Gamecube Memory Card Reader

(Redirected from Gamecube Memory Card)

This is a list of GameCubeaccessories.

We've compiled a list of the Best Gamecube Sd Card Adapter of 2019 to Buy, including Top (Highest) Rated Gamecube Sd Card Adapter Reviews on Amazon, Walmart, Best Buy, eBay, Reddit, Consumer Reports. You will know what is the Best Affordable, Best Value, even Best Expensive on the market. 31 product ratings - Nintendo GameCube 16MB (251 Blocks) Black Memory Card - Tested Working $7.40 Trending at $13.49 Trending price is based on prices over last 90 days. Does anyone make/sell a reader that can copy game saves from a Gamecube memory card to your computer? Twice now my wife has been almost to tears because Animal Crossing doesn't see her saved game. I end up turning the system off, and swap the card slot, and then it sees it.

  • 1First-party/officially licensed
    • 1.1Controllers
    • 1.2Audio/Video cables
    • 1.3Other
  • 2Third party
    • 2.1Datel
    • 2.2Other companies

First-party/officially licensed[edit]

Controllers[edit]

Silver GameCube controller

Standard controller[edit]

The GameCube controller was released alongside the console and comes bundled with every unit. Standard colors include Indigo, Black, Spice (orange), Emerald Blue (green, only available in Japan), Platinum, and Indigo-clear. There are also limited edition controllers available such as a split blue and red, with the Mario 'M' logo replacing the regular GameCube logo seen on standard controllers (there have also been green and blue Luigi 'L' controllers and similarly yellow and pale blue Wario 'W' controller). There are also specially colored controllers bundled with systems, such as the Mobile Suit Gundam Edition (Red), Symphonic Green Edition (Turquoise Green) and the Final Fantasy Crystal White Edition (Pearl White). The controller can also be used to play certain games on the Wii system and as a result in 2008 Nintendo issued a white GameCube controller (Japan only). This controller also features a white 3 m/10 ft long cable, rather than the standard 2 m/6.5 ft black cable.

In 2014, there was a re-release of the Standard GameCube controller coinciding with the release of Super Smash Bros. for Wii U. It was very limited and is the same as the original controller other than replacing the GameCube logo with the Super Smash Bros logo instead. A similar controller was released on November 2, 2018 to coincide with the release of Super Smash Bros. Ultimate for Nintendo Switch, featuring a simpler design of the Super Smash Bros. logo on it.

WaveBird wireless controller[edit]

Grey WaveBird controller + Receiver

The WaveBird is an RF-based wirelesscontroller based on the same design as the standard controller. It communicates with the GameCube system wirelessly through a receiver dongle which connects to one of the system's controller ports. It is powered by two AA batteries. As a power-conservation measure, the WaveBird lacks the rumble function of the standard controller. The WaveBird controller was available in most regions only in light gray and platinum colors. In Japan two limited edition WaveBird models were released through Club Nintendo: 1,000 Special Edition Gundam 'Char's Customized Color' WaveBirds (two-toned red with the Neo-Zeon logo) to coincide with the Japan-only GameCube release of Mobile Suit Gundam: Gundam vs. Z Gundam,[1] and a 'Club Nintendo' WaveBird (white top with light blue bottom and Club Nintendo logo)

DK Bongos[edit]

DK Bongos

DK Bongos were designed for use with the music games Donkey Konga, Donkey Konga 2 and Donkey Konga 3, and the Donkey Kong platform title Donkey Kong Jungle Beat. A racing game, DK Bongo Blast, was cancelled on the GameCube in favor of the Wii – however, the game no longer supports the Bongos, so it was renamed Donkey Kong Barrel Blast. (Donkey Konga and Donkey Kong Jungle Beat are bundled with DK Bongos compatible games.)

Action pad[edit]

The Action Pad was included with Dance Dance Revolution: Mario Mix. It has 4 arrows.

Beat Pad[edit]

The Beat Pad was made by Mad Catz and officially licensed by Nintendo. It was included with the game MC Groovz Dance Craze but also sold separately. It has 8 arrows.

ASCII keyboard controller[edit]

Diagram of the ASCII keyboard controller
Gamecube

The ASCII keyboard controller resembles a standard GameCube controller pad stretched to accommodate an alphanumeric keyboard in the center. The keyboard requires the use of two controller ports and contains both Latin and Japanese hiragana characters. It was developed for use with Phantasy Star Online Episode I & II.

Hori Game Boy Player Controller[edit]

Game Boy Player controller

The HoriGame Boy Player Controller is a controller designed to play with the Game Boy Player. It comes in the colors Indigo and Jet Black. The controller is in the shape of a SNES control pad. It does not include the Control Stick or C-Stick, and the R and L buttons lack a range of pressure sensitivity; thus, only uses the D-Pad for movement and the usual buttons for playing. Although meant for the Game Boy Player, this pad can still be used with certain 2D GameCube games, such as Alien Hominid, Capcom vs. SNK 2 EO, Mega Man Anniversary Collection, Sonic Mega Collection, Sonic Gems Collection, or a few 3D GameCube games that support D-pad movement, like Crash Bandicoot: The Wrath of Cortex and Mortal Kombat: Deadly Alliance for example.

Hori Fighting Stick[edit]

The Hori Fighting Stick

Hori built an arcade stick that was licensed by Nintendo. The controller does not support control stick or C-stick functionality. The system treats the stick like the D-pad on a standard controller, so it is ideal for games that can be played with the D-pad, such as fighting games and shoot 'em ups. Two variants exist, a standard one with a purple faceplate, and another with a SoulCalibur II faceplate.

Logitech Speed Force Racing Wheel[edit]

The Logitech Speed Force Racing Wheel was an officially licensed force feedback steering wheel made exclusively for the GameCube. It is supported by a number of games, including F-Zero GX, R: Racing Evolution, Mario Kart: Double Dash, Burnout 2, and the Need for Speed series, among others. There is also an optional accessory pack which includes foot pedals and a lap attachment.

Audio/Video cables[edit]

Various A/V cables were made available for the GameCube. Compatibility with these cables varied by region and console model.

Reader

RF Switch/modulator[edit]

The RF adapter for the Nintendo 64 and the GameCube.

The RF Switch/modulator was used for connection to older televisions that did not support composite audio/video sockets. It is identical to and compatible with earlier Nintendo RF modulators; the modulator itself is merely the Nintendo 64 RF modulator cased in GameCube packaging, while the RF switch is the same one that came packaged with the original Nintendo Entertainment System and Super NES.

Composite video cable[edit]

GameCube composite video cable

The Composite video cable, or simply AV cable is included with the GameCube. Provides noticeably clearer and sharper picture quality and clearer audio than an RF Switch. Identical to earlier Nintendo (N64 and SNES) A/V cables and is compatible with their respective consoles. Carries dual-channel (stereo) audio and composite video at 576i/50 Hz (PAL) or 480i/60 Hz (NTSC/PAL60). PAL consoles come with a composite to Scart adaptor in European territories to allow Composite input via a Scart port (ScartAV).

S-Video cable[edit]

The S-Video Cable provides a better quality picture than composite cables, although not up to that of the Component or RGB Cables. Identical to earlier Nintendo (N64 and the original model SNES) S-Video cables and is compatible with their respective consoles. It carries dual-channel (stereo) audio and s-video at 480i/60 Hz (NTSC). This cable is only compatible with NTSC GameCubes.

RGB SCART cable[edit]

The RGB SCART cable provides a better quality picture than RF, composite or S-Video cables. It utilizes the SCART connector standard and is sold in Europe only. Operates at 576i/50 Hz or 480i/60 Hz. This cable is only compatible with PAL GameCubes.

Component video cable[edit]

GameCube component cable

The Component Video Cable provides video quality superior to that of the RF modulator, composite video cable and s-video cable and is equal in quality to RGB Scart (at 576i/50 Hz or 480i/60 Hz). It also enables the use of progressive scan (480p/60 Hz) in supported games which is a feature not possible with most other cables (The Japan-only D-Terminal cable also has this feature). PAL released games did not have the ability to output progressive 480p games. The connector plugs into the Digital AV port rather than the Analog AV port used by other cables and contains a Macronix CMPV-DOL video chip (a digital-to-analog converter). This converts the YCBCR digital video coming from the digital port to the YPBPR analog format used by component video equipment. While CMPV-DOL's reconfigurability allows it to carry out unusual functions such as YCBCR to RGBHV conversion, it cannot take advantage of the digital audio from the console's digital port. This means that a separate cable, such as the system's standard A/V cable, must also be connected to the Analog AV port in order to transmit the audio signal.

The cable was available for purchase exclusively in Nintendo's online store, and the cables were eventually discontinued by Nintendo due to what Nintendo claimed was a lack of consumer interest. Over time, however, demand for the cables increased dramatically, resulting in the cost of a typical set of used component cables commonly reaching 250% or more of the original suggested retail price for a new set from Nintendo's website (when they were available). As of 2019, used component cables are available online for circa $200–250 USD, significantly outstripping the cost of a used console.

This cable is only compatible with DOL-001 models of the GameCube, as Nintendo chose to omit the Digital AV port in subsequent models of the console.

D-Terminal cable[edit]

The D-Terminal Video Cable is identical to the Component Video Cable but for its connector, which is a more popular format in Japan. Like the component cable, it may be used to output video in 576i/50 Hz, 480i/60 Hz or 480p/60 Hz, uses the Digital AV port, needs a separate analog cable for audio, and is only compatible with DOL-001 models of the GameCube.

Other[edit]

Memory cards[edit]

Memory Card 59

Memory cards for the GameCube were available in three different capacities, each in a different color: Memory Card 59 (4 Mbit) in grey, 251 (16 Mbit) in black, and 1019 (64 Mbit) in white. A maximum of 127 files can be stored on a single card. Each card requires 5 blocks of system data meaning that the actual size of cards are 64, 256, or 1024 respectively.

Certain games, such as Animal Crossing and Pokémon Colosseum, require very large save files and were originally bundled with a Memory Card 59 with game-themed stickers. Pokémon Box: Ruby and Sapphire was bundled with an exclusive translucent red and blue colored Memory Card 59, with matching stickers. Club Nintendo members in Japan briefly had the opportunity to exchange points for a white and blue Memory Card 251, with club themed stickers.

GameCube-Game Boy Advance cable[edit]

GameCube-Game Boy Advance cable

The GameCube-Game Boy Advance cable was used for games that support connectivity between the GameCube and the Game Boy Advance (bundled with some games).

Modem and Broadband adapters[edit]

The official dial-up modem and broadband adapter.

The Modem adapter and Broadband adapter were developed by Nintendo to provide internet and LAN networking capabilities to the GameCube. Only eight games support the devices. Both connect to Serial Port 1.

Game Boy Player[edit]

Platinum GameCube with Game Boy Player attached

The Game Boy Player allows Game Boy games to be played on the television, using either a GameCube controller or a connected Game Boy Advance (which connects to the standard controller Port).

Microphone[edit]

GameCube Microphone

The Microphone plugs into one of the memory card slots. The Microphone functions with Mario Party 6, Mario Party 7, Karaoke Revolution Party, Odama, Chibi-Robo and Densetsu no Quiz Ou Ketteisen. Odama also includes a clip to attach the microphone to the controller. Commands are issued when users hold the X button on the controller. The microphone bundled with Mario Party 6 and 7, Odama and Densetsu no Quiz Ou Ketteisen is grey, while the mic bundled with KRP is black.

SD Card adapter[edit]

SD Card Adapter and standard memory card

The SD Card Adapter plugs into the memory card slot. For use with games exhibiting the SD Card logo, such as Animal Forest e+. This official Nintendo accessory was sold in Japan only. However, there are third party SD card adapters for American users.

ProDG[edit]

ProDG was an officially licensed development tool for the GameCube. In a photo from the product's homepage (SNSYS: ProDG), the cable appears to be protruding from the left side of the case where the Serial Port 2 should be. If this does connect to that port, this would be the only accessory known to do this.

Carrying cases[edit]

Several official carrying cases for both game discs and the GameCube itself in various size and shapes were produced. They were all manufactured by A.L.S. Industries INC and use an NGC model number.[2]

Pedometer and walking pad controller[edit]

A pedometer and walking pad controller was bundled with the Japanese pilgrimage simulation game Ohenro-San: Hosshin no Dojo.[3][4][5][6][7][8][9]

Third party[edit]

Datel[edit]

Action Replay[edit]

Action Replay is a cheat device made by Datel, allowing gamers to enter codes to cheat at games. A FreeLoader is also included with the software. It contains a boot disc with the codes and startup, and a dongle that connects into memory card slot B. The dongle has less memory than a normal memory card, and thus is usually only useful for saving codes, or save files that only take up 1 or 2 memory blocks. The Action Replay save file can be copied onto other memory cards, as well, allowing for one person to share their codes with someone who may have an earlier version of Action Replay, or the sharing of custom-made codes.

Later versions of action replay (after version 1.14) had the ability to manually input codes removed. The earlier, manual code entry versions are highly sought and can demand very high prices as they provide the ability to do things later models cannot. One such example is the ability to unlock the full F-Zero AX game in F-Zero GX.

Action Replay Max[edit]

Action Replay MAX is an Action Replay with a bigger dongle. The dongle can save codes and can be used as a 64 Mb card with 1019 blocks.

Freeloader[edit]

Gamecube Memory Card At Gamestop

FreeLoader disables the regional lockout in the GameCube, allowing games from any region (PAL, NTSC, NTSC-J, etc.) to be played on a console from any region. Some Freeloaders are compatible with the Wii, allowing out of region GameCube games on it (later blocked by system updates).

Advance Game Port[edit]

The Advance Game Port is Datel's version of the Game Boy Player. This dongle connects to memory card slot B and is booted up with the included boot disc. Some models have code generators for built in cheat devices. The advantage is that no removal of plates on the bottom, nor tools, are needed to install it. There are a few problems with the audio and video framerate and it is not 100% compatible with GBA games.

Powerboard[edit]

The Powerboard is a USB keyboard by Datel with a GameCube adapter that could be used with the online Phantasy Star games and to edit/add codes to the Action Replay. A version of the keyboard without the adapter was also released for the PlayStation 2.

MAX drive[edit]

The MAX Drive consists of a dongle, USB cable, and a PC software disc, which allows the user to upload game saves from a memory card to a PC to be stored there or sent over the Internet. However, there have been reports of this device corrupting save files, not always connecting to a PC, and sometimes refusing to receive information from the PC.

MAX Memory[edit]

The MAX Memory is a 128 Mb dongle by Datel that contains up to 2048 blocks of data.

MAX Media Player[edit]

The MAX Media Player allows videos and other downloadable media to be played on a GameCube. Movies and media are transferred to the included 1 GB Micro SD card, that is then inserted into a dongle for the Game Cube and into memory card slot B. The kit also includes boot disc, SD adapter (for use on the Wii in GameCube mode), USB micro SD Card adaptor, and a small remote control for easy management.

Other companies[edit]

Afterglow controller[edit]

The Afterglow Controller is a controller produced by Pelican Accessories.[10]

Battery Pack[edit]

Intec produced a battery pack which can be attached securely to the bottom of a GameCube, offering about two hours worth of game time on a charge. It was designed to work with an LCD screen.

Controller extension cables[edit]

Various companies have produced controller extension cables for the GameCube.

Hip Screen[edit]

The Hip Screen is a controller made by Hip Gear that features a small full color LCD screen, allowing the user to play games without the use of a TV. Its size was roughly that of the Game Boy Advance, so games that had very fine text could not be well read on it.

LCD Screens[edit]

Various manufacturers (such as Intec, Mad Catz, and Zenith Electronics) have produced LCD screens that can snap onto the GameCube, allowing the console to be used without a separate television screen. Such screens are powered by the GameCube's power supply and connects to the console's digital AV outlet. These snap-on LCD screens make the GameCube more portable.

Pelican Bongos[edit]

The Pelican Bongos were made by Pelican Accessories and designed to emulate the DK Bongos. They are a much darker color and have a 10% larger surface than the Nintendo bongos.

PlayStation controller adapters[edit]

Buy Gamecube Memory Card

Hais GameCube Smart Joy PlayStation controller adapter

Various adapters which allow PlayStation and PlayStation 2 controllers to be used on the GameCube have been produced, including:

  • Innovation INNOV3102 Controller Adaptor
  • Mayflash Cube Joy Box[11]
  • Hais GameCube Smart Joy (HS2125C)

SD media launcher[edit]

The SD Media Launcher allows homebrew games to be played on the GameCube without modifying the console. The dongle connects into the memory card slot and contains a removable SD card which holds the games. Also has a boot disc for starting the unit up, a 1 GB SD card, and a SD card adapter for uploading games from the users PC to his/her GameCube. Will also work on Wii systems in GameCube mode with firmware versions before 3.0.

SmashBox Controller[edit]

In the mid 2010s, Dustin Hoffer of Hit Box designed and developed a custom controller for the GameCube titled the SmashBox controller. Specifically designed for competitive play of Super Smash Bros. Melee, the SmashBox controller replaces the GameCube controller's analog stick with a button layout. This controller may allow more precise and rapid input, though it has a steeper learning curve than the traditional controller. Moreover, the SmashBox controller may have various health benefits, as it puts less stress on the hands of its user. After a 'test period' of half a year, various prominent tournament organizers had decided that the use of the SmashBox controller and similar alternative controllers are not legal in high-level tournaments for the foreseeable future.

VGA cable[edit]

The VGA Cable is created from a modified component or d-terminal cable. It allows the GameCube play on a standard computer monitor in 480p.[12]

References[edit]

  1. ^Gantayat, Anoop (November 18, 2004). 'Special Wavebird For Japan'. IGN. Retrieved 2007-04-14.[verification needed]
  2. ^'Moeroshop - L'entreprise'. moeroshop.net.
  3. ^'お遍路さん' [Pilgrim] (in Japanese). Archived from the original on 2 April 2003.
  4. ^'お遍路さん' [Pilgrim]. Translated by Google Translate.CS1 maint: others (link)
  5. ^'Samurai Nintendo : GameCube news archives'. www.samurainintendo.com.
  6. ^'Ohenro-San: Hosshin no Dojo - IGN' – via www.ign.com.
  7. ^'Ohenro-San Box Shot for GameCube - GameFAQs'. gamefaqs.gamespot.com.
  8. ^'Ohenro-San Box Shot for GameCube - GameFAQs'. gamefaqs.gamespot.com.
  9. ^'Pilgrimage [Pedometer Set]'. Playasia.
  10. ^Amazon.com: Afterglow Controller for GameCube: Electronics
  11. ^'GameCube Joy Box-Specially designed for PSX/PSX2 official Joypad/ PS2 DDR Supported now!!!'. Mayflash. Archived from the original on 2010-07-27. Retrieved 2010-08-16.
  12. ^'How to make NGC's RGB(VGA) Cable'. Retrieved 2010-08-16.
Retrieved from 'https://en.wikipedia.org/w/index.php?title=GameCube_accessories&oldid=916805455#Memory_cards'
GameCube
An indigo GameCube (right) with a 251-block memory card inside and a GameCube controller (left)
Also known asDolphin (code name)
DeveloperNintendo
Manufacturer
TypeHome video game console
GenerationSixth generation
Release date
  • JP: September 14, 2001[2]
  • NA: November 18, 2001[1]
  • EU: May 3, 2002[3]
  • AU: May 17, 2002
Lifespan2001–2007
Discontinued
Units sold
  • Worldwide: 21.75 million
  • Americas: 12.94 million
  • Japan: 4.04 million
  • Other regions: 4.77 million[4]
Media
  • Game Pak (Game Boy Player required)
Operating systemDolphin OS
CPUIBMPowerPCGekko @ 486 MHz
Memory24 MB (total)
StorageNone
Removable storageGameCube memory card (16 MB max. capacity)
Display
  • S-Video(NTSC consoles only)
  • RGBSCART(PAL consoles only)
  • YPBPRcomponent video/d-terminal(DOL-001 models only)[a]
GraphicsATI Flipper @ 162 MHz
SoundAnalog stereo (Dolby Pro Logic II)
Controller inputGameCube controller, WaveBird, Game Boy Advance, various other input devices
ConnectivityGameCube online functionality
Online servicesLimited
Dimensions5.9 × 6.3 × 4.3 in
149 × 160 × 112 mm
(width × depth × height)
Best-selling gameSuper Smash Bros. Melee, 7.09 million (as of March 10, 2008)[5]
Backward
compatibility
Select Game Boy, Game Boy Color, and Game Boy Advance games (requires Game Boy Player)
PredecessorNintendo 64
SuccessorWii
Related articlesPanasonic Q

The Nintendo GameCube[b][c] (commonly abbreviated as GameCube, model number: DOL[6]) is a home video game console released by Nintendo in Japan and North America in 2001 and Europe and Australia in 2002. The sixth-generation console is the successor to the Nintendo 64. It competed with Sony's PlayStation 2, Microsoft's Xbox, and Sega's Dreamcast.

The GameCube is the first Nintendo console to use optical discs as its primary storage medium. The discs are in the miniDVD format and the system was not designed to play full-sized DVDs or audio CDs, unlike its competitors, and focused on gaming instead. The console supports limited online gaming for a small number of games via a GameCube broadband or modem adapter and can connect to a Game Boy Advance with a link cable, which allows players to access exclusive in-game features using the handheld as a second screen and controller.

The GameCube uses composite video cables to display games on the television; however, there are differences in the two GameCube models. The models produced before May 2004 also have the ability to use digital component AV cables and progressive scan and a second serial port. The nameplate on the top of the console with the words 'Nintendo GameCube' can be removed. This model is known as DOL-001. All those features were removed in GameCube consoles produced between 2004-2007; the later model was known as DOL-101. The newer model has firmware that disables Action Replay cheats and cheat codes and the disc-reading laser was improved in many ways, though it is not as durable. The newer model came with a 48-watt AC adapter to power the console, while the original is 46 watts.[7]

Reception of the GameCube at the time was generally positive. The console was praised for its controller, extensive software library and high-quality games, but was criticized for its exterior design and lack of features. Nintendo sold 21.74 million GameCube units worldwide before the console was discontinued in 2007. Its successor, the seventh-generationWii (some models of which have backward compatibility with most GameCube software), was released in November 2006.

  • 1History
  • 2Hardware
  • 3Software library
  • 4Reception

History[edit]

Background[edit]

In 1997, a graphics hardware design company called ArtX was launched, staffed by twenty engineers who had previously worked at SGI on the design of the Nintendo 64's graphics hardware. The team was led by Dr. Wei Yen, who had been SGI's head of Nintendo Operations, the department responsible for the Nintendo 64's fundamental architectural design.[8][9]

Development[edit]

Partnering with Nintendo in 1998, ArtX began the complete design of the system logic and of the graphics processor (codenamed 'Flipper')[10] of Nintendo's sixth-generationvideo game console, reportedly bearing the early internal code name of 'N2000'.[11] At Nintendo's press conference in May 1999, the console was first publicly announced as 'Project Dolphin', the successor to the Nintendo 64.[9][12] Subsequently, Nintendo began providing development kits to game developers such as Rare and Retro Studios.[13] Nintendo also formed a strategic partnership with IBM, who created the Dolphin's CPU, named 'Gekko'.[13]

ArtX was acquired by ATI in April 2000, whereupon the Flipper graphics processor design had already been mostly completed by ArtX and was not overtly influenced by ATI.[8][10] In total, ArtX team cofounder Greg Buchner recalled that their portion of the console's hardware design timeline had arced from inception in 1998 to completion in 2000.[8] Of ATI's acquisition of ArtX, an ATI spokesperson said, 'ATI now becomes a major supplier to the game console market via Nintendo. The Dolphin platform is reputed to be king of the hill in terms of graphics and video performance with 128-bit architecture.'[14]

The console was announced as the GameCube at a press conference in Japan on August 25, 2000,[15] abbreviated as 'NGC' in Japan[16] and 'GCN' in North America.[17] Nintendo unveiled its software lineup for the sixth-generation console at E3 2001, focusing on fifteen launch games, including Luigi's Mansion and Star Wars Rogue Squadron II: Rogue Leader.[18] Several games originally scheduled to launch with the console were delayed.[19] It is also the first console in the company's history not to accompany a Super Mario platform game at launch.[20]

Long before the console's launch, Nintendo had developed and patented an early prototype of motion controls for the GameCube, with which developer Factor 5 had experimented for its launch games.[21][13] An interview quoted Greg Thomas, Sega of America's VP of Development as saying, 'What does worry me is Dolphin's sensory controllers [which are rumored to include microphones and headphone jacks] because there's an example of someone thinking about something different.' These motion control concepts would not be deployed to consumers for several years, until the Wii Remote.[13]

Prior to the GameCube's release, Nintendo focused resources on the launch of the Game Boy Advance, a handheld game console and successor to the original Game Boy and Game Boy Color. As a result, several games originally destined for the Nintendo 64 console were postponed in favor of becoming early releases on the GameCube. The last first-party game in 2001 for the Nintendo 64 was released in May, a month before the Game Boy Advance's launch and six months before the GameCube's, emphasizing the company's shift in resources. Concurrently, Nintendo was developing software for the GameCube which would provision future connectivity between it and the Game Boy Advance. Certain games, such as The Legend of Zelda: Four Swords Adventures and Final Fantasy Crystal Chronicles, can use the handheld as a secondary screen and controller when connected to the console via a link cable.[22][23]

Nintendo began its marketing campaign with the catchphrase 'The Nintendo Difference' at its E3 2001 reveal.[18] The goal was to distinguish itself from the competition as an entertainment company.[24] Later advertisements have the slogan, 'Born to Play', and game ads feature a rotating cube animation that morphs into a GameCube logo and ends with a voice whispering, 'GameCube'.[25][26] On May 21, 2001, the console's launch price of US$199 was announced, US$100 lower than that of the PlayStation 2 and Xbox.[27]

Release[edit]

The GameCube was launched in Japan on September 14, 2001.[28] Approximately 500,000 units were shipped in time to retailers.[29] 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.[30] The console eventually launched in North America on November 18, 2001, with over 700,000 units shipped to the region.[31] Other regions followed suit the following year beginning with Europe in the second quarter of 2002.[32]

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.[33]

Discontinuation[edit]

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.[34][35]

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 development of games by making it easier on software developers. IGN reported that the system was 'designed from the get-go to attract third-party developers by offering more power at a cheaper price. Nintendo's design doc for the console specifies that cost is of utmost importance, followed by space.'[11] 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'.[8]

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[36]

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,[10] 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 485 MHz and features a floating point unit (FPU) capable of 1.9 GFLOPS. Described as 'an extension of the IBM Power PC architecture', the processor was designed in IBM's 0.18μm CMOS technology, which features copper interconnects.[9] 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.[37][38][39][40]

Usb Gamecube Memory Card Reader

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.[41] The technology was designed by Matsushita Electric Industrial (now Panasonic Corporation) which utilizes a proprietary copy-protection scheme—different from the Content Scramble System (CSS) found in standard DVDs—to prevent unauthorized reproduction.[42] The Famicom Data Recorder, Famicom Disk System, SNES-CD, and 64DD had explored various complementary storage technologies, but the GameCube was Nintendo's first console to move away from cartridge-based media altogether.[43] The GameCube's 1.5 GB mini-disc have sufficient room for most games, although a few games require an extra disc, higher video compression, or removal of content present in versions on other consoles. By comparison, the PlayStation 2 and Xbox, also sixth-generation consoles, both use CDs and DVDs with sizes of 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'.[44] A year later, Nintendo released a 'Platinum' limited-edition GameCube, which uses a silver color scheme for both the console and controller.[45] 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.[46]

Nintendo developed stereoscopic 3D technology for the GameCube, and one launch game, Luigi's Mansion, supports 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 and crystals for the add-on accessories would be too cost-prohibitive for the consumer.[47][48][49] Another unofficial feature are two audio Easter eggs that can be invoked when the console is turned on. When the power is activated with the 'Z' button on the Player 1 controller held down, a more whimsical startup sound is heard in place of the standard one. With four controllers connected, holding down the 'Z' button on all four simultaneously produces a 'ninja-like' tune at startup.[50]

Storage[edit]

Memory Card 59

The GameCube features two memory card ports for saving game data. Nintendo released three official memory card options: Memory Card 59 in gray (512 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. A few games were known to have compatibility issues with the Memory Card 1019, and at least two games have save issues with any size.[51] Memory cards with larger capacities were released by third-party manufacturers.[52]

Controller[edit]

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.[53][54][55]

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'.[56]

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 incidences of 'Nintendo thumb' or pain in any part of the hands, wrists, forearms, and shoulders as a result of long-term play.[57][58]

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.[59]

Compatibility[edit]

A Platinum GameCube with a WaveBird controller and Game Boy Player attachment

The GameCube is unable to play games from other Nintendo home consoles, but with the Game Boy Player attachment, it is able to play Game Boy, Game Boy Color, and Game Boy Advance games.[60] The GameCube's successor, the Wii, supports backward compatibility with GameCube controllers, memory cards, and games. However, later revisions of the Wii—including the 'Family Edition' released in 2011 and the Wii Mini released in 2012—dropped support for all GameCube hardware.[61][62]

Panasonic Q[edit]

A hybrid version of the 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.[63] Released exclusively in Japan in December 2001, low sales resulted in the Q being discontinued in December 2003.[64]

Software library[edit]

In its lifespan of 2001—2007, more than 600 games were released for the GameCube.[65][66]

Nintendo is traditionally recognized for releasing innovative, first-party games, most notably from the Super Mario and The Legend of Zelda series. These first-party series continued on the GameCube and bolstered the console's popularity. As a publisher, Nintendo also focused on creating new franchises, such as Pikmin and Animal Crossing, and renewing some that skipped the Nintendo 64 platform, most notably the Metroid series with the release of Metroid Prime. The console also saw success with the critically acclaimed The Legend of Zelda: The Wind Waker and Super Mario Sunshine, and its best-selling game, Super Smash Bros. Melee, which sold 7 million copies worldwide. Though committed to its software library, however, Nintendo was still criticized for not featuring enough games during the console's launch window—a sentiment compounded by the release of Luigi's Mansion instead of a 3D Mario game.

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's PlayStation in the 1990s changed the market's landscape, however, and reduced Nintendo's ability to obtain exclusive, third-party support on the Nintendo 64. The console's cartridge-based media was also increasing the cost to manufacture software, as opposed to the cheaper, higher-capacity optical discs used by the PlayStation.[67][68]

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 introduced with the GameCube increased the capacity significantly and reduced production costs. The strategy mostly worked. High-profile exclusives such as Star Wars Rogue Squadron II: Rogue Leader from Factor 5, Resident Evil 4 from Capcom, and Metal Gear Solid: The Twin Snakes from Konami were very successful. Sega, which focused on third-party development following the demise of its Dreamcast console, offered a vast amount of support for the GameCube porting old favorites over such as Crazy Taxi and Sonic Adventure 2. The company also started new franchises on the GameCube including Super Monkey Ball. Several third-party developers were contracted to work on new games for existing Nintendo franchises, including Star Fox Assault and Donkey Konga by Namco and Wario World from Treasure.[65][67]

Some third-party developers, such as Ubisoft,[69]THQ,[70]Disney Interactive Studios,[71]Humongous Entertainment and EA Sports,[72] continued to release GameCube games well into 2007.

Online gaming[edit]

A GameCube with a broadband adapter installed and a connected ethernet cable. ASCII Corporation produced a keyboard controller to help players communicate in Phantasy Star Online.

Eight GameCube games support network connectivity, five with Internet support and three with local area network (LAN) support.[73][74] 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.[73] The official servers were decommissioned in 2007, but players can still connect to fan maintained private servers.[75][76] Japan received two additional games with Internet capabilities, a cooperative RPG, Homeland and a baseball game with downloadable content, Jikkyō Powerful Pro Yakyū 10.[73][74] Lastly, three racing games have LAN multiplayer modes: 1080° Avalanche, Kirby Air Ride, and Mario Kart: Double Dash. These three games can be forced over the Internet with third-party PC software capable of tunneling the GameCube's network traffic.[77][78]

To play online, players must install an official broadband or modem adapter in their system since the GameCube does not have out of the box network capabilities. Nintendo never commissioned any servers or Internet services to interface with the console, but allowed other publishers to do so and made them responsible for managing the online experiences for their games.[79]

Reception[edit]

The GameCube received generally positive reviews following its launch. PC Magazine praised the overall hardware design and quality of games available at launch.[80]CNET gave an average review rating, noting that while the console lacks a few features offered by its competition, it is relatively inexpensive, has a great controller design, and launched a decent lineup of games.[81] In later reviews, criticism mounted against the console often centering on its overall look and feel, describing it as 'toy-ish.'[82][83] In the midst of poor sales figures and the associated financial harm to Nintendo, a Time International article called the GameCube an 'unmitigated disaster.'[84]

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.[85]Time International concluded that the system had low sales figures, because it lacked 'technical innovations'.[86]

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.[87] During its launch weekend, the GameCube sold $100 million worth of GameCube products in North America.[88] The console was sold out in several stores, selling faster than both of its competitors, the Xbox and the PlayStation 2, had initially sold.[89] The most popular game at the system's launch was Luigi's Mansion, which, according to Nintendo, sold more at launch than Super Mario 64 had.[90] Other popular games include Star Wars Rogue Squadron II: Rogue Leader and Wave Race: Blue Storm.[88] By early December 2001, the system had sold 600,000 units in the US.[91]

Nintendo sold 22 million GameCube units worldwide during its lifespan,[4][92] placing it slightly behind the Xbox's 24 million,[93] and well behind the PlayStation 2's 155 million.[94] The GameCube's predecessor, the Nintendo 64, outperformed it as well, selling nearly 33 million units.[95] The console was able to outsell the short-lived Dreamcast, however, which yielded 9.13 million unit sales.[96] 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).[82] As of March 31, 2003, the GameCube had sold 9.55 million units worldwide, falling short of Nintendo's initial goal of 10 million consoles.[97]

Many of Nintendo's own first-party games, such as Super Smash Bros. Melee and Mario Kart: Double Dash, saw strong sales, though this did not typically benefit third-party developers or directly drive sales of their games. Many cross-platform games—such as sports franchises released by Electronic Arts—were sold in numbers far below their PlayStation 2 and Xbox counterparts, eventually prompting some developers to scale back or completely cease support for the GameCube. Exceptions include Sega's family friendly Sonic Adventure 2 and Super Monkey Ball, which reportedly yielded more sales on GameCube than most of the company's games on the PlayStation 2 and Xbox.[13] After several years of losing money from developing for Nintendo's console, Eidos Interactive announced in September 2003 that it would end support for the GameCube, canceling several games that were in development.[98] Later, however, Eidos resumed development of GameCube games, releasing hit games such as Lego Star Wars: The Video Game and Tomb Raider: Legend. In addition, several third-party games originally intended to be GameCube exclusives—most notably Resident Evil 4—were eventually ported to other systems in an attempt to maximize profits following lackluster sales of the original GameCube versions.

In March 2003, now-defunct UK retailer Dixons removed all GameCube consoles, accessories and games from its stores.[99] 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.[100]

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.[84] Sales rebounded slightly after a price drop to US$99.99 on September 24, 2003[101] 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.[102] 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.[103]

Gamecube Memory Card Reader For Ipad

Iwata told investors that the GameCube would sell 50 million units worldwide by March 2005, but by the end of 2006, it had only sold 21.7 million, selling fewer than half of what Nintendo forecasted.[13]

Market share[edit]

With the GameCube, Nintendo failed to reclaim the market share lost by its predecessor, the Nintendo 64. Throughout the lifespan of its console generation, GameCube hardware sales remained far behind its direct competitor the PlayStation 2, and slightly behind the Xbox. The console's 'family-friendly' appeal and lack of support from certain third-party developers skewed the GameCube toward a younger market, which was a minority demographic of the gaming population during the sixth generation.[104] 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.

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.[84]

Gamecube Memory Card Used

Legacy[edit]

Many games that debuted on the GameCube, including Pikmin, Chibi-Robo!, Metroid Prime, and Luigi's Mansion became popular Nintendo franchises or subseries.[105]

Gamecube Memory Card Best Buy

GameCube controllers have limited support on Wii U and Nintendo Switch, to play Super Smash Bros. for Wii U, and Super Smash Bros. Ultimate respectively, via a USB adaptor.[106][107]

See also[edit]

Notes[edit]

  1. ^Requires the use of the Digital AV port, which was removed from later models
  2. ^Japanese: ニンテンドー ゲームキューブHepburn: Nintendō Gēmukyūbu?
  3. ^Abbreviated NGC in Japan and GCN in Europe and North America

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External links[edit]

Wikimedia Commons has media related to GameCube.
  • Nintendo GameCube at the Wayback Machine (archived May 1, 2008)
  • consolevations.com, for all the console / controller and packaging variations
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