The GameCube (ゲームキューブ Gēmukyūbu?, officially called Nintendo GameCube, abbreviated NGC in Japan and GCN in North America) is a video game console released by Nintendo on September 14, 2001, in Japan and November 18, 2001, in North America. It was later released worldwide in 2002. The sixth-generation console was the successor to the Nintendo 64 and competed with Sony'sPlayStation 2, Microsoft's Xbox, and Sega's Dreamcast.
The GameCube was the first Nintendo console to use optical discs for its primary storage medium. The discs are similar to theminiDVD format, and as a result of their smaller size, the system was not designed to play standard DVDs or audio CDs. Nintendo also introduced a variety of connectivity options for the GameCube. It was the first Nintendo console to support online gaming, a feature that required the use of an add-on broadband or modem adapter sold separately. Game support and availability of the adapter was, however, very limited. The GameCube also supported connectivity to the Game Boy Advance, allowing players to access exclusive in-game features using the handheld as a second screen and controller.
Reception of the GameCube was generally mixed. Some praised the extensive software library and high-quality games, while others criticized the console's exterior design and lack of features. The GameCube sold approximately 22 million units worldwide before being discontinued in 2007. Its successor, the Wii, was released in November 2006.
History[edit]Nintendo began providing development kits to game developers for a new video game console codenamed "Project Dolphin" as early as May 1999.[7] The console was announced as the Nintendo GameCube at a press conference in Japan on August 24, 2000.[8]Abbreviated NGC in Japan[9] and GCN in North America,[10] Nintendo unveiled its software lineup for the sixth-generation console atE3 2001, focusing on 15 launch titles that included Luigi's Mansion, Super Smash Bros. Melee, and Star Wars Rogue Squadron II: Rogue Leader.[11] Several titles that were originally scheduled to launch with the console were delayed.[12] It was also the first console in the company's history not to offer a Mario platform title at launch.[13]
Prior to the Nintendo GameCube's release, Nintendo focused resources on the launch of the Game Boy Advance (GBA), a handheld game console that was the successor to the original Game Boy and Game Boy Color. As a result, several titles originally destined for the Nintendo 64 (N64) console were shelved in favor of being early releases on the GameCube. The last first-party title in 2001 for the N64 was released in May, a month before the GBA launched and six months before the GameCube, emphasizing the company's shift in resources. Behind the scenes, Nintendo was developing connectivity software for the GameCube which would include future connectivity between the Game Boy Advance and GameCube. Certain game titles, such as the 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 link cable.[14][15]
Nintendo began its marketing campaign with the catchphrase "The Nintendo Difference" at the E3 reveal.[11] The goal was to distinguish itself from the competition as an entertainment company.[16] Later, advertisements pushed the slogan "Born to Play", and video game commercials featured a rotating cube animation that morphed into a GameCube logo and ended with a voice whispering, "GameCube".[17][18]
The GameCube launched in Japan on September 14, 2001.[19] Approximately 500,000 units were shipped in time to retailers.[20] 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.[21] The console eventually launched in North America on November 18, 2001, with over 700,000 units shipped to the region.[22] Other regions followed suit the following year beginning with Europe in the second quarter of 2002.[23]
Hardware[edit]See also: Nintendo GameCube technical specifications
Nintendo partnered with IBM and ATI Technologies to design the GameCube. IBM designed a PowerPC-based processor for the next-generation console, known as Gekko, which runs at 485 MHz and features a floating point unit (FPU) capable of 1.9 GFLOPS. 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. Flipper, the console's graphics processor (GPU), was designed by ArtX – a company that was acquired by ATI soon after being contracted by Nintendo to design the processor. The GPU runs at 162 MHz and, in addition to graphics, manages other tasks through its audio and input/output (I/O) processors.[24][25][26][27]
The GameCube introduced a proprietary miniDVD optical disc format as the storage medium for the console, capable of storing up to 1.5 GB of data.[28] The technology was designed by Matsushita Electric Industrial (now Panasonic Corporation) which utilized a proprietary encryption scheme – different from the Content Scramble System (CSS) found in standard DVDs – to prevent unauthorized reproduction.[29] The Famicom and Nintendo 64 experimented with other storage technologies, but the GameCube was Nintendo's first console to move away from cartridge-based media altogether.[30]
Like its predecessor, the Nintendo 64, the GameCube was available in several colors. "Indigo" – the primary color shown in advertising and on the logo – and "Jet Black" were both offered at launch.[31] A year later, Nintendo released a "Platinum" limited edition GameCube, which used a silver color scheme for both the console and controller.[32] 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.[33]
Nintendo developed stereoscopic 3D technology for the GameCube, and one launch title, Luigi's Mansion, supported it. However, the feature was never enabled outside of development. 3D televisions were not widespread at the time, and it was deemed that compatible displays would be too cost-prohibitive for the consumer.[34] Another unofficial feature are two audio Easter eggs that can be invoked during the console's startup routine. When the power is activated with the "Z" button on the Player 1 controller held down, a kiddie 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.[35]
Storage[edit]
Memory Card 59
The GameCube features two memory card ports for saving game data. Nintendo released three official memory card options – 512 KB (59 save blocks), 2 MB (251 save blocks), and 8 MB (1019 save blocks). Several games were known to have compatibility issues with the 8 MB memory card, and at least two games have save issues with any size.[36] Memory cards with larger capacities were released by third-party manufacturers.[37]
Controller[edit]Main articles: Nintendo GameCube controller and WaveBird Wireless Controller
Nintendo learned from its experiences – both positive and negative – with the Nintendo 64's three-handled controller design and went with a two-handled, "handlebar" design for the GameCube. The shape was made popular by Sony's PlayStation controller released in 1994 and its follow-up DualShock series of gamepads introduced in 1997. In addition to vibration feedback, the DualShock series was well known for having two analog sticks 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 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 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.[38][39][40]
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".[41]
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.[42][43]
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 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 LED on the face of the controller indicates when it is powered on. The controller is available in light grey and platinum color schemes.[44]
Compatibility[edit]
A Platinum Nintendo GameCube with aWaveBird controller and Game Boy Playerattachment
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.[45][46][47]
Panasonic Q[edit]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.
The GameCube was the first Nintendo console to use optical discs for its primary storage medium. The discs are similar to theminiDVD format, and as a result of their smaller size, the system was not designed to play standard DVDs or audio CDs. Nintendo also introduced a variety of connectivity options for the GameCube. It was the first Nintendo console to support online gaming, a feature that required the use of an add-on broadband or modem adapter sold separately. Game support and availability of the adapter was, however, very limited. The GameCube also supported connectivity to the Game Boy Advance, allowing players to access exclusive in-game features using the handheld as a second screen and controller.
Reception of the GameCube was generally mixed. Some praised the extensive software library and high-quality games, while others criticized the console's exterior design and lack of features. The GameCube sold approximately 22 million units worldwide before being discontinued in 2007. Its successor, the Wii, was released in November 2006.
History[edit]Nintendo began providing development kits to game developers for a new video game console codenamed "Project Dolphin" as early as May 1999.[7] The console was announced as the Nintendo GameCube at a press conference in Japan on August 24, 2000.[8]Abbreviated NGC in Japan[9] and GCN in North America,[10] Nintendo unveiled its software lineup for the sixth-generation console atE3 2001, focusing on 15 launch titles that included Luigi's Mansion, Super Smash Bros. Melee, and Star Wars Rogue Squadron II: Rogue Leader.[11] Several titles that were originally scheduled to launch with the console were delayed.[12] It was also the first console in the company's history not to offer a Mario platform title at launch.[13]
Prior to the Nintendo GameCube's release, Nintendo focused resources on the launch of the Game Boy Advance (GBA), a handheld game console that was the successor to the original Game Boy and Game Boy Color. As a result, several titles originally destined for the Nintendo 64 (N64) console were shelved in favor of being early releases on the GameCube. The last first-party title in 2001 for the N64 was released in May, a month before the GBA launched and six months before the GameCube, emphasizing the company's shift in resources. Behind the scenes, Nintendo was developing connectivity software for the GameCube which would include future connectivity between the Game Boy Advance and GameCube. Certain game titles, such as the 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 link cable.[14][15]
Nintendo began its marketing campaign with the catchphrase "The Nintendo Difference" at the E3 reveal.[11] The goal was to distinguish itself from the competition as an entertainment company.[16] Later, advertisements pushed the slogan "Born to Play", and video game commercials featured a rotating cube animation that morphed into a GameCube logo and ended with a voice whispering, "GameCube".[17][18]
The GameCube launched in Japan on September 14, 2001.[19] Approximately 500,000 units were shipped in time to retailers.[20] 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.[21] The console eventually launched in North America on November 18, 2001, with over 700,000 units shipped to the region.[22] Other regions followed suit the following year beginning with Europe in the second quarter of 2002.[23]
Hardware[edit]See also: Nintendo GameCube technical specifications
Nintendo partnered with IBM and ATI Technologies to design the GameCube. IBM designed a PowerPC-based processor for the next-generation console, known as Gekko, which runs at 485 MHz and features a floating point unit (FPU) capable of 1.9 GFLOPS. 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. Flipper, the console's graphics processor (GPU), was designed by ArtX – a company that was acquired by ATI soon after being contracted by Nintendo to design the processor. The GPU runs at 162 MHz and, in addition to graphics, manages other tasks through its audio and input/output (I/O) processors.[24][25][26][27]
The GameCube introduced a proprietary miniDVD optical disc format as the storage medium for the console, capable of storing up to 1.5 GB of data.[28] The technology was designed by Matsushita Electric Industrial (now Panasonic Corporation) which utilized a proprietary encryption scheme – different from the Content Scramble System (CSS) found in standard DVDs – to prevent unauthorized reproduction.[29] The Famicom and Nintendo 64 experimented with other storage technologies, but the GameCube was Nintendo's first console to move away from cartridge-based media altogether.[30]
Like its predecessor, the Nintendo 64, the GameCube was available in several colors. "Indigo" – the primary color shown in advertising and on the logo – and "Jet Black" were both offered at launch.[31] A year later, Nintendo released a "Platinum" limited edition GameCube, which used a silver color scheme for both the console and controller.[32] 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.[33]
Nintendo developed stereoscopic 3D technology for the GameCube, and one launch title, Luigi's Mansion, supported it. However, the feature was never enabled outside of development. 3D televisions were not widespread at the time, and it was deemed that compatible displays would be too cost-prohibitive for the consumer.[34] Another unofficial feature are two audio Easter eggs that can be invoked during the console's startup routine. When the power is activated with the "Z" button on the Player 1 controller held down, a kiddie 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.[35]
Storage[edit]
Memory Card 59
The GameCube features two memory card ports for saving game data. Nintendo released three official memory card options – 512 KB (59 save blocks), 2 MB (251 save blocks), and 8 MB (1019 save blocks). Several games were known to have compatibility issues with the 8 MB memory card, and at least two games have save issues with any size.[36] Memory cards with larger capacities were released by third-party manufacturers.[37]
Controller[edit]Main articles: Nintendo GameCube controller and WaveBird Wireless Controller
Nintendo learned from its experiences – both positive and negative – with the Nintendo 64's three-handled controller design and went with a two-handled, "handlebar" design for the GameCube. The shape was made popular by Sony's PlayStation controller released in 1994 and its follow-up DualShock series of gamepads introduced in 1997. In addition to vibration feedback, the DualShock series was well known for having two analog sticks 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 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 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.[38][39][40]
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".[41]
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.[42][43]
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 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 LED on the face of the controller indicates when it is powered on. The controller is available in light grey and platinum color schemes.[44]
Compatibility[edit]
A Platinum Nintendo GameCube with aWaveBird controller and Game Boy Playerattachment
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.[45][46][47]
Panasonic Q[edit]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.