ROM cartridge

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A Star Raiders ROM cartridge for an Atari computer Star raider cart.jpg
A Star Raiders ROM cartridge for an Atari computer

A ROM cartridge, usually referred to in context simply as a cartridge, cart, or card, is a replaceable part designed to be connected to a consumer electronics device such as a home computer, video game console or, to a lesser extent, electronic musical instruments. [1]

Contents

ROM cartridges allow users to rapidly load and access programs and data alongside a floppy drive in a home computer; in a video game console, the cartridges are standalone. At the time around their release, ROM cartridges provided security against unauthorised copying of software. However, the manufacturing of ROM cartridges was more expensive than floppy disks, and the storage capacity was smaller. [2] ROM cartridges and slots were also used for various hardware accessories and enhancements.

The widespread usage of the ROM cartridge in video gaming applications has led it to be often colloquially called a game cartridge.

History

TI-59 programmable calculator with ROM software library module at right, showing gold-plated contacts. Via the modules, software for a broad spectrum of applications could be bought, even for navigational calculations at sea. WIKI TI-59 ROM Module 20161212.jpg
TI-59 programmable calculator with ROM software library module at right, showing gold-plated contacts. Via the modules, software for a broad spectrum of applications could be bought, even for navigational calculations at sea.

ROM cartridges were popularized by early home computers which featured a special bus port for the insertion of cartridges containing software in ROM. In most cases the designs were fairly crude, with the entire address and data buses exposed by the port and attached via an edge connector; the cartridge was memory mapped directly into the system's address space [4] such that the CPU could execute the program in place without having to first copy it into expensive RAM.

The Texas Instruments TI-59 family of programmable scientific calculators used interchangeable ROM cartridges that could be installed in a slot at the back of the calculator. The calculator came with a module that provides several standard mathematical functions including the solution of simultaneous equations. Other modules were specialized for financial calculations, or other subject areas, and even a "games" module. Modules were not user-programmable. The Hewlett-Packard HP-41C had expansion slots which could hold ROM memory as well as I/O expansion ports.

Computers using cartridges in addition to magnetic media are the VIC-20 and Commodore 64, MSX, Atari 8-bit computers, [5] TI-99/4A (where they were called Solid State Command Modules and were not directly mapped to the system bus) and IBM PCjr [6] (where the cartridge was mapped into BIOS space). Some arcade system boards, such as Capcom's CP System and SNK's Neo Geo, also used ROM cartridges. Cassettes and floppy disks cost less than ROM cartridges[ citation needed ] and some memory cards were sold as an inexpensive alternative to ROM cartridges. [7]

First cartridge-like jumper card for the Magnavox Odyssey First cartridge of magnavox odyssey.jpg
First cartridge-like jumper card for the Magnavox Odyssey

A precursor to modern game cartridges of second generation video consoles was introduced with the first generation video game console Magnavox Odyssey in 1972, using jumper cards to turn on and off certain electronics inside the console. A modern take on game cartridges was invented by Wallace Kirschner, Lawrence Haskel and Jerry Lawson of Alpex Computer Corporation, first unveiled as part of the Fairchild Channel F home console in 1976. [8] [9] The cartridge approach gained more popularity with the Atari 2600 released the following year. From the late 1970s to mid-1990s, the majority of home video game systems were cartridge-based. [9]

The Fairchild Channel F was the first video game console to feature games on interchangeable ROM cartridges. Fairchild-Channel-F.jpg
The Fairchild Channel F was the first video game console to feature games on interchangeable ROM cartridges.

As compact disc technology came to be widely used for data storage, most hardware companies moved from cartridges to CD-based game systems. Nintendo remained the lone hold-out, using cartridges for their Nintendo 64 system; the company did not transition to optical media until the release of the GameCube in 2001. [10] Cartridges were also used for their handheld consoles, which are known as Game Cards in the DS/3DS line of handhelds. These cartridges are much smaller and thinner than previous cartridges, and use the more modern flash memory for game data rather than built-in ROM chips on PCBs for the same purpose.

The release of the Nintendo Switch in 2017 marked the company's shift away from their own proprietary optical disc-based media after last using them in the Wii U in favor of small cartridge-based media. These cartridges are known as Game Cards like previous Nintendo handhelds, and are much smaller and thinner than previous cartridges for consoles as well as Nintendo's own Game Cards for their DS/3DS handhelds. It uses a form of flash memory technology similar to that of SD cards with larger storage space. As of 2024, Nintendo is the only major company to exclusively use cartridges for their consoles and handhelds, as others such as Sony and Microsoft continue to use optical disc-based media for their consoles.

In 1976, 310,000 home video game cartridges were sold in the United States. [11] Between 1983 and 2013, a total of 2,910.72 million software cartridges had been sold for Nintendo consoles. [12]

Use in hardware enhancements

ROM burner for the Nintendo DS Intelligent-Systems-Nintendo-DS-Nitro-Burner.jpg
ROM burner for the Nintendo DS

ROM cartridges can not only carry software, but additional hardware expansions as well. Examples include various cartridge-based chips on the Super NES, the SVP chip in the Sega Genesis version of Virtua Racing , [13] and a chess module in the Magnavox Odyssey². [14]

Micro Machines 2 on the Genesis/Mega Drive used a custom "J-Cart" cartridge design by Codemasters which incorporated two additional gamepad ports. This allowed players to have up to four gamepads connected to the console without the need for an additional multi-controller adapter. [15]

Advantages and disadvantages

The N64 used cartridges when most home consoles had shifted to CD-ROMs. N64-Console-Set.jpg
The N64 used cartridges when most home consoles had shifted to CD-ROMs.

Storing software on ROM cartridges has a number of advantages over other methods of storage like floppy disks and optical media. As the ROM cartridge is memory mapped into the system's normal address space, software stored in the ROM can be read like normal memory; since the system does not have to transfer data from slower media, it allows for nearly instant load time and code execution. Software run directly from ROM typically uses less RAM, leaving memory free for other processes. While the standard size of optical media dictates a minimum size for devices which can read discs, ROM cartridges can be manufactured in different sizes, allowing for smaller devices like handheld game systems. ROM cartridges can be damaged, but they are generally more robust and resistant to damage than optical media; accumulation of dirt and dust on the cartridge contacts can cause problems, but cleaning the contacts with an isopropyl alcohol solution typically resolves the problems without risk of corrosion. [16]

ROM cartridges typically have less capacity than other media. [17] The PCjr-compatible version of Lotus 1-2-3 comes on two cartridges and a floppy disk. [18] ROM cartridges are typically more expensive to manufacture than discs, and storage space available on a cartridge is less than that of an optical disc like a DVD-ROM or CD-ROM. Techniques such as bank switching were employed to be able to use cartridges with a capacity higher than the amount of memory directly addressable by the processor. As video games became more complex (and the size of their code grew), software manufacturers began sacrificing the quick load times of ROM cartridges in favor of greater storage capacity and the lower cost of optical media. [19] [20] Another source of pressure in this direction was that optical media could be manufactured in much smaller batches than cartridges; releasing a cartridge video game on the other hand inevitably includes the risk of producing thousands of unsold cartridges. [21]

An opened Game Boy cartridge with battery-backed volatile memory for game saves for Pokemon Silver Version. Measures 2.2" x 2.56" x 0.32" (or 56 mm x 65 mm x 8 mm) PokemonSilverBoard.jpg
An opened Game Boy cartridge with battery-backed volatile memory for game saves for Pokémon Silver Version . Measures 2.2" × 2.56" × 0.32" (or 56 mm × 65 mm × 8 mm)

Electronic musical instruments usage

Besides their prominent usage on video game consoles, ROM cartridges have also been used on a small number of electronic musical instruments, particularly electronic keyboards.

Yamaha has made several models with such features, with their DX synthesizer in the 1980s, such as the DX1, DX5 and DX7 and their PSR keyboard lineup in the mid-1990s, namely the PSR-320, PSR-420, PSR-520, PSR-620, PSR-330, PSR-530 and the PSR-6000. These keyboards use specialized cards known as Music Cartridges, a ROM cartridge simply containing MIDI data to be played on the keyboard as MIDI sequence or song data. [22] [23]

Casio has also used similar cartridges known as ROM Pack in the 1980s, before Yamaha's Music Cartridge was introduced. Models that used these cartridges were in the Casiotone line of portable electronic keyboards. [24]

Cartridge-based video game consoles and home computers

A disassembled Nintendo 64 Game Pak N64-Game-Cartridge.jpg
A disassembled Nintendo 64 Game Pak

Amstrad

Atari, Inc.

Bandai

Blaze Entertainment

Coleco

Fairchild Camera and Instrument

Fisher-Price

IBM

Interton

LeapFrog

Magnavox / Philips

Mattel

Milton Bradley

NEC

Nikko Europe

Nintendo

Sega

SNK

See also

Related Research Articles

<span class="mw-page-title-main">ColecoVision</span> Second-generation home video game console

ColecoVision is a second-generation home video-game console developed by Coleco and launched in North America in August 1982. It was released a year later in Europe by CBS Electronics as the CBS ColecoVision.

<span class="mw-page-title-main">Magnavox Odyssey 2</span> Second generation home video game console

The Magnavox Odyssey 2, also known as Philips Odyssey 2, is a second generation home video game console that was released in 1978. It was sold in Europe as the Philips Videopac G7000, in Brazil and Peru as the Philips Odyssey and in Japan as Odyssey2. The Odyssey 2 was one of the five major home consoles prior to the 1983 video game market crash, along with Atari 2600, Atari 5200, Intellivision and ColecoVision.

<span class="mw-page-title-main">CD-i</span> Interactive multimedia and video gaming standard

The Compact Disc-Interactive is a digital optical disc data storage format as well as a hardware platform, co-developed and marketed by Dutch company Philips and Japanese company Sony. It was created as an extension of CDDA and CD-ROM and specified in the Green Book specifications, co-developed by Philips and Sony, to combine audio, text and graphics. The two companies initially expected to impact the education/training, point of sale, and home entertainment industries, but the CD-i is largely remembered today for its video games.

<span class="mw-page-title-main">History of video games</span>

The history of video games began in the 1950s and 1960s as computer scientists began designing simple games and simulations on minicomputers and mainframes. Spacewar! was developed by Massachusetts Institute of Technology (MIT) student hobbyists in 1962 as one of the first such games on a video display. The first consumer video game hardware was released in the early 1970s. The first home video game console was the Magnavox Odyssey, and the first arcade video games were Computer Space and Pong. After its home console conversions, numerous companies sprang up to capture Pong's success in both the arcade and the home by cloning the game, causing a series of boom and bust cycles due to oversaturation and lack of innovation.

<span class="mw-page-title-main">Video game console</span> Computer system for running video games

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The video game crash of 1983 was a large-scale recession in the video game industry that occurred from 1983 to 1985 in the United States. The crash was attributed to several factors, including market saturation in the number of video game consoles and available games, many of which were of poor quality. Waning interest in console games in favor of personal computers also played a role. Home video game revenue peaked at around $3.2 billion in 1983, then fell to around $100 million by 1985. The crash abruptly ended what is retrospectively considered the second generation of console video gaming in North America. To a lesser extent, the arcade video game market also weakened as the golden age of arcade video games came to an end.

<span class="mw-page-title-main">IBM PCjr</span> Home computer

The IBM PCjr was a home computer produced and marketed by IBM from March 1984 to May 1985, intended as a lower-cost variant of the IBM PC with hardware capabilities better suited for video games, in order to compete more directly with other home computers such as the Apple II and Commodore 64.

A console game is a type of video game consisting of images and often sounds generated by a video game console, which are displayed on a television or similar audio-video system, and that can be manipulated by a player. This manipulation usually takes place using a handheld device connected to the console, called a controller. The controller generally contains several buttons and directional controls such as analogue joysticks, each of which has been assigned a purpose for interacting with and controlling the images on the screen. The display, speakers, console, and controls of a console can also be incorporated into one small object known as a handheld game.

<span class="mw-page-title-main">LaserActive</span> Video game console

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<span class="mw-page-title-main">Home video game console</span> Stationary video game console

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<span class="mw-page-title-main">PC game</span> Electronic game played on a personal computer

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In the history of video games, the second-generation era refers to computer and video games, video game consoles, and handheld video game consoles available from 1976 to 1992. Notable platforms of the second generation include the Fairchild Channel F, Atari 2600, Intellivision, Odyssey 2, and ColecoVision. The generation began in November 1976 with the release of the Fairchild Channel F. This was followed by the Atari 2600 in 1977, Magnavox Odyssey² in 1978, Intellivision in 1980 and then the Emerson Arcadia 2001, ColecoVision, Atari 5200, and Vectrex, all in 1982. By the end of the era, there were over 15 different consoles. It coincided with, and was partly fuelled by, the golden age of arcade video games. This peak era of popularity and innovation for the medium resulted in many games for second generation home consoles being ports of arcade games. Space Invaders, the first "killer app" arcade game to be ported, was released in 1980 for the Atari 2600, though earlier Atari-published arcade games were ported to the 2600 previously. Coleco packaged Nintendo's Donkey Kong with the ColecoVision when it was released in August 1982.

<span class="mw-page-title-main">Game backup device</span> Device for backing up ROM information from a video game cartridge

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<span class="mw-page-title-main">Nintendo 64 Game Pak</span> Nintendo 64 storage medium

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