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The Nintendo GameCube: A 12/12 Retrospective

11/18/2025

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Although the system boasted some truly fantastic titles, the Nintendo 64 was practically a master class in poor design and bad decision-making. For starters, it's system-standard three-handled controller was hands down the most ridiculously-designed piece of gaming hardware ever conceived by man. In addition to which, their decision to stick with the tried-and-true cartridge format, would single-handedly cause Nintendo to give up the majority share of the home console market to newcomer, Sony, with their vastly superior disc-based PlayStation console. Thus, Nintendo would be forced to make some pretty significant changes for their next console.

That next console, the GameCube, by contrast, would feature one of the more uniquely brilliant controller designs in gaming history. It boasted a unique button layout, arranged by priority, with the A button featured more prominently, and the other face buttons being sized and placed in accordance with their typical use and necessity. The controller also featured a comfortable shape and bright color scheme that would appeal to players of nearly any age.

Additionally, the GameCube was Nintendo's first ever console to feature a disc-reader. However, as opposed to the standard-size DVDs used in Microsoft's and Sony's rival Xbox  and PlayStation 2 consoles (respectively), Nintendo elected to use a proprietary "miniDVD" format instead. While this choice of disc size, and corresponding disc drive, would help to protect them somewhat against unauthorized game duplication and piracy, it would also, unfortunately, mean that none of their customers could ever use the system for playing any other forms of media, like CDs or DVDs.

The upside, though, was that for the first time in a generation, Nintendo's games could offer the same amount of content, and look and sound just as good as the competition's titles - - and did they ever! Though the GameCube may not have been the greatest or most popular console Nintendo's ever released, it did boast some of the greatest games they've ever released; and it's not really worth looking back on a console without looking at the games as well. So please read on, for a selection of 12 of what we feel were the greatest games to ever grace the Nintendo GameCube.
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Super Monkey Ball (Amusement Vision, 2001)
Following Sega's cancellation of the Dreamcast and exit from the console business, in early 2001, they quickly set to work shifting gears - - from first-party game development, to the suddenly brand-new focus on third-party titles. One of their first releases in this new role would be the GameCube-exclusive launch title, Super Monkey Ball. The game was actually a port of an arcade title, Monkey Ball, that had been released earlier that same year by their internal development studio, Amusement Vision.

A skill-based game, strongly reminiscent of the wooden box marble game, Labyrinth, Monkey Ball saw the player guiding their monkey character of choice - - inside of a hamster ball-esque transparent sphere - - across various challenging tiltable platform stages, while striving to avoid falling off, or running out of time, before reaching each stage's goal. The stages also held varying quantities of Dole-branded bananas that could be picked up along the way for point bonuses. The GameCube port featured all the great gameplay of the arcade version plus the undeniably "Super" additions of a new monkey character, improved graphical effects, and an assortment of unlockable party games to enjoy - - for up to four players!

The game would be well-received by critics and fans alike and was widely-regarded as the surprise hit of the GameCube's launch lineup. The series would continue with the near-equally good 2002 GameCube-exclusive sequel, Super Monkey Ball 2, before finally going multi-platform, shortly thereafter. While there have been a number of installments to the Monkey Ball series released in the decades since it's console debut, the GameCube original is still the highest-rated - - and arguably, the best.

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Super Smash Bros: Melee (HAL Laboratory, 2001)
One of the surprisingly better titles released during the Nintendo 64's run was the 1999, HAL Laboratory-developed, four-player platform/party brawler, Super Smash Bros. The inspired game concept consisted of HAL's own super star, Kirby, facing off in a party-style 2.5D fighting game against a variety of Nintendo's other biggest characters, including Mario, Link, Donkey Kong, Samus Aran, Pikachu, and Fox McCloud (among others). Unsurprisingly, the game was a hit with critics and fans, alike, so work on a sequel for Nintendo's upcoming GameCube was immediately begun.

Super Smash Bros: Melee would be released in 2001, two and a half years following the release of the original and just weeks after the launch of the GameCube. Featuring over twice as many characters, more modes, tons of extras, and more-polished mechanics, Melee represented a significant step up from the N64 installment. The game was lauded by critics and would go on to become the GameCube's number one best-selling title. It also developed an incredibly dedicated fan base, has been featured in a variety of gaming tournaments around the world, and is still regarded to this day as one of the best entries in the entire series - - even when compared to the number of fantastic series entries that have followed it.

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Resident Evil (Capcom, 2002)
​In 1996, Capcom released famed original PlayStation survivor horror title, Resident Evil. The game was originally intended to be a remake of their 1989 Famicom game, Sweet Home, that was itself, an adaptation of the Japanese horror movie of the same name (and year). At some point during development of the new title, however, Capcom's rights to the film expired and so the ideas were modified into what would then become Resident Evil ("Biohazard", in Japan). Despite being well-received by gamers and critics, in addition to spawning one of Capcom's most profitable franchises to date - - as well as the survival horror genre, in general - - that first Resident Evil title was also criticized, and even ridiculed, for being just a bit too campy and rough around the edges.

It was for all of these reasons, as well as an agreement Capcom had made to bring some of their titles to Nintendo's new GameCube console, that a remake was greenlighted in 2001. Like the original Resident Evil, the remake would also incorporate the use of 3D models over pre-rendered backgrounds, although, owing to the much greater power of the GameCube, everything in the remake would look practically photo-realistic. Additionally. the backgrounds would periodically incorporate full-motion video and particle effects, so that they weren't always entirely static! The title would also include new weapons and enemy types, new story elements and areas to explore, new gameplay mechanics and puzzle designs, and perhaps most importantly, a newly-polished script, brought to life by far less cringey voice acting.

Upon its 2002 release, the Resident Evil remake - - or REmake, as some have taken to calling it - - was a critical hit,
with multiple reviewers referring to it as both one of the scariest, and best-looking titles ever made. Sadly, the game was criminally overlooked by the public, at the time of its release, and as a result, did not quite live up to Capcom's pretty reasonable sales expectations. Capcom would also use the same game engine to create the similarly-praised yet largely disregarded 2002 direct prequel, Resident Evil Zeno. Subsequently, both the REmake and RE Zero would be ported to nearly every major platform to come along since the GameCube - - including the Nintendo Switch.

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Super Mario Sunshine (Nintendo, 2002)
Though Nintendo decided to shake things up a bit by launching the GameCube alongside a Luigi title for once, instead of the traditional Mario one, they still made sure to eventually get around to releasing one of those as well; actually two, if you count Paper Mario: The Thousand-Year Door. As the follow-up to their highly-acclaimed, 2002 entry, Super Mario 64, Super Mario Sunshine simultaneously had a lot to live up to, as well as a relatively easy job of living up to it. This was because as groundbreakingly great as 1996's Super Mario 64 had been, it was also pretty severely limited by the constraints of the console and cartridge format it had appeared on.

All Nintendo really had to do was release something similar to Super Mario 64, but bigger, shinier, and maybe with some sort of an interesting twist thrown in, for good measure. Not only did Nintendo completely deliver this with Super Mario Sunshine, but in typical classic Nintendo fashion, they actually kind of crushed the assignment. All of the game's various elements, from the unique "Isle Delfino" tropical vacation setting, to the ingenious "FLUDD" water/jet pack/robotic assistant mechanic, to the interesting new characters, superb graphics, incredible music, and fantastic Super Mario style gameplay - - they all came together to create one of the most memorable entries in franchise history.

Nintendo also managed to do a brilliant job of tying the game into their other major releases, across the GameCube's history - - from the FLUDD having been one of Luigi's Mansion character, Professor E. Gadd's inventions; to much of Mario Kart: Double Dash being set on, or around, Isle Delfino; to the Piantas, and other newly introduced characters, like Bowser Jr and Shadow Mario, in addition to other elements, all appearing in games like Paper Mario: The Thousand-Year Door, Mario Golf: Toadstool Tour, and Mario Power Tennis (some of these titles you will find below, by the way) - - which really went a long way towards giving the console itself, its own uniquely cohesive identity. But Super Mario Sunshine has continued to have a strong influence on the Nintendo universe far beyond the the GameCube console, with many of those same characters and elements appearing in a variety of titles and a number of platforms, in the years since. The award-winning game would also go on to become one of the most critically-lauded and highest-selling releases on the GameCube, and would eventually receive a 2020 Switch port (alongside Super Mario 64 and the Wii title, Super Mario Galaxy), as well.

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Animal Crossing (Nintendo, 2002)
In 2001, Nintendo released a brand new Nintendo 64 title, in Japan, called "Animal Forest". A fantastical life simulation featuring a town full of (mostly) friendly anthropomorphic animal characters, the game would be ported to North American GameCubes, the following year, as "Animal Crossing". From there, it would go on to become an award-winning worldwide phenomenon, as well as a new key pillar franchise for Nintendo - - and all in fairly short order.

The reasons for Animal Crossing's overwhelming popularity and success were rather simple - - the game offered a chill, relaxing environment in which one could enjoy any number of activities, at any time of the real-world clock-synced day, from shopping, to home decor, to shooting the breeze with (mostly) delightful neighbors, to fishing, catching bugs, gardening, dump(ster) diving, visiting a museum, taking a train ride over to a friend or family member's village, gift giving, participating in real-world calendar-synced holidays, or even playing actual Nintendo Entertainment System games! The game was so jam-packed full of charmingly fun activities that one could play it for practically forever (or until their GameCube laser shorted out). While none of the numerous sequels that have followed over the years have again included the fantastic playable NES games of the outstanding GameCube original (or any other Nintendo games, for that matter), they have pretty much all, nonetheless, managed to expand on its concepts in pretty thoughtful and welcome ways. But anyone who has a chance to experience the very first Animal Crossing (who hasn't before), should definitely be sure to do so, as the game still holds up amazingly well all of these many years later.

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The Legend of Zelda: The Wind Waker (Nintendo, 2003)
​One of the greatest games to ever grace the Nintendo 64 - - alongside GoldenEye 007 and Mario Kart 64 - - was 1998's The Legend of Zelda: Ocarina of Time. It successfully managed to expand on the lore and gameplay of the Legend of Zelda franchise on the Nintendo 64, in a way that was quite similar to what 1992's Link to the Past had done on the Super Nintendo. Yet it also succeeded at expanding the franchise into the third dimension, as well; making Link's already epic adventures feel all the more real and engaging.

The only flaws to be found in Link's adventures on the Nintendo 64, were the visual ones related to the Nintendo 64's graphical limitations. In 2003, Nintendo released The Legend of Zelda: The Wind Waker for the GameCube. The game featured the same fantastic 3D gameplay as Ocarina of Time but with more varied mechanics; larger, deeper environments; and, most importantly, vastly improved visuals.

The Wind Waker was notable for its unique cel-shaded aesthetic - - one of the few Nintendo titles to employ such a look. Though not entirely accepted by everyone in the Zelda enthusiast community - - some of whom would take to derisively referring to the title as "Celda" - - the whimsical design style actually arguably elevated the game to art status, bestowing the already perfect gameplay with perfect-looking graphics, to match. Not only was The Legend of Zelda: The Wind Waker easily one of the best games to ever grace the GameCube, it was also one of the best Zelda games ever made - arguably the best, from a purely visual standpoint. The only way the game could have possibly been improved upon was with an HD remaster - - which Nintendo would just so happen to release for their Wii U console, in 2013.

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Ikaruga (Treasure, 2003)​
In 1998 and 2001, acclaimed developer Treasure would release their first (and, to date, only) arcade releases - - Radiant Silvergun, and its spiritual sequel, Ikaruga. Both shoot 'em up titles would receive home console ports within a year of their respective arcade debuts - - though, only in Japan. While they would also both eventually be ported to North American consoles as well, it would be the second of these, Ikaruga, that would end up reaching Western shores first.

Making it's North American debut in 2008, Ikaruga would initially arrive as a GameCube exclusive (although it would eventually find its way to a variety of other platforms, several year later). Though slow to gain a following in Japan, Ikaruga was well-received by Western critics, particularly for its innovative game design. Featuring a unique bullet-absorbing black-and-white polarity-switching mechanic and named for the Ikaru - - a Japanese finch with a similar coloration - - Ikaruga boasted five incredibly-challenging stages, multiple difficulty levels, and both single and two-player cooperative modes of play. In the years following its release, Ikaruga has since become regarded as something of a masterpiece and, along with Radiant Silvergun, is now widely considered to be one of the best shoot 'em ups ever made.

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​Mario Golf: Toadstool Tour (Nintendo, 2003)
Like the Nintendo 64, before it, the GameCube also boasted several fantastic Nintendo-published sports titles. Of these, 2003's Mario Golf: Toadstool Tour was hands down the best. Following 1998's Hot Shots Golf, for the PlayStation, and 1999's Mario Golf, for the N64, Toadstool Tour was the third title (not counting portable releases), from the accomplished experts at Camelot Software Planning, to offer up a feature-rich and incredibly satisfying round of golf.

Featuring the return of many of the great options, characters, and game types found in the N64 version of Manio Golf - -
including connectivity features with its corresponding Game Boy counterpart - - Toadstool Tour also offered new characters and new modes, such as coin attack and team play, in addition to a number of various stroke challenges. All of this was rendered with vastly improved graphics, courtesy of the much more powerful GameCube hardware. Unsurprisingly, Toadstool Tour was quite well received by critics and fans, with particular praise given to its fantastic gameplay, superb visuals, and excellent variety of well-designed courses. The game would also go on to become a "Player's Choice" title, in 2004, after selling over a million copies, worldwide.​

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F-Zero: GX (Nintendo, 2003)​
Following the relatively easy development of Super Monkey Ball, Sega saw the potential of creating an arcade system board based upon the GameCube's internal architecture. After approaching Nintendo, and Namco, with the idea, the three companies would decide to join forces and the "Triforce" arcade board would be born. Following its completion, Nintendo offered to let Sega create two new installments to their popular F-Zero franchise - - one for the Triforce system, and one for the GameCube.

Like Super Monkey Ball, the development duties for the two F-Zero titles would once again fall to Sega's extremely talented internal studio, Amusement Vision - - this time under the supervision of Nintendo. In 2003, the resulting titles would be released, nearly simultaneously, as F-Zero: AX, for the arcades; and F-Zero: GX, for the GameCube. Both games would feature cross-compatibility via a standard GameCube memory card, by which custom racing machines created in X could be used in AX, and exclusive content from AX could be unlocked and saved for use in GX.

Both games would also be extremely well-received, with GX, in particular, being lauded for it's tight controls, challenging gameplay, and insanely good graphics. Even Nintendo game designer, Takaya Imamura - - who had worked on the first two F-Zero titles - - admitted his uncertainty that AX and GX could ever be surpassed. Maybe that's the reason why Nintendo hasn't bothered to release a brand new entry in the last 20 years!

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Mario Kart: Double Dash (Nintendo, 2003)
As mentioned above, Mario Kart 64 was easily one of the greatest games - - alongside GoldenEye 007 and Ocarina of Time - - to ever grace the Nintendo 64. While the original Super Mario Kart's pseudo-3D racing had been entertaining enough, Mario Kart 64 elevated the whole concept to a completely new level. The racing was bigger, bolder, more challenging, more rewarding - - and actually 3D!

Like MK 64 on the Nintendo 64, Mario Kart: Double Dash was also unquestionably one of the greatest games ever released for the GameCube. It took the same great 4-player racing from 64 and polished it up to a near-perfect shine. Everything in Double Dash looked positively gorgeous, and the gameplay was also thoughtfully-enhanced, thanks to the brilliant introduction of team racing.

Whereas Mario Kart 64, with its standard one-to-a-kart racing could get pretty frustrating for kids and new players, Double Dash's more inclusive two-to-a-kart team-play options made the game all kinds of fun for the whole family. Not to mention the added bonus of being able to carry twice as many items (even in single player)! Though Nintendo would smartly retain the ability to carry double items in subsequent Mario Kart titles, the absolutely inspired two-to-a-kart mechanic has (so far) been sadly left in the dust. Maybe that's why no Mario Kart title since has yet come close to topping the absolute brilliance that was Double Dash.

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Paper Mario: The Thousand-Year Door (Nintendo, 2004)
As one of the best, most highly-rated games to ever grace the Nintendo 64, it was only natural that the GameCube would receive a follow-up to the 2001 RPG, Paper Mario. Said sequel would indeed arrive, in 2004, as "Paper Mario: The Thousand-Year Door", and the incredibly talented personnel at second-party Nintendo studio, Intelligent Systems, would once again bring back the same charming papercraft aesthetic and fantastic turn-based gameplay mechanics of the first title, but with a few smart added touches, and noticeably-improved graphics - - once again, courtesy of the (by this point) aging, yet still impressively powerful GameCube hardware. Upon release, the game would enjoy an almost overwhelmingly positive reception, with particular praise given to the game's enjoyably whimsical story, and thoughtful new additions, and would even go on to pick up a best-of-2004 award or two! Though Nintendo has since released multiple fairly respectable series sequels, for a variety of consoles, Paper Mario: The Thousand-Year Door is still, to this day, widely regarded as, not only the best Mario RPG, but one of the greatest RPGs of any franchise - - ever.

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Fire Emblem: Path of Radiance (Nintendo, 2005)
Fire Emblem: Path of Radiance was the third title in the now extremely popular tactical RPG series ever to be released outside of Japan; and the first to appear on a non-portable console, in the West. Following the success of the two Game Boy Advance titles, particularly 2003's simply-titled Fire Emblem (as well as the popularity of the characters appearance in Super Smash Bros: Melee), series developer, Intelligent Systems set about creating a brand new entry for the GameCube. Titled, Fire Emblem: Path of Radiance, the entry would be the first in the series to feature 3D graphics, full-motion cutscenes, and spoken dialogue, and would also introduce the base of operations as well as the ability to engage in optional conversations with allies and non-playable characters. Unsurprisingly, the game was well-received by critics and fans alike, being nominated for several awards, and was also among the GameCube's most successful later-life titles.

The GameCube would launch on November 18th, 2001, only three days after newcomer, Microsoft's Xbox; but over a year after the release of Sony's PlayStation 2. Though Nintendo had corrected many of the mistakes they had made with the N64 - - for instance, by making a vastly superior controller that has continued to be somewhat supported, right up to the present day - - letting Sony get a head start was not one of them. Sony had made Nintendo pay for the year's lead they were given with the first PlayStation, and they would do it to them all over again with the PS2.

Additionally, while Nintendo's switch to a disc format and incredible selection of impressive-looking first-party fare would certainly help the GameCube's cause, their decision to not use a standard-size DVD drive basically amounted to shooting themselves in the foot, yet again. Not only were DVD players extremely popular at the time (as they were still quite new), but both the PlayStation 2, and the Xbox had one. As a result, the GameCube began to lag behind the other two consoles in sales, which in turn, caused third-party developers to start abandoning the system, only making matters worse for Nintendo. They would ultimately end up in last place, in terms of units sold, by the end of the console's life - - a rather embarrassing first for the company.

Nintendo would continue to make highly questionable, seemingly uncompetitive decisions with both of their next two home consoles, the Wii and the Wii U. Though they would accidentally wind up starting a cultural fad and doing fairly well with the Wii, the Wii U would end up faring even worse than the GameCube and N64 had. Finally, Nintendo would make the brilliant decision to go all in on the portable market - - the one area where Microsoft and Sony have never been able, or willing to compete - - with their near-record-breaking Switch console. How the recently-released Switch 2 will do is anybody's guess, at this point, but at least Nintendo, at long last, seems to be back on track.

[Images: Nintendo, Amusement Vision, HAL Laboratory, Capcom, Treasure]

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[AJ Amideo]
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