After much anticipation the Nintendo GameCube launched in Japan on September 14th 2001 while in North America the GameCube launched November 12th 2001 where it promptly flew off the shelves selling out the entire initial shipment in both regions and was hard to acquire throughout November. Many attributed the strong launch with the SEGA acquisition, the shifting of Dreamcast titles to the GameCube and the Great Sega Exodus.
The GameCube was sold for $199.99 being the cheapest console of its generation and came with a wired controller, memory card, AV video cable, and power cable. The GameCube OS is the same but the options menu includes options for managing online functionality. There are options to create an account, add or delete an account, and input friend codes and accept friend requests, and disable online functionality by creating a four digit pin.
Nintendo Netcast in Detail
A Nintendo Netcast Account can be created in the options menu on the GameCube OS. Up to three accounts can be saved per GameCube. Every account has a friend code that can be inputted by other players to add that account to their friend list. Once you have imputed an accounts friend code the account owner must accept the friend request in the options menu. There is an option to lock all online functionality by inputting a custom four digit code. Online functionality is completely disabled for all accounts unless the four digit code is inputted to unlock online functionality.
Various Accessories Included:
GameCube Controller - $19.99
Memory Card - $9.99
20ft Broadband Cable - $14.99
56k Modem & 20ft Dial Up Cable - $24.99
GameCube Arcade Stick - $29.99
Sega’s Dreamcast Arcade Stick redesigned for the GameCube. It added a D-Pad and C-Stick in the bottom center in between the buttons and the Joy Stick, and a Z Button next to the L Button and a special button on the top left next to the pause button that switched the inputs of the Joy Stick and the D-Pad. These additions made it fully compatible as a controller being able to be used with every game. The controller sees high use from competitive Melee players.
Launch games included Sonic Adventure 2, Luigi’s Mansion, Super Monkey Ball, Bomberman Online, Shenmue II, Marvel vs. Capcom 2, NBA 2K2, NFL 2K2, and Wave Race Blue Storm with the North American launch adding Quake III Arena, Half-Life, Crazy Taxi 1 & 2, Tony Hawk’s Pro Skater 3, Star Wars Rouge Squadron II: Rouge Leader.
Certain Launch Titles in Detail
Sonic Adventure 2
This version bears many similarities to OTL Sonic Adventure 2: Battle featuring upgraded menus, expanded multiplayer and the Black Market in Chao World but it does not have the GBA connectivity features. The games multiplayer can be played online like the Dreamcast version.
Half-Life
The GameCube version of Half-Life is a rework of OTLs cancelled Dreamcast version. The game comes with two discs. Disc one is the single player campaign. It features improved graphics and an exclusive mission pack called Half-Life: Blue Shift. Disc two features online multiplayer with Deathmatch and Capture the Flag game modes. The second disc also features Team Fortress Classic as a bonus.
Crazy Taxi 1 & 2
Crazy Taxi 2 which was planned for the Dreamcast was delayed and included with a port of the first game.
Shenmue II
Only available in Japan during launch and retailing for 7000 Yen, Shenmue II was easily the largest GameCube game requiring 4 discs. TTL version of Shenmue II features Donkey Kong and Mario Bros arcade machines at the Pine Game Arcade. It’s one of the most expensive aftermarket GameCube titles with all 4 discs selling for 200-400.
Top Selling Launch Titles in Japan
1. Sonic Adventure 2
2. Shenmue II
3. Luigi’s Mansion
4. Marvel vs. Capcom 2
5. Super Monkey Ball
Top Selling Launch Titles in North America
1. Sonic Adventure 2
2. Half-Life
3. Luigi’s Mansion
4. Marvel vs. Capcom 2
5. Quake III Arena
Hello Nintendo fans! Our friends over at Sega have provided for us this great info on the top 5 most played games on Nintendo Netcast. We’ll be providing this top 5 every month in our Power Charts alongside our Players Choice and Most Wanted.
Most Played Online Games
1. Sonic Adventure 2
2. Half - Life
3. Marvel vs Capcom 2
4. Quake III Arena
5. Bomberman Online
Excerpt from Nintendo Power - November 2001
We talked earlier about how Sega influenced the development of the Nintendo DS. What role does Sega play into developing new hardware?
Satoru Iwata: When we develop new hardware like the Nintendo DS we include Sega in the development process. Sega plans out the online functionality of our hardware and we work extensively with them to see what sorts of features are possible and if they are worth adding. Sega’s ideas on various software and online functionality often change our plans on hardware. The team at Sega also gives us their opinions on our hardware plans, which is good. Sega often shares our opinions on various things but they also might disagree on some other things. We work very well with Sega.
Nintendo had bought Sega in early 2001 when the GameCube was in development. Did Sega have any kind of influence on the GameCubes development?
Satoru Iwata: We had the GameCube mostly planned out when Sega entered the picture. But Sega did influence the GameCube before we even sought to purchase them. In meetings with Yamauchi-san and others we decided if we were going to purchase Sega we would make sure that the GameCube could easily connect online so we added a broadband modem once the acquisition of Sega was finalized.
So when it came to having 56k or Broadband. Why did you pick broadband as the GameCubes main mode of online connectivity? A lot of people were still using dial-up when the GameCube was launched.
Satoru Iwata: We picked broadband because we felt that a broadband connection would become a necessity for online gaming in the near future. We were correct as many later GameCube games required a broadband connection. That being said we didn’t want to completely ignore the many people still using dial up so a 56k modem was made as an external accessory for those without broadband.
The GameCube really pushed online as a selling point. So why wasn’t a cable included?
Satoru Iwata: Adding the broadband modem increased the cost of the system. If we had included a cable we wouldn’t have been able to sell the system at the price we desired. We included a cable as an accessory at launch.
Sega made people pay a subscription fee for SegaNet and when Microsoft launched X-Box Live you needed to pay a subscription fee. Was Nintendo Netcast ever planned to be a paid service?
Satoru Iwata: We debated about a paid service for Nintendo Netcast but Miyamoto-san and myself had doubts about people paying for such a service. After talks with Sega it was ultimately decided that Nintendo Netcast would be free of charge.
What kind of new online features will the upcoming Revolution have?
Satoru Iwata: We can’t really reveal any details right now but Sega is hard at work on improving Nintendo Netcast with many new features and improvements.
Excerpt from Famitsu Interview with Nintendo President Satoru Iwata - March 2006
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Next Chapter: Gaming News Christmas/Winter 2001
Upcoming Chapter: Nintendo's Restructuring: The Era of Iwata
Upcoming Chapter: Gaming News Spring 2002
Upcoming Chapter: Super Smash Bros Melee / Smashing the Servers