Nintendo GameCube 53525 225939610 2008-07-16T03:03:08Z 69.116.144.82 /* Technical issues */ {{too short}} {{Refimprove|date=March 2008}} {{Infobox CVG system |logo=[[Image:Gamecube logo2.png|250px]] |image=[[Image:NGC Gamecube.jpg|200px|Nintendo GameCube]] |manufacturer=[[Nintendo]] |type=[[Video game console]] |generation=[[History of video game consoles (sixth generation)|Sixth generation era]] |lifespan={{vgrelease|JP=[[September 14]], [[2001]]}}{{vgrelease|NA=[[November 18]], [[2001]]}}{{vgrelease|EU=[[May 3]], [[2002]]}}{{vgrelease|AUS=[[May 17]], [[2002]]}} |CPU=[[PowerPC]] [[Gekko (microprocessor)|Gekko]], 485 [[Hertz|MHz]] |GPU=[[ATI Technologies]], 162&nbsp;MHz |media=[[Nintendo GameCube Game Disc]] |storage=Nintendo GameCube Memory Card |connectivity=[[Nintendo GameCube Broadband Adapter|Broadband Adapter]] or [[Nintendo GameCube Modem Adapter|Modem Adapter]] |online service= |units sold=Worldwide: 21.74 million <small>(as of [[March 31]] [[2008]])</small><br />Japan: 4.04 million<br />[[Americas]]: 12.94 million<br />Other: 4.77 million<ref name="salesfigure">{{cite web |url=http://www.nintendo.co.jp/ir/pdf/2008/080424e.pdf#page=22 |format=[[PDF]] |accessdate=2008-04-24 |date=2008-04-24 |title=Consolidated Financial Statements |publisher=[[Nintendo]] |pages=22}}</ref> |topgame=''[[Super Smash Bros. Melee]]'', 7.09 million <small>(as of [[March 10]], [[2008]])</small><ref>{{cite press release |title=At Long Last, Nintendo Proclaims: Let the Brawls Begin on Wii! |publisher=[[Nintendo]] of America Inc. |date=2008-03-10 |accessdate=2008-03-11 |url=http://www.nintendo.com/whatsnew/detail/1u0FthaPxTSSeJelWm4Jt8TI0VJlTt5j |quote=The previous installment in the series, Super Smash Bros. Melee, was the best-selling game for Nintendo GameCube with 7.09 million copies sold worldwide.}}</ref> |compatibility=[[Game Boy]], [[Game Boy Color]], [[Game Boy Advance]] ([[Game Boy Player]] add-on required) |predecessor=[[Nintendo 64]] |successor=[[Wii]] }} The {{nihongo|'''Nintendo GameCube'''|ニンテンドーゲームキューブ|Nintendō Gēmukyūbu}}, often abbreviated as '''GCN''', is [[Nintendo]]'s fourth home [[video game console]] and is part of the [[History of video game consoles (sixth generation)|sixth generation era]]. The hardware system is the most compact, and second-least expensive after [[Sega]]'s [[Dreamcast]], of the sixth generation era consoles. It is the successor to the [[Nintendo 64]] and the predecessor of the [[Wii]]. The console was released on [[September 14]] [[2001]] in Japan, [[November 18]] [[2001]] in North America, [[May 3]] [[2002]] in Europe, and [[May 17]] [[2002]] in Australia. As of [[March 31]] [[2008]], the GameCube has sold 21.74 million units worldwide.<ref name="salesfigure"/> ==Marketing== Nintendo has used several advertising strategies and techniques for the GameCube. The earliest commercials displayed a rotating cube video, which would morph into the GameCube logo. A female voice whispered "GameCube." This was usually after the normal commercial for a GameCube game.<ref>{{cite web|accessdate=2008-03-27|url=http://www.gametrailers.com/player/1831.html|title=Kirby Air Ride |publisher=[[GameTrailers]] }}</ref> Subsequent ad campaigns had Nintendo advertising with a "Who Are You" tangent to market the wide range of games Nintendo offers. The idea behind the "Who Are You?" campaign is that "you are what you play"; the kind of game a gamer enjoys playing suggests a dominant trait in that gamer's personality. The "Who Are You" logo is similar to [[graffiti]] lettering. Most of the "Who Are You?" commercials advertised games developed or [[List of video games published by Nintendo|published by Nintendo]], but some developers paid Nintendo to promote their games, using Nintendo's marketing and advertising resources. ==Hardware== Like its predecessor, the [[Nintendo 64]], the Nintendo Gamecube was available in a variety of colours. The two most common colours, made available during the system's launch, were Indigo (the "default" colour) and Jet Black. Later, Nintendo released Gamecubes with a Platinum colour scheme which were marketed as limited edition. Gamecubes that were coloured orange (and which were nicknamed as being "Spice" coloured) were also manufactured, but these were primarily available only in Japan. The GameCube's model numbers, DOL-001 and 101, are a reference to its Dolphin codename.<ref>{{cite web|url= http://cube.ign.com/articles/067/067938p1.html|title=Say Hello to Project Dolphin|publisher=[[IGN]]|accessdate=2008-01-27|date= 1999-05-04}}</ref> The official accessories and peripherals have model numbers beginning with DOL as well. Also, other types of Nintendo hardware before and after the GameCube has its developer's codename as a model number. Another Dolphin reference, "Flipper" is the name of the GPU for the GameCube.<ref>{{cite web|url= http://cube.ign.com/articles/090/090003p1.html|title=GameCube 101: Graphics|publisher=[[IGN]]|accessdate=2008-01-27|date=2001-01-16}}</ref> Panasonic made a licensed version of the GameCube with DVD playback, called the [[Panasonic Q]]. Benchmarks provided by third-party testing facilities indicate that Nintendo's official specifications, especially those relating to performance, may be conservative. One of Nintendo's primary objectives in designing the GameCube hardware was to overcome the perceived limitations and difficulties of programming for the [[Nintendo 64]] architecture; thus creating an affordable, well-balanced, developer-friendly console that still performs competitively against its rivals.<ref>{{cite web|accessdate=2008-03-27|url=http://www.gamespot.com/gamespot/features/video/gamecube_dossier/|title=GameCube Dossier |publisher=[[Gamespot]]|author= Satterfield, Shane }}</ref>. The development hardware kit was called the Gamecube NR Reader. Model numbers for these units begin with DOT. These units allow developers to debug beta versions of games and hardware. These units were sold to developers by Nintendo at a premium price and many developers modified regular game cubes for game beta testing because of this. The NR reader will not play regular gamecube games but only special NR discs burned by a Nintendo NR writer. ===Technical specifications=== The ''Nintendo GameCube Game Disc'' is the [[Data storage device|medium]] for the Nintendo GameCube, created by [[Matsushita Electric Industrial Co.|Matsushita]]. Chosen to prevent unauthorized copying and to avoid licensing fees to the DVD Consortium, it is Nintendo's first non-[[Cartridge (electronics)|cartridge]] storage method for systems released in North America and Europe (the [[Famicom Disk System]] and [[Nintendo 64DD]] were only released in Japan). Some games which contain large amounts of voice acting or [[full motion video|pre-rendered video]] (for example, ''[[Tales of Symphonia]]'') have been released on two discs; however, [[List of multiple-disc Nintendo GameCube games|only twenty five]] titles have been released on two discs, and no games require three or more discs. The [[MultiAV]] port was identical to and compatible with the one used in Nintendo's earlier [[Super Nintendo Entertainment System|SNES]], and [[Nintendo 64|N64]] systems. Nintendo found that the digital AV port was used by less than one percent of users, causing the port to be removed from systems manufactured after May 2004.<ref>{{cite web|accessdate=2008-03-27|url=http://www.nintendo.com/consumer/systems/nintendogamecube/component_faq.jsp|title=Nintendo's GameCube Component FAQ page|publisher=[[Nintendo]]}}</ref> This was made noticeable on the "Pearl White" Mario Strikers pak in Europe released in October 2005 also on GameCube paks still in production at this time namely the Mario Kart Pak. {{col-begin}} {{col-2}} '''Central processing unit:''' {{main|Gekko (microprocessor)}} *485 [[Hertz|MHz]] [[IBM]] "Gekko" [[PowerPC]] [[Central Processing Unit|CPU]]. *[[PowerPC 750CXe]] based core.<ref name="AcesHardwareGCN">{{cite web|accessdate=2008-03-27|url=http://www.aceshardware.com/read.jsp?id=60000288|title=Game Consoles: A Look Ahead|date=2003-12-14|publisher=Ace's Hardware}}</ref> *180 [[nanometre|nm]] IBM copper-wire process. 43&nbsp;mm² die. 4.9 [[Watt|W]] dissipation.<ref name="AcesHardwareGCN" /> *Roughly 50 new vector instructions.<ref name="AcesHardwareGCN" /> *32-bit [[Arithmetic logic unit|ALU]]. 64-bit [[Floating point unit|FPU]], usable as 2x32-bit [[SIMD]]<ref name="AcesHardwareGCN" /> **FPU:1.9Gflops *64-bit enhanced PowerPC 60x [[front side bus]] to GPU/chipset. 162&nbsp;MHz clock. 1.3 GB/s peak bandwidth.<ref name="AcesHardwareGCN" /> *64 [[KiB]] L1 [[CPU cache|cache]] (32 KiB I/32 KiB D). 8-way [[CPU cache#Associativity|associative]]. 256 KiB on-die L2 cache. 2-way associative.<ref name="AcesHardwareGCN" /> *1125 DMIPS (dhrystone 2.1) '''System memory:''' *43 [[MB]] total non-unified RAM *24 MB [[Monolithic Technology Systems|MoSys]] [[1T-SRAM]] (codenamed "Splash") main system RAM. 324&nbsp;MHz, 64-bit bus. 2.7 GB/s bandwidth.<ref name="AcesHardwareGCN" /> *3 MB embedded 1T-SRAM within "Flipper"". <ref name="NintendoGCNspecs">{{cite web |accessdate=2008-03-28 |url=http://register.nintendo.com/techspecgcn|title=GCN Technical Specifications |publisher=Nintendo}}</ref> **Split into 1 MB texture buffer and 2 MB [[framebuffer|frame buffer]].<ref name="NintendoGCNspecs" /> **10.4 GB/s texture bandwidth (peak). 7.6 GB/s framebuffer bandwidth (peak). ~6.2 ns latency.<ref name="AcesHardwareGCN" /> *16 MB [[DRAM]] used as buffer for DVD drive and audio. 81&nbsp;MHz, 8-bit bus. 81 MB/s bandwidth.<ref name="AcesHardwareGCN" /> '''Connectivity:''' *4 controller ports, 2 memory card slots *[[MultiAV]] analog audiovisual port: interlaced [[YPbPr]] ([[composite video|composite]], [[S-Video|Y/C]]) and [[RGB color model|RGB]] video, stereophonic analog audio. *Digital audiovisual port: digital interlaced or progressive scan [[YCbCr|YC<sub>B</sub>C<sub>R</sub>]] video, stereophonic [[I²S]] sound. *Resolutions: [[480i]], [[576i]], [[480p]] *High-speed [[Serial port|Serial Ports]]: 2 *High-speed [[Parallel port|Parallel Ports]]: 1 *[[Power supply]] output: DC12 volts x 3.25 amperes *Physical Measurements: 110&nbsp;mm (H) × 150&nbsp;mm (W) × 161&nbsp;mm (D); [4.3"(H) × 5.9"(W) × 6.3"(D)] {{col-2}} [[Image:GEKKO.jpg|thumb|right|150px|IBM PowerPC "Gekko" processor]] '''Graphics processing unit:''' *162&nbsp;MHz "Flipper" [[Integrated circuit#SSI, MSI, LSI|LSI]]. 180&nbsp;nm [[NEC Corporation|NEC]] eDRAM-compatible process. Co-developed by Nintendo and [[ArtX]]. *8Gflops *4 [[pixel pipeline]]s with 1 [[texture mapping unit|texture unit]] each<ref name="AcesHardwareGCN" /> *TEV "Texture EnVironment" engine (similar to Nvidia's GeForce256 "register combiners") *Fixed-function hardware [[transform and lighting]] (T&L). 12+ million [[polygon]]s/s in-game.<ref name="segatech">{{cite web|accessdate=2008-03-27|url=http://www.segatech.com/gamecube/overview/index.html|title=DCTP - Nintendo's Gamecube Technical Overview|publisher=Segatech}}</ref> *648 [[megapixel]]s/second (162&nbsp;MHz x 4 pipelines), 648 [[Texel (graphics)|megatexels]]/second (648 MP x 1 texture units) (peak) ** Peak triangle performance: 20,250,000 32pixel triangles/sec raw and with 1 texture and lit ***337,500 triangles a frame at 60fps ***675,000 triangles a frame at 30fps *8 texture layers per pass, [[texture compression]], [[FSAA|full scene anti-aliasing]]<ref name="segatech" /> *8 simultaneous hardware light *[[bilinear filtering|Bilinear]], [[trilinear filtering|trilinear]], and [[anisotropic filtering|anisotropic]] [[texture filtering]] *Multi-texturing, [[bump mapping]], [[reflection mapping]], 24-bit [[Z-buffering|z-buffer]] *24-bit [[RGB color model|RGB]] / 32-bit [[RGBA color space|RGBA]] [[color depth]]. **Hardware limitations sometimes require a 6r+6g+6b+6a mode (18-bit color), resulting in [[color banding]]. *720×480 [[interlace]]d or [[progressive scan]] *Integrated audio processor: Custom 81&nbsp;MHz Macronix DSP **Instruction Memory: 8 KiB RAM, 8 KiB [[Read-only memory|ROM]] **Data Memory: 8 KiB RAM, 4 KiB ROM **64 channels 16-bit 48&nbsp;kHz [[Pulse-code modulation|ADPCM]]<ref name="segatech" /> **[[Dolby Pro Logic#Dolby Pro Logic II|Dolby Pro Logic II]] encoded within stereophonic output '''Storage media:''' {{details|Nintendo optical discs}} *[[Matsushita Electric Industrial Co.|Matsushita]] (2.000 MB/s–3.125 MB/s) [[Constant Angular Velocity|CAV]] mini-[[DVD]]-like 8&nbsp;cm optical disk. Average [[access time]]: 128&nbsp;ms; Capacity: 1.5&nbsp;GB. *[[Memory card#Memory cards in video game consoles|Memory cards]] of varying sizes for saved game storage. {{col-end}} ===Controller=== [[Image:Nintendo game cube controller.JPG|thumb|right|Black Nintendo GameCube Controller]] The standard GameCube controller has a [[Game controller|wing grip]] design, and is designed to fit well in the player's hands. It includes a total of eight buttons, two [[analog stick]]s, and a [[D-pad]]. The primary analog stick is on the left, with the D-pad below it. 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 to the top. Below those, there is a yellow "C" stick, which often serves different functions, from controlling the camera, to one similar to that of the right analog stick on a [[PlayStation 2]] [[DualShock]] 2 controller. The Start/Pause button is in the middle of the controller. On the top of the controller there are two analog shoulder buttons marked "L" and "R", as well as one digital one marked "Z". The "L" and "R" shoulder buttons have both digital and analog capabilities. In analog mode, the shoulder buttons have an additional "click" when fully depressed. In digital mode, it will register it as digital only when fully depressed. This difference, in effect, serves as two additional buttons on the controller without the need to actually add physical buttons. This works by means of a dual-sensor system inside the controller, a slider piece, which is moved by pressing down on the shoulder button and a separate button press pad at the base. The GameCube controller comes in four major colors: "Jet Black", "Indigo", "Platinum "(silver), and "Orange Spice", all of which matching available colours of GameCube consoles. They were later sold in Red, Hot Pink, and all of the colors above but with a clear bottom. In April 2008, Nintendo released a white controller exclusively in Japan, possibly as a result of owners of the [[Wii]] game ''[[Super Smash Bros. Brawl]]'' preferring the controller as the primary method of control.<ref>{{cite web|url=http://gear.ign.com/articles/865/865610p1.html |title=Nintendo to Re-launch GameCube Controller|publisher=[[IGN]]|accessdate=2008-06-21}}</ref> There was also a pink coloured controller released for a short time. A wireless controller was later released. Called the [[WaveBird]], it works on radio frequency and as such is battery powered. The GameCube controller in both its original wired version and the wireless WaveBird version is compatible with the Wii. [[Virtual Console]] games and certain Wii games like ''[[Super Smash Bros. Brawl]]'', ''[[Mario Kart Wii]]'' and ''[[Sonic Riders: Zero Gravity]]'' can also be played with a GameCube controller. ===Technical issues=== Some earlier and later revisions of the GameCube consoles developed disc read problems with the optical pickup becoming thermally sensitive over time, causing read errors when the console reached normal operating temperature. Failures of this sort require replacement of the optical pickup. Affected consoles have sometimes been serviced free of charge by Nintendo even after the expiration of the warranty period. ==Software library== {{see also|List of Nintendo GameCube games|Chronology of GameCube games|Player's Choice}} ===Launch titles=== The GameCube launched in North America with the following twelve games: {| class="wikitable" ! Title ! Developer ! Publisher(s) |- | align="left" | ''[[All-Star Baseball|All-Star Baseball 2002]]'' | align="center" | [[Acclaim Entertainment|Acclaim]] | align="center" | Acclaim |- | align="left" | ''[[Batman Vengeance]]'' | align="center" | [[Ubisoft]] | align="center" | Ubisoft |- | align="left" | ''[[Crazy Taxi]]'' | align="center" | [[Hitmaker]] | align="center" | [[Sega]] |- | align="left" | ''[[Dave Mirra Freestyle BMX 2]]'' | align="center" | [[Z-Axis Ltd.|Z-Axis]] | align="center" | Acclaim |- | align="left" | ''[[Disney's Tarzan Untamed]]'' | align="center" | Ubisoft | align="center" | Ubisoft |- | align="left" | ''[[Luigi's Mansion]]'' | align="center" | [[Nintendo]] | align="center" | Nintendo |- | align="left" | ''[[Madden NFL|Madden NFL 2002]]'' | align="center" | [[Electronic Arts|Tiburon]] | align="center" | [[EA Sports]] |- | align="left" | ''[[NHL Hitz 20-02]]'' | align="center" | [[EA Canada|EA Black Box]] | align="center" | [[Midway Games|Midway]] |- | align="left" | ''[[Star Wars: Rogue Squadron II: Rogue Leader]]'' | align="center" | [[Factor 5]] | align="center" | [[LucasArts]] |- | align="left" | ''[[Super Monkey Ball]]'' | align="center" | [[Amusement Vision]] | align="center" | Sega |- | align="left" | ''[[Tony Hawk's Pro Skater 3]]'' | align="center" | [[Neversoft]] | align="center" | [[Activision]] |- | align="left" | ''[[Wave Race: Blue Storm]]'' | align="center" | [[Nintendo Software Technology|NST]] | align="center" | Nintendo |- |} One of the defining aspects of the Nintendo GameCube is the rejuvenated relationship between Nintendo and its licensees. Unlike previous generations in which Nintendo was seen by some as bullying its third-party game developers, Nintendo openly sought game-development aid on the Nintendo GameCube.{{Fact|date=December 2007}} Sometimes, Nintendo would merely request that a third-party developer produce a game based on the third-party's own game franchises; other times, Nintendo would request that the third-party developer produce a game based on Nintendo's own game franchises. In both cases, Nintendo often took an active role in cooperating with the developer.{{Fact|date=December 2007}} This policy on Nintendo's part resulted in exclusive third-party games for the Nintendo GameCube, and the arrival of multi-format titles on the platform. Because of these efforts, GameCube owners tend to support first-party games more heavily than third party games, whereas the reverse is true for PlayStation 2 and Xbox owners,{{Fact|date=December 2007}} as fewer first-party titles exist on those platforms. ===Market share=== Despite Nintendo's efforts, the GameCube failed to reclaim the market share lost by its predecessor, the [[Nintendo 64]]. It was in third place compared to its competitors, [[Sony]]'s [[PlayStation 2]] and [[Microsoft]]'s [[Xbox]] (the latter was discontinued in 2006). The console's "family-friendly" appeal and lack of third-party support skewed the GameCube toward a younger market (see [http://economist.com/images/20050806/CSF279.gif chart]), which represents a minority of the gaming population. Some third-party games popular with teenagers or adults, such as [[first-person shooter]]s and the controversial [[Grand Theft Auto (series)|''Grand Theft Auto'' series]], skipped a GameCube port in favor of the PlayStation 2 and Xbox. The GameCube does, however, have over forty M (for Mature) rated games, a considerably larger amount than Nintendo's previous consoles.{{Fact|date=December 2007}} Also, due to Nintendo's lack of support for the online capabilities of the GameCube, as opposed to Microsoft, Sega, and later Sony, who actively promoted online gaming by releasing first-party online titles and soliciting developers, multi-platform games with online functionality were released offline-only on the GameCube. Although online support was added in late 2002 and both Sony and Nintendo followed a similar decentralized online model (in contrast to the centralized [[Xbox Live]]), lower sales of the GameCube versions of games during its launch year precluded developers from including online support. The 1.5 gigabyte proprietary disc format may also have been a limiting factor since the Xbox and PS2 used the 8.5GB [[Dual-Layer DVD]]. However, the Nintendo disc still has sufficient room for most games, although a few games require two discs or tend to have less extra content than other versions, and video compression for some games is slightly more apparent. <!--According to an EGM interview (forgot w/c issue exactly) Microsoft PAID Activision to include the extra content in Spider-Man. Plus the PS2 version, w/c lacks the extra stages, uses the same DVD as the Xbox and the PC version is on a mere CD-ROM still, so space limitations is a non-issue--> The strong preference of GameCube owners for first-party titles also put the system at odds with independent third party developers. Cross-platform games—such as sports franchises released by [[Electronic Arts]]—sold far below their [[PlayStation 2]] and [[Xbox]] counterparts, prompting developers to scale back or completely cease support for the GameCube. After several years of losing money from developing for Nintendo's system, [[Eidos Interactive]] announced in September 2003 that it would end support for the GameCube, canceling several titles that had been in development.<ref>{{cite web|url= http://cube.ign.com/articles/436/436915p1.html|title=Eidos to Pull GCN Support|publisher=[[IGN]]|accessdate=2007-07-12|date=2003-09-05}}</ref> Since then, however, Eidos has resumed development<ref>{{cite web|url= http://www.gamefaqs.com/features/company/1828.html|title=Game Companies: Eidos Interactive|publisher=[[GameFAQs]]|accessdate=2007-07-12}}</ref> of GameCube titles, releasing hit games such as ''[[Lego Star Wars: The Video Game]]'' and ''[[Lara Croft Tomb Raider: Legend]]''. Due to sagging sales, Nintendo was forced to cut GameCube production for a limited time in order to sell off surpluses.{{Fact|date=May 2007}} In October 2002, Nintendo issued a profit warning.<ref>{{cite web|url= http://news.bbc.co.uk/1/hi/business/2291391.stm|title=Nintendo shares fall after profit warning|publisher=[[BBC News]]|accessdate= 2007-07-13|date=2002-10-02}}</ref> Sales rebounded slightly after a price drop to US$99 on [[September 24]] [[2003]]<ref name="price drop 99">{{cite web|url=http://register.nintendo.com/newsarticle?page=newsArchive&articleid=m-Article-0000-9014|title=Nintendo GameCube Price Drops to $99!|publisher=[[Nintendo]]|accessdate=2007-07-13|date=2003-09-24}}</ref> and the release of the ''[[The Legend of Zelda: Collector's Edition]]'' bundle. A demo disc called the ''Nintendo GameCube Preview Disc'' was also released in a bundle in 2003.{{Fact|date=April 2008}} Since this period, GameCube sales continued to be steady, particularly in Japan{{Fact|date=December 2007}}, but the GameCube was still in third place in worldwide sales during the sixth generation era. Some third-party companies, such as [[Ubisoft]], [[THQ]], [[Disney Interactive Studios]], [[Humongous (game developer)|Humongous Entertainment]], and [[EA Sports]], continued to release GameCube games in 2007.<ref>{{cite web|url= http://www.ubi.com/ENCA/News/Info.aspx?nId=4469|title=Surf's Up official Press Release|date=2007-04-19|publisher=[[Ubisoft]] |accessdate=2007-04-18}}</ref><ref>{{cite web|url=http://investor.thq.com/phoenix.zhtml?c=96376&p=irol-newsArticle&ID=927018&highlight=|title=Ratatouille official Press Release|date=2006-11-06|accessdate=2007-04-18|publisher=[[THQ]]}}</ref><ref>{{cite web|url=http://www.ea.com/article.jsp?id=madden08pressrelease|title=Madden NFL 08 official Press Release|date=2007-04-18|accessdate=2007-04-18|publisher=[[EA Games]]}}</ref><ref>{{cite web|publisher=Nintendo World Report|url =http://www.nintendoworldreport.com/newsArt.cfm?artid=13940|title=Disney Showcases E3 Lineup|date=2007-08-02|accessdate=2007-04-18}}</ref> These titles include ''[[TMNT (video game)|TMNT]]'', ''[[Meet the Robinsons (video game)|Meet the Robinsons]]'', ''[[Surf's Up (video game)|Surf's Up]]'', ''[[Ratatouille (video game)|Ratatouille]]'', and ''[[Madden NFL 08]]''.{{Fact|date=December 2007}} ===Online play=== The GameCube was at one point online compatible by using a GameCube Modem Adapter or Broadband Adapter, though the only four games that had an online component were ''[[Homeland (video game)|Homeland]]'', ''[[Phantasy Star Online Episode I & II]]'', ''[[Phantasy Star Online Episode I & II Plus]]'', and ''[[Phantasy Star Online Episode III C.A.R.D. Revolution|Phantasy Star Online Episode III: C.A.R.D. Revolution]]''. This online play was ended as of April 2007, but LAN gameplay is still available for the three titles that originally supported it: ''[[Mario Kart Double Dash!!]]'', ''[[1080° Avalanche]]'' and ''[[Kirby Air Ride]]''. ===Reception and sales=== {{Refimprove|date=June 2008}} The GameCube was considered a commercial disappointment compared to previous Nintendo consoles.{{Fact|date=June 2008}} While the system sold nearly 22 million units during its lifecycle, it lagged far behind the massive installed base of over 120 million Playstation 2 consoles sold. The GameCube also finished its generation slightly behind the Xbox which sold roughly 24 million units before being discontinued. The overall number of titles released on the system exceeds 700,{{Fact|date=June 2008}} with 208.47 million GameCube games sold as of [[March 31]] [[2008]].<ref>{{cite web |url=http://www.nintendo.co.jp/ir/pdf/2008/080424e.pdf |format=[[PDF]] |accessdate=2008-06-23 |date=2008-04-24 |title=Consolidated Financial Statements |publisher=[[Nintendo]]}}</ref> ==See also== * [[Nintendo GameCube accessories]] *[[Nintendo GameCube Linux]] ==References== {{reflist|2}} ==External links== {{commonscat|GameCube}} {{portal|Nintendo}} *[http://www.nintendo.com/consumer/systems/nintendogamecube/index.jsp Nintendo GameCube] Official webpage by Nintendo of America *[http://register.nintendo.com/systemsgcn Nintendo GameCube] at Nintendo.com ([http://web.archive.org/web/*/http://www.nintendo.com/systemsgcn archived versions] at the [[Internet Archive#Wayback Machine|Internet Archive Wayback Machine]]) *{{dmoz|Games/Video_Games/Console_Platforms/Nintendo/GameCube|GameCube}} <!--==========================({{NoMoreLinks}})============================ | PLEASE BE CAUTIOUS IN ADDING MORE LINKS TO THIS ARTICLE. 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