The Great Console Save
Types List
This is a guide listing what kind of saving system every console there
is information for uses. This should be particularly useful for anyone
unclear about which GBA, N64, Genesis, or other games or memory cards
use batteries and which use flash memory chips. It is as
comprehensive as I can make it...
Updates:
9/25, later in the day: added Meganet/TeleGenesis modem, just in case
it had some kind of
permanent save feature -- this and the Famicom Modem probably shouldn't
be on the list, but because I can't find conclusive proof that they
don't have a permanent save feature, they are on the list.
11/2: Added Famicom Data Recorder Famicom addon, the V.Smile, V.Flash,
and V.Motion consoles for young children from V.Tech, regularized
phrasing, added "Types of Saving" category to the top of the article
for clarity on my terms, and added a table of contents.
Major To Dos:
-Internal links to each section and internall links from listings to the
referenced links at the bottom (for HTML version of the list only,
probably)
-Try to find information for the missing enttries or parts of entries! :)
--
Table of Contents
--
Types of Saving
Save Type Descriptions
-Subcategories: Flash Memory Backup Types, BBattery Backup Types,
Magnetic Media, Online, Other
The List
-Subcategories: (list of manufacturerers in order)
Specifics
-Subcategories: (TG-16, N64, GBA, Gamecube, GBC, DS, NES, Genesis)
Sources/Links
Final Notes and Questions
--
Types Of Saving -- The basic categories
--
On-Cart: The game saves its data onto some kind of chip in the game
cartridge.
Ingame: Password: The game doesn't save any hard data, just
information on what to load when a specific code is entered. To
save a game, write down the displayed password; to load, enter the
password and continue. This can be a hassle, but allows saving
without expensive batteries or flash chips.
System Internal Save: The system in question has some kind of
save memory (a hard drive, flash memory chip, battery-backed-RAM chip,
or whatnot) inside the system itself that it uses to save some data and
perhaps game saves. See description.
Memory Card: Games save to an external memory card that you plug
directly into the system.
Magnetic Media (as a category, not a descriptor, such as "Magnetic
Media:"): Games on this system use floppy disks instead of
cartridges or CDs. Games can save to the floppy itself.
External Backup Devices: The system has addons that plug in to a
port on the system (expansion port, controller port, or something like
that) and contain some form of save memory. When attached these
units usually function like internal saves or memory card saves, as
long as games support them. See descriptions.
Modem/Internet: The system allows, or allowed, save file backup
(or direct saving) via an internet connection to an external server of
some sort. See description.
Add-Ons: Miscelaneous other addons. See description.
Save Type Descriptions -- In-Depth Descriptions of the various methods
games use to save that data
--
Flash Memory Backup Types -- Perhaps the best form of backup. The main
limitation is that there is limited number of writes until the chip
cannot be written to anymore; this limit varies depending on chip type.
Note that after some years of unuse, it is possible for some types of
flash memory to lose their data (this will take 10-20 years at least),
but until the max number of writes has been hit, you can still save to
the chip, and if you just power up the game and refresh the data once
every few years or decade or so (simply by saving again), you'll avoid
that issue.
--
EEPROM (Electrically Erasable Programmable Read-Only Memory) --
Supports a medium number of writes (100,000 is perhaps average, though
depending on chip this can vary up or down by a factor of 10 or more).
The basic flash memory type used by games.
Flash RAM (Flash Memory) -- actually a descendant of EEPROM, these have
much larger sizes than EEPROMs, but they often have lower max write
limits (that is, in many cases they won't last as long).
FRAM (Ferroelectric RAM) -- Uncommon, but allows far more writes than
any other type of flash memory on this list -- Wikipedia lists FRAM as
having as much as 10^16 writes, while EEPROM and Flash RAM are listed
at 10^6 and 10^5 -- or less. FRAM is technologically very similar to
SRAM, so much so that the system can't tell the difference between
Battery-Backed SRAM and FRAM or other kinds of non-battery-backed types
of nvSRAM (see link at the bottom of the page for more).
Unknown Flash Memory Type
Battery Backup Types -- Great
while the battery lasts, but once it dies, everything is gone -- and
since these batteries are usually soldered in, replacing them is a real
pain.
--
Battery-Backed SRAM (sometimes in a packed-in 'NVRAM' that is actually
battery-backed SRAM)
... Backed by...
AA Batteries (these are always user-replaceable)
AAA Batteries (these are also always user-replaceable)
CR2032 (the most common type)
CR2320
CR2016 (often used by handhelds)
CR2016 Rechargeable (CR2016 holds half the energy of a CR2032 but sends
out the same amount of power, so they have a shorter lifespan)
Unknown Rechargeable Battery Type
Unknown Battery Type
Magnetic Media -- Great while they
last, and the whole disk can be written to, but don't get these near a
powerful magnet! Also, the more you use it, the more likely it will
degrade.
--
Hard Disk Drive
Floppy Disk
Online
--
Modem/Internet, with the following notes to show services offered:
Dialup, Broadband, Wireless connection types with service types:
Single Service Only (XBand, for instance – can only connect to one
provider with the system, limited services)
Direct-Dial (direct modem-to-modem connections, mostly just for gaming)
Limited Internet - Gaming Only (you can configure/connect to your own
internet provider, but you can only actually connect to certain
services, most likely the multiplayer gaming service, not an actual web
browser)
Full Internet (you can configure/connect to your own internet provider,
has a web browser)
Online modes are applicable here for any service which includes a
download/upload component for files on your system – online services
without some kind of permanent file download or file transfer
capabilities shouldn’t be on this list.
Other
--
Capacitor-backed RAM -- Like rechargeable battery backed RAM, this
requires power to keep a charge, so it needs to be regularly plugged in.
Unknown -- I don't know. Any help?
Format:
Console Name
--
Location of save type: Save Type (Battery Type) (Save Memory Size in KB
or MB, if available and standard) ("Memory Card Name") (Notes)
The List
--
Notes: This list should be consoles-only, not computers, though console
addons that turn them into computers should be mentioned, if the system
is, at base, a console. For cartridge-based system games which save to
cartridge, this only applies for games with on-cart saving, obviously.
For clarity, this list will not say which game uses which type for
systems that support multiple save types. If available, this
information will be in future sections. Systems with games with
password save are listed, but I'm not entirely sure that the
password-options list is correct. All data here is, as far as I know,
accurate, but if something is wrong, correct me and I will fix it. I am
not including unlicenced backup accessories.
--
All Pre-Crash Systems (Anything from before 1984 from Atari, Coleco,
Magnavox, Mattel, the Vectrex people, etc)
--
No Saving (not even passwords, the NES introduced password saving as
far as I know.)
Exception: Computer addons like the Colecovision's. Should these count
as consoles, or not? They're consoles, but they are computers
too...
--
Nintendo
--
NES
--
Ingame: Password (certain titles)
On-Cart: SRAM (CR2032)
External Backup Devices (Magnetic Media): Famicom Data Recorder (Japan
only) (saves to cassette tape) (see notes for compatible games) (this
is an add-on for the Family Basic Keyboard, which uses the Famicom
adapter port, so using this requires a Famicom system; as NESes do not
have this port the Famicom Data Recorder cannot be used with any NES
model.)
Famicom Disk System (FDS) (NES add-on) (Japan only)
--
Magnetic Media: 3" Floppy Disk Drive (proprietary format)
Famicom Communication Adapter (Famicom Modem/Famicom Network) (NES
add-on) (Japan only)
--
Frustratingly, I just cannot find information on if this system can
save data. There is a suggestion in the N-Sider article that the
never-released US version was going to have floppy disk (US FDS?)
support, but while the service definitely had downloads, I just can't
find anything that says whether you could save them or not. Bah! There
are several links about the service at the bottom... but they don't
seem to answer this important question. Does anyone know the answer
(maybe the page in Japanese says more than the Google Translator can
figure out?)? Lacking any other info I have to assume that it couldn't
save things.
SNES
--
Ingame: Password (certain titles)
On-Cart: SRAM (CR2032)
Broadcast Satellaview (BS-X) (SNES add-on) (Japan only)
--
System Internal Save: Unknown "Flash Memory" (unknown type, or whether
it's
battery-backed or battery-free flash memory -- I can't find anythign
that says it has a battery, but "flash memory" isn't good enough for me
to say for sure it is actually Flash RAM, not some kind of SRAM.)
(256KB) (Japan only)
Memory Card: Unknown "Flash Memory" (same qualifications as the
internal save) (1MB) (for saving download games)
N64
--
Ingame: Password (certain titles)
On-Cart: SRAM (CR2032) (32KB), Flash RAM (128KB), EEPROM (8 or 16 KB)
(type depends on game; EEPROM is the most popular by
far)
Memory Card: SRAM (CR2032) (256KB) ("Controller Pak") (yes, Controller
Paks are battery-backed. But why, if they're twice as large as PSX or
DC memory cards, do they not seem to actually hold any more save files
than the cards on those systems?)
Magnetic Media: Nintendo 64 Disk Drive (64DD): Floppy Disk (proprietary
format) (64MB)
Gamecube
--
Memory Card: Flash RAM (512KB, 2MB, and 8MB sizes) ("Nintendo Gamecube
Memory Card"), Flash RAM (SD Card standard format, requires adapter,
Japan only, only supported by one game)
Game Boy
--
Ingame: Password (certain titles)
On-Cart: SRAM (CR2016)
Game Boy Color
--
Ingame: Password (certain titles)
On-Cart: SRAM (CR2016), EEPROM (EEPROM is used by only a few titles)
Modem/Internet: Cell Phone Connector (Mobile Adapter GB) (Japan only)
(Works with KDDI Cellphones and Pokemon Crystal JP version only –
allows monster trading, a few other things)
Game Boy Advance
--
Ingame: Password (certain titles)
On-Cart: SRAM (CR2016) (32KB), EEPROM (0.5KB, 8KB), Flash RAM (64KB,
128KB), FRAM (32KB) (Type depends on game)
E-Reader Games: No Saving
Nintendo DS
--
On-Cart: EEPROM (0.5KB, 8KB, 64KB), FRAM (32KB), Flash RAM (256KB,
512KB) (Type depends on game)
Wii
--
System Internal Save: Flash RAM (512MB)
Memory Card: Flash RAM (SD Card standard format, various sizes,
supports up to 2GB sized cards)
Modem/Internet: Broadband, Wireless Semi-Full Internet (there’s a web
browser, but you can only download (or play games online) from
Nintendo’s proprietary service.)
--
Sega
--
Master System
--
Ingame: Password (certain titles)
On-Cart: SRAM (Unknown Battery Type, but likely CR2032)
Genesis
--
Ingame: Password (certain titles)
On-Cart: SRAM (CR2032), FRAM, EEPROM (Type depends on game, but FRAM
and EEPROM are each used by only a small number of titles, most games
with saving have SRAM.)
Modem/Internet: Single Service (Meganet Modem, "Mega Anser" service;
the unreleased US version would have been called the TeleGenesis modem)
(Japan only) (Like the Famicom Modem, I don't know if this could save
data. The thing comes with a cartridge as well as the modem, but could
you save games to that cartridge? None of the articles I found on it
really say that clearly one way or the other, though one suggests
likely not, so that will have to be my assumption -- though I'd love to
know for sure. See links for more.
Game Gear
--
Ingame: Password (certain titles)
On-Cart: SRAM (Unknown Battery Type)
Sega CD (Genesis add-on)
--
Ingame: Password (certain titles)
System Internal Save: SRAM (CR2016 Rechargeable) (8KB) (when they die
many people
replace these with normal, non-rechargeable cell batteries, but it
would be best to replace it with a rechargeable one, to maximize the
battery's life)
Memory Card: Unknown, likely SRAM (CR2016 Rechargeable) (64KB) ("CD
Back-Up RAM Cart")
Sega 32X (Genesis add-on)
--
Ingame: Password (certain titles)
On-Cart: SRAM (CR2032), EEPROM (EEPROM only used in Acclaim titles with
saving)
Saturn
--
Ingame: Password (certain titles)
System Internal Save: SRAM (CR2032) (user-replaceable) (64KB)
Memory Card: Unknown Flash Memory Type (likely EEPROM, maybe Flash RAM)
(512KB) ("Backup", "Backup Memory", or model HSS-0138)
Magnetic Media: Floppy Disk Drive (3.5" standard format) (only released
in Japan)
Modem/Internet: Dialup Direct-Dial and Full Internet (NetLink Modem, US
only), Dialup Single Service (Xband/SegaNet Saturn Modem, Japan only)
(With the NetLink, you can access the internet and upload files to
outside email addresses for backup, and play direct-dial online games.
The Japanese SegaNet and Xband online gaming services required access
to specific servers which have been long offline, but you may still be
able to access the internet on one via a dialup ISP.)
Dreamcast
--
System Internal Save: SRAM (Unknown Rechargeable Battery Type) (system
info, clock, and network config save only)
Memory Card: Flash RAM (128KB) ("Visual Memory Unit", or VMU)
Modem/Internet: Dialup and Broadband Full Internet (PlanetWeb) (You can
upload and download save files and downloadable content from the
internet. Online gaming workarounds available for a few games.)
--
Sony
--
Playstation
--
Ingame: Password (certain titles)
Memory Card: Flash RAM (128KB) ("Memory Card")
Playstation 2
--
Memory Card: Flash RAM (8MB) ("Memory Card (8MB) (PlayStation2)")
Magnetic Media: Hard Disk Drive (~8GB) (Can backup memory cards to it,
a few games allow HDD download for faster loading times, mods open more
features, official Linux kit sort of turns it into a PC – though the
package is rare and uncommon.
Modem/Internet: Dialup and Broadband Limited Internet (connection to
that game’s server only, unless you’re using that Linux kit – which is
the only place you’ll get any downloads, so for this the ‘computer’
aspect is the only part that matters.)
PlayStation Portable
--
Memory Card: Flash RAM (Memory Stick PRO standard format, various sizes)
Modem/Internet: Wireless Internet with downloadable content from
official store
Playstation 3
--
System Internal Save (Magnetic Media): Hard Disk Drive (20GB, 40GB,
60GB, 80GB, and more sizes, user-switchable)
Memory Card: Flash RAM (8MB) (legacy PS2 card support, connects via
adapter for file transfer to PS3 HDD only), Flash RAM (Memory Stick
PRO, CompactFlash (CF), and SD standard formats, various sizes
supported) (only in certain models)
Modem/Internet: Broadband, Wireless Internet with downloadable content
from official store
--
Microsoft
--
Xbox
--
System Internal Save: Hard Disk Drive (8GB)
Memory Card: Flash RAM (8MB) ("Xbox Memory Unit")
Xbox 360
--
Memory Card: Flash RAM (64MB, 256MB, and 512MB sizes) ("Xbox 360 Memory
Unit")
External Backup Devices (Magnetic Media): Hard Disk Drive (20GB, 60GB,
160GB sizes)
Modem/Internet: Broadband, Wireless Internet with downloadable content
from official store
--
NEC
--
TurboGrafx-16
--
Ingame: Password (certain titles)
On-Cart: SRAM (CR2320) (only used in one Japan-only title and the
memory card)
TurboBooster Plus (add-on with save memory and A/V hookups -- do not
confuse this with the standard TurboBooster, which only adds the A/V
hookups)
--
System Internal Save: Capacitor-backed RAM (4KB or something) (yes,
really, it's backed by a capacitor... )
Turbo CD, Duo, Duo R, and Duo RX (Turbo CD is a TurboGrafx-16 add-on,
the others are stand-alone units incorporating both)
--
Ingame: Password (certain titles)
System Internal Save: Capacitor-backed RAM (same size as TurboBooster
Plus)
Memory Card: SRAM (Unknown Type, likely CR2032) (8KB) ("Tennokoe Bank")
(only released in Japan, looks like a normal HuCard
except for the name)
External Backup Devices (all Japan only): 4xAA Batteries (unknown size)
("Memory Base 128") (Only supported by certain titles), 1xAA Battery
(unknown size) ("Tennokoe 2"), AA Battery (unknown size) ("Back-Up
Booster 1"), Rechargable built-in NiCd Battery (unknown size) ("Back-Up
Booster 2"), unknown battery (unknown size) ("Back-Up Unit", for the
ShuttleGrafx) (See link below for more information)
PC-FX
--
System Internal Save: Unknown Type (32KB)
Memory Card: 2xAAA Batteries (128KB) ("FX-BMP" Memory Expansion Module)
(see links at bottom for more on this hardware)
--
Atari (post-1984 systems)
--
7800
--
Memory Card: SRAM (CR2032) (16K) ("7800 High Score Cartridge")
(Originally designed for release with the original 1984 version of the
system, but cancelled and never released. Fans found the plans and made
and sold some a few years ago so it does now exist, but only a few
games, 9 of the initial games for the system, support it.) (See link
below for more information)
Lynx
--
Ingame: Password (certain titles)
On-Cart: EEPROM (to the best of my knowledge, these are only used in
some of the more recent, homebrew releases. The classic Lynx games all
are password or no saving only.)
Jaguar
--
On-Cart: EEPROM (varying sizes depending on game)
Jaguar CD
--
Memory Card: EEPROM (128KB) ("Memory Track" cartridge)
--
SNK
--
Neo-Geo
--
Memory Card: SRAM (Unknown, but likely CR2032) (2KB) (uses 68-pin JEIDA
ver.3 (SRAM) card format -- the original SNK cards are tiny 2KB cards,
but the system accepts any card in that 68-pin JEIDA ver.3
(PCMCIA-like) format,
including ones in much larger sizes.)
Neo-Geo CD
--
System Internal Save: SRAM (unknown rechargeable battery) (2KB) (yes,
it
doesn't support Neo-Geo memory cards, for some reason.) (link below)
Neo-Geo Pocket, Neo-Geo Pocket Color
--
System Internal Save: Unknown Battery (small watch battery type, saves
system settings and keeps the clock)
On-Cart: Flash RAM (0.5-2MB)
--
3DO
--
3DO (all models)
--
Ingame: Password (certain titles)
System Internal Save: SRAM (Unknown Battery Type) (32KB)
External Backup Devices: SRAM (Unknown Battery Type) (256KB) (Japan
release
only, probably, hooks up via the add-on port.) ("Memory Unit", model
FZ-EM256) (SRAM according to the box -- I don't know for sure that
that's what's in it, but the box does say that. ) (See links below for
more.)
--
Phillips
--
CD-i
--
System Internal Save: 'NVRAM' SRAM (packed- in chip with battery inside
NVRAM
casing -- to replace, you must replace the whole NVRAM unit. The type
of NVRAM unit and save memory size vary depending on CD-i model in
question, but the most common ones are (M48T08) (8KB), though check
your CD-i model, and the site linked below, for more info. Some models
have larger save memories -- there is also reference to a model with a
32KB NVRAM size.)
--
Tapwave
--
Zodiac
--
System Internal Save: Flash RAM (32MB or 128MB, depending on model)
Memory Cards (standard formats): MultiMediaCards (MMC), SD Cards, SDIO
--
Pioneer
--
LaserActive (see links for more info)
--
LaserActive Mega LD games (requires Sega PAC add-on): See Sega CD
section above for saving info (if any titles support it)
LaserActive LD-ROM2 games (requires NEC PAC add-on): See Turbo CD
section above for saving info (if any titles support it)
Note – the LaserActive cannot play LaserActive games on its own; it
requires an add-on to do that. In addition, the games for the two
add-ons are mutually incompatible, so a LaserActive with just a Sega
PAC cannot play LD-ROM2 games and vice versa. All games were made for
just one format or the other, not both. And the system launched at $970
and the add-ons at $600 each.
--
Nokia
--
N-Gage (dedicated system, not the phone service)
--
System Internal Save: Flash RAM (4MB)
Memory Card: Flash RAM (MMC Card standard format) (32, 64, 128, 256,
and 512MB sizes officially supported)
--
VM Labs
--
Nuon
--
Ingame: Password (certain titles)
There was going to be a memory card, but the system died before it
could be released.
--
Tiger Electronics
--
R-Zone (if you call it a console)
--
No Saving
Game.com
--
System Internal Save: SRAM (unknown button-cell battery) (unknown size)
Some games with on-cart save batteries (to be able to save more, like
for an RPG) were planned, but none of them were released.
--
Commodore
--
Amiga CDTV
--
(borderline system, often called a PC – I’ll leave it out for now --
but overall it's similar to the CD32 features-wise)
Amiga CD32
--
System Internal Save: Flash RAM (1KB) (it’s probably actually Flash RAM
and not SRAM, but I can’t absolutely confirm it.)
Add-Ons: The Serial Port and Expansion Module connectors can connect a
Hard
Drive, Floppy Drive, or other storage medium devices as well, to turn
it into a mini-Amiga.
--
Tiger Telematics
--
Gizmondo
--
On-Cart: Flash memory, very likely Flash RAM
Memory Cards: Flash RAM (SD, MMC standard formats, many sizes supported)
--
Game Park
--
GP32
--
Memory Card: Flash RAM (Smart Media standard format)
GP2X
--
Memory Card: Flash RAM (SD, SDHC standard formats)
--
Bandai
--
Playdia
--
Unknown, likely no saving
WonderSwan
--
System Internal Save: EEPROM (1KB) (for system settings/config data)
In Cart: SRAM (unknown battery type), EEPROM
WonderSwan Color/Crystal
--
System Internal Save: EEPROM (1KB) (for system settings/config data)
In Cart: SRAM (unknown battery type), EEPROM
--
Apple/Bandai
--
Pippin
--
System Internal Save: Flash RAM (128KB)
Add-ons: As the system is essentially a mini Macintosh in a box, it has
a built-in modem and serial and network ports for connection to many
Macintosh accessories and networks -- floppy disk drive, internet, etc,
for use for data save/transfer.
--
Funtech
--
Super A'Can (Taiwan only system)
--
On-Cart: SRAM (unknown battery type, likely CR2032) (for more
information, see links below)
--
Mattel (post-1984 systems)
--
HyperScan
--
On the RFID Cards: Unknown, almost certainly Flash RAM or EEPROM (96
bytes of user memory + 8 bytes unique ID + 6 bytes of one time
programmable memory) (see links for source/info)
--
Fujitsu
--
FM Towns Marty (Japan only system)
--
Floppy Disk Drive (games are on CD, save to floppy -- it's a computer
conversion)
--
Casio
--
Loopy ("My Seal Computer", Japan only release)
--
Unknown -- it's not clear to me if this system had saving, other than
the attached printer. If there was any, it'd be on-cart. See links for
more on the system.
--
Watara SuperVision, Mega Duck/Cougar Boy, GameKing
--
Unknown, no saving? The various links available from Wikipedia don’t
mention any saving in any of these handhelds, anyway, as far as I can
tell.
--
V.Tech
--
V.Smile
--
On-Cart: Flash memory (unknown type) (see notes)
V.Flash
--
Memory Card: Flash memory (unknown type, likely Flash RAM) (see notes)
V.Smile V.Motion
--
On-Cart: Flash memory (unknown type) (see notes)
Memory Card: Flash memory (unknown type but almost certainly Flash RAM)
("V.Link") (used for copying saves to a Windows computer, where (once
required software is installed) they are uploaded to the V.Tech online
network and can be compared with other players' scores) (see notes for
links)
Other consoles
--
Unknown
--
Specifics: Lists or links to lists of which games use which save types
on platforms with multiple save types, if that data is available.
--
TurboGrafx-16
--
On-Cart SRAM: Populous (Japan only), Tennokoe Bank memory card
Memory Base 128-supporting titles: Emerald Dragon, Popful Mail,
Brandish, Magicoal, Vasteel 2, etc.
Nintendo 64
--
On-Cart SRAM: The Legend of Zelda: Ocarina of Time, 1080 Snowboarding,
F-Zero X, The New Tetris, WCW vs. NWO Revenge, Mario Golf, Ogre Battle
64: Person of Lordly Caliber (also supports controller pak), Resident
Evil 2, Super Smash Bros., WWF Wrestlemania 2000, Major League Baseball
Starring Ken Griffey Jr., Harvest Moon 64, Virtual Pro Wrestling 2
(Japan), and perhaps some of the other Japan-only titles; the
information I can find is complete for the US/EU titles only.
On-Cart Flash RAM: Command & Conquer, Jet Force Gemini Kiosk, Jet
Force Gemini, Ken Griffey Jr's Slugfest, The Legend of Zelda: Majora's
Mask, Megaman 64, NBA Courtside 2 featuring Kobe Bryant, Paper Mario,
Pokemon Puzzle League, Pokemon Snap, Pokemon Stadium, Pokemon Stadium
2, Starcraft 64, Tigger's Honey Hunt, WWF: No Mercy.
The rest of US-released games with on-cart save have EEPROMs, while all
controller paks have SRAM. A complete list of all titles, separated by
type, is available at the noted link below.
GBA
--
While save file sizes are all known, and Flash RAM games can be
distinguished, because of how FRAM works, emulation cannot tell the
difference between SRAM and FRAM. As a result, the only way to know
which games are which is to open each cart in question and look at
whether there is a battery inside or not. See the link below for a
searchable database of all GBA games, but know that the "SRAM" listing
also includes all FRAM titles. The "SRAM_F" type MAY be FRAM, but I
have no proof that the "SRAM_F" games are all FRAM while the "SRAM_V"
ones all have batteries.
DS
--
Search site linked below. Note -- no DS games have internal batteries,
all are different types of flash memory. Thus, for most people, this
information is far less important than the GBA info.
Game Boy Color
--
On-Cart EEPROM: Kirby Tilt 'n' Tumble
I know of no other GBC games with EEPROM instead of SRAM. Is this wrong?
NES
--
The games or products the Famicom Data Recorder works with: Family
Basic Keyboard, Excitebike, Mach Rider, Wrecking Crew (see links for
source)
Gamecube
--
The one game supporting the SD card adapter is Animal Crossing Plus.
Genesis
--
On-Cart FRAM: Sonic the Hedgehog 3
On-Cart EEPROM: NBA Jam, NBA Jam T.E., Blockbuster World Video Game
Championship II (NBA Jam T.E. portion), Charles Barkley's Shut Up and
Jam! 2, College Slam, Unnecessary Roughness '95, NFL Quarterback Club,
NFL Quarterback Club '95, Frank Thomas Big Hurt Baseball, Rings of
Power, NHLPA Hockey '93, Wonder Boy in Monster World, Evander 'Real
Deal' Holyfield's Boxing, Greatest Heavyweights of the Ring, Sports
Talk Baseball, Mega Man: The Wily Wars (Genesis, JP/EU release only,
only the second release ([alt] rom) of the Japanese version uses
EEPROM; the original Japanese version uses SRAM. The European version
uses EEPROM only.), (The following games were only released in PAL
territories) Micro Machines 2, Micro Machines Turbo Tournament '96,
Micro Machines Military, Brian Lara Cricket '96, Shane Warne Cricket.
All other US/EU-released games with on-cart saving have SRAM, as far as
I know. I'd love to be proven wrong and have it shown that more titles
used FRAM than just Sonic 3! As for Japan-only titles, I have no
information that any of them use anything other than SRAM, so I will
assume that that is what they all use, barring any information to the
contrary.
Sega 32X
--
On-Cart EEPROM: NBA Jam T.E., NFL Quarterback Club
All other games with saving have batteries as far as I know.
Sources/Links
--
Nintendo 64 Boot/Save Type List: http://n64.icequake.net/mirror/www....ave_faq.html#s1
Game Boy Advance Release List Search -- To list SRAM games, choose the
option you wish from the "Save Type" box and hit search. http://releases.pocketheaven.com/?section=advsearch
Nintendo DS Release List Search -- Works same as the GBA list. FRAM may
not be properly listed here. http://releases.pocketheaven.com/?section=ndsearch
Sega Genesis/32X EEPROM Games List -- http://gxdev.wordpress.com/category/genesis-plus/
Direct link to the EEPROM guide: http://genplus-gx.googlecode.com/svn/gen_eeprom.pdf
Sega Genesis Meganet Modem -- The best article I've found is Sega-16's
article on the unreleased US version, the TeleGenesis modem: http://www.sega-16.com/feature_page....enesis%20Modem
TG-16 Plug-in Backup Unit Information: http://www.pcenginefx.com/forums/in...p?topic=1616.30
nvSRAM information, with handy Battery-Backed SRAM/NVSRAM/FRAM/MRAM
chart: http://en.wikipedia.org/wiki/NVSRAM
Neo-Geo CD Save Battery System: http://www.neo-geo.com/forums/showthread.php?t=187197
PC-FX Memory Card ("FX-BMP") info: http://pcenginefx.com/PC-FX/html/pc..._pc-fx_bmp.html
As well as this forum thread: http://www.pcenginefx.com/forums/index.php?topic=3284.0
Atari 7800 High Score Cartridge Information: http://www.atariage.com/software_pa...areLabelID=1015
3DO FZ-EM256 Memory Unit Box Scans: http://3do.classicgaming.gamespy.com/Accessories.html
Super A'Can: For more information on this system, see this thread: http://assemblergames.com/forums/showthread.php?t=9289
Or Wikipedia (screenshots available at the link at the bottom): http://en.wikipedia.org/wiki/Super_A%27Can
FM Towns Marty saving-to-floppy confirmation: http://www.assemblergames.com/forum...read.php?t=6352
CD-i NVRAM replacement information and guide: http://www.icdia.co.uk/articles/nvram.html
LaserActive: Clear description of the system and its awful
incompatibility issue, though note that it is wrong about the number of
Mega LD games – there were 15 US-released Mega LD games, not three
(though there were indeed just three LD-ROM2 games released in the US).
http://www.allgame.com/cg/agg.dll?p=agg&sql=5:17669
Site with more info and many LaserActive box and manual scans: http://www.cyberroach.com/new_laser...ics/default.htm
Wikipedia has a nice chart with all of the games listed, most with
region and platform: http://en.wikipedia.org/wiki/Laseractive
A History of Online Console Gaming in the United States, 1982 to the
present: http://www.revrob.com/content/view/38/52
Famicom Communication Adapter (Modem) Information: http://translate.google.com/transla...&hl=en&ie=UTF-8
thanks to: http://satellablog.blogspot.com/200...g-services.html
English article about it: http://www.n-sider.com/contentview.php?contentid=213
HyperScan storage amount info: http://en.wikipedia.org/wiki/HyperScan
HyperScan site+forum: http://www.geocities.com/hyperscansoftware/index.html
Casio Loopy info: http://en.wikipedia.org/wiki/Casio_Loopy
V.Tech consoles info: http://en.wikipedia.org/wiki/V.Smile,
http://www.vtechkids.com/_f/_pw/_manual/V.Smile%20V.Motion.pdf
(V.Motion manual), http://www.vtechkids.com/_f/_pw/_manual/V.Link.pdf
(V.Link manual)
Famicom Data Recorder information: http://en.wikipedia.org/wiki/Famicom_Data_Recorder
Final Notes
--
Information for the main contents of the list come from many online
sources -- GameFAQs guides (only in a couple of cases), Wikipedia
system information details, box shots, PCB scans, list pages like the
ones above, and others. I linked to some things here, but if there's
anything else you want a source for, ask. If I continue to improve this
list, a later version may put those links directly into the text,
instead of them just being at the end.
Questions
--
-Do consoles like the Gamecube, Xbox, etc. hhhave batteries in them to
save clock and system info, or do they do that some other way?
-Do any systems use what are essentially flaaash carts, instead of flash
memory chips on the cart? (very doubtful)
-Can anyone help fill in the blank parts, orrr add (reliable) info for a
missing system? (this would be great!)
-Are there any errors in listing which consooles have games with
password save options? Which consoles that I did not list as having it
actually do?
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