The Nintendo GameCube, a Tough Lesson

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[Music] rule of thumb when you're late to the party you'd better be dressed to kill newsweek september 3rd 2000. following the release of the nintendo 64 in 1996 technology not only continued to innovate and grow more complex but it did so at a rapid rate by 1998 sega had released the first of the sixth generation of home consoles that being the dreamcast a technical powerhouse blowing the playstation saturn and even the nintendo 64 out of the water the dreamcast was hailed as the future of not only 3d graphics but home console gaming as a whole not long after in march of 1999 sony unveiled the playstation 2 which was by far superior to the dreamcast in just about every aspect finally by may of 1999 nintendo would announce they were indeed working on a successor to the nintendo 64. on may 12 1999 howard lincoln would address fans retailers members of the press and developers alike in a press conference one day before e3 lincoln opened with how nintendo remained focused on the nintendo 64 and that they believe that it has many more years of profitable life both for our retail partners and for our company with that out of the way lincoln would then raise the curtain on nintendo's next home video game system slated for launch worldwide at the end of 2000 the system was codenamed dolphin [Music] in 1997 a group of 20 developers who had worked on the nintendo 64's graphics chip left silicon graphics and formed a company by the name of art x led by dr wei yen who is the head of sgi's nintendo operations dr yen was the senior vice president of sgi from 1988 to 1996 leading development of opengl a popular graphics api still used today and he also served as president of mips technologies among the 20 developers was david orton who joined sgi in 1990 and was head of the advanced graphics division orton himself was appointed president of art x and after being sued by sgi claiming that artx's high-level sgi alumni would be using trade secrets nintendo paid a visit to the new startup looking for someone to develop the graphics design for their new home console initially employees at artx weren't too sure about working with nintendo mainly because they didn't want to divert attention from their upcoming art x1 pc chipset that would launch in 1999. eventually the two companies struck a deal meaning that art x would develop a flipper chip in return for royalties which meant nintendo would fully ditch sgi and mips following the departure of then-ceo ed mccracken and many ups at sgi according to greg buckner then head of art x nintendo had given up on sgi the last of the people they trusted were gone and they went looking for the people it's not a company to company thing for them it's a person to person thing along with that nintendo was wary about the continued use of the mips architecture and wanted to replace it as its source of microprocessors nintendo did however jump around to a few other companies before landing on art x two of which were 3do and a company by the name of kagent which would eventually be purchased by microsoft during the pre-e3 announcement lincoln announced that dr yen and the art x team would indeed be developing the dolphins graphics processor lincoln also said we are absolutely confident that dolphins graphics will equal or exceed anything our friends at sony can come up with for the playstation 2. after confidently taking a shot at sony lincoln would then detail the other most important part of a home console the cpu of course we need to power dolphin with a cpu that's second to none a cpu that is the most powerful processor of any current or planned video game system how about a 400 megahertz cpu well that's precisely what we're going to use and we call that chip the gecko processor ibm and nintendo have entered into a multi-year one billion dollar technology agreement under which ibm will manufacture the custom designed 400 megahertz gecko processor for the dolphin gecko is an extension of the ibm power pc architecture and with that nintendo's 6th generation console was unveiled although maybe not fully unveiled in regards to full specs and cosmetics nintendo did announce that they had already begun providing development kits to two companies nintendo had a good relationship with retro studios and rare ending the announcement lincoln had this to say but as i stand here this afternoon i think nintendo is very well positioned to take on sony and sega [Music] [Music] by october of 1999 nintendo ordered over 2.8 billion dollars worth of semiconductors to power its sixth generation hardware partnering with nec to create these conductors nec even announced plans to expand their production of components for dolphin by building a new factory in southern japan by the time 2000 rolled around the world was eagerly waiting the launch of sony's playstation 2. in february nintendo of europe would continue to boast about the dolphins superior graphics at the 51st nuremberg toy fair noe announced that they were going to stick to launching the dolphin by the end of the year axel herr the managing director of sales and marketing even said according to our technicians dolphin will be 33 above the projected performance data of sony's playstation 2. that's easily twice as fast as the dreamcast the playstation 2 would come on march 4th in japan and shortly after nintendo of japan executives would announce that they were delaying the launch of the dolphin console and would actually be scrapping the idea of launching the system worldwide hiroshi imanishi the head of the general affairs department and the man who first convinced yamauchi to get into the toy industry in the 60s told msnbc that nintendo was instead targeting a december launch before the japanese christmas season and that nintendo of america would release the system at its own discretion according to imanishi it's always the case with nintendo the hardware is already completed but the software is not alluding to the fact that the reason for the delay was they did not feel ready with their current software lineup imanishi would also give a few more details about the system including the fact that it would not play dvds and that panasonic would manufacture a version that could play them he also said that nintendo had not decided on a retail price but reiterated that it would be cheaper than the playstation 2. shortly after this interview art x the company responsible for the flipper graphics processor was acquired by ati a tech corporation that was founded in 1985 as array technology incorporated and specialized in graphics processing this however according to greg buckner hadn't really influenced the processor design was it a power play by ati to get a leg up on nvidia and other graphics companies probably considering an ati spokesperson said ati now becomes a major supplier to the game console market via nintendo the dolphin platform is reputed to be the king of the hill in terms of graphics and video performance with 128-bit architecture curiously nintendo ended up not showing dolphin at e3 2000 instead showing more late games for the nintendo 64 and the very old game boy with analysts feeling that sony was able to gain dominance due to the nintendo 64 being late to the party things were beginning to feel very similar with no information on dolphin finally on august 25th 2000 nintendo's space world conference was held at makohare mese and nintendo officially announced the gamecube set to launch in july 2001 for japan nintendo also announced that five unnamed titles would release alongside the gamecube with the us release slated for october 2001 nintendo also showed off demos for the gamecube which included pokemon wave race metroid zelda and star wars more information on the software lineup for the system would be announced at e3 2001 this specific space world would eventually go down in history giving us wonderful looks at early builds of games such as luigi's mansion mario kart double dash metroid prime and games that would never appear again such as the mario 128 demo and the gritty realistic zelda 128 demo along with unveiling some software for the system nintendo announced the official finalized specs the console design itself hence the game cube and other features for the system these features include a 56k modem that naturally required a lan adapter plugged into the bottom of the console a wire that would connect the newly announced game boy advanced to be used as a second screen of sorts a fancy new controller and in another head scratching turn of events for many a proprietary 1.5 gigabyte mini dvd disc yep instead of following industry footsteps of moving to dvds so that players could play games watch movies and maybe surf the internet nintendo decided that the gamecube was a games machine and promptly kicked the dvd movie format to the curb with this change however the gamecube is of course the first nintendo console that is not cartridge based finally in may 2001 at e3 nintendo would reveal their hand by showing off the launch titles some more information on the console including colors release dates and a price of 199 which was a hundred dollars cheaper than the playstation 2 and the newly announced xbox coming from microsoft games themselves would retail for around 49.90 a more standard price and the following games were shown with playable demos which included super smash brothers melee star wars rogue squadron 2 rogue leader star fox adventures dinosaur planet luigi's mansion pikmin and wave race blue storm during the e3 press conference itself nintendo focused on the nintendo difference which had four legs innovation quality characters and heritage the e3 showing also gave satoru iwata a lot of stage time emphasizing that nintendo was an entertainment company and shigeru miyamoto a chance to uh let me introduce you to our new baby miyamoto-san would also show off the wavebird a new wireless controller that could be played at around 30 feet away from the console with a new japanese release date of september 14th and a delayed north american release of november 5th and a 2002 release window for europe and australia nintendo's seemed set to take on sony's playstation 2. [Music] how do you keep making the greatest games you start with a platform one that blends power and agility with a singular purpose you base everything you do on the art of the developer and your true knowledge of the players then you make it affordable and available add a generous helping of pure nintendo fun and you call it gamecube what does it take to make a great game what it takes is the nintendo difference [Music] nintendo continued to lean heavily on the nintendo difference for their marketing and promotion ad campaigns would later release with images like a tie fighter pikmin a man in a full body cast and more in a metal cube with the slogan life's a game other advertisements included people locked in these metal cubes slogans like born to play and people just whispering gamecube these advertisements were along the lines of early 2000s with edgy radical and cool advertisements presumably meant to market towards a demographic nintendo had let slip away teenagers two young adults leading up to launch nintendo spent 75 million dollars on marketing which comparing that to microsoft's 500 million dollars looked a bit weak this 75 million included commercials during harry potter and the sorcerer's stone and lord of the rings the fellowship of the ring along with that nintendo ran print ads appearing in over 50 magazines including maxim sports illustrator for kids and more they even threw a star-studded party for the gamecube including ryan reynolds paris hilton michelle rodriguez wayne brady scarlett johansson ashton kutcher dylan and cole sprouse dwayne the rock johnson jason alexander and more nintendo would go on to host more cube club events well into 2002 in 15 different cities all while nintendo and microsoft were preparing to enter the console wars sega was planning on leaving with the announcement of the dreamcast discontinuation coming in march of 2001 that made the playstation 2 the only choice for next-gen gaming for around 6 months idc would conduct a survey in august of 2001 where they found that 32.9 of participants intended to purchase a new console and of that 32.9 percent a whopping 62.9 planned to purchase the ps2 6.3 percent plan to purchase the gamecube 5.8 planned to purchase the now defunct dreamcast and 4.5 percent planned on getting the xbox finally on september 14 2001 the gamecube launched in japan shipping around 500 000 units to retailers and according to reports the launch was fairly low key especially compared to nintendo's other console launch the game boy advance which had sold 650 000 units on its first day one of the primary issues with the gamecube's japanese launch was of course the launch titles luigi's mansion super monkey ball and wave race blue storm were the only games to launch for the gamecube in fact the gamecube's launch with luigi's mansion makes it the first nintendo home console to release without a super mario bros game overall around 280 000 and 300 000 consoles were sold during the first three days two months later the gamecube would launch in north america shipping a total of 700 000 units nintendo announced it had sold 100 million dollars worth of gamecube products on its first day according to a goldman sachs survey around 73 of retailers had sold out of xbox consoles whereas only 48 of retailers had sold out of the gamecube it's important to remember though that nintendo shipped around 700 000 units in total while microsoft had only shipped around 300 000 xbox units the 100 million number would eclipse that of the dreamcast initial launch nintendo would even state that luigi's mansion was the most popular game even surpassing super mario 64's launch sales on december 3rd nintendo announced that after the first 15 days on the market the gamecube had sold at 600 000 units the gamecube itself weighs around 5 pounds and the dimensions are 4.3 inches by 5.9 inches by 6.3 inches and compared to the original xbox and launch playstation 2 takes up a lot less space in total this specific unit is the indigo variant with a skin cover that my brother put on when we got the system i do have another console custom painted by myself which is my main driver at launch there was the indigo version the jet black version and eventually a platinum limited edition console would release in japan you could get the spice orange colored variant the tails symphonia mint green variant the sd gundam g generation gamecube red and black and a black and white honshin tigers model finally there was the panasonic q which was a stainless steel gamecube with dvd functionality only released in japan the panasonic q came with media controls on the top a panasonic branded controller and a remote control on the front of the regular gamecube we have the now mostly standard four ports for multiplayer fun and two memory card slots titled slot a and slot b on top you have four buttons the open button which pops the hood the power button and a reset button after popping the hood the optical disk drive is there for the proprietary 1.5 gigabytes gamecube game disc around the back on the dol-001 version of the console you have the ac plug-in the same video connector as the nintendo 64 and the snes and a new hookup this is for the gamecube's component cable which allows for digital av output from the gamecube a revision in 2004 cut the original digital av cable output port and that is serial number dol-101 of course you can't forget about the handle for the gamecube the idea for the handle came from how many homes had more than one tv so it was easy to carry from one room to the next not to mention taking it to a friend's house something that was fairly common when i was a kid on the bottom we have some plastic covers for three different ports serial port one is used for either the broadband adapter or the modem adapter allowing for online functionality serial port 2 is completely unused then there is one high-speed parallel port that transmits up to 81 megabytes per second and is reserved for the game boy player allowing users to play game boy and game boy advanced games popping the hood fully on the gamecube the finalized specifications include the gecko cpu which is an ibm powerpc cpu that is based on the 750 cxe the custom gecko adds about 50 more instructions and a modified fpu that is capable of simd functionality on chip it also has 32 kilobytes of l1 instruction cache 32 kilobytes of l1 data cache and 256 kilobytes of l2 cache graphics wise the ati flipper runs at 162 megahertz and it contains the gpu audio dsp i o controller and north bridge itself it has three megabytes of memory on chip two megabytes for a z buffer slash frame buffer and one megabyte texture cache with a total of around 18 gigabytes per second of bandwidth with 7.6 gigabytes of that bandwidth going to the z buffer and 10.4 gigabytes per second going to the texture cache it has a total of 24 megabytes of 1ts ram for main memory which runs at 324 megahertz and 2.6 gigabytes per second bandwidth it also had multiple pipelines including one vertex pipeline four pixel pipelines which include one texture mapping unit and four render output units the overall floating point arithmetic capability of the gamecube was 11 gigaflops and had a fill rate of 648 megapixels per second i've mentioned fill rates before and the term refers to the number of pixels a video card can render to screen and write to video memory in a second and in the case of texture fill rate the number of texture map elements the gpu can map to pixels in a second in terms of polygon performance the gamecube hits 90 million polygons per second raw 40 million polygons per second with fogging z buffering alpha blending and gorod shading 33 million polygons per second with fogging z buffering alpha blending and texture mapping and 25 million with all of that and lighting and 6 to 20 million polygons per second assuming game conditions with complex models fully textured fully lit etc the gamecube also had a number of image processing functions including motion blur bloom sub-pixel anti-aliasing per vertex lighting light and shadow mapping mipmapping environment mapping depth of field and more as for the audio processor that is integrated into the flipper gpu it's a custom 81 megahertz macronics 16-bit dsp with a sampling frequency of 48 kilohertz 64 simultaneous channels 8 kilobytes of ram 8 kilobytes of rom for instructions and eight kilobytes ram four kilobytes rom of data memory for a full comparison between the sixth generation consoles the flipper itself does most of the heavy lifting so in matrix flops the gamecube stands on top with 7.5 gigaflops the xbox in second with 5.8 gigaflops playstation 2 in third at 5.5 gigaflops and the dreamcast and lasts at 1.4 gigaflops in terms of theoretical real-time performance with four light sources the gamecube was able to render 20 million polygons per second the xbox could render 16 million polygons per second and the ps2 could render 9.8 million polygons per second and the dreamcast can render 6.8 million polygons per second in terms of texture fill rates the playstation 2 sits at 1.2 gigapixels per second with texture mapping z buffering and alpha blending the gamecube sits at 648 megapixels per second with z buffering alpha texture mapping and mint mapping try linear filtering fogging and s3 texture compression as well and in regard to the xbox that has a realistic fill rate between 250 to 700 megapixels per second and that number is with c buffering fogging alpha and texture mapping the dreamcast was very dependent on whether the texture was opaque or not so it varies when it comes to polygons per second the gamecube could handle 33 million with fogging z buffer alpha and texture mapping the xbox could do around 29 million and the playstation 2 could handle around 25 million and the dreamcast stands at a whopping 7.1 million while i did not find a realistic range for the playstation 2 the realistic range for the gamecube like stated earlier is between 6 to 20 million polygons per second which at 60 fps could be 100 000 polygons per frame at its low or at 30 fps around 666 000 polygons per frame at its high the xbox had a peak realistic performance between 7 million polygons per second and 21 million polygons per second or around 485 000 per frame at 60 fps and 700 000 per frame at 30 fps again with just about all of these specifications these are the theoretical maximums that these machines can hit depending on the bandwidth the code and everything in between these numbers fluctuate for example in some early marketing sony stated the playstation 2 could possibly render millions of textured polygons per second while not considering the lack of vram to support all of those textures moving on from specifications we have the gamecube controller itself moving away from the three-prong design nintendo took some inspiration from the playstation dualshock controller making it a two handled design with a total of eight buttons we have the big green a button a smaller red b button below and to the left two kidney bean shape buttons which are x and y a z button right above them and then of course the analog l and r buttons of course we have our fully analog joystick and the c stick which has morphed from buttons from the n64 controller into a joystick and then below the main joystick we have the classic d-pad which according to interviews almost didn't make it in the controller at all we also have the start button in the middle like always favored by smash players everywhere the gamecube controller is one of if not the best controller of all time and my personal favorite and to be 100 honest i kind of wish nintendo kept this design maybe tweak the c stick size and put another z button on the left side to make it more modern according to miyamoto-san himself this gamecube controller is the one on which i spent the longest time on designing the idea behind the controller was to have real differences between the buttons so one was quote able to feel them with your eyes closed and have them more intuitive versus everything always being round end quote one of the first peripherals for the gamecube was the wavebird shown off at e3 by miyamoto-san himself the wavebird released in 2002 and was available for purchase with metroid prime and mario party 4 but it can also be purchased separately other peripherals for the console include the gamecube ascii controller which is a very wide gamecube controller that has a keyboard in between mainly used for chatting in fantasy star online the microphone which was bundled with mario party 6 plugs into one of the memory card ports and has an attachment to clip onto the gamecube controller itself the dk bongos were bundled with donkey kong jungle beat they are beautiful plastic bongos with buttons underneath the tops allowing you to hit them to make donkey kong move and you can even clap to make dk jump some features for the gamecube were ultimately scrapped one of which was a stereoscopic 3d mode that was prototyped and scrapped with luigi's mansion nintendo was reportedly working on a lcd screen to enable the 3d functionality but due to the price of lcds the prototype was dropped altogether another futuristic piece of tech for the gamecube was motion control whereas they were known at the time sensory controllers when we were doing star wars rogue leader for the gamecube actually we had an early prototype of that controller and that had motion control julian eggbrecht factor 5. [Music] we are a very small game company we do not have the resources of these others now in 2021 nintendo employs about 6 500 employees give or take in the fiscal year of 2020 microsoft had a total of 163 000 employees and for sony they employ 111 000 employees obviously this is 20 years after the launch of the gamecube and the xbox however i think this comparison should paint a pretty decent picture while nintendo was rightfully hailed as the video game giant of the 80s and 90s in general nintendo was a very small company microsoft and sony however are and were large companies in comparison having divisions in all of entertainment whether that be pc based home electronics based and everything in between sony and microsoft breaking into the video game market was just another venture for them meanwhile it's really all nintendo has if sony or microsoft's video games division fails sony has tvs phones laptops and more and microsoft obviously has windows microsoft office windows server laptops phones again and more in regards to whether nintendo would add a dvd player to the gamecube tim van hook from art x recalled that art x prepared our all-inclusive competing proposal a universal multimedia engine sure it would cost more and early production units might have to be subsidized by game sales nintendo considered our vision we waited finally they explained that they would not be able to proceed in that direction we are a very small game company we do not have the resources of these others yep a little humility goes a long way pick your battles marshall your cash flow do what you do best nintendo's annual revenue for 2020 was 12 billion dollars which compared to sony and microsoft's 75 billion and 143 billion respectively is chump change we may not view nintendo as a small company but in comparison to many other companies out there they are this is doubly true in the early 2000s remember nintendo's total budget for the gamecube marketing was around 75 million dollars for launch whereas microsoft was ready to spend 500 million for their launch and sony reportedly spent around 150 million for the ps2's launch one of the gamecube's shortcomings was its focus on being a video game system rather than a multimedia machine like the xbox or playstation 2. with limited online connectivity no ability to play dvds and nintendo even stating that the gamecube was explicitly a game's machine the gamecube was just that nintendo is focusing on what they do and what they do best games not only that but it's very likely that nintendo simply didn't have the resources to focus on anything else case and point was the acquisition of rareware in 2000 rare would be developing around seven games for the gamecube including quest cameo elements of power donkey kong racing perfect dark zero conker's other bad day star fox adventures and grabbed by the ghoulies thanks to rare's wonderful library of second party games released for the nintendo 64 nintendo already owned half of the company founders tim and chris stamper were interested in selling the company to a third party publisher mainly so that they could publish games on other platforms ie playstation and xbox rare would eventually approach activision ea and disney to buy the company nintendo would eventually extend their option to acquire rare by a year but activision and microsoft would end up in a bidding war with microsoft raising the bid as high as possible up to 375 million dollars [Music] in the end it was yamauchi-san himself who would end up denying the offer to buy rare whether this was a good thing for rare as a company was yet to be seen as many were happy and excited for microsoft to own rare with the nintendo 64 not so far behind them nintendo had somewhat soured the relationship between their third-party publishers as well the nintendo 64 was incredibly difficult to develop for according to many developers thanks to the microprocessing design and the complexity of the sgi workstations moving forward with the gamecube nintendo intentionally worked with developers like rare to make a developer friendly system nintendo knew the limitations of their own development teams but instead of simply prioritizing third party development nintendo looked at second parties as a way to extend to their japanese developers one of these studios was retro studios famed developers for their work on the metroid prime series as well as their work on the donkey kong country return series though to be fair nintendo initially purchased rare for around 1 million dollars a steal thanks to the troubled development of ravenblade and thunder rally according to reports nintendo helped clean up the studio from being an overworked understaffed studio to one of nintendo's biggest assets during the gamecube era primarily thanks to metroid prime 1 and two nintendo wanted to sell the gamecube as its own experience so instead of reaching out to third parties to develop for the gamecube nintendo actually waited for developers to ask to develop for the gamecube at gdc 2000 a lot of software houses were already working on games for playstation 2 and xbox but the dolphin as it was known at the time was the butt of jokes according to one developer who spoke with ign nintendo is making the same old mistakes it's not giving us any incentive to bother with the gamecube one of the biggest points that executives at nintendo would continue to point out is that nintendo's idea with the gamecube was to focus on quality over quantity with their games which echoed their idea with the nintendo 64. looking at the library for the gamecube it seemed to have worked for the most part luigi's mansion super mario sunshine mario parties 4 5 6 and 7 mario kart double dash the legend of zelda wind waker metroid prime animal crossing pokemon coliseum pikmin 1 and 2 paper mario the thousand year door eternal darkness star wars rogue squadrons 2 and 3 f0 gx fire emblem path of radiance many more and who could forget the culture phenomenon that was super smash brothers melee looking at the top 35 selling games of the gamecube 28 of them were published by nintendo themselves of course nintendo did have solid partnerships namely with capcom and sega of all companies japan's gaming market was in fact shrinking as well video games dropped from being japanese school children's fifth favorite activity in 1995 all the way down to ninth in 2000. the japanese economy itself was also affecting the gaming market and considering nintendo decided to launch a console primarily aimed at younger players it seemed to be a rough time for the gamecube in august of 2003 nintendo released their financial information which revealed that their full year profits fell by 38 percent thanks to slowing gamecube sales satoru iwata nintendo's new president and ceo who took office in 2002 after hiroshi yamauchi retired forecasted the gamecube would sell 10 million units in the fiscal year however final sales of the gamecube for the year would only be 5.6 million units in an interview with cnn iwatasan himself admitted that sony and microsoft's vision for the future was bringing a quote sense of crisis end quote to them iwata-san himself also admitted that while launch sales were good nintendo failed to maintain momentum with few third-party or first-party games releasing after launch other than smash bros when we launched the gamecube the initial sales were good and all the hardware we manufactured at that time were sold through however after this period we cannot provide the market with strong software titles in a timely fashion as a result we could not leverage the initial launch time momentum and sales of gamecube slowed down thanks to the slow sales of the gamecube the little third-party support that they did have including ea thq atari idos acclaim and more would drop support for the gamecube not fully abandoning it but slowing down in releases while first party software sales were strong that didn't really translate to third party sales at all games frequently sold less on gamecube compared to sales on the ps2 and xbox seeing publishers leave nintendo discounted their publishing and licensing fees which was already a few dollars higher than sony and microsoft and they also promised to help market the games nintendo's relationship with more independent publishers was also not great and some believe that the lack of the grand theft auto series which at the time was sold by an independent publisher was part of the issue we need to make sure that we have good relationships with all the independent publishers because you never know what the next big hit game is going to be in 2002 iwata-san stated that nintendo intended to sell 50 million units by 2005. unfortunately however by 2006 nintendo would end up selling only 21.7 million units less than half of nintendo's forecast meanwhile the playstation 2 would end up selling 155 million units and the x markets itself would make a distance second with 24 million units sold the gamecube would unfortunately lose to its predecessor the nintendo 64 which sold roughly 32 million units but it did manage to beat the short-lived dreamcast which sold roughly 9.13 million units while the gamecube was generally seen as profitable by 2003 nintendo reported a loss of roughly 26 million dollars the system itself received two price cuts first dropping it down to 149 and then down to 99 many of the ideas that nintendo's creative teams came up with while developing the gamecube would eventually be used motion controls were used in nintendo's immediate successor the breakout smash hit wii and a 3d system would eventually be realized with the nintendo 3ds in fact in a 2020 leak from nintendo revealed that nintendo had planned an hd gamecube that would allow users to dock the system to a tv and then play it on the go with a built-in display a concept that should sound familiar as nintendo did just that with the switch in 2017 as nintendo moved on to a new more profitable phase in their history the ideas games and lessons they learned from the gamecube and the nintendo 64 in many ways would help them out with future consoles [Music] you
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Channel: Video Game Docs
Views: 8,096
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Keywords: 3ds, Documentary, Dreamcast, F-Zero, GameCube, Gaming, Historian, History, Kirby, Mario, Melee, Microsoft, Nintendo, PlayStation 2, Retro, Sega, Smash Bros, Sonic, Sony, Video Game Documentary, Video Game History, Xbox, Zelda, asmr bully, diamond in the rough, diamonds in the rough, game docs, super mario bros the lost levels
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Length: 38min 49sec (2329 seconds)
Published: Fri Oct 08 2021
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