Platform: Nintendo GameCube
GoldenEye: Rogue Agent
Star Fox Adventures
Roll-o-Rama
Conker's Other Bad Fur Day
NBA Courtside 2002
The Lord of the Rings: The Return of the King
Mario Power Tennis
Rayman 3: Hoodlum Havoc
TimeSplitters: Future Perfect
The SpongeBob SquarePants Movie
Need for Speed: Underground
Burnout
Grabbed by the Ghoulies
Enter the Matrix
Wallace and Gromit in Project Zoo
Teenage Mutant Ninja Turtles
Viewtiful Joe
Resident Evil 2
Super Monkey Ball 2
Billy Hatcher and the Giant Egg
Custom Robo
Tony Hawk's Underground 2
Tony Hawk's Pro Skater 4
One Piece: Grand Battle!
Sonic Gems Collection
Metroid Prime 2: Echoes
Perfect Dark Zero
Sonic the Hedgehog Extreme
Def Jam: Fight for NY
Super Mario Sunshine
Donkey Konga 2
Cubivore: Survival of the Fittest
Mario Party 5
Spyro: Enter the Dragonfly
Tony Hawk's Underground
Spyro: A Hero's Tail
Madagascar
The Simpsons: Road Rage
Panel de Pon
2006 FIFA World Cup
One Piece: Pirates' Carnival
The Sims
Crank the Weasel
NHL 2004
True Crime: Streets of LA
Ultimate Muscle: Legends vs. New Generation
True Crime: New York City
Star Wars: Rogue Squadron III - Rebel Strike
Bomberman Generation
Mega Man Anniversary Collection
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Although the GameCube Controller itself was well beloved by fans, head of Platinum Games (and former Capcom dev) Atsushi Inaba said it was actually quite frustrating to develop for for devs like him and he wasn't a big fan of it and it's layout and design.
Inaba, however still praised the system's software and hardware, saying that it was very easy to develop games for the console itself.
"I didn’t play a lot of GameCube games myself, but on the development side of things you imagined that maybe when Miyamoto-san was designing his games, the large green A button was the one he wanted to get hit first so he made it big [...] When working on Viewtiful Joe, we made the A button the jump button but because it was an action game players wanted to punch and kick, so they would sometimes hit the A button expecting that. In development, you don’t want the player to pick up the controller with any kind of strange prejudices about which button is going to do what. It’s almost safer not to have too much imbalance with the buttons."
Inaba, however still praised the system's software and hardware, saying that it was very easy to develop games for the console itself.
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