With sales sagging and millions of unsold consoles in stock, Nintendo halted GameCube production for the first nine months of 2003 to reduce surplus units. Sales rebounded slightly after a price drop to US$99.99 on September 24, 2003 and the release of "" bundle. A demo disc, the "GameCube Preview Disc", was also released in a bundle in 2003. Beginning with this period, GameCube sales continued to be steady, particularly in Japan, but the GameCube remained in third place in worldwide sales during the sixth-generation era because of weaker sales performance elsewhere. Iwata told investors that the GameCube would sell 50 million units worldwide by March 2005, but by the end of 2006, it had only sold 21.7 million, selling fewer than half of what Nintendo forecasted. With the GameCube, Nintendo failed to reclaim the market share lost by its predecessor, the Nintendo 64. Throughout the lifespan of its console generation, GameCube hardware sales remained far behind its direct competitor the PlayStation 2, and slightly behind the Xbox. The console's "family-friendly" appeal and lack of support from certain third-party developers skewed the GameCube toward a younger market, which was a minority demographic of the gaming population during the sixth generation. Many third-party games popular with teenagers or adults, such as the blockbuster "Grand Theft Auto" series and several key first-person shooters, skipped the GameCube entirely in favor of the PlayStation 2 and Xbox.  , the GameCube had a 13% market share, tying with the Xbox in sales but far below the 60% of the PlayStation 2. Many games that debuted on the GameCube, including "Pikmin", "Chibi-Robo!", "Metroid Prime", and "Luigi's Mansion" became popular Nintendo franchises or subseries. GameCube controllers have limited support on Wii U and Nintendo Switch, to play "Super Smash Bros. for Wii U", and "Super Smash Bros. Ultimate" respectively, via a USB adapter.