GameCube Turns 25, Top 10 Best-Selling GameCube Games - Sales
by William D'Angelo , posted on 14 September 2026 / 7,651 ViewsNintendo's sixth generation home console, the Nintendo GameCube, released 25 years ago in Japan on September 14, 2001. It would also release in North America on November 18, 2001 and in Europe on May 2002.
The GameCube sold 21.74 million units lifetime worldwide, along with 208.58 million games. It is the 23rd best-selling video game platform of all-time.
Looking at the regional breakdown for hardware sales its strongest region by far was North America with 12.55 million units sold. The console also managed to sell 4.44 million units in Europe, 4.04 million units in Japan, and 0.71 million units in the rest of the world.
Three games for the GameCube sold over five million units, 11 games sold over two million units, 45 games sold over one million units, and 96 games sold over 500,000 units.

Here are the top 10 best-selling GameCube games:
- Super Smash Bros. Melee - 7.41 million
- Mario Kart: Double Dash!! - 6.88 million
- Super Mario Sunshine - 5.91 million
- The Legend of Zelda: The Wind Waker - 4.43 million
- Luigi's Mansion - 3.33 million
- Metroid Prime - 2.84 million
- Mario Party 4 - 2.46 million
- Pokémon Colosseum - 2.41 million
- Animal Crossing - 2.27 million
- Mario Party 5 - 2.17 million
A life-long and avid gamer, William D'Angelo was first introduced to VGChartz in 2007. After years of supporting the site, he was brought on in 2010 as a junior analyst, working his way up to lead analyst in 2012 and taking over the hardware estimates in 2017. He has expanded his involvement in the gaming community by producing content on his own YouTube channel and Twitch channel. You can follow the author on Bluesky.
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so many fun games on this system, too bad they did not sell more. NINTENDO release Eternal darkness please
haha I went all mad and did the save with all three consecutive gods, then it unlocks the fourth... Good times. Do not look into the bathtub !
Metroid Prime 1 was a masterpiece and one of the few bragging points for owners back then (although Halo dudes still scoffed at it).
For how little both the Gamecube and Wii U sold, and even the N64. They were all some of my favorite systems.
I got banned by a "moderator" for a Mario Kart 8 thread where I complained that Mario Kart 8 didn't get 120fps support. That was not trolling, and has nothing to do with PC releases.
Switch 2 is now a 120 fps machine, for home console use and for portable use, both. Nintendo's biggest failure is not releasing higher frame rate versions of old games imo.
All these Gamecube games are being released to NSO without proper care and attention. I'd play all these top 10 games every day today if they were 120fps widescreen and 1080p on Switch 2. Like they should be.
Kind of bonkers we don't even have Mario 64 in widescreen and high refresh rate yet. Every single one of Nintendo's classic games is being ported to PC because Nintendo didn't do it themselves, there wouldn't be huge demand for PC ports if these Gamecube games were released properly on Switch 2, imo.
Nintendo should have a full time "classics" dev team. Even NES and SNES should be enhanced and released that way on Switch 2.
Youre making it seem like adding 120fps support is as simple as flicking a switch.
This is why we have to appreciate the limits of our understanding when it comes to these demands we place.
Retro games often have hardcoded their physics, animations, and scripted logic directly to original frame rates (30 or 60fps). Simply unlocking the frame rate triggers a "fast-forward" effect where physics break, animations move at hyper-speed, and collisions fail, demanding meticulous, game-by-game code rewriting to decouple game speed from rendering.
Come on Garrus. Pointing to community PC ports actually proves my exact point. Those versions exist because massive teams of volunteers spent what can often amount to years or at least 100s of hours reverse-engineering the original assembly code line by line specifically to decouple the game logic from the frame rate. That is the exact opposite of flicking a switch and im sure they wouldnt appreciating you diminishing their hundreds of man hours to a flick of a switch just for the sake of pressing an argument.
Furthermore, relying on animation interpolation for a hardcoded 60fps tick is just a visual band-aid. It regularly introduces input latency or ghosting artifacts, which might be fine for a free fan mod but wouldn't pass basic quality assurance for an official commercial release. The fact that fans had to put hundreds or sometimes even thousands of combined hours into doing it manually shows exactly how labor-intensive the process is.
Understanding the technical realities of software development isn't defending a corporation, it's just living in reality :-/
Projects like Twilight Princess on PC are great efforts, but they are built on the back of massive community reverse-engineering efforts that took years of unpaid labor to complete. A hobbyist pushing a decompiled game to 240fps on a modern PC without having to worry about strict commercial QA testing, hardware certification, or production budgets is a completely different universe than native console development! Lol.
Laugh all you want, but throwing volunteer passion projects into the mix doesn't magically make the underlying code easier to rewrite at an industrial scale.
Garrus youre really out here just saying anything at this point lol. Saying a resolution bump and widescreen support for SNES games is harder than 120fps support for 3D games shows a fundamental misunderstanding of how these totally different architectures work. Theyre both hard. How do you quantify it? Lol.
Whilst you can just bump the resolution of a 2D 16-bit game. It relies on fixed pixel art, so increasing the resolution natively just gives you sharper squares unless a team manually redraws every single sprite from scratch. Widescreen on the SNES is an even bigger nightmare. Those games don't have a 3D world sitting off-camera. They use strict 4:3 culling to save memory, so if you stretch the viewport, you just see the level geometry end abruptly and watch enemies pop into existence out of thin air. Fixing that means manually rewriting the spawn mechanics, AI triggers, and camera boundaries for every single stage.
On the flip side, 120fps on Gamecube requires completely decoupling the core physics and logic loops of a 3D engine from its frame rate so the game doesn't run at double speed. You are comparing a 2D sprite culling overhaul to a 3D physics logic rewrite. They are two completely different development nightmares. Neither of them is easy, neither is a simple setting you toggle, and claiming one is harder than the other just proves you are guessing about what it actually takes to make these ports work commercially. A multitude of fan efforts existing doesnt change the development effort required and said fan ports wouldnt necessarily meet the quality assurance standards of a commercial release
you are completely wrong and it is not worth the effort of arguing
i'm just letting you know that you can play 100 Nintendo games right now at 240fps, and you don't even need a decomp, you can just use recomp and RT64 for example, one guy and a little effot
we should expect more from Nintendo
Mario 64 and Sunshine were bad on Switch because Nintendo is bad, that's it, lazy and bad
Mario Kart 8 is 60fps and not 120fps because they don't want the old game to be better than the new one, that's it
anyways enjoy Nintendo games, I'll keep on playing them on PC because Nintendo is getting farther and farther behind with their own games, fans do what Nintendo won't
Literally the GOAT. Give me a GameCube HD, port modern games to it and I will be set for life.
lets push nintendo to keep adding them to the subscription service. im playing star fox adventures now
Hours playing SSBM and MKDD. Infinite fun with friends. So much good memories !
I can understand if they don't put Prime on NSO (they want to keep selling Remastered) but those other titles currently missing from NSO on this list need to go on there.








