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NINTENDO GAMECUBE INHOUSE DEVELOPMENT PARTIES:
EAD
Intelligent Systems
Integrated Research and Development
NDCUBE
Nintendo Software Canada Inc.
Nintendo Technology Development Inc.
Creatures Ltd
Flagship Co., Ltd
Game Freak Ltd
Left Field Productions
Manegi Corporation
Marigui Management Inc
Mobile 21 Co.
Hal Labs
Rareware
Silicon Knights
Retro Studios
Brownie Brown
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NINTENDO EXCLUSIVE FRANCHISES:
>> Super Mario Series
>> Legend of Zelda Saga
>> Pokemon
>> Perfect Dark
>> Luigi
>> Kirby
>> Metroid
>> Super Smash Bros
>> Perfect Dark
>> Conker
>> Starfox
>> F-Zero
>> Mario Kart Series
>> Mario Sports Series
>> Fire Emblem
>> Animal Forest
>> Animal Leader
>> Pikimin
>> Wave Race
>> Donkey Kong
>> Eternal Darkness
>> Too Human
>> Thornado
>> Yoshi
>> Wario
>> Mario Party Series
>> Banjo & Kazooie
>> Jet Force Gemini
>> Killer Instinct
>> Dr. Mario
>> Excitebike
>> Paper Mario
>> 1080 Snowboarding
>> Mario Paint Series
>> Earthbound
>> Diddy Kong
>> Resident Evil Saga (Exclusive to Gamecube)
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GAMES CONFIRMED TO THE SYSTEM:
>> Luigi's Mansion* (Nintendo)
>> Waverace: Blue Storm* (Nintendo)
>> Pikimin* (Nintendo)
>> Rune (From Software)
>> Eternal Darkness: Insanity's Requiem* (Silicon Knights)
>> Metroid Prime* (Retro Studios)
>> 1080 Snowboarding 2* (Nintendo)
>> Mario Sunshine* (Nintendo)
>> Legend of Zelda* (Nintendo)
>> Super Smash Bros: Melee* (Nintendo)
>> Sonic Adventure 2: Special Edition (Sega)
>> Phantasy Star Online Version 2.0 (Sega)
>> Soul Calibur 2 (Namco)
>> Dead to Rights (Namco)
>> Star Fox Adventures: Dinosaur Planet* (Rareware)
>> Super Monkey Ball (Sega)
>> Virtua Striker 3 (Sega)
>> FIFA 2002: Road to FIFA World Cup (Electronic Arts)
>> Universal Studios (Kemco)
>> Bomberman Generations (Hudson Soft)
>> Goldstar Mountain (From Software)
>> Animal Forest Plus* (Nintendo)
>> Perfect Dark Zero* (Rareware)
>> Animal Leader* (Nintendo)
>> Donkey Kong Racing* (Rareware)
>> Mickey Mouse (Capcom) **
>> SSX Tricky (Electronic Arts)
>> Star Wars Rogue Squadron 2: Rogue Leader* (Lucasarts/Factor 5)
>> Extreme G3 (Acclaim)
>> Madden NFL 2002 (Electronic Arts)
>> NFL Quarterback Club 2002 (Acclaim)
>> Dave Mirra Freestyle BMX 2 (Acclaim)
>> All-Star Baseball 2002 (Acclaim)
>> Disney's Tarzan (Ubi Soft)
>> Turok Evolution (Acclaim)
>> Crazy Taxi (Acclaim)
>> NBA Street (Electronic Arts)
>> NBA Courtside 2002* (Nintendo)
>> Kameo: Elements of Power* (Rareware)
>> NHL Hitz 2002 (Midway)
>> Batman: Dark Tommorow (Kemco)
>> Duke Nukem Forever (Take 2 Interactive)
>> Too Human* (Silicon Knights)
>> Thornado* (Factor 5)
>> Doshin the Giant* (Nintendo)
>> Mario Kart* (Nintendo)
>> 18-Wheeler American Pro Trucker (Acclaim)
>> Artic Thunder (Midway)
>> Die Hard: Nakatomi Plaza (Fox Interactive)
>> Dragon's Lair 3D (Dragonstone Software)
>> Evil Twin - Cyprien's Chronicles (Ubi Soft)
>> Ferrari 360 Challenge (Acclaim)
>> Flippin Kirby* (Nintendo)
>> Galleon: Islands of Mystery (Interplay)
>> Harry Potter (Electronic Arts)
>> James Bond: Agent Under Fire (Electronic Arts)
>> Legends of Wrestling (Acclaim)
>> Minority Report (Activision)
>> Mortal Kombat 5 (Midway)
>> NFL Blitz 2002 (Midway)
>> Picassio (Promethean Designs)
>> Planet Harriers (Sega)
>> Robocop (Titus)
>> Spiderman: The Movie (Activision)
>> Spy Hunter (Midway)
>> Survivor: The Series (Infrogames)
>> The Thing (Universal Interactive)
>> Tony Hawk Pro Skater 3 (Activision)
>> V.I.P (Ubi Soft)
>> Resident Evil: Rebirth* (Capcom)
>> Resident Evil 2* (Capcom)
>> Resident Evil 3: Nemesis* (Capcom)
>> Resident Evil: Code Veronica* (Capcom)
>> Resident Evil 4* (Capcom)
>> Resident Evil Zero* (Capcom)
>> The Simpsons: Road Rage (Electronic Arts)
>> Mission Impossible 2 (Infrogames)
>> Klonoa 2 (Namco)
>> Smashing Drive (Namco)
>> Ridge Racer Next (Namco)
>> Broken Sword 3: The Sleeping Dragon (Revolution Software)
>> Good Cop Bad Cop (Revolution Software)
Many of the above names are subject to change.
Every single title above has been confirmed by official sources, no rumors.
Expect this list to change frequently. Many 3rd party games are TBA.
* = Exclusive only to Gamecube
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INDUSTRY QUOTES AND INTERVIEWS REGARDING NINTENDO AND GAMECUBE:
Sorry, but the Xbox is to the Gamecube what the Dreamcast was to the Playstation... a temporary annoyance at best. <--- Dan Egger Xbox editor at Daily Radar (Now working on the Official XBOX Magazine)
"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music." - Kristian Wilson, Nintendo, Inc, 1989
"Those people who were dominating through technology because they could always maintain 60 frames per second or they could do more polygons than someone else, those people are going to start to fade into the background and the people who are really going to come to the forefront are the people who can create the best stories and create the best gameplay ideas. I think that's very important." DENNIS DYACK, Silicon Knights
"It's pretty clear to me already, Microsoft (X-Box) and Sony (Playstation 2) are in for a brutal fight for second place. I think the GameCube is going to be pretty dominant in this next generation" - Dennis Dyack, SILICON KNIGHTS
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"Thomas: On no system I've seen are memory access times so lightning fast.
Julian: No system.
Thomas: It's a miracle almost. It's really fast." -Factor 5, on NINTENDO GAMECUBE
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"Four words: don't write off Nintendo. A lot of companies have, but Nintendo's got a five billion dollar war chest and a lot of great, original franchises." -SEGA
"Everyone has been impressed with Nintendo. It has been perhaps their greatest ever show. Previously Nintendo has made announcements and then disappointed, but at E3 people saw the Cube, saw playable demos and were immediately convinced." - Kunio Neo, President of Konami Europe.
"That certainly is a possibility. In fact, executives at Square are very enthusiastic about Nintendo." -Squaresoft
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Famitsu: What are your impressions of GameCube?
Yuji Naka [Sonic Team]: Really easy to program. PSO was completed in about a month. This proves how easy it is to work with
Famitsu: Wow!
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Famitsu: Are you going to be developing primarily on GameCube from now on?
Toshiro Nagoshi [Amusement Vision]: Yes, I am. I think it's natural to think of GameCube as our main platform, having worked with it, it gives us an advantage. We've been thinking of many things other than these two titles.
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Famitsu: Why did you decide to focus on GameCube?
Nagoshi: Because hardware performance has evolved to the point where the same things can be developed on any platform. So when talking about platforms these days, it's pointless to talk about performance. So our decision making process was simple; what hardware provider don't we hate? [laughs..] For that reason, I settled on Nintendo.
Famitsu: Having worked on the GameCube hardware for the past few months, what are your impressions of it?
Nagoshi: I hoped that the hardware would reflect the same technological leap as from the Super Famicom to the Nintendo 64. Based on our early development, the GameCube passes that test with flying colors.
Famitsu: So will you focus on original titles for GameCube after Monkey Ball and Virtua Striker 3?
Nagoshi: Yes, our development is taking a step in that direction. Thinking about the future, it wouldn't do us any good to continue focusing on the same areas. When you think about games that really stand out lately, they're network titles. For that reason, I'm interested in working on a new online console title. Ideally, we'd like to announce our full plans at E3 next year.
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IGNcube: We've heard you're very excited about the GameCube. Will Sonic ever make it to the [GameCube]?
Yuji Naka: I think it's up to Sonic.
IGNcube: You said GameCube is very easy to program for and it only took one month to port Phantasy Star Online ver. 2. Will we see more improvements to the game, such as visuals?
Naka-san: I think we can make it better.
IGNcube: What would you say your favorite part of developing for GameCube is?
Naka-san: I think its stability as a system. It's very stable. Anything that's theoretically possible, we can execute it and it works.
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IGNcube: How do you like working with the GameCube hardware?
Toshihiro Nagoshi: It's very easy to develop for
IGNcube: What are your favorite strengths of the GameCube hardware?
Nagoshi-san: Firstly, it has good balance as a whole. Next, the CPU because it's fast. [Then] the texture memory, polygon power
IGNcube: Will we see Planet Harriers on GameCube?
Nagoshi-san: Keep on hoping. *wink wink*
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"Please wait until SpaceWorld in August. Then we'll show you something." - Shigeru Miyamoto, Nintendo
"This is our new baby. Like all babies it is small, but it make a lot of noise" - Shigeru Miyamoto, Nintendo
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Peter Main: Third-party publishers know our price list, and it's very similar to anything that's out there. We know that's consistent. What may be in question is marketing money. On the one hand, there was someone [Microsoft] who had no stake in the business and at any cost had to get in. They went to a variety of developers and agreed to pay, in essence, 100% of development costs with no strings attached, which had a lot of developers [coming] here and saying they have free goods that they can port to our system.
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"Video games are bad for you? That's what they said about rock n' roll!" -- Shigeru Miyamoto -- December 1998
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"I would say that all of the developers that are most important to Nintendo, and frankly will be most important to players, are all working on GameCube." -Perrin Kaplan, NINTENDO OF AMERICA
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"Our entire staff fell in love with the GameCube when we first received development kits, and I think players will too. Even if Nintendo is perceived as catering to a younger audience, GameCube will win over players of all ages" - Toshihiro Nagoshi of Sega's Amusement Vision.
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"But what I want to deliver to the users of GameCube is a kind of "touch". It's a touch you can feel by your hand and it's a new feeling you can feel in your brain. I feel it in my brain, so it's a kind of image. I'm working on it right here right now. I don't have any specific thing I can show you or let you play. But what I'm trying to realize is something that gives you some very unexpected feeling that you have never experienced before. Like Mario fried rice [note: During his GameCube presentation, Miyamoto displayed GameCube's ability to model physics by flipping a plate of little Marios up in the air, like a pan of "Mario fried rice" as he mentions here. Given Miyamoto's use of the world "touch" we expect he's currently experimenting with physics models. Wow.]" - Shigeru Miyamoto, Nintendo
"What if you walk along and everything that you see is more than what you see-- the person in the T-shirt and slacks is a warrior, the space that appears empty is a secret door to an alternate world? What if, on a crowded street, you look up and see someting appear that should not, given what we know, be there? You either shake your head and dismiss it or you accept that there is much more to the world than we think. Perhaps it really is a doorway to another place. If you choose to go inside you might find many unexpected things." - Shigeru Miyamoto, Nintendo
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IGNcube: In some levels we noticed what we thought was volumetric fogging and reflection mapped textures. Our eyes did not deceive us, did they?
Claude (Wave Race: Blue Storm): No, no. What you see is what you get. It's all in real-time. Nintendo put in our hands a gem. The GameCube is like a diamond. It's so pure, streamlined, vicious and fantastic. It's a dream for an engineer. It's unbelievable.
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"If you're a fan of Sonic Team, I recommend that you buy a GameCube." -Yuji Naka
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"We are very interested in Nintendo's GameCube as one of our target machines because it will have a strong influence in changing the current user groups" - Namco (Prior to SC2 announcement)
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"[Laughs] We are in that dangerous phase right now where basically every day somebody comes up with something more bizarre to add into our game. I mean, the whole targeting computer for Rogue Leader just came out of playing around with Flipper. That's the nice thing about a first-generation game. It's actually very technology driven. You can really dig into GameCube and just do weird stuff." - Julian, FACTOR 5
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"We were repeating so many of Link's experiences, and we were trying to decide on what new direction the new Zelda should take, and after that i began to wonder what the idealistic age of Link is. In a new Zelda, is a grown up Link something I really wanted to pursue?" - Shigeru Miyamoto, Nintendo
"What we are now doing is putting emphasis on making our games better than the others and we are not ignoring the importance of making somthing different" - Shigeru Miyamoto, Nintendo
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Question: What are your thoughts on the GameCube hardware?
Mikami-san: It's very powerful and easy in terms of software development. The one thing I want people to know is, we haven't necessarily received money from Nintendo for deciding to make the Biohazard series exclusive to GameCube. More importantly, we believe the GameCube is a machine which will definitely have a five-year life cycle, if not longer. So it will provide the stability needed for the future of the Biohazard series.
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"I am beyond impressed with Nintendo GameCube, more so than the other consoles." - Yu Suzuki, SEGA AM2
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"Some websites have articles saying that I have said that Nintendo GameCube is for kids and immature people," commented Kojima. "I have never said that. Many times when I do an interview for a magazine, what I mean is not always re-created in the article with my intentions, but instead are misinterpreted. I personally have high hopes for the GameCube. I would like to develop games for the Nintendo GameCube." Hideo Kojima, KONAMI
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"Coming out of the show we were more excited about GameCube than Xbox and we're working diligently to get more products ready for that platform to release this fiscal year." Chairman Larry Probst, ELECTRONIC ARTS
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PS2 Creator Ken Kutaragi Praises GameCube!
EDGE: What did you think about the other hardware companies' showings as E3?
Ken Kutaragi: GameCube is great. Every time Nintendo release a machine it is great. I like what I would call Miyamoto-san entertainment!
EDGE: You haven't actually said the word Xbox. What do you think of it?
Ken Kutaragi: Xbox? I have no interest in that console. I'm usually very optimistic about most things. They might be bringing some nice games, but I've been very, very disappointed so far. Many of their games don't have an impressive feel.
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"I would say the game would look prettier on Xbox. As for Gamecube, I have a feeling it isn't the right kind of game for this platform." - Hideki Kamiya, Capcom [PRIOR TO THIS....]
"From now on, games aren't limited to graphics only -- a balance must be reached between fun gameplay and graphic enjoyment. I feel if it isn't like this, the media itself will be endangered. Among game systems focused on graphics, we're aiming to show Nintendo's philosophy of 'fun games'." - Shinji Mikami, CAPCOM (Creator of Biohazard)
"Everyone must be surprised because [the Biohazard series is now] on the GameCube, but I have a clear and strong opinion about being able to enjoy all of the Biohazard games on one system. Therefore the series will be GameCube exclusive." - Shinji Mikami, CAPCOM
"The scenes are not taken from CG movies. They are of actual gameplay running on the GameCube hardware. You will actually be able to play the game with this quality." - Shinji Mikami, CAPCOM
"While working on Resident Evil 4 the team experienced development limitations while working on the PS2 hardware. From this experience the team chose the power of the Nintendo GameCube in order to make the best game possible." - Shinji Mikami, CAPCOM
“More importantly, we believe the GameCube is a machine which will definitely have a five-year life cycle, if not longer. So it will provide the stability needed for the future of the Biohazard series.” – Shinji Mikami, CAPCOM
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"Capcom has a huge amount of faith in Nintendo," a Capcom Entertainment representative told IGNPS2 today. "Nintendo knows it needs the older demographic, and the basic reason that we've decided to work with Nintendo with this series has nothing to do with Sony at all. It has everything to do with Nintendo. It's about where we see GameCube going." -CAPCOM
"Currently, yes, we are exclusive to Nintendo. The deal will certainly last through the announced projects and probably longer." -CAPCOM
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"I am very excited about the RE series coming to the GCN and cannot wait to play them. This is yet another example that shows how much Nintendo is committed to gamers, all gamers. It is great to see Capcom on board with the GCN. This is yet another step that helps show that the GCN is the premium gaming platform." - Dennis Dyack, SILICON KNIGHTS
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PC DEVELOPERS SPEAK OUT ON GAMECUBE FOLLOWING E3 2K1:
Jake Simpson
Raven Software - PS2 Lead Programmer
1. What impressed you the most at E3?
Nintendo's showing for the GameCube. Squadron Leader from Lucas Arts is simply the best looking flight game I have ever seen. It just sold a GameCube right here.
3. Xbox. Playstation 2. GameCube. Which console stole the show?
GameCube. No question. PSX2 had some decent stuff too, the XBox was a little disappointing I thought.
Mark Lewis
Volition - Level Designer
1. What impressed you the most at E3?
GameCube. The games that were being shown were impressive and polished. It looked almost like they were ready to go to market now instead of later this year. Rogue Leader was probably the coolest looking game I saw at the show.
Todd C Robinson
Z-Axis - 3D Artist / Level Designer
3. Xbox. Playstation 2. GameCube. Which console stole the show?
Gamecube all the way. Talk about an impressive, SOLID showing. The more I see of it, the more impressed I am. We just got our game up and running on the dev station for it, and it was as easy if not easier to do than the xbox, and MUCH easier by far than the ps2.
Cliff Bleszinski
Epic Games - Lead Designer
3. Xbox. Playstation 2. GameCube. Which console stole the show?
GameCube.
Jim Dose
id Software - Programmer
3. Xbox. Playstation 2. GameCube. Which console stole the show?
I'd have to say it was a draw. I've heard lots of people say the Xbox was the best, or the GameCube was, but there just wasn't enough games shown for either system to really make a final judgement. Sony had a lot more games this year for the PS2, but it still doesn't compare to the fever pitch hype they generated a couple years ago. The $199 price tag for the GameCube, coupled with the power of Nintendo's brands makes me believe they'll end up the favorite in the long run.
Randy Pitchford
Gearbox Software - Director, Chief Designer
1. What impressed you the most at E3?
The Game Cube is great. A lot of us are considering doing a Game Cube title because of all the right decisions Nintendo has made...
Warren Marshall
Epic Games - Level Designer/Programmer/Corporate Shill
1. What impressed you the most at E3?
Two things ... Medal of Honor and GameCube.
3. Xbox. Playstation 2. GameCube. Which console stole the show?
GameCube all the way. Some of the PS2 stuff looked cool (Final Fantasy X and Dark Alliance especially), but the GameCube games are solid, polished and run smoothly. I didn't look at a single GameCube game without wanting to play it.
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SQUARESOFT AND THEIR STANCE ON GAMECUBE:
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SquareSoft is excited about Nintendo GameCube
Hironobu Sakaguchi, the executive vice president of Square recently spoke to the LA Times.
LA Times: The first "Final Fantasy" game came out on the Nintendo platform. In 1996, the games migrated to the Sony PlayStation console. Do you plan to make games for the Nintendo GameCube or Microsoft's Xbox?
Hironobu Sakaguchi: That certainly is a possibility. In fact, executives at Square are very enthusiastic about Nintendo (GameCube). Square is moving into online games. "Final Fantasy XI," which will be released next year, will be a fully online game. To make that work, you have to transcend hardware. If we want to do financially well online, we need to exist across all consoles.
LA Times - 07/13/01
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SquareSoft shows plans to Nintendo
"We're not expecting to be accepted by Nintendo right away, but we're doing everything to get the relationship positive again. The most important thing about management is the ability of having several choices. It is hard to lose one of these. We have to try to convince Nintendo, by showing them our plans for GBA and GameCube that we will boost their hardware sales" said Mr. Suzuki, Square's president.
According to sources, Nintendo wants SquareSoft to commit to at least two GameCube games before they agree to allow SquareSoft to develop Game Boy Advance games. Looks like things may be more promising than Nintendo President Hiroshi Yamauchi lead us to believe...
Nihon Kougyou Shinbun - 02/01/01
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SquareSoft wants to support Nintendo
Mr. Suzuki, Square's president, revealed his impressions of Game Boy Advance (due in stores in Japan on March 21): "Very attractive. I really want to see our titles on Game Boy Advance, I want to supply software for it by all means," President Suzuki Sakaguchi told analysts in Japan today. He added that "we will do our best to have our games on the Nintendo systems." Suzuki pointed out that relations between the two companies have been kept at a distance since the Super Famicom (SNES) days. "As president, I'm working hard to bring out the game (Final Fantasy) on Nintendo systems, and I would like to continue to do so in the future," Suzuki said.
Also during the conference today, Square Vice President Hironobu Sakaguchi commented on the possibility of Final Fantasy IV, V, and VI being re-released to the portable market. He stated that it is "technically impossible to develop on Wonder Swan Color," citing an interest in working with Nintendo to bring the series to the Game Boy Advance . "We will do our best to have our games on the Nintendo Game Boy Advance".
Square Japan Press conference - 01/22/01
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PC Data: Top Publishers of 2000
We've got the top 10 game publishers of 2000 based on the revenue generated by software sales.
January 17, 2001
Rank Publisher Units Dollars
1 Nintendo 26,807,180 $955,169,820
2 Electronic Arts 11,946,160 $435,493,079
3 Activision 9,775,986 $332,803,304
4 THQ 6,956,563 $262,998,114
5 Sega 6,332,560 $262,494,552
6 Sony 8,927,900 $244,438,591
7 Midway 4,058,503 $135,982,929
8 Acclaim 4,684,894 $134,503,569
9 Capcom 3,633,586 $124,124,609
10 Infogrames 3,913,971 $112,687,963
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SEGA DEVELOPMENT TEAMS WORKING ON NINTENDO GAMECUBE:
Sonic Team - confirmed
Amusement Vision - confirmed
AM2 – rumour
Hitmaker – confirmed
Visual Concepts – confirmed
WOW Entertainment – confirmed
Wow Entertainment is one of Sega`s most prolific teams. Formerly known as AM1, the group has produced the House of the Dead series, various arcade baseball games, Sega GT and the recent Alien Front Online for the Dreamcast, the Naomi 2 title Wild Riders and the unique arcade dog-walking game, Ino no Sanpou. In addition to GCN development, the team is also working on Game Boy Advance, Dreamcast, Xbox and PS2. [http://cube.ign.com/news/37607.html]
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In The Official Dreamcast Magazine(UK Edition) reveals that Sonic Team, Amusement Vision, and AM2 have been developing GameCube software since last fall. AM2, one of Sega's most innovative development teams, is known for games like Virtua Fighter, Shenmue, Out Run, and other arcade titles.
This news leads us to question what Sega has been doing since the fall of last year. If it only took Sonic Team a matter of weeks to port Phantasy Star Online Version 2 to the Cube, imagine what this team and others have been working on. You can be certain that the GameCube will have great support from Sega.
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TEMCO AND THEIR STANCE ON GAMECUBE:
As reported on IGNinsider yesterday, GameCube fans worrying that Nintendo's "alternative" controller shape and button configuration may have deterred fighting game developers from creating brawlers for the console can now rest easy. After Capcom, Sega and Namco, GameCube has now gained its fourth big fighting game developer: Tecmo. In its quarterly earnings report, Tecmo today announced that it's not only planning to support Nintendo GameCube, the Japanese developer has already purchased development hardware and is underway with at least one title. According to Tecmo, the company will concentrate on delivering fighting games for the console. Though not identified by name, it's more than likely that GameCube will receive an installment in Tecmo's long-running Dead or Alive franchise. The first GameCube Tecmo game is scheduled for March 2002. [http://cube.ign.com/news/34636.html]
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REGARDING THE RESIDENT EVIL PREQUEL ON GAMECUBE:
Question: How is development progressing on Biohazard 0? for GameCube
Mikami-san: Well, I can tell you the game begins on a train. There will be plenty of interaction with the background including objects on tables such as wine bottles and breakable windows, thanks in part to the capabilities of the GameCube. The themes of the game are very similar to previous installments in the game.
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EAD PURCHASES A MOTION CAPTURE STUDIO:
[In a recent interview with Core Magazine]
Question: I Heard you have a motion capture studio in the basement of one of your studios. If so, what is it being used for?
Miyamoto: We thought we'd rent it out (laughs). Where did you hear that comment? It ís actually for a project that won't be out until the year after next. It ís a very good studio. We probably could really rent it out (laughs). We also have a very nice sound studio.
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GAMECUBE LAUNCH IN JAPAN A SUCCESS:
In what has to have been the lowest key launch for any Nintendo product in the company's illustrious history, Gamecube finally appeared in Japan on Friday to a lukewarm reception, packing a tiny line-up of three games and falling short of Nintendo's official figure of 500,000 units. Nintendo Europe confirmed to CVG this morning that 450,000 machines entered Japan last week, with the rest of the ship-out expected to arrive "imminently". Japanese news service Nikkei is reporting that sell-through may have been as low as 60 percent, meaning as few as 270,000 consoles may have found their way in Japanese gamers' hands. Compared to PlayStation 2 sales exceeding 980,000 units within 24 hours in Japan, the phrase "soft launch" has taken on something of a new meaning when applied to Gamecube. Nintendo's ploy was obviously deliberate, and many are now pointing to the lack of a Mario-only game as the reason for such a low-key launch, but the spectre of hardware production problems has already been mentioned today.