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How GameCube’s Bold Choices Helped Nintendo Find Its Future

Nintendo’s GameCube years were defined by decisions that seemed determined to resist both PlayStation’s momentum and the expectations of Nintendo fans. The approach hurt the console commercially, but it also helped prepare the company for the DS and Wii.

That era remains especially relevant now that Super Mario Sunshine has joined the GameCube collection on Nintendo Classics. The 2002 platformer is divisive, but its unusual ideas show exactly what made Nintendo’s purple console such an intriguing machine.

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For players who value physical interaction, Sunshine still has a compelling central mechanic. FLUDD lets Mario spray away grime with satisfying streams of water, giving movement and exploration a tactile quality. The mechanical aid used for some of Mario’s jumping, however, remains a controversial choice.

A huge Sharpedo machine in Pokemon Pokopia.

A console built against the obvious choices

Being a Nintendo fan during the GameCube period could be difficult, not simply because the system was losing ground to PlayStation 2. Nintendo seemed unusually determined to challenge familiar hardware conventions and the assumptions surrounding its own flagship series.

Basim, from Assassin’s creed Mirage, looking around a corner with his sword and dagger at the ready. On the left two guards are seen keeping watch.

The company accepted optical discs, but used unusually small ones. The GameCube could not play DVDs, did not resemble conventional hi-fi equipment and was not especially easy to tuck beneath a television. Its distinctive purple shell and carry handle made the system look more like a portable piece of equipment than a standard home entertainment component.

The Pikachu cards in the Pokemon Trading Card Game's 30th anniversary set, which features 30 Pikachu cards with different artists.

While PlayStation had popularised twin-stick controls for managing a character and camera in 3D, Nintendo used a single analogue stick alongside a large central button. The layout had its own charm, but it also looked like a refusal to follow an emerging standard.

Shigeru Miyamoto looking at the Nintendo Gamecube, foreground, during the console’s reveal in May 2001

Unusual launches and a cartoon Zelda

Nintendo’s previous two consoles had launched with landmark Super Mario adventures. GameCube instead arrived with Luigi’s Mansion, a comic haunted-house game, alongside a jet-ski title and a Sega-developed game about monkeys trapped in balls. When Mario finally appeared, he was cleaning up a holiday island with FLUDD in Super Mario Sunshine.

The company also moved away from the epic, lyrical tone associated with The Legend of Zelda: Ocarina of Time. Its next major Zelda adventure, The Wind Waker, presented Link with a deliberately cartoon-like appearance that initially frustrated some fans.

mario jumps on water in isle delfino

Link from The Legend of Zelda: The Wind Waker holding a sword and looking very tough

In retrospect, The Wind Waker’s visual direction has earned passionate defenders. The same is true of many GameCube experiments, even if the single-stick controller layout remains harder to defend. Nintendo’s choices were inventive, but they also made the company look as though it was deliberately antagonising the market.

Commercial failure, strategic breakthrough

The GameCube’s resistance to convention amounted to commercial self-sabotage. Yet the same willingness to reject the established formula became valuable when Satoru Iwata took over as Nintendo’s president not long after the console launched.

Iwata redirected that instinct for difference into the Nintendo DS and Wii. By the time those systems arrived, audiences were ready for alternatives to the industry’s prevailing direction. GameCube may have been the casualty of Nintendo’s stubbornness, but that stubbornness also helped the company discover a new path.

For more stories about arcade culture, hardware and gaming history, visit the RETROCADE Arcade Blog and explore the arcade video collection. If this era has you planning a dedicated gaming setup, the arcade machine buying guide can help you choose the right format, while arcade machines offer a larger centrepiece for a games room.

Retro pick: Future Knight

Studio Koba and Aeternum Game Studios’ Future Knight is an eccentric retro action game with a Satoshi Kon-inspired story and visuals that imitate inexpensive Tiger LCD handhelds from the 1990s.

Its gameplay is not radically original, and greater variety would have strengthened it, but its art direction and strange energy give it a clear identity. Nintendo Life’s review describes it as a strong choice for players seeking an arcade-style experience with personality.

Nintendo Classics pick: Super Mario Sunshine

Super Mario Sunshine is uneven, but that is part of its appeal. It is a bright, slapstick holiday adventure that takes Mario away from the immense expectations already attached to the character in 2002. Nintendo’s rougher edges are visible, yet the game remains joyful and inventive.

Music pick: “Delfino Plaza”

“Delfino Plaza” is one of Mario’s sunniest musical themes: a gypsy-jazz-inspired holiday tune with memorable accordion lines. Players can choose between the original “Isle Delfino” version from the Super Mario Sunshine soundtrack and a live cover performed by the Mario Kart house band. A playlist of the broader music selections is available here.

Notable releases

  • The Elder Scrolls 4: Oblivion Remastered — 11 August; Switch 2; a remake of Bethesda’s classic RPG.
  • Future Knight — 13 August; Switch; a retro action game styled after LCD handhelds.
  • Duskfade — 13 August; Switch 2; a fantasy action platformer influenced by games such as Jak and Daxter.
  • CloverPit — 13 August; Switch and Switch 2; a satirical slot-machine roguelike port that first became popular on Steam.
  • BlazBlue: Entropy Effect X — 13 August; Switch and Switch 2; an action roguelike spin-off from Arc System Works’ fighting-game series.

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Lego-ized Aloy raising her arms in Lego Horizon Adventures

A view of part of Bellabel Park in Super Mario Bros. Wonder


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