GameCube online functionality#Supported games
{{Short description|Nintendo GameCube networking overview}}
{{good article}}
{{Use mdy dates|date=January 2018}}
File:GameCube online setup.png cable. ASCII Corporation produced a keyboard controller to help players communicate in Phantasy Star Online.]]
The GameCube is one of Nintendo's home video game consoles and part of the sixth generation of video game consoles. Although the competing PlayStation 2 and Xbox consoles supported substantial amounts of online games, the GameCube had only eight games with internet or local area network (LAN) support. Nintendo never commissioned any servers or internet services to interface with the console, but allowed other publishers to do so and made them responsible for managing the online experiences for their games. Nintendo remained pensive with its online strategy for the duration of the GameCube's lifespan, defiant of growing interest from players and the success of Microsoft's Xbox Live online service. Company leaders including Shigeru Miyamoto and Satoru Iwata based their stance on concerns with maintaining quality control over their games and doubts that players would want to pay subscription fees.
Playing GameCube games over a network requires the official broadband or modem adapter since the console does not have out of the box network capabilities. The only games released in western territories that can be played over the internet are three role-playing games (RPGs) in Sega's Phantasy Star series. Japan received an exclusive online RPG titled Homeland and a baseball game that can not be played online but had access to downloadable content. Nintendo published three racing games limited to LAN support: 1080° Avalanche, Kirby Air Ride, and Mario Kart: Double Dash
History
File:Satoru Iwata - Game Developers Conference 2011 - Day 2 (1).jpg was comfortable with Nintendo's offline strategy and did not see sustainable profits in the online gaming market.]]
File:Nintendo-GameCube-Network-Adapters.jpg
Before the GameCube, Nintendo had experimented with network connectivity with three accessories released exclusively in Japan for the Famicom, Super Famicom, and Nintendo 64. For the Famicom, they developed the Family Computer Network System peripheral in 1988. The device acted as a modem and allowed players to view weather forecasts, the stock market, and bet on horse races, among other activities.{{cite magazine |last=Takano |first=Masaharu |date=September 11, 1995 |others=English translation linked written by GlitterBerri |title=How the Famicom Modem was Born |url=http://www.glitterberri.com/developer-interviews/how-the-famicom-was-born/developing-the-famicom-modem/ |magazine=Nikkei Electronics |language=ja |access-date=November 24, 2017 |archive-date=July 3, 2012 |archive-url=https://web.archive.org/web/20120703101914/http://www.glitterberri.com/developer-interviews/how-the-famicom-was-born/developing-the-famicom-modem/ |url-status=dead }} Following their experiences with the device, Nintendo developed the Satellaview for the Super Famicom, a satellite modem peripheral. The modem communicated to a series of BS satellites which relayed information from servers hosted by satellite radio company St.GIGA. Using this service, players had access to exclusive games, magazines, and other downloads. Nintendo ended its partnership with St.GIGA in 1999, and partnered with Recruit to build a new online service called Randnet for the 64DD, a magnetic disk drive add-on for the Nintendo 64. Randnet gave players access to message board communities and a web browser for surfing the internet.{{cite web|url=https://www.nintendo.co.jp/nom/9911/03/index.html|title=Nintendo Online Magazine|publisher=Nintendo Co., Ltd.|language=ja|access-date=June 23, 2017|issue=15|url-status=live|archive-url=https://web.archive.org/web/20150701183041/http://www.nintendo.co.jp/nom/9911/03/index.html|archive-date=July 1, 2015|df=mdy-all}}{{cite web|last=IGN Staff|url=http://www.ign.com/articles/2001/02/24/64dd-broken-promises|title=64DD: Broken Promises|date=February 23, 2001|website=IGN|access-date=January 11, 2015|url-status=live|archive-url=https://web.archive.org/web/20150111165558/http://www.ign.com/articles/2001/02/24/64dd-broken-promises|archive-date=January 11, 2015|df=mdy-all}}
In 1999, an unnamed source at Nintendo of America said, "Networkability is at the top of the list for the new console."{{cite web|last=IGN Staff|url=http://www.ign.com/articles/1999/03/13/its-alive-3|title=It's Alive!|date=March 12, 1999|website=IGN|access-date=June 25, 2014|url-status=live|archive-url=https://web.archive.org/web/20140714194837/http://www.ign.com/articles/1999/03/13/its-alive-3|archive-date=July 14, 2014|df=mdy-all}} referring to the N2000 prototype which would later become the GameCube. On August 28, 1999, Nintendo EAD general manager Shigeru Miyamoto stated that the Dolphin needed some type of network communication because it was becoming an important component of entertainment. However, he said that Nintendo did not have any true motive to become significantly involved in the internet business. He stated Nintendo has a responsibility to families so that parents can always feel secure with children playing Nintendo products, and went on to say that he did not think network capabilities would be a core component of their next console.{{cite interview|title=Miyamoto Talks Dolphin at Space World '99|website=GameSpot|date=August 28, 1999|interviewer=Chris Johnston|first=Shigeru|last=Miyamoto|subject-link=Shigeru Miyamoto|url=http://www.gamespot.com/articles/miyamoto-talks-dolphin-at-space-world-and14599/1100-2460819/|access-date=July 6, 2014|url-status=live|archive-url=https://web.archive.org/web/20140323055518/http://www.gamespot.com/articles/miyamoto-talks-dolphin-at-space-world-and14599/1100-2460819/|archive-date=March 23, 2014|df=mdy-all}}
On February 9, 2000, Miyamoto said that he was interested in online gaming, but Nintendo would only get involved with it if they developed a unique approach to the idea, not because others were doing it.{{cite web|url=http://www.gamespot.com/articles/miyamoto-goes-online-for-dolphin/1100-2455419/|title=Miyamoto Goes Online for Dolphin|last=Kennedy|first=Sam|date=February 9, 2000|website=GameSpot|access-date=July 6, 2014|url-status=live|archive-url=https://web.archive.org/web/20171020091257/https://www.gamespot.com/articles/miyamoto-goes-online-for-dolphin/1100-2455419/|archive-date=October 20, 2017|df=mdy-all}} At E3 2001, though demonstrating their networking accessories and Phantasy Star Online, Nintendo director and general manager Satoru Iwata stated Nintendo was confident enough with its offline strategy to not seriously explore the possibilities of online gaming. He said that Nintendo would build a network to support a worldwide audience if they could make it profitable, but he expressed doubts that online gaming would be a sustainable business model for the company, citing subscription costs as prohibitive at retaining a steady customer base.{{Cite magazine|last=EGM Staff|date=August 2001|title=Nintendo GameCube|magazine=Electronic Gaming Monthly|issue=145|pages=49, 66}}{{cite web|last1=IGN Staff|title=The Big GameCube Interview: Satoru Iwata (GameCube)|url=http://www.ign.com/articles/2001/05/24/the-big-gamecube-interview-satoru-iwata-gamecube|website=IGN|access-date=January 20, 2018|date=May 24, 2001|url-status=live|archive-url=https://web.archive.org/web/20180120170342/http://www.ign.com/articles/2001/05/24/the-big-gamecube-interview-satoru-iwata-gamecube|archive-date=January 20, 2018|df=mdy-all}} On June 8, 2000, Nintendo President Hiroshi Yamauchi said, "We are planning to introduce an internet business next March or April. The first step will be online sales of a brand new type of Pokémon cards."{{ cite web | title=Yamauchi Confirms Dolphin Delay, internet Plans | publisher=IGN | date=June 7, 2000 | url=http://www.ign.com/articles/2000/06/08/yamauchi-confirms-dolphin-delay-internet-plans | access-date=June 6, 2014}}
Nintendo remained cautious and terse with its online strategy for the remainder of the system's lifespan while competitors Microsoft and Sony were advancing their online gaming business.{{Cite magazine|last=Macdonald|first=Keza|url=https://www.rollingstone.com/glixel/news/how-the-first-online-game-consoles-changed-everything-w450815|title=How The First Online Game Consoles Changed Everything|magazine=Rolling Stone|access-date=January 20, 2018|date=November 16, 2016|url-status=live|archive-url=https://web.archive.org/web/20180120170342/https://www.rollingstone.com/glixel/news/how-the-first-online-game-consoles-changed-everything-w450815|archive-date=January 20, 2018|df=mdy-all}}{{Cite news|last1=Isensee|first1=Pete|last2=Ganem|first2=Steve|date=March 28, 2003|website=Gamasutra|url=https://www.gamedeveloper.com/design/developing-online-console-games|title=Developing Online Console Games|access-date=January 20, 2018|language=en|url-status=live|archive-url=https://web.archive.org/web/20170717183944/http://www.gamasutra.com/view/feature/131284/developing_online_console_games.php|archive-date=July 17, 2017|df=mdy-all}} Months after the system's release, Nintendo stated it was researching online projects internally, but not planning any public demonstrations.{{Cite web|url=https://money.cnn.com/2002/05/13/technology/nintendo/index.htm|title=Nintendo unveils online strategy|last=Morris|first=Chris|website=CNN|date=May 13, 2002|access-date=January 20, 2018|url-status=live|archive-url=https://web.archive.org/web/20160309233048/https://money.cnn.com/2002/05/13/technology/nintendo/index.htm|archive-date=March 9, 2016|df=mdy-all}} Miyamoto solidified his stance against online gaming around the same time, citing concerns that Nintendo would not be able to dictate the vision of their games nor guarantee their quality. In addition, he believed that players would not want to pay monthly fees.{{Cite web|last=Morris|first=Chris|url=https://money.cnn.com/2002/03/06/technology/column_gaming/index.htm|title=Miyamoto not impressed by online gaming|date=March 6, 2002|website=CNN|access-date=January 20, 2018|url-status=live|archive-url=https://web.archive.org/web/20160307014711/https://money.cnn.com/2002/03/06/technology/column_gaming/index.htm|archive-date=March 7, 2016|df=mdy-all}} In a 2022 interview, Nintendo of America's former president Reggie Fils-Aimé said that Nintendo felt it excelled in local multiplayer experiences and wanted to spend time determining how to replicate those online. He added that cultural differences between Nintendo's regional branches slowed its adoption of online multiplayer, as the Japanese branch disagreed with the American and European ones over whether the infrastructure was worth investing in.{{cite web |last1=Hagues |first1=Alana |title=Reggie Talks About Nintendo's Slow Adoption Of Online Play |url=https://www.nintendolife.com/news/2022/05/reggie-talks-about-nintendos-slow-adoption-of-online-play |website=Nintendo Life |access-date=December 25, 2023 |date=May 23, 2022}}
Hardware
Nintendo released two networking accessories for the GameCube in October 2002 produced by Conexant, the Broadband Adapter (a network adapter) and the Modem Adapter (a 56k dial-up modem).{{cite web|url=http://www.ign.com/articles/2001/09/26/nintendo-gamecube-broadband-adapter|title=Nintendo GameCube Broadband Adapter|last1=Mirabella|first1=Fran|date=September 26, 2001|website=IGN|url-status=live|archive-url=https://web.archive.org/web/20140223063725/http://www.ign.com/articles/2001/09/26/nintendo-gamecube-broadband-adapter|archive-date=February 23, 2014|df=mdy-all}}{{cite web|last=Bivens|first=Danny|url=http://www.nintendoworldreport.com/feature/27672/nintendos-expansion-ports-gamecube-broadbandmodem-adapter|title=GameCube Broadband/Modem Adapter|date=October 31, 2011|work=Nintendo World Report|access-date=September 7, 2016|url-status=live|archive-url=https://web.archive.org/web/20160406003238/http://www.nintendoworldreport.com/feature/27672/nintendos-expansion-ports-gamecube-broadbandmodem-adapter|archive-date=April 6, 2016|df=mdy-all}} The adapters fit flush into "Serial Port 1" on the underside of the GameCube. The Broadband Adapter is built for faster internet speeds and adds an ethernet jack to the side of the console while the Modem Adapter adds a phone jack and operates through dial-up.{{Cite book|url=https://www.nintendo.com/consumer/downloads/broadband_english.pdf|title=Broadband Adapter Instruction Booklet|publisher=Nintendo|year=2002|location=USA|access-date=August 15, 2010|url-status=live|archive-url=https://web.archive.org/web/20100531230016/http://www.nintendo.com/consumer/downloads/broadband_english.pdf|archive-date=May 31, 2010|df=mdy-all}}{{Cite web|url=http://www.ign.com/articles/2002/10/03/hands-on-gamecube-broadband|title=Hands-on: GameCube Broadband|last=IGN Staff|date=October 3, 2002|website=IGN|language=en-US|access-date=January 20, 2018|url-status=live|archive-url=https://web.archive.org/web/20180120170342/http://www.ign.com/articles/2002/10/03/hands-on-gamecube-broadband|archive-date=January 20, 2018|df=mdy-all}} Both adapters can be used for the Phantasy Star Online games and Powerful Pro, but the Broadband Adapter is required for LAN-only games and Homeland.{{Cite web|url=https://www.nintendo.com/consumer/systems/nintendogamecube/lan_online.jsp|title={{!}} Nintendo - Customer Service {{!}} Nintendo GameCube - Online/LAN|website=Nintendo|language=en|access-date=November 16, 2017|url-status=live|archive-url=https://web.archive.org/web/20170721122833/https://www.nintendo.com/consumer/systems/nintendogamecube/lan_online.jsp|archive-date=July 21, 2017|df=mdy-all}} To help players communicate in Phantasy Star Online, ASCII Corporation released a stretched out controller with a full keyboard in the middle.{{cite web|last1=Torres|first1=Ricardo|title=TGS 2001 Fall: Hands-on: Phantasy Star Online GameCube|url=https://www.gamespot.com/articles/tgs-2001-fall-hands-on-phantasy-star-online-gamecube/1100-2817890/|website=GameSpot|date=October 15, 2001|url-status=live|archive-url=https://web.archive.org/web/20171117122452/https://www.gamespot.com/articles/tgs-2001-fall-hands-on-phantasy-star-online-gamecube/1100-2817890/|archive-date=November 17, 2017|df=mdy-all}}
{{clear}}
Supported games
class="wikitable" style="float: right" | |
scope="column" | Title
!scope="column" | Publisher !scope="column" | Regions !scope="column" | Internet !scope="column" | LAN | |
---|---|
scope="row"|1080° Avalanche
| Nintendo | All |{{na}} |{{ya}} | |
scope="row"|Homeland
| JP |{{ya}} |{{ya}} | |
scope="row"|Jikkyō Powerful Pro Yakyū 10
| Konami | JP |{{partial|{{Abbr|DLC|Downloadable content}}}} |{{na}} | |
scope="row"|Kirby Air Ride
| Nintendo | All |{{na}} |{{ya}} | |
scope="row"|Mario Kart: Double Dash |
| Nintendo | All |{{na}} |{{ya}} |
scope="row"|Phantasy Star Online Episode I & II
| Sega | All |{{ya}} |{{na}} | |
scope="row"|Phantasy Star Online Episode I & II Plus
| Sega |{{ya}} |{{na}} | |
scope="row"|Phantasy Star Online Episode III: C.A.R.D. Revolution
| Sega | All |{{ya}} |{{na}} |
Nintendo did not develop any servers or internet service to interface with GameCube consoles, and instead made publishers responsible for providing server interfaces and managing the online experience for their games.{{cite web|last=IGN Staff|url=http://www.ign.com/articles/2002/05/13/nintendo-jumps-online|title=Nintendo Jumps Online|date=May 13, 2002|website=IGN|access-date=July 21, 2013|url-status=live|archive-url=https://web.archive.org/web/20131224013921/http://www.ign.com/articles/2002/05/13/nintendo-jumps-online|archive-date=December 24, 2013|df=mdy-all}}
= ''Phantasy Star Online'' =
The first GameCube game with internet access was Phantasy Star Online Episode I & II, a role-playing game (RPG) developed by Sonic Team and published by Sega. Originally released for the Dreamcast in 2000, it was ported to the GameCube in 2002 with additional content. The servers were maintained by Sega, and players were charged USD $8.95 per month to play online.{{Cite web|url=http://www.ign.com/articles/2002/11/01/phantasy-star-online-episode-i-ii|title=Phantasy Star Online Episode I & II|last=Mirabella III|first=Fran|date=November 1, 2002|website=IGN|language=en-US|access-date=November 24, 2017|url-status=live|archive-url=https://web.archive.org/web/20171201061607/http://www.ign.com/articles/2002/11/01/phantasy-star-online-episode-i-ii|archive-date=December 1, 2017|df=mdy-all}}{{Cite web|url=http://www.eurogamer.net/articles/r_pso_gc|title=Phantasy Star Online: Episode I & II|last=Bramwell|first=Tom|date=April 2, 2003|website=Eurogamer|language=en-UK|access-date=November 24, 2017|url-status=live|archive-url=https://web.archive.org/web/20171201042053/http://www.eurogamer.net/articles/r_pso_gc|archive-date=December 1, 2017|df=mdy-all}} Sega released an enhanced version in 2003, subtitled Plus, which added quests to the offline mode, originally exclusive to the online mode.{{cite web|last=Casamassina|first=Matt|date=July 13, 2004|url=http://www.ign.com/articles/2004/07/13/pso-episode-iii-plus|title=PSO Episode I&II Plus|website=IGN|access-date=October 5, 2012|url-status=live|archive-url=https://web.archive.org/web/20131026040812/http://www.ign.com/articles/2004/07/13/pso-episode-iii-plus|archive-date=October 26, 2013|df=mdy-all}} Sega released a sequel in 2003 which also featured online modes, Phantasy Star Online Episode III: C.A.R.D. Revolution. The game features turn-based RPG battles that could be played competitively online.{{cite web|last=Nutt|first=Christian|date=March 2, 2004|title=Phantasy Star Online Episode III: C.A.R.D. Revolution (GCN)|url=http://archive.gamespy.com/reviews/march04/pso3gcn|website=GameSpy|url-status=dead|archive-url=https://web.archive.org/web/20080708213419/http://archive.gamespy.com/reviews/march04/pso3gcn|archive-date=July 8, 2008}} The Phantasy Star Online servers were officially discontinued on March 31, 2007, but all three games can still be played online via fan maintained private servers.{{cite web|last1=Fenlon|first1=Wes|title=Phantasy Star Online will never die: how the nicest fans in gaming keep a 16-year-old MMO alive|url=http://www.pcgamer.com/phantasy-star-online-will-never-die-how-the-nicest-fans-in-gaming-keep-a-16-year-old-mmo-alive/|website=PC Gamer|access-date=January 20, 2018|language=en|date=April 14, 2017|url-status=live|archive-url=https://web.archive.org/web/20180102103925/http://www.pcgamer.com/phantasy-star-online-will-never-die-how-the-nicest-fans-in-gaming-keep-a-16-year-old-mmo-alive/|archive-date=January 2, 2018|df=mdy-all}}
= LAN games =
Nintendo published three racing games with LAN multiplayer modes: 1080° Avalanche, Kirby Air Ride, and Mario Kart: Double Dash
= Japanese exclusives =
Japan received an exclusive online RPG in 2005 by Chunsoft titled Homeland. Chunsoft did not charge a subscription fee and elected to allow players to host games on their own system, although they maintained central servers to match players with one another.{{Cite web|last=Sklens|first=Mike|date=March 25, 2004|url=http://www.nintendoworldreport.com/news/9448/chunsofts-homeland-gamecube-rpg-goes-online|title=Chunsoft's "Homeland" GameCube RPG Goes Online|website=Nintendo World Report|access-date=November 18, 2017|url-status=dead|archive-url=https://web.archive.org/web/20171201044245/http://www.nintendoworldreport.com/news/9448/chunsofts-homeland-gamecube-rpg-goes-online|archive-date=December 1, 2017|df=mdy-all}} The host player was the "God player" and could transform the world and lead the other players, or "questers", on their adventure.{{Cite web|url=http://www.spike-chunsoft.co.jp/games/homeland/godplay01.html|title=神さまプレイ|website=Spike-Chunsoft|archive-url=https://web.archive.org/web/20160420183415/http://www.spike-chunsoft.co.jp/games/homeland/godplay01.html|archive-date=April 20, 2016|url-status=dead|access-date=January 20, 2018|df=mdy-all|language=ja}} The matching service ended April 30, 2007.{{Cite news|date=April 5, 2007|url=https://www.inside-games.jp/article/2007/04/05/20257.html|title=『ホームランド』4月30日でオンラインサービス終了に {{!}} インサイド|work=インサイド|access-date=January 20, 2018|language=ja|url-status=live|archive-url=https://web.archive.org/web/20180120170342/https://www.inside-games.jp/article/2007/04/05/20257.html|archive-date=January 20, 2018|df=mdy-all}} Up to 35 players could join one game, and LAN connectivity was also supported.{{Cite web|url=http://www.spike-chunsoft.co.jp/games/homeland/netplay04.html|title=ホームランドの「ネットプレイ」の仕組み|website=Spike-Chunsoft|archive-url=https://web.archive.org/web/20151016043443/http://www.spike-chunsoft.co.jp/games/homeland/netplay04.html|archive-date=October 16, 2015|url-status=dead|access-date=January 20, 2018|df=mdy-all|language=ja}}{{Cite web|url=http://www.spike-chunsoft.co.jp/games/homeland/qa02.html#03|title=HOMELAND - Q&A|website=Spike-Chunsoft|archive-url=https://web.archive.org/web/20180120170342/http://www.spike-chunsoft.co.jp/games/homeland/qa02.html#03|archive-date=January 20, 2018|url-status=dead|access-date=January 20, 2018|df=mdy-all|language=ja}} Japan also received Jikkyō Powerful Pro Yakyū 10, a baseball game that could access free downloadable content, but offered no online gaming modes.{{cite web|title=ダウンロード|url=http://www.konami.jp:80/gs/game/pawa/10_gc/|website=Konami|access-date=November 25, 2017|archive-url=https://web.archive.org/web/20051119025520/http://www.konami.jp/gs/game/pawa/10_gc/|archive-date=November 19, 2005|date=November 19, 2005|url-status=dead|language=ja}}
= Abandoned projects =
Some developers planned networking modes for their GameCube games but these were never realized. Hironobu Sakaguchi commented in July 2001 that they were planning on taking their Final Fantasy series online and it would need to be on all platforms to be profitable, including the GameCube.{{Cite web|url=http://www.ign.com/articles/2001/07/19/gamecube-by-genre|title=GameCube by Genre|last=Mirabella III|first=Fran|date=July 19, 2001|website=IGN|language=en-US|access-date=January 20, 2018|url-status=live|archive-url=https://web.archive.org/web/20180120170342/http://www.ign.com/articles/2001/07/19/gamecube-by-genre|archive-date=January 20, 2018|df=mdy-all}} In May 2001, Namco mentioned they were working on six online titles for all three sixth generation consoles, including the GameCube.{{Cite web|url=http://www.ign.com/articles/2001/05/23/namco-confirms-gamecube-development-plans|title=Namco Confirms GameCube Development Plans|last=IGN Staff|date=May 23, 2001|website=IGN|language=en-US|access-date=January 20, 2018|url-status=live|archive-url=https://web.archive.org/web/20180120170342/http://www.ign.com/articles/2001/05/23/namco-confirms-gamecube-development-plans|archive-date=January 20, 2018|df=mdy-all}} The GameCube version of Tom Clancy's Splinter Cell: Pandora Tomorrow had a planned online mode.{{Cite web|url=http://www.ign.com/articles/2003/12/16/splinter-cell-pandora-tomorrow-online-enabled-on-gamecube|title=Splinter Cell: Pandora Tomorrow Online Enabled On GameCube|last=Burnes|first=Andrew|date=December 16, 2003|website=IGN|language=en-US|access-date=January 20, 2018|url-status=live|archive-url=https://web.archive.org/web/20180120170342/http://www.ign.com/articles/2003/12/16/splinter-cell-pandora-tomorrow-online-enabled-on-gamecube|archive-date=January 20, 2018|df=mdy-all}} The first Battlefield game, Battlefield 1942, was proposed by DICE as a GameCube exclusive to Nintendo. Though satisfied with the proposal, negotiations never made it further because Nintendo had no online strategy.{{Cite web|url=http://www.nintendoworldreport.com/news/28480/battlefield-could-have-been-exclusive-to-gamecube|title=Battlefield Could Have Been Exclusive to GameCube|last=Ronaghan|first=Neal|website=Nintendo World Report|archive-url=https://web.archive.org/web/20170211113436/http://www.nintendoworldreport.com/news/28480/battlefield-could-have-been-exclusive-to-gamecube|archive-date=February 11, 2017|url-status=live|access-date=January 21, 2018}} LAN modes were planned for Mario Power Tennis and F-Zero GX, but these were later abandoned.{{Cite web|url=http://www.ign.com/articles/2004/06/24/mario-tennis-connected|title=Mario Tennis Connected|last=IGN Staff|date=June 24, 2004|website=IGN|language=en-US|access-date=November 17, 2017|url-status=live|archive-url=https://web.archive.org/web/20171117144800/http://www.ign.com/articles/2004/06/24/mario-tennis-connected|archive-date=November 17, 2017|df=mdy-all}}{{Cite web|url=http://www.ign.com/articles/2003/07/08/no-lan-play-for-f-zero|title=No LAN Play for F-Zero|last=IGN Staff|date=July 7, 2003|website=IGN|language=en-US|access-date=November 17, 2017|url-status=live|archive-url=https://web.archive.org/web/20171117144758/http://www.ign.com/articles/2003/07/08/no-lan-play-for-f-zero|archive-date=November 17, 2017|df=mdy-all}}{{cite web|url=http://www.eurogamer.net/articles/news300604mariotennis|title=No online play for Mario Tennis|last=Bramwell|first=Tom|date=June 30, 2004|website=Eurogamer|access-date=July 21, 2013|url-status=live|archive-url=https://web.archive.org/web/20150703053833/http://www.eurogamer.net/articles/news300604mariotennis|archive-date=July 3, 2015|df=mdy-all}}
See also
- Nintendo Wi-Fi Connection and WiiConnect24, Nintendo's free online services for the Wii and DS
- Nintendo Network, Nintendo's free online service for the Wii U and 3DS
- Nintendo Switch Online, Nintendo's paid online service for the Switch
- SegaNet and Dreamarena
- PlayStation 2 online functionality
- Xbox Live
References
{{Reflist}}
External links
- [https://www.nintendo.com/consumer/systems/nintendogamecube/lan_online.jsp Nintendo of America's Online Support page]
- [https://www.nintendo.co.uk/ Nintendo of Europe (UK) Online Support page]
{{GameCube}}
{{Online video game networks}}
Category:Multiplayer video game services