which saved it in the American markets,[264] and high-quality games from various developers, such as Pokémon Colosseum and Resident Evil 4,[265][266] the GameCube improved to put Xbox down to third place.[267][268][269][270][271] The top three European countries for GameCube success included the UK, France, and Germany, and modestly in Spain and Italy.[o] Though falling behind the PlayStation 2 in Europe, the GameCube was successful and profitable there.[276]

Legacy[edit]

Many games that debuted on the GameCube, including the Pikmin series, Chibi-Robo!, Metroid Prime, and Luigi's Mansion became popular and profitable Nintendo franchises or subseries.[p]

GameCube controllers have limited support on Wii U and Switch, to play Super Smash Bros. for Wii U, and Super Smash Bros. Ultimate respectively, via a USB adapter.[283][284]

Regarding concerns about the correlation between violence and video games, a 2009 study by Iowa State University found that certain games like Super Mario Sunshine and Chibi-Robo!, which were GameCube exclusives, would help players learn positive skills about helping others, empathy, and cooperation.[q]

See also[edit]

Notes[edit]

  1. ^ Codename
  2. ^ Requires the Game Boy Player accessory and boot disc
  3. ^ 16 MB max. capacity
  4. ^ NTSC consoles only
  5. ^ PAL consoles only
  6. ^ NTSC consoles only, requires the use of the Digital AV port, which was removed from later models after DOL-001
  7. ^ Dolby Pro Logic II
  8. ^ as of March 10, 2008[11]
  9. ^ Japanese: ニンテンドー ゲームキューブ, Hepburn: Nintendō Gēmukyūbu
  10. ^ GameCube is shortened from Nintendo GameCube, which is also abbreviated as both NGC and GC in Japan and GCN in Europe and North America.
  11. ^ Japanese: パナソニックQ, Hepburn: Panasonikku Kyū
  12. ^ Attributed to multiple references:[196][198][200][201][202][203]
  13. ^ Attributed to multiple references:[230][231][232][233][234][235][236][237][238]
  14. ^ Attributed to multiple references:[246][247][248][249][250][251][252][253][254]
  15. ^ Attributed to multiple references:[263][272][273][274][275]
  16. ^ Attributed to multiple references:[277][278][279][280][281][282]
  17. ^ Attributed to multiple references:[285][286][287][288][289][290][291]

References[edit]

  1. ^ a b Becker, David (November 29, 2001). "Nintendo Reports Record GameCube Launch". CNET. Archived from the original on October 1, 2013. Retrieved July 8, 2013.
  2. ^ Williams, Martyn (August 24, 2001). "Nintendo Unveils GameCube Launch Plans". CNN. Archived from the original on October 1, 2021. Retrieved March 16, 2013. {{cite web}}: |archive-date= / |archive-url= timestamp mismatch; June 19, 2022 suggested (help)
  3. ^ "New Media | GameCube Price Dropped". BBC News. April 22, 2002. Archived from the original on October 2, 2013. Retrieved March 16, 2013.
  4. ^ Cameron, Nadia (May 20, 2002). "GameCube Launch Rounds Out Console Troika". PC World. Archived from the original on April 10, 2022. Retrieved July 7, 2020.
  5. ^ "Nintendo Sets GameCube price - May 21, 2001". Money.CNN.com. Archived from the original on March 26, 2020. Retrieved March 20, 2020.
  6. ^ Welsh, Oli (February 24, 2017). "A Complete History of Nintendo Console Launches". Eurogamer. Bath: Future plc. Archived from the original on August 20, 2021. Retrieved December 30, 2021.
  7. ^ Gieselmann, Hartmut (April 22, 2002). "Nintendo senkt Preis für GameCube". heise online [de]. Retrieved July 25, 2022.
  8. ^ a b "Consolidated Sales Transition by Region" (PDF). Nintendo. June 2011. Archived from the original (PDF) on October 27, 2011. Retrieved September 4, 2011.
  9. ^ "Nintendo Jumps Online". IGN. June 17, 2012. Archived from the original on March 26, 2020. Retrieved February 20, 2020.
  10. ^ a b ニンテンドーゲームキューブ取扱説明書. Nintendo. p. 36.
  11. ^ "At Long Last, Nintendo Proclaims: Let the Brawls Begin on Wii!" (Press release). Nintendo. March 10, 2008. Archived from the original on March 13, 2008. Retrieved March 11, 2008. 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.
  12. ^ "ATI Discusses GameCube Graphics". IGN. October 30, 2001. Archived from the original on June 19, 2022. Retrieved December 31, 2022.
  13. ^ a b c d e f g h i "Nintendo Press Conference Transcript". IGN. May 14, 1999. Archived from the original on June 19, 2022. Retrieved June 25, 2014.
  14. ^ Huffstutter, P. J.; Oldham, Jennifer (May 13, 1999). "IBM, Nintendo in $1-Billion Digital Venture". Los Angeles Times. Retrieved December 31, 2022.{{cite web}}: CS1 maint: url-status (link)
  15. ^ Perez, Matt. "5 Numbers That Show The Unmatched Success Of The PlayStation 2 On Its 20th Birthday". Forbes. Retrieved December 31, 2022.{{cite web}}: CS1 maint: url-status (link)
  16. ^ Ashcraft, Brian (September 14, 2021). "The Nintendo GameCube Turns Twenty Today". Kotaku. Retrieved December 31, 2022.{{cite web}}: CS1 maint: url-status (link)
  17. ^ "It's Alive!". IGN. March 13, 1999. Archived from the original on January 1, 2023. Retrieved 2023-01-01. {{cite web}}: |archive-date= / |archive-url= timestamp mismatch; June 19, 2022 suggested (help)
  18. ^ a b "Say Hello to Project Dolphin". IGN. May 5, 1999. Archived from the original on June 19, 2022. Retrieved January 1, 2022.
  19. ^ a b c d Robinson, Andy (November 18, 2021). "GameCube at 20: Nintendo insiders on the failed console that changed the industry". VGC. Retrieved December 31, 2022.{{cite web}}: CS1 maint: url-status (link)
  20. ^ Cite error: The named reference :2 was invoked but never defined (see the help page).
  21. ^ "Make Way for the New". IGN. August 21, 2000. Archived from the original on April 1, 2001. Retrieved August 13, 2020.
  22. ^ Plant, Logan (2021-11-18). "Former Nintendo Employees Remember the Battles Over the GameCube Being Purple". IGN. Retrieved 2023-01-01.
  23. ^ a b "EA Gets Gamecube Development Kits". IGN. December 7, 2000. Retrieved January 1, 2023.{{cite web}}: CS1 maint: url-status (link)
  24. ^ a b "GameCube Controller Evolution". IGN. June 16, 2001. Retrieved January 1, 2022.{{cite web}}: CS1 maint: url-status (link)
  25. ^ "GameCube's Hard-Drive Connection". IGN. December 14, 2001. Retrieved January 1, 2023.{{cite web}}: CS1 maint: url-status (link)
  26. ^ "GameCube 101: Graphics". IGN. January 17, 2021. Retrieved January 1, 2021.{{cite web}}: CS1 maint: url-status (link)
  27. ^ Satterfield, Shane (August 24, 2000). "Nintendo's GameCube Unveiled". GameSpot. Archived from the original on September 5, 2015. Retrieved April 11, 2016.
  28. ^ a b Fielder, Lauren (May 16, 2001). "E3 2001: Nintendo Unleashes GameCube Software, a New Miyamoto Game, and More". GameSpot. Retrieved July 8, 2013.
  29. ^ Hinkle, David (November 19, 2007). "Year One: GameCube vs. Wii". Joystiq. Archived from the original on January 28, 2015. Retrieved July 8, 2013.
  30. ^ Thomas, Lucas M. (2011-11-12). "Before the GameCube Arrived". IGN. Retrieved 2023-01-01.{{cite web}}: CS1 maint: url-status (link)
  31. ^ George, Richard; Thomas, Lucas M. (May 9, 2011). "Nintendo's History at E3: 2001". IGN. Archived from the original on September 4, 2013. Retrieved July 8, 2013.
  32. ^ East, Thomas (May 29, 2012). "Classic E3 Moments: Nintendo Reveal GameCube in 2001". Official Nintendo Magazine UK. Archived from the original on October 8, 2014. Retrieved July 8, 2013.
  33. ^ Trammel, David (September 3, 2001). "GameCube Slogan Revealed!". Nintendo World Report. Archived from the original on February 28, 2012. Retrieved October 25, 2009.
  34. ^ "Kirby Air Ride". GameTrailers. Archived from the original on June 6, 2011. Retrieved March 27, 2008.
  35. ^ Morris, Chris (May 21, 2001). "Nintendo Sets GameCube Price - May 21, 2001". money.cnn.com. Archived from the original on June 23, 2018. Retrieved September 21, 2018.
  36. ^ Chmielewski, Dawn (October 9, 2001). "Nintendo's GameCube Debuts". York Daily Record. p. 24. Archived from the original on March 19, 2022. Retrieved March 19, 2022 – via Newspapers.com.
  37. ^ McFerran, Damien (September 3, 2020). "Turns Out Nintendo Was Thinking About a Switch-Style Device Back in the GameCube Era". NintendoLife. Archived from the original on September 4, 2020. Retrieved September 5, 2020.
  38. ^ Fischer, Tyler (September 2, 2020). "Nintendo Leak Reveals Portable GameCube Console". Comicbook.com. Archived from the original on September 3, 2020. Retrieved September 5, 2020.
  39. ^ Phillips, Tom (September 4, 2020). "Latest Nintendo Leaks Suggest Company Mulled Portable GameCube". Eurogamer. Archived from the original on September 4, 2020. Retrieved September 5, 2020.
  40. ^ "GameCube Launches in Japan". BBC News. September 14, 2001. Archived from the original on January 17, 2015. Retrieved July 8, 2013.
  41. ^ Sato, Yukiyoshi Ike (September 13, 2001). "Nintendo GameCube Launches in Japan". GameSpot. Retrieved July 8, 2013.
  42. ^ Becker, David (August 23, 2001). "Nintendo Delays U.S. Launch of GameCube". CNET. Archived from the original on April 2, 2015. Retrieved July 8, 2013.
  43. ^ "GameCube Gets Midnight Launch". BBC News. May 2, 2002. Archived from the original on May 2, 2014. Retrieved July 8, 2013.
  44. ^ Eggebrecht, Julian (April 22, 2002). "Factor 5 on Dolby Pro Logic II" (Interview). IGN. Archived from the original on November 16, 2014. Retrieved June 24, 2014.
  45. ^ IGN Staff (February 18, 2002). "GameCube Arcade Hardware Revealed". IGN. Archived from the original on July 23, 2013. Retrieved March 5, 2013.
  46. ^ "Nintendo Confirms the GameCube Is Officially Dead". Spong. February 22, 2007. Archived from the original on May 20, 2018. Retrieved February 14, 2019.
  47. ^ "Nintendo Ends GameCube Support". MCV. February 22, 2007. Archived from the original on June 1, 2016. Retrieved January 16, 2011.
  48. ^ Cite error: The named reference It's Alive was invoked but never defined (see the help page).
  49. ^ Cite error: The named reference ATI discusses GC graphics was invoked but never defined (see the help page).
  50. ^ "Gaming Intelligence Agency - Interview with Greg Buchner". thegia.com. Archived from the original on 2018-11-25. Retrieved 2018-11-25.
  51. ^ Parker, Sam (June 6, 2001). "Nintendo Tweaks GameCube's Specs". ZDnet. Archived from the original on July 14, 2014. Retrieved June 25, 2014.
  52. ^ a b Hackman, Mark (June 12, 2001). "Nintendo GameCube Unwrapped". ExtremeTech. Archived from the original on December 3, 2013. Retrieved July 9, 2013.
  53. ^ "Technical Details". Nintendo of Europe. Archived from the original on July 5, 2022. Retrieved November 7, 2020.
  54. ^ Shimpi, Anand Lal (December 7, 2001). "Hardware Behind the Consoles - Part II: Nintendo's GameCube". AnandTech. Archived from the original on July 23, 2013. Retrieved July 9, 2013.
  55. ^ "GameCube 101: Graphics". IGN. January 16, 2001. Archived from the original on February 19, 2014. Retrieved January 27, 2008.
  56. ^ Gray, Douglas F. (June 14, 2001). "GameCube Uncovered - IBM, ATI Inside". PC World. Archived from the original on January 4, 2014. Retrieved July 9, 2013.
  57. ^ Bonsor, Kevin (December 4, 2000). "How GameCube Works". HowStuffWorks. Archived from the original on January 6, 2014. Retrieved July 8, 2013.
  58. ^ "GameCube: A Digital Wonder". IGN. August 23, 2000. Archived from the original on June 25, 2020. Retrieved July 8, 2013.
  59. ^ "Matsushita Allies with Nintendo on Next-Generation Game Console". May 12, 1999. Archived from the original on January 6, 2014. Retrieved July 9, 2013.
  60. ^ "Spaceworld 2001: Spicing GameCube Up". IGN. August 22, 2001. Archived from the original on November 1, 2014. Retrieved July 9, 2013.
  61. ^ Berghammer, Billy (July 24, 2002). "Nintendo Announces Platinum GameCube". Nintendo World Report. Archived from the original on November 5, 2013. Retrieved July 9, 2013.
  62. ^ "Spice Up Your Life". IGN. December 3, 2001. Archived from the original on April 2, 2015. Retrieved July 9, 2013.
  63. ^ "Iwata Asks: Nintendo 3DS". p. 3. Archived from the original on February 13, 2012. Retrieved January 11, 2011. 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.
  64. ^ Serrels, Mark (January 7, 2011). "The GameCube and the Game Boy Advance Were 3D Compatible!". Archived from the original on December 27, 2015. Retrieved December 27, 2015.
  65. ^ "Iwata Asks". IwataAsks.Nintendo.com. Archived from the original on March 7, 2021. Retrieved December 27, 2015.
  66. ^ Taljonick, Ryan (April 3, 2013). "The 100 Best Easter Eggs of All Time". Games Radar. Archived from the original on September 8, 2013. Retrieved July 16, 2013.
  67. ^ "Nintendo GameCube Memory Card 1019". Nintendo. Archived from the original on July 2, 2013. Retrieved July 12, 2013.
  68. ^ "Nintendo GameCube Accessories". Nintendo. Archived from the original on September 11, 2012. Retrieved July 3, 2009.
  69. ^ Plunkett, Luke (June 28, 2011). "The Evolution of the PlayStation Control Pad". Kotaku. Archived from the original on July 27, 2013. Retrieved July 16, 2013.
  70. ^ Satterfield, Shane (November 16, 2001). "What's Inside the GameCube?". ZDNet. Archived from the original on March 7, 2012. Retrieved July 15, 2013.
  71. ^ England, Kyle (April 5, 2012). "The Legend of the Gamepad: A Brief History of Nintendo Consoles Told with Buttons and Joysticks". Nintendojo. Archived from the original on November 30, 2012. Retrieved July 15, 2013.
  72. ^ "GCN Controller: See It in Action". IGN. July 27, 2001. Archived from the original on November 16, 2014. Retrieved July 15, 2013.
  73. ^ Graziano, Claudia (December 3, 1998). "'Nintendo Thumb' Points to RSI". Wired. Archived from the original on October 23, 2012. Retrieved July 15, 2013.
  74. ^ Powers, Rick (October 6, 2001). "GameCube Controller". Nintendo World Report. Retrieved July 15, 2013.
  75. ^ Wiley, M. (June 11, 2002). "Nintendo WaveBird Review". IGN. Archived from the original on September 23, 2013. Retrieved July 15, 2013.
  76. ^ "Nintendo GameCube Game Boy Player". IGN. November 18, 2001. Archived from the original on December 24, 2013. Retrieved July 16, 2013.
  77. ^ Humphries, Matthew (August 17, 2011). "Nintendo's New Wii Drops GameCube Compatibility, Bundles More Games". Geek.com. Archived from the original on June 12, 2013. Retrieved July 16, 2013.
  78. ^ Plunkett, Luke (December 13, 2012). "Tearing Open the New Wii Reveals Some Crazy Nintendo Decisions". Kotaku. Archived from the original on May 14, 2013. Retrieved July 16, 2013.
  79. ^ a b Lake, Max (October 19, 2001). "Q for Christmas in Japan". Nintendo World Report. Reuters. Archived from the original on January 25, 2021. Retrieved March 29, 2021.
  80. ^ a b Mirabella III, Fran (April 9, 2002). "Panasonic Q Review". IGN. Archived from the original on April 14, 2019. Retrieved May 1, 2019.
  81. ^ a b "2001年12月14日、DVD再生に対応したゲームキューブ互換機「Q」(SL-GC10)が発売されました:今日は何の日?". Engadget JP (in Japanese). Verizon Media. December 14, 2019. Archived from the original on August 15, 2020. Retrieved March 29, 2021.
  82. ^ Cole, Michael (December 17, 2003). "Panasonic Q Discontinued - News". Nintendo World Report. Archived from the original on March 4, 2016. Retrieved July 28, 2015.
  83. ^ "松下、ゲームキューブのソフトがプレイできるDVDプレーヤー"Q"を発表". ASCII (in Japanese). October 19, 2001. Archived from the original on July 23, 2021. Retrieved March 29, 2021.
  84. ^ "パナソニック製ゲームキューブ互換機「Q」、11月下旬に4万円以下で発売か". Game Watch (in Japanese). Impress Corporation. October 11, 2001. Archived from the original on July 23, 2021. Retrieved March 29, 2021.
  85. ^ "Nintendo GameCube Instruction Booklet" (PDF). Nintendo of America Support. Nintendo of America. p. 15. Archived (PDF) from the original on July 17, 2004. Retrieved August 25, 2022.
  86. ^ a b Reece, Mark (November 18, 2011). "Feature: Remembering the GameCube". Nintendo Life. Archived from the original on September 10, 2013. Retrieved July 19, 2013.
  87. ^ Hinkle, David (November 19, 2007). "Year One: GameCube vs. Wii". Archived from the original on November 25, 2018. Retrieved November 24, 2018.
  88. ^ Metts, Jonathan (February 27, 2003). "AIAS Winners from D.I.C.E.! - News". Nintendo World Report. Retrieved 2022-08-23.
  89. ^ Chmielewski, Dawn C. (October 15, 2001). "Adults courted as GameCube's newest audience". Chicago Tribune. Retrieved 2022-08-22.
  90. ^ "Four ways for Nintendo to get back in the game - Sep. 5, 2002". money.cnn.com. Retrieved 2022-08-22.
  91. ^ "Cult following for Nintendo". Telegraph.co.uk. Retrieved 2022-08-22.
  92. ^ Kasavin, Greg (June 2, 2003). "Nintendo E3 2003 Press Conference Report - GameSpot". GameSpot. Retrieved 2022-08-23.
  93. ^ Ashcraft, Brian (2012-12-14). "Why Resident Evil 4 Became a Nintendo Exclusive". Kotaku. Retrieved 2022-08-28.
  94. ^ Reed, Kristan (2004-11-01). "Resident Evil 4 coming to PS2 'end of 2005'". Eurogamer.net. Retrieved 2022-08-28.
  95. ^ a b c d "Next Generation - Interactive Entertainment Today, Video Game and Industry News - Home of Edge Online :: THE TOP 100 GAMES OF THE 21st CENTURY". 2007-10-28. Archived from the original on 2007-10-28. Retrieved 2022-08-22.
  96. ^ "The Legend of Zelda: A Sales History". Zelda Dungeon. 2012-06-21. Retrieved 2022-08-27.
  97. ^ Sweeny, Aric (2017-09-09). "Japan: 'Breath of the Wild' Sales Top 'Twilight Princess'". Destructoid - Nintendo. Retrieved 2022-08-27.
  98. ^ IGN Staff (2002-01-17). "Super Smash Bros. "Million" in Japan". IGN. Retrieved 2022-08-22.
  99. ^ Dingo, Star. "CNN.com - Sci-Tech - Review: 'Super Smash Brothers Melee' for GameCube - May 30, 2001". CNN.com. Retrieved 2022-08-22.
  100. ^ "Why Resident Evil 4 Became a Nintendo Exclusive". Kotaku. 2012-12-14. Retrieved 2022-08-22.
  101. ^ "No Fears For Resident Evil 4 As It Sells Over 200,000 Copies On Nintendo GameCube Across Europe!". GamesIndustry.biz. 2005-04-25. Retrieved 2022-08-27.
  102. ^ Orry, Tom (2005-06-08). "Resident Evil 4 tops 500,000 sales in North America". VideoGamer.com. Retrieved 2022-08-27.
  103. ^ Surette, Tim (June 7, 2005). "Resident Evil 4 sells half a million". GameSpot. Retrieved 2022-08-27.
  104. ^ Thompson, Scott (November 10, 2011). "Observing the Course and Wake of the Capcom Five - Feature". Nintendo World Report. Retrieved 2022-08-22.
  105. ^ Rodriguez, Steven (March 18, 2004). "Metal Gear Solid: The Twin Snakes Review - Review". Nintendo World Report. Retrieved 2022-08-22.
  106. ^ "Resident Evil 4 coming to PS2 'end of 2005'". Eurogamer.net. 2004-11-01. Retrieved 2022-08-22.
  107. ^ "IGN: Star Wars Rogue Leader is No.1 on the GCN". 2006-06-14. Archived from the original on 2006-06-14. Retrieved 2022-08-22.
  108. ^ "『小さな王様と約束の国 ファイナルファンタジー・クリスタルクロニクル』がWiiウェアのダウンロード専用コンテンツとして登場 - ファミ通.com". Famitsu.com. Retrieved 2022-08-22.
  109. ^ "GFK Chart-Track". archive.ph. 2018-04-24. Retrieved 2022-08-22.
  110. ^ Roper, Chris (2008-05-23). "Capcom Releases Lifetime Sales Numbers". IGN. Retrieved 2022-08-22.
  111. ^ "The Magic Box - US Platinum Chart Games". 2007-04-21. Archived from the original on 2007-04-21. Retrieved 2022-08-22.
  112. ^ Casamassina, Matt (2009-08-29). "A Space Bounty Hunter in Texas". IGN. Retrieved 2022-08-22.
  113. ^ "Platinum Titles |Product Data | CAPCOM". Capcom.co.jp. Retrieved 2022-08-22.
  114. ^ Nathan Brown (2018-12-28). "From Shenmue to Yakuza, Toshihiro Nagoshi looks back on an illustrious career of Japanese game development". gamesradar. Retrieved 2022-08-22.
  115. ^ "Series Analysis: Star Fox". Source Gaming. 2016-04-23. Retrieved 2022-08-22.
  116. ^ Stone, Sam (2021-10-17). "The Scariest Nintendo Game of All Time Is on the GameCube". CBR. Retrieved 2022-08-27.
  117. ^ Churchill, James (2015-10-28). "The Making Of Eternal Darkness: Sanity's Requiem". Nintendo Life. Retrieved 2022-08-27.
  118. ^ Sall, Matt (2022-06-27). "GameCube's 'Eternal Darkness' was a Masterpiece Of Creativity". Bell of Lost Souls. Retrieved 2022-08-27.
  119. ^ Haines, Rob (2014-03-09). "Eternal Darkness: Sanity's Requiem retrospective". Eurogamer.net. Retrieved 2022-08-27.
  120. ^ East, Tom (November 4, 2009). "History of Nintendo: GameCube". Official Nintendo Magazine UK. Archived from the original on October 10, 2014. Retrieved July 19, 2013.
  121. ^ "Star Fox Assault". Nintendo. Archived from the original on July 6, 2006. Retrieved November 8, 2022.
  122. ^ "Peter Main talks GameCube! - News". Nintendo World Report. Retrieved 2022-08-23.
  123. ^ "GC(ニンテンドー ゲームキューブ)歴代米国売上ランキング". archive.ph. 2005-02-25. Retrieved 2022-08-23.
  124. ^ Bramwell, Tom (2002-01-04). "First quarter for GameCube". Eurogamer.net. Retrieved 2022-08-23.
  125. ^ "Nintendo GameCube, Xbox, Playstation 2, Video Game Comparison". GameCubicle.com. Retrieved 2022-08-29.
  126. ^ Staff, IGN (2001-09-06). "Midway's Full GameCube Lineup". IGN. Retrieved 2022-08-23.
  127. ^ Metts, Jonathan (March 27, 2001). "Namco Likes Nintendo - News". Nintendo World Report. Retrieved 2022-08-23.
  128. ^ "Activision: Pulling the Joystick into High Gear". Bloomberg.com. 2001-03-13. Retrieved 2022-08-23.
  129. ^ Lake, Max (June 1, 2001). "Konami on X-Box & GameCube at E3 - News". Nintendo World Report. Retrieved 2022-08-23.
  130. ^ "Konami swallows gaming industry". Eurogamer.net. 2002-05-22. Retrieved 2022-08-23.
  131. ^ "Surf's Up Official Press Release". Ubisoft. March 19, 2007. Archived from the original on March 17, 2014. Retrieved April 18, 2007.
  132. ^ "Ratatouille Official Press Release". THQ. November 6, 2006. Archived from the original on January 20, 2016. Retrieved April 18, 2007.
  133. ^ "Disney Showcases E3 Lineup". Nintendo World Report. August 2, 2007. Archived from the original on March 6, 2012. Retrieved April 18, 2007.
  134. ^ Bramwell, Tom (2001-05-10). "EA announces GameCube titles". Eurogamer.net. Retrieved 2022-08-23.
  135. ^ "Nintendo Teams Up With Electronic Arts". The Wall Street Journal. 2003-03-07. ISSN 0099-9660. Retrieved 2022-08-23.
  136. ^ Arts, Electronic (May 13, 2003). "2003 Games At The Electronic Entertainment Expo | Scoop News". Scoop.co.nz. Retrieved 2022-08-23.
  137. ^ "A Boy's-Eye Look at the Consoles". Bloomberg.com. 2001-12-13. Retrieved 2022-08-23.
  138. ^ Kasavin, Greg (June 2, 2003). "Nintendo E3 2003 Press Conference Report - GameSpot". GameSpot. Retrieved 2022-08-23.
  139. ^ "Madden NFL 08 Official Press Release". Electronic Arts. April 18, 2007. Archived from the original on December 29, 2007. Retrieved April 18, 2007.
  140. ^ Developer, Game (2001-05-09). "EA To Bring Madden, Others To Gamecube". Game Developer. Retrieved 2022-08-23.
  141. ^ Buchanan, Levi (March 5, 2002). "Teaming up with Nintendo, the ship comes in for Sega". Chicago Tribune. Retrieved August 8, 2022.
  142. ^ sonic_hedgehogs (2003-08-11). "Sonic DX Sales Help SEGA Profit". The Sonic Stadium. Retrieved 2022-08-23.
  143. ^ Legend, Hero of (2015-05-14). "UPDATE: The Spin: A look into Sonic's history with Nintendo". The Sonic Stadium. Retrieved 2022-08-23.
  144. ^ Dreadknux (2001-10-15). "Yuji Naka: Sonic Titles to Appeal to Younger Audience". The Sonic Stadium. Retrieved 2022-08-23.
  145. ^ Welsh, Oli (2020-11-26). "The best launch titles ever: Super Monkey Ball on GameCube". Eurogamer.net. Retrieved 2022-08-23.
  146. ^ Craddock, Ryan (2019-05-13). "Super Monkey Ball Creator Has No Idea Why The Game Was So Popular". Nintendo Life. Retrieved 2022-08-23.
  147. ^ Staff, IGN (2001-10-19). "Super Monkey Ball". IGN. Retrieved 2022-08-23.
  148. ^ Dreadknux (2002-02-28). "Sonic Adventure 2 Battle Tops Gamecube Sales Chart in US". The Sonic Stadium. Retrieved 2022-08-23.
  149. ^ sonic_hedgehogs (2002-07-03). "US Sales: Sonic Advance and SA2 Battle Rank High on Chart". The Sonic Stadium. Retrieved 2022-08-23.
  150. ^ Dreadknux (2002-10-06). "Report: Sonic Tops SEGA's Third-Party Game Sales in 2002". The Sonic Stadium. Retrieved 2022-08-23.
  151. ^ Dreadknux (2002-11-24). "Sonic Adventure 2 Battle is One of the Best-Selling Gamecube Games Ever". The Sonic Stadium. Retrieved 2022-08-23.
  152. ^ sonic_hedgehogs (2002-02-15). "Sonic Adventure 2 Battle Rides High on Amazon Sales Chart". The Sonic Stadium. Retrieved 2022-08-23.
  153. ^ Johnson, Faith (July 30, 2022). "SEGA's Astonishing GameCube Rebound Following Defeat In The Console Wars". Nintendo Life. Retrieved August 8, 2022.
  154. ^ Lab, Jesse (April 24, 2022). "20 Years Later, Sonic Adventure 2: Battle Might Be the Series's Most Important Game". The Escapist. Retrieved August 8, 2022.
  155. ^ Wen, Alan (July 1, 2022). "Sonic Adventure is still the gold standard for 3D Sonic games". VG247. Retrieved August 8, 2022.
  156. ^ Torres, Ricardo (May 12, 2003). "Sonic Adventure DX Preview". GameSpot. Retrieved August 8, 2022.
  157. ^ GameSpot Staff (July 1, 2002). "New Sonic games bound for GameCube, GBA". GameSpot. Retrieved August 8, 2022.
  158. ^ IGN staff (2002-02-25). "Sonic Nabs Strong Sales". IGN. Retrieved 2022-08-23.
  159. ^ a b c Bivens, Danny (October 31, 2001). "GameCube Broadband/Modem Adapter - Feature". Nintendo World Report. Archived from the original on April 6, 2016. Retrieved November 18, 2017.
  160. ^ a b "ダウンロード". konami,jp. November 19, 2005. Archived from the original on November 19, 2005. Retrieved November 25, 2017.
  161. ^ "| Nintendo - Customer Service | Nintendo GameCube - Online/LAN". Nintendo.com. Archived from the original on July 21, 2017. Retrieved November 16, 2017.
  162. ^ "PSO Episode I & II for Xbox Returns - Phantasy Star Online Episode I & II Message Board for GameCube". GameFAQs. Archived from the original on May 28, 2014. Retrieved November 6, 2012.
  163. ^ "| Nintendo - Customer Service | Nintendo GameCube - Connecting over a LAN". Nintendo.com. Archived from the original on November 16, 2017. Retrieved November 16, 2017.
  164. ^ Thorsen, Tor (October 28, 2003). "DIY Developers Bring GameCube Online". GameSpot. Archived from the original on November 17, 2017. Retrieved November 27, 2017.
  165. ^ "Nintendo Jumps Online". IGN. May 13, 2002. Archived from the original on December 24, 2013. Retrieved July 21, 2013.
  166. ^ Ryan, Michael E. (November 15, 2001). "Nintendo GameCube: Review". PC Magazine. Archived from the original on July 10, 2013. Retrieved July 22, 2013.
  167. ^ "Nintendo GameCube". CNET. November 18, 2001. Archived from the original on October 2, 2013. Retrieved July 22, 2013.
  168. ^ a b "Nintendo GameCube Is Number 16". IGN Entertainment. Archived from the original on September 6, 2009. Retrieved October 15, 2009.
  169. ^ "Xbox Vs. GameCube Vs. PlayStation 2: Torture-Testing All the Video Game Consoles--in One Room, at One Time". Popular Mechanics. December 7, 2004. Archived from the original on August 4, 2013. Retrieved July 22, 2013.
  170. ^ a b c 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.
  171. ^ Hinkle, David (November 19, 2007). "Year One: GameCube vs. Wii". Joystiq. Archived from the original on July 4, 2017. Retrieved July 21, 2013.
  172. ^ McCracken, Harry. "Play Hard. (Cover Story)." Time International (Atlantic Edition) 180.23 (2012): 48-49. Business Source Complete.
  173. ^ Ahmed, Shahmed (May 17, 2006). "Japanese GameCube Sales Figures". GameSpot. Archived from the original on December 9, 2017. Retrieved December 8, 2017.
  174. ^ a b "GameCube Sales Hit $100m". BBC. November 21, 2001. Archived from the original on December 8, 2017. Retrieved December 8, 2017.
  175. ^ "GameCube Sales Brisk". CNN Money. November 29, 2001. Archived from the original on August 17, 2020. Retrieved December 8, 2017.
  176. ^ Ando, Mariko (November 29, 2001). "GameCube Sales Surpasses Xbox, PS2". MarketWatch. Archived from the original on December 8, 2017. Retrieved December 8, 2017.
  177. ^ Smith, Tony (December 4, 2001). "Nintendo GameCube Sales on Target to Beat Initial Forecast". The Register. Archived from the original on December 8, 2017. Retrieved December 8, 2017.
  178. ^ "Nintendo Targets 50 Million GameCubes - News". Nintendo World Report. Archived from the original on July 2, 2022. Retrieved June 30, 2022.
  179. ^ "Nintendo GameCube". IGN. Archived from the original on February 15, 2020. Retrieved February 20, 2020.
  180. ^ Dyer, Mitch (November 15, 2011). "Ten Incredible Gifts Xbox Gave Modern Gaming". IGN. Archived from the original on April 7, 2014. Retrieved July 22, 2013.
  181. ^ "Why Xbox Failed in Japan". Eurogamer.net. November 17, 2013. Archived from the original on July 1, 2022. Retrieved July 1, 2022.
  182. ^ Moriarty, Colin (February 16, 2013). "Sony's Documentary on PlayStation 2's Retail Dominance". IGN. Archived from the original on February 21, 2013. Retrieved July 22, 2013.
  183. ^ Casamassina, Matt (September 9, 2006). "GCN Outsells 360 in Japan". IGN. Retrieved July 15, 2022.
  184. ^ "Xbox 360 losing to GameCube in Japan". VideoGamer.com. September 11, 2006. Retrieved July 15, 2022.
  185. ^ "Japanese GameCube sales figures". GameSpot. Retrieved July 15, 2022.
  186. ^ Moriarty, Colin (April 1, 2013). "Why Did Xbox 360 Fail in Japan?". IGN. Retrieved July 15, 2022.
  187. ^ Buchanan, Levi (September 29, 2008). "Nintendo 64 Week: Day One". IGN. Archived from the original on February 23, 2013. Retrieved July 22, 2013.
  188. ^ Zackariasson, Peter; Wilson, Timothy L.; Ernkvist, Mirko (2012). "Console Hardware: The Development of Nintendo Wii". The Video Game Industry: Formation, Present State, and Future. Routledge. p. 158. ISBN 978-1138803831.
  189. ^ "Profit Decline at Nintendo Blamed on GameCube Sales". seattlepi. May 22, 2003. Archived from the original on December 8, 2017. Retrieved December 8, 2017.
  190. ^ Reimer, Jeremy (October 1, 2006). "How the Wii Was Born". Ars Technica. Archived from the original on May 31, 2012. Retrieved 2022-08-22.
  191. ^ Reimer, Jeremy (May 1, 2006). "Gamecube Price Drop Imminent?". Ars Technica. Archived from the original on October 22, 2012. Retrieved 2022-08-23.
  192. ^ IGN Staff (January 17, 2002). "Super Smash Bros. "Million" in Japan". IGN. Archived from the original on June 30, 2022. Retrieved June 30, 2022.
  193. ^ IGN Staff (November 30, 2001). "Smash Bros. Melee Hot in Japan". IGN. Archived from the original on June 30, 2022. Retrieved June 30, 2022.
  194. ^ "A Smashing Debut! - News". Nintendo World Report. Archived from the original on June 30, 2022. Retrieved June 30, 2022.
  195. ^ "Pokemon Colosseum Already Racking Up Sales - News". Nintendo World Report. Archived from the original on May 17, 2019. Retrieved June 30, 2022.
  196. ^ a b "GameCube Market Share Doubles in Europe". GamesIndustry.biz. 14 June 2004. Archived from the original on June 30, 2022. Retrieved June 30, 2022.
  197. ^ "UK Charts: Euro 2004 Goes Top as Pokemon Outsells Ninja Gaiden". GamesIndustry.biz. 18 May 2004. Archived from the original on June 30, 2022. Retrieved June 30, 2022.
  198. ^ a b "Japan Charts: GameCube Surges as Mario Kart Takes the Top Spot". GamesIndustry.biz. 14 November 2003. Archived from the original on June 30, 2022. Retrieved June 30, 2022.
  199. ^ "GameCube Sales Brisk - Nov. 29, 2001". money.cnn.com. Archived from the original on August 17, 2020. Retrieved June 30, 2022.
  200. ^ "GameCube's Market Share Doubles in the USA". GamesIndustry.biz. 5 November 2003. Archived from the original on June 30, 2022. Retrieved June 30, 2022.
  201. ^ "GameCube Approaches 3 Million Units in Europe". GamesIndustry.biz. 20 January 2004. Archived from the original on June 30, 2022. Retrieved June 30, 2022.
  202. ^ "UK Cube Sales Rise Dramatically". GamesIndustry.biz. 21 October 2003. Archived from the original on June 30, 2022. Retrieved June 30, 2022.
  203. ^ "The Nintendo Switch Has Officially Surpassed the GameCube In Lifetime Sales". Goliath. October 30, 2018. Archived from the original on July 25, 2021. Retrieved June 30, 2022.
  204. ^ "Super Monkey Ball Creator Is Still Surprised the Series Took Off". Destructoid. May 13, 2019. Archived from the original on July 1, 2022. Retrieved July 1, 2022.
  205. ^ a b Rogers, Emily (January 7, 2014). "A Dolphin's Tale: The Story of GameCube". Dromble Media. Archived from the original on July 5, 2014. Retrieved July 6, 2014.
  206. ^ Dubin, Jayson (May 4, 2012). "Sonic Adventure 2 Battle #1 Selling Title on GameCube 1st Week Out". GameZone. Archived from the original on August 13, 2020. Retrieved July 1, 2022.
  207. ^ Dreadknux (March 28, 2002). "Sonic Adventure 2 Battle Leads US GameCube Chart for Second Month Running". The Sonic Stadium. Archived from the original on July 1, 2022. Retrieved July 1, 2022.
  208. ^ IGN Staff (February 25, 2002). "Sonic Nabs Strong Sales". IGN. Archived from the original on July 1, 2022. Retrieved July 1, 2022.
  209. ^ "Acclaim to Pull GameCube Support". IGN. June 17, 2012. Archived from the original on July 11, 2021. Retrieved July 26, 2021.
  210. ^ "Eidos to Pull GCN Support". IGN. September 5, 2003. Archived from the original on February 4, 2012. Retrieved July 12, 2007.
  211. ^ "Eidos Brings "The Force" to the Nintendo GameCube(R) with LEGO® Star Wars™: The Video Game". gamesindustry.biz. October 26, 2005. Archived from the original on July 11, 2021. Retrieved July 26, 2021.
  212. ^ Humphries, Matthew (March 12, 2003). "Major UK Retailer Dixons Dumps GameCube - Geek.com". Geek.com. Archived from the original on April 5, 2015. Retrieved November 24, 2018.
  213. ^ "Argos to Drop GameCube". Eurogamer.net. March 18, 2003. Archived from the original on November 24, 2018. Retrieved November 24, 2018.
  214. ^ gamesindustry.biz. "Argos Re-Stocks GameCube After Price Cut". TechNewsMax.com. Archived from the original on July 5, 2022. Retrieved July 1, 2022.
  215. ^ Fahey, Rob (10 October 2003). "Argos Re-Introduces GameCube Following Price Cut". GamesIndustry.biz. Archived from the original on July 1, 2022. Retrieved July 1, 2022.
  216. ^ "Nintendo GameCube Price Drops to $99!". Nintendo. September 24, 2003. Archived from the original on August 5, 2011. Retrieved July 13, 2007.
  217. ^ "Nintendo GameCube Preview Disc". IGN. Archived from the original on September 25, 2015. Retrieved August 7, 2015.
  218. ^ Henry Gilbert (August 1, 2013). "The Wii U Is the GameCube (but Not the Virtual Boy)". GamesRadar. Archived from the original on September 24, 2015. Retrieved August 7, 2015.
  219. ^ Sirani, Jordan (November 8, 2021). "Where Switch, PS5 Rank Among the Best-Selling Video Game Consoles of All Time". IGN. Retrieved July 15, 2022.
  220. ^ Moriarty, Colin (January 29, 2014). "These Are Nintendo's Lifetime Hardware and Software Numbers". IGN. Retrieved July 15, 2022.
  221. ^ "What Is The Best Nintendo System Ever?". VDGMS. Retrieved July 15, 2022.
  222. ^ Carter, David (2010). Money Games: Profiting from the Convergence of Sports and Entertainment. Stanford University Press. pp. 46–47. ISBN 978-0-8047-7679-0. OCLC 1198931987.
  223. ^ Rabowsky, Brent (2010). Interactive Entertainment: A Videogame Industry Guide. Radiosity Press. p. 28. ISBN 978-0-9842984-0-2. OCLC 780282928.
  224. ^ Becker, David (October 29, 2002). "Xbox, GameCube scrap for second place". CNET. Retrieved 2022-08-22.
  225. ^ "Why did Sony dominate? : The 6th Generation Video Game War | Lund University". LundUniversity.lu.se. Retrieved 2022-08-22.
  226. ^ "Console wars". The Economist. ISSN 0013-0613. Retrieved 2022-08-22.
  227. ^ "Chart". Economist. Archived from the original on September 2, 2013. Retrieved September 17, 2009.
  228. ^ Huffstutter, P.J. (April 8, 2003). "Nintendo Sees Profit Slump on Weak GameCube Sales". Los Angeles Times. Retrieved 2022-08-22.
  229. ^ Kent, Steven (September 27, 2003). "Nintendo stands by GameCube --for now". Chicago Tribune. Retrieved 2022-08-22.
  230. ^ Morris, Chris (November 16, 2001). "Nintendo launches GameCube console system - Nov. 16, 2001". money.cnn.com. Retrieved 2022-08-22.
  231. ^ Kent, Steven (April 11, 2001). "Nintendo's GameCube may top PlayStation 2, Xbox | The Seattle Times". archive.seattletimes.com. Retrieved 2022-08-22.
  232. ^ "Four ways for Nintendo to get back in the game - Sep. 5, 2002". money.cnn.com. September 5, 2002. Retrieved 2022-08-22.
  233. ^ Becker, David (January 2, 2002). "Nintendo: GameCube to out-entertain rivals". CNET. Retrieved 2022-08-22.
  234. ^ McFerran, Damien (2020-12-07). "Nintendo's Focus On Younger Players Is A Positive, Not A Negative". Nintendo Life. Retrieved 2022-08-22.
  235. ^ Boxer, Steven (June 14, 2001). "Cult following for Nintendo". Telegraph.co.uk. Retrieved 2022-08-22.
  236. ^ Ryan, Jeff (2013). Super Mario : how Nintendo conquered America. Portfolio. ISBN 978-1-59184-563-8. OCLC 821701726.
  237. ^ "GameCube". Lewiston Sun Journal. 2003-11-16. Retrieved 2022-08-29.
  238. ^ Rivera, Nimo (2004-07-04). "Which console should you get?". San Diego Union-Tribune. Retrieved 2022-08-29.
  239. ^ Chu, Showwei (2002-10-30). "Nintendo targeting new video games at young adults". The Globe and Mail. Retrieved 2022-08-22.
  240. ^ Chimelewski, Dawn (October 15, 2001). "Adults courted as GameCube's newest audience". Chicago Tribune. Retrieved 2022-08-22.
  241. ^ Rodriguez, Steven (February 2, 2007). "The Greatest GameCube Games Finale - Feature". Nintendo World Report. Retrieved 2022-08-22.
  242. ^ IGN Staff (2003-04-07). "GameCube Benchmark Unmet". IGN. Retrieved 2022-08-22.
  243. ^ Pham, Alex (2003-09-25). "Nintendo Struggles for Victory of Old". Los Angeles Times. Retrieved 2022-08-22.
  244. ^ Metts, Jonathan (March 19, 2003). "GameCube Sales Double in February - News". Nintendo World Report. Retrieved 2022-08-22.
  245. ^ Calvert, Justin (November 4, 2003). "GameCube market share up 18 points". GameSpot. Retrieved 2022-08-22.
  246. ^ Fahey, Rob (2003-11-05). "GameCube's market share doubles in the USA". GamesIndustry.biz. Retrieved 2022-08-22.
  247. ^ Hong, Quang (2004-01-15). "Nintendo Reports Successful Holiday Season". Game Developer. Retrieved 2022-08-22.
  248. ^ "GameCube outsells PS2 in US after price cut". TheRegister.com. October 9, 2003. Retrieved 2022-08-22.
  249. ^ Burnes, Andrew (2003-11-04). "Nintendo On U.S. GameCube Sales". IGN. Retrieved 2022-08-22.
  250. ^ Jenkins, David (2003-12-02). "GameCube Tops US Consoles Sales". Game Developer. Retrieved 2022-08-22.
  251. ^ Fahey, Rob (2003-10-09). "GameCube outsells PS2 in the USA following pricecut". GamesIndustry.biz. Retrieved 2022-08-22.
  252. ^ Burnes, Andrew (2003-10-03). "GameCube North American Sales Figures Revealed". IGN. Retrieved 2022-08-22.
  253. ^ Dvorak, Phred (2003-11-05). "Nintendo's GameCube Sales Surge in U.S. After Price Cut". The Wall Street Journal. ISSN 0099-9660. Retrieved 2022-08-22.
  254. ^ Cox, Matt (2003-11-04). "GameCube market share doubles". Lawrence.com. Retrieved 2022-08-22.
  255. ^ Jenkins, David (2003-10-02). "GameCube Sales Quadruple In US". Game Developer. Retrieved 2022-08-22.
  256. ^ Reuters (2003-10-03). "Nintendo: GameCube sales quadrupled in past week". ITWeb. Retrieved 2022-08-22. {{cite web}}: |last= has generic name (help)
  257. ^ IGN Staff (2003-11-04). "GameCube Market Share Doubles". IGN. Retrieved 2022-08-22.
  258. ^ Jenkins, David (2003-11-05). "GameCube Market Share Doubles In US". Game Developer. Retrieved 2022-08-22.
  259. ^ Becker, David (September 24, 2003). "Nintendo cuts GameCube price". CNET. Retrieved 2022-08-22.
  260. ^ Tran, Khanh T. L. (2001-11-29). "Nintendo's New GameCube Sells Well, But Lower-Priced Game Boy Soars". The Wall Street Journal. ISSN 0099-9660. Retrieved 2022-08-22.
  261. ^ Skolnick, Evan (September 30, 2005). "Microsoft versus Nintendo: A Marketing Battle". Only a Game. Retrieved 2022-10-10.
  262. ^ Jenkins, David (June 14, 2004). "GameCube Market Share Doubles In Europe". Game Developer. Retrieved July 24, 2022.{{cite web}}: CS1 maint: url-status (link)
  263. ^ a b Fahey, Rob (June 14, 2004). "GameCube market share doubles in Europe". GamesIndustry.biz. Retrieved July 24, 2022.
  264. ^ Burnes, Andrew (October 3, 2003). "Nintendo Europe Slashes GameCube Price". IGN. Retrieved July 24, 2022.
  265. ^ "Colosseum Selling UK GameCubes - Press Release". Nintendo World Report. May 27, 2004. Retrieved July 24, 2022.
  266. ^ "No Fears For Resident Evil 4 As It Sells Over 200,000 Copies On Nintendo GameCube Across Europe!". GamesIndustry.biz. April 25, 2005. Retrieved July 24, 2022.
  267. ^ Jenkins, David (October 21, 2003). "GameCube Sales Beat Xbox In UK". Game Developer. Retrieved July 24, 2022.
  268. ^ Yeung, Karlie (October 21, 2003). "GameCube Sales Jump in Europe - News". Nintendo World Report. Retrieved July 24, 2022.
  269. ^ Reuters (February 6, 2003). "GameCube, Xbox scramble in Europe". CNET. Retrieved July 24, 2022. {{cite web}}: |last= has generic name (help)
  270. ^ Fahey, Rob (November 11, 2003). "GameCube claims second place in Europe, but UK sales fall". GamesIndustry.biz. Retrieved July 24, 2022.
  271. ^ Ekman, Daniel (April 30, 2002). "GCN in Europe". IGN. Retrieved July 24, 2022.
  272. ^ Calvert, Justin (October 13, 2003). "GameCube selling well in UK". GameSpot. Retrieved July 24, 2022.
  273. ^ "News: German GameCube Sales Figures | N-Europe.com". N-Europe.com. May 27, 2002. Retrieved July 24, 2022.
  274. ^ IGN Staff (August 19, 2004). "GameCube Sales Climbing". IGN. Retrieved July 24, 2022.
  275. ^ Satterfield, Shane (2002). "GameCube sells 50,000 units in Germany - GameSpot". GameSpot. Retrieved July 24, 2022.
  276. ^ Fahey, Rob (January 20, 2004). "GameCube approaches 3 million units in Europe". GamesIndustry.biz. Retrieved July 24, 2022.
  277. ^ Vuckovic, Daniel (May 21, 2012). "The GameCube's Legacy to Nintendo and Gaming". Vooks. Archived from the original on June 27, 2017. Retrieved March 9, 2017.
  278. ^ "Pikmin Turns Twenty: History and Evolution of the Franchise". World of Technology, Video Games & Digital Entertainment. October 28, 2021. Archived from the original on July 5, 2022. Retrieved July 4, 2022.
  279. ^ "Pikmin Review: A Look at Pikmin and Pikmin 2 for GameCube". GameYum.com. December 1, 2008. Archived from the original on March 18, 2021. Retrieved July 4, 2022.
  280. ^ Pereira, Joseph Pereira (January 25, 2002). "Unorthodox Nintendo Game Faces Steep Learning Curve". The Wall Street Journal. ISSN 0099-9660. Archived from the original on July 5, 2022. Retrieved July 4, 2022.
  281. ^ "Metroid Prime Retrospective - Feature". Nintendo World Report. Archived from the original on November 3, 2015. Retrieved July 4, 2022.
  282. ^ "How Luigi's Mansion Went from an Underwhelming Launch Title to a Beloved Classic". GameRevolution. October 17, 2018. Archived from the original on October 27, 2020. Retrieved July 4, 2022.
  283. ^ Perlmutter, Zachary (May 20, 2019). "How Nintendo Kept the GameCube Controller in Constant Circulation". Nintendo Enthusiast. Archived from the original on June 2, 2019. Retrieved June 2, 2019.
  284. ^ Carusi, Veronica (March 11, 2019). "Check Out These New Luigi and Peach GameCube Controllers from PDP". Nintendo Enthusiast. Archived from the original on June 2, 2019. Retrieved June 2, 2019.
  285. ^ Larose, Kevin (May 4, 2009). "Super Mario: Helping More than the Princess". Greater Good. Retrieved August 11, 2022.
  286. ^ "Study: Video games can teach helpful behavior, too". medicalxpress.com. April 2, 2009. Retrieved August 11, 2022.
  287. ^ Gentile, Douglas A.; Anderson, Craig A.; Yukawa, Shintaro; Ihori, Nobuko; Saleem, Muniba; Lim Kam Ming; Shibuya, Akiko; Liau, Albert K.; Khoo, Angeline; Bushman, Brad J.; Rowell Huesmann, L.; Sakamoto, Akira (March 25, 2009). "The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies". Personality and Social Psychology Bulletin. 35 (6): 752–763. doi:10.1177/0146167209333045. ISSN 0146-1672. PMC 2678173. PMID 19321812.
  288. ^ Anderson, Craig; Gentile, Douglas; Ferlazzo, Mike (May 15, 2012). "New Iowa State research considers prosocial, antisocial and other effects of video games". Iowa State University.
  289. ^ Gentile, Douglas; Anderson, Craig; Ferlazzo, Mike (April 1, 2009). "Iowa State study finds video games can teach helpful behavior, too • News Service • Iowa State University". Iowa State University. Retrieved August 11, 2022.
  290. ^ "Good game? Playing video games can make you a better person". The Economist. May 28, 2009. ISSN 0013-0613. Retrieved August 11, 2022.
  291. ^ "The upside of video games?". thestar.com. June 27, 2009. Retrieved August 11, 2022.

External links[edit]


Category:2000s toys Category:Discontinued video game consoles Category:Home video game consoles Category:Products introduced in 2001 Category:Products and services discontinued in 2007 GameCube Category:Sixth-generation video game consoles