Platform: Nintendo GameCube
One Piece: Pirates' Carnival
Mortal Kombat: Deception
Nintendo Puzzle Collection
Tak 2: The Staff of Dreams
Roll-o-Rama
Ty the Tasmanian Tiger 3: Night of the Quinkan
Pokémon Colosseum
Billy Hatcher and the Giant Egg
The Haunted Mansion
Crash Nitro Kart
Sonic Adventure 2: Battle
Tales of Symphonia
The Incredibles
X2: Wolverine's Revenge
Spider-Man 2
Metroid Prime 2: Echoes
Jimmy Neutron: Boy Genius
Prince of Persia: The Two Thrones
BloodRayne
Marvel Nemesis: Rise of the Imperfects
Bionicle Heroes
Alien Hominid
Cars
Donkey Kong Bongo Blast
Mario Party 7
The Tower of Druaga
Donkey Konga
SpongeBob SquarePants: Creature From the Krusty Krab
Ed, Edd n Eddy: The Mis-Edventures
Viewtiful Joe 2
Baten Kaitos: Eternal Wings and the Lost Ocean
Need for Speed: Underground 2
Prince of Persia: Warrior Within
Pac-Man Vs.
Starcraft: Ghost
RTX Red Rock
Ultimate Muscle: Legends vs. New Generation
Scooby-Doo! Night of 100 Frights
Nicktoons: Battle for Volcano Island
Ty the Tasmanian Tiger 2: Bush Rescue
Freedom Fighters
Worms 3D
Rayman 3: Hoodlum Havoc
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Super Mario Sunshine
Dance Dance Revolution Mario Mix
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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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