Platform: Nintendo GameCube
Ed, Edd n Eddy: The Mis-Edventures
Call of Duty: Finest Hour
Bloody Roar: Primal Fury
Lemony Snicket's A Series of Unfortunate Events
Castle Shikigami 2
James Bond 007: Everything or Nothing
Futurama
1080° Avalanche
Peter Jackson's King Kong: The Official Game of the Movie
Donkey Kong Jungle Beat
Resident Evil 3: Nemesis
SpongeBob SquarePants: Battle For Bikini Bottom
Doubutsu no Mori e+
Beyond Good & Evil
Mortal Kombat: Deadly Alliance
Crash Bandicoot: The Wrath of Cortex
Shrek 2
Tony Hawk's Underground
Ty the Tasmanian Tiger
Pac-Man World Rally
Star Wars: Jedi Knight II - Jedi Outcast
Crash Tag Team Racing
Super Monkey Ball 2
Too Human
TimeSplitters: Future Perfect
Pokémon Colosseum
Teenage Mutant Ninja Turtles
The Incredibles: Rise of the Underminer
Marvel Nemesis: Rise of the Imperfects
Worms Blast
The Haunted Mansion
Perfect Dark Zero
Go! Go! Hypergrind
Hitman 2: Silent Assassin
Madagascar
Batman: Dark Tomorrow
James Bond 007: Agent Under Fire
Rocket Power: Beach Bandits
Pac-Man Vs.
Shrek Extra Large
Mortal Kombat: Deception
Star Fox Adventures
Nicktoons: Battle for Volcano Island
Freaky Flyers
Star Wars: The Clone Wars
Ultimate Muscle: Legends vs. New Generation
Tony Hawk's Pro Skater 3
Die Hard: Vendetta
Spyro: Enter the Dragonfly
Super Mario Sunshine
subdirectory_arrow_right NBA Courtside 2002 (Game)
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The Brazilian release of the Nintendo GameCube has special code that patches a crash glitch that can only be found in NBA Courtside 2002. This patch does not exist in any other version of the hardware.
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The GameCube is unusual for its era in that early models carried an output socket for digital audio and video at a time when competing consoles exclusively outputted analog signals. The digital out port was used by the GameCube's component and D-Terminal cables to support both higher audiovisual fidelity and the ability to play games using progressive scan rather than traditional interlaced video. Because the format used, component video, is still analog, the cables required a proprietary digital-to-analog converter chip, meaning that third parties were unable to manufacture their own versions.
The component and D-Terminal cables were sold exclusively through Nintendo's website before being quickly discontinued due to a lack of demand, as few commercial televisions at the time supported component video; additionally, later models of the GameCube remove the digital out port entirely. However, the cables' high demand on secondhand markets resulted in fans creating adapters for the digital out port, using the raw signal to make the console compatible with digital HDMI cables.
The component and D-Terminal cables were sold exclusively through Nintendo's website before being quickly discontinued due to a lack of demand, as few commercial televisions at the time supported component video; additionally, later models of the GameCube remove the digital out port entirely. However, the cables' high demand on secondhand markets resulted in fans creating adapters for the digital out port, using the raw signal to make the console compatible with digital HDMI cables.
Nintendo GameCube hardware video:
https://www.youtube.com/watch?v=hVX81e6Ig-s
Nintendo GameCube HDMI, Component & RGB Plug 'n Play Solutions:
https://www.youtube.com/watch?v=8RBgbA8DhM0
https://www.youtube.com/watch?v=hVX81e6Ig-s
Nintendo GameCube HDMI, Component & RGB Plug 'n Play Solutions:
https://www.youtube.com/watch?v=8RBgbA8DhM0
subdirectory_arrow_right Nintendo (Company)
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At Spaceworld 2000 during the unveiling of the GameCube, there were five models that came from backstage each one holding a uniquely colored GameCube, the hot pink color never seeing an official release. Each GameCube featured a small window cut into the jewel (black circular disk atop the GameCube) allowing for the player to see the disk and disk tray. These prototypes do not actually function as they were made just to be shown at Spaceworld 2000.
Spaceworld 2000 video footage:
https://www.youtube.com/watch?v=62O2vFfS_Ok#t=251
Console Variations listing for Spaceworld 2000 model of the Nintendo GameCube:
https://consolevariations.com/collectibles/nintendo-gamecube-spaceworld-2000-console
GoNintendo article:
https://gonintendo.com/contents/19817-incredibly-rare-spaceworld-2000-gamecube-discovered
https://www.youtube.com/watch?v=62O2vFfS_Ok#t=251
Console Variations listing for Spaceworld 2000 model of the Nintendo GameCube:
https://consolevariations.com/collectibles/nintendo-gamecube-spaceworld-2000-console
GoNintendo article:
https://gonintendo.com/contents/19817-incredibly-rare-spaceworld-2000-gamecube-discovered
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At Spaceworld 2000, Shigeru Miyamoto showed off a prototype for the GameCube controller. The most glaring difference between this controller and the final design are the color and shape of three buttons:
• The A button being blue, like the Z button rather than green, but keeping it's circular shape.
• The B button being green, like the final A button rather than red, and bean shaped like the X and Y buttons rather than circular.
• The start button being red like the final B button as well as being bulbous and protruding as compared to the final start button being flat, grey, and made of rubber.
An accompanying tech demo used assets from Luigi's Mansion including one of the basic ghosts which reacted differently depending on what button was used:
• Using the A, B, X, and Y buttons made it spit out the corresponding letter
• Stretching for the L button and squishing for the R button
• Emitting a slower version of Boo's laugh for the Z button
• Emitting a normal ghost noise for the control stick
• Changing orientation for the C-stick
• Emitting sounds similar to that of Pikmin for any of the D-pad directions
The inclusion of the Pikmin noises makes sense as Luigi's Mansion contained a trailer for Pikmin upon release.
• The A button being blue, like the Z button rather than green, but keeping it's circular shape.
• The B button being green, like the final A button rather than red, and bean shaped like the X and Y buttons rather than circular.
• The start button being red like the final B button as well as being bulbous and protruding as compared to the final start button being flat, grey, and made of rubber.
An accompanying tech demo used assets from Luigi's Mansion including one of the basic ghosts which reacted differently depending on what button was used:
• Using the A, B, X, and Y buttons made it spit out the corresponding letter
• Stretching for the L button and squishing for the R button
• Emitting a slower version of Boo's laugh for the Z button
• Emitting a normal ghost noise for the control stick
• Changing orientation for the C-stick
• Emitting sounds similar to that of Pikmin for any of the D-pad directions
The inclusion of the Pikmin noises makes sense as Luigi's Mansion contained a trailer for Pikmin upon release.
Spaceworld 2000 video footage:
https://www.youtube.com/watch?v=62O2vFfS_Ok#t=625
Pikmin trailer in Luigi's Mansion:
https://www.youtube.com/watch?v=yZuMIIwtYF0
https://www.youtube.com/watch?v=62O2vFfS_Ok#t=625
Pikmin trailer in Luigi's Mansion:
https://www.youtube.com/watch?v=yZuMIIwtYF0
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Although the GameCube Controller itself was well beloved by fans, head of Platinum Games (and former Capcom dev) Atsushi Inaba said it was actually quite frustrating to develop for for devs like him and he wasn't a big fan of it and it's layout and design.
Inaba, however still praised the system's software and hardware, saying that it was very easy to develop games for the console itself.
"I didn’t play a lot of GameCube games myself, but on the development side of things you imagined that maybe when Miyamoto-san was designing his games, the large green A button was the one he wanted to get hit first so he made it big [...] When working on Viewtiful Joe, we made the A button the jump button but because it was an action game players wanted to punch and kick, so they would sometimes hit the A button expecting that. In development, you don’t want the player to pick up the controller with any kind of strange prejudices about which button is going to do what. It’s almost safer not to have too much imbalance with the buttons."
Inaba, however still praised the system's software and hardware, saying that it was very easy to develop games for the console itself.
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At Spaceworld 2000, it was announced that a version of the Gamecube Memory Card that would have expandable memory via an SD card would be released. However, this never came to fruition.
A similar device that allowed for the plugging in of an SD card into memory card slot was released alongside Dobutsu no Mori e+ in Japan, however this was only to take screenshots and did not allow for the saving of game data.
A similar device that allowed for the plugging in of an SD card into memory card slot was released alongside Dobutsu no Mori e+ in Japan, however this was only to take screenshots and did not allow for the saving of game data.
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The original slogan for the GameCube, "The Nintendo Difference," was meant to distinguish Nintendo from its competitors as an entertainment company first and foremost.
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According to former Nintendo president Hiroshi Yamauchi, the GameCube's cheap price was the result of Nintendo's perception that gamers cared only about the games themselves, and that game consoles were just pieces of hardware that were required to play the games. As a result, Nintendo decided to make the GameCube's price significantly lower than the competition's in order to make the former's titles more accessible to consumers.
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The GameCube was the first Nintendo console to lack a launch title that starred Mario as the protagonist.
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Nintendo had once patented and developed a prototype motion controller for the GameCube; this controller went so far into development that game developer Factor 5 experimented with them for potential use in their launch titles.
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There exists a GameCube Service Disk that was used by the Nintendo World Class Service to test and diagnose problems with the console and peripherals. It is assumed that once Nintendo retired the World Class Service, they took back the disks and destroyed them, which would explain why there are very few ever found.
This disk contains a fair amount of unused content, from unused sounds and unused test pictures to stereoscopic 3D test pictures.
This disk contains a fair amount of unused content, from unused sounds and unused test pictures to stereoscopic 3D test pictures.
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The Panasonic Q was a version of the Nintendo GameCube that had the ability to play DVDs, audio CDs, and MP3s. The console ceased production after two years and only sold 100,000 units. One cause of the console's failure was that it was actually cheaper to buy a GameCube and a DVD Player separately.
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The GameCube is actually capable of rendering stereoscopic 3D. The GameCube was going to have an add-on that would attach to a TV and enable it to properly display 3D games. The first planned game for the add-on was Luigi's Mansion. The add-on was eventually cancelled as it would have cost more than the console itself.
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Nintendo ran a contest to help promote the upcoming release of the GameCube called "What would YOU do for a Nintendo GameCube?" where fans were picked to perform stunts that they'd chosen themselves to win a GameCube, Game Boy Advance, a games package, and USD. Some of the acts which were picked by entrants were to paint Nintendo logos with their tongue, juggling three consoles whilst dressed as a game character, painting and shaving themselves to be a Pikmin, and eating a GameCube made of spam, chocolate syrup, and cat food.
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When the GameCube was released, Nintendo targeted a 50 million sale goal by 2005, in order to compete with Sony and Microsoft. The consoles ended up only reaching 21.74 million units sold (estimate).
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The GameCube's SDK has strings that reference all of the known N64 peripherals, including obscure ones such as the keyboard and mouse, suggesting that the GameCube was once planned to have support for Nintendo 64 peripherals.
subdirectory_arrow_right Mario 128 (Game), Super Mario Galaxy (Game), Pikmin (Game), Mario (Franchise)
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A tech demo developed by Shigeru Miyamoto over a number of years titled "Mario 128" was shown off at Nintendo's Spaceworld 2000 trade show and was designed to showcase the GameCube's ability to utilize multiple AIs. The demo featured 128 Marios dismantling a pseudo-8 bit Mario sprite composed of several blocks by picking up and carrying them away. This project had a tumultuous development cycle with little to no details coming out over the years until 2007 when he revealed at a GDC Keynote that some parts of the project were utilized in two games he produced in the 2000s. The general concept and some other parts of Mario 128 were developed into Pikmin after Miyamoto asked his team to create an entirely new game that would be nothing like a sequel to a Mario game. As for the second game, the ability to warp the terrain seen in the tech demo as well as "different sizes of spherical items" influenced the free-form gravity and ability to walk around entire planets in Super Mario Galaxy.
1Up.com article about Super Mario Galaxy influence from Mario 128:
https://web.archive.org/web/20160602184133/http://www.1up.com/news/super-mario-galaxy-derived-mario
YuriofWind video [this source and additional information provided by VinchVolt.]:
https://www.youtube.com/watch?v=f5uCnbDrp9o
[Below sources and information provided by Wolfen50.]
DidYouKnowGaming video:
https://www.youtube.com/watch?v=IU1IML3xlp0
Shigeru Miyamoto 2007 GDC Keynote - Part 6:
https://www.youtube.com/watch?v=XvwYBSkzevw?t=66
Spaceworld 2000 video footage:
https://www.youtube.com/watch?v=62O2vFfS_Ok?t=1028
https://web.archive.org/web/20160602184133/http://www.1up.com/news/super-mario-galaxy-derived-mario
YuriofWind video [this source and additional information provided by VinchVolt.]:
https://www.youtube.com/watch?v=f5uCnbDrp9o
[Below sources and information provided by Wolfen50.]
DidYouKnowGaming video:
https://www.youtube.com/watch?v=IU1IML3xlp0
Shigeru Miyamoto 2007 GDC Keynote - Part 6:
https://www.youtube.com/watch?v=XvwYBSkzevw?t=66
Spaceworld 2000 video footage:
https://www.youtube.com/watch?v=62O2vFfS_Ok?t=1028
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Before it was released, a tech demo for the Gamecube was developed which featured an explorable version of Princess Peach's castle. This demo was later leaked online.
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