The GameCube[i][j] is a home video game console developed and released by Nintendo in Japan on September 14, 2001, in North America on November 18, 2001, and in PAL territories in 2002. It is the successor to the Nintendo 64 (1996), and predecessor of the Wii (2006). In the sixth generation of video game consoles, the GameCube competed with Sony's PlayStation 2 and Microsoft's Xbox. Flagship games include Super Smash Bros. Melee, Luigi's Mansion, Super Mario Sunshine, Metroid Prime, Mario Kart: Double Dash, Pikmin, Pikmin 2, The Legend of Zelda: The Wind Waker, Chibi-Robo!, and Animal Crossing.
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Reception of the GameCube was mixed. It was praised for its controller and extensive library of high-quality games, but was criticized for its exterior design and lack of multimedia features. Nintendo sold 21.74 million GameCube units worldwide, much fewer than anticipated, and discontinued it in 2007. It was succeeded by the Wii; the first model launched in November 2006 with full backward compatibility with GameCube games and accessories.
Nintendo launched the Wii, the home console successor to the GameCube, on November 19, 2006, in North America and in December 2006 in other regions. In February 2007, Nintendo announced that it had ceased first-party support for the GameCube and that the console had been discontinued, as it was shifting its manufacturing and development efforts towards the Wii and Nintendo DS.[44][45] GameCube controllers, game discs, and certain accessories continued to be supported via the Wii's backward compatibility, although this feature was removed in later iterations of the Wii console. Several games originally developed for the GameCube were either reworked for a Wii release, such as Super Paper Mario, or released on both consoles, such as the Wii launch game The Legend of Zelda: Twilight Princess.
Nintendo predicted 50 million GameCube units by 2005,[173] but only sold 22 million GameCube units worldwide during its lifespan,[8][174] placing it slightly behind the Xbox's 24 million,[175] though it did manage to outsell the Xbox in Japan,[176] and well behind the PlayStation 2's 155 million.[177] Its sales exceeded that of the Xbox 360 in Japan.[178][179][180][181] The GameCube's predecessor, the Nintendo 64, also outperformed it at nearly 33 million units.[182] It also exceeded the short-lived Dreamcast, which yielded 9.13 million units.[183] In September 2009, IGN ranked the GameCube 16th in its list of best gaming consoles of all time, placing it behind all three of its sixth-generation competitors: the PlayStation 2 (3rd), the Dreamcast (8th), and the Xbox (11th).[163] As of March 31, 2003, 9.55 million GameCube units had been sold worldwide, behind Nintendo's initial goal of 10 million consoles.[184] Two Ars Technica articles from 2006 showed that Nintendo had officially sold 24 million GameCube consoles worldwide.[185][186]Many of Nintendo's own first-party games, such as Super Smash Bros. Melee,[187][188][189] Pokémon Colosseum,[190][191][192] and Mario Kart: Double Dash,[193] had strong sales, though this did not typically benefit third-party developers or directly drive sales of their games.[194] However, at the same time, these first-party games, and second-party and third-party games, elevated the GameCube.[l]
In 2003, he published a widely-read booklet titled The Cognitive Style of PowerPoint, revised in 2006.[18] Tufte found a number of problems with the "cognitive style" of PowerPoint, many of which he attributed to the standard default style templates:[18]
The specification for the new format was published as an open standard, ECMA-376,[265] through Ecma International Technical Committee 45 (TC45).[266] The Ecma 376 standard was approved in December 2006, and was submitted for standardization through ISO/IEC JTC 1/SC 34 WG4 in early 2007. The standardization process was contentious.[267] It was approved as ISO/IEC 29500 in early 2008.[268] Copies of the ISO/IEC standard specification are freely available, in two parts.[269][270] These define two related standards known as "Transitional" and "Strict." The two standards were progressively adopted by PowerPoint: PowerPoint version 12.0 (2007, 2008 for Mac) could read and write Transitional format, but could neither read nor write Strict format. PowerPoint version 14.0 (2010, 2011 for Mac) could read and write Transitional, and also read but not write Strict. PowerPoint version 15.0 and later (beginning 2013, 2016 for Mac) can read and write both Transitional and Strict formats. The reason for the two variants was explained by Microsoft:[271] 2ff7e9595c
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