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No, because third parties didn't learn how to use GameCube hardware in the first place.
Exactly, remember the old "Max Payne can't run on Gamecube because it only has 24MB of RAM excuse?" This statement was made DESPITE the fact that Max Payne was at one time going to be made for the Dreamcast and it's 16MB OF RAM and overall lesser tech! Eidos never figured out the system either, all their ports ended up worse than the PS2 releases, typically released 6 months to a year afterwards. Hell, they STILL haven't figured it out, look at Tomb Raider Anniversary Looks no better than PS2 and I'm willing to bet they'll find a way to make it run worse despite the hardware running circles around it. The only part of EA in the know is the Canada division, we all know the rest of them are in limbo (Need For Speed Carbon's framerates, MOH Vanguard sucking) Even then, they're obviously being spread too thin for one group for the only game they got coming soon that looks to have any sort of promise is MOH2. Spiderman 3 looks better on PS2 than on Wii (Wii ended up with point sampled textures with no filtering in parts). Capcom vs. SNK 2 EO on the GC looked worse than both the DC and PS2 editons of the game. Sprites were WAY off in color, where the grays were shades of green and the whites had a slight red hue to them, graphical effects straight from PS2 instead of the superior DC version, and even MORE slowdown than in the DC original. You see the numbers and hardware specs, yet (and this goes double for the Wii) 2 plus 2 ain't equaling 4.
Now last gen I recall Harmonix being one of the only developers on the GC that actually figured out that the system had more RAM other than the main 24 and that it ALSO could be used in game to bring the total RAM count to 40MB. They claimed the only reason that the other Karaoke Revolutions didn't make it to the GC was because of this issue. Granted, you did have the disc space concern, but even then you had compression techniques that were around long enough for at least the second game to have been ported. Barring disc space, there's NO WAY in the world that they couldn't have known about the total RAM and how it could be used for that long though. People all over the internet knew this info and I'm quite sure the tech documents for the GC had this information. The kicker is that they figured this out on their FIRST and ONLY GC game (which came out great BTW) while other developers either knew but didn't care for various reasons or threw their second or third string teams on their late ports which botched them up royally. (Ubisoft did this with ALL of the Splinter Cells on anything other than X-Box and PC, they did the same with the Wii game.) This actually brings me to another point...
... what I've realized is that if a company wants something to happen and happen extremely well on a certain platform, you better believe they're gonna find a way to make it work irregardless of the so-called "technical hurdles" in front of them. Max Payne and Unreal Tournament on DC is one example. Tales of Symphonia and Viewtiful Joe on PS2 is another. Games like RE4 and Splinter Cell (in 3D) on cellphones is a third. Some publications have actually wondered how the Wii will handle Monster Hunter's graphics considering that according to them the PS2 games were graphically intensive, which IMO has got to be some serious joke. There's no way Capcom is gonna be stupid enough to do only PS2 level visuals on the system especially when you consider that it will be exclusive to the platform. (and if somehow they screw it up, then they're way dumber than a box of rocks)
Two more games I can add to that previous list is Call of Duty 4 and Assasins Creed for the DS. Why DS and not Wii, and don't even try giving me the tech or userbase excuse.