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DS game card size list

jarrod

Banned
Ran across these, thought some might be interested...

8MB 3DM
-Daredemo Asobi Taizen (Nintendo)
-Elf Bowling 1 & 2 (Ignition Entertainment)

8MB 3DM + 0.5KB EEPROM
-Bomberman (Ubisoft/Hudson)
-Ford Racing 3 (DSI Games/Visual Impact)
-Franklin's Great Adventures (The Game Factory)
-SEGA Casino (SEGA/TOSE Software)
-Shanghai (Success)
-Simple DS Series Vol.2: The Billiards (D3 Publisher/Agenda)


8MB 3DM + 8KB EEPROM
-Big Mutha Truckers (DSI Games/Raylight Studios)
-Polarium (Nintendo/Mitchell)
-Snood 2: On Vacation (DSI Games/Gravity I)
-Yawaraka Atama Juku (Nintendo)
-Zoo Keeper (Ignition Entertainment/Success)

16MB 3DM
-Animaniacs: Lights! Camera! Action! (Ignition Entertainment/Warthog)
-Electroplankton (Nintendo)

16MB 3DM + 0.5KB EEPROM
-ATV Quad Frenzy (Majesco Games/Skyworks Technologies)
-Cocoto Kart Racer (Neko Entertainment)
-Dig Dug: Digging Strike (Namco)
-Disney's Kim Possible: Kimmunicator (Disney Interactive/A2M Studios)
-GoldenEye: Rogue Agent (Electronic Arts)
-Kenshui Tendo Dokuta (Spike)
-Madagascar (Activision/Vicarious Visions)
-Metroid Prime Hunters: First Hunt (Nintendo)
-Monster Truck DS (Majesco Games/Raylight Studios)
-Nanostray (Majesco Games/Shin'en)
-New Rainbow Islands (Taito)
-Pac-Pix (Namco)
-Ping Pals (THQ/Wayforward Technologies)
-Puzzle Bobble DS (Taito)
-Retro Atari Classics (Atari/Taniko)
-Scooby-Doo! Unmasked (THQ/Altron)
-Soreike! Anpanman: Baikinman no Daisakusen (Agatsuma Entertainment/Tamsoft)
-Space Invaders Revolution (Mastiff/Rising Star Games/Taito)
-Spider-Man 2 (Activision/Vicarious Visions)
-The Incredibles: Rise of the Underminer (THQ/Helixe)
-Touch Game Party (Taito/ASK)
-Whac-A-Mole! (Activision Valuesoft)
-World Championship Poker: Deluxe Series (Crave Entertainment/Sensory Sweep)
-Yoshi: Touch & Go (Nintendo)
-Zoo Tycoon DS (THQ/Altron)

16MB 3DM + 8KB EEPROM
-Devilish: Ball Bounder (Starfish)
-Mahjong Taikai (KOEI)
-Mr. Driller: Drill Spirits (Namco)
-Pokémon Dash (Nintendo/Ambrella)
-Pokémon Torouze (Nintendo/Genius Sonority)
-Shichida Shiki Training Unou Tanren Unotan DS - Shun Kan Shoubu! Shuuchuuryoku (Interchannel)
-Simple DS Series Vol.1: The Mahjong (D3 Publisher/Warashi)
-Simple DS Series Vol.3: The Mushitori Oukoku (D3 Publisher/Warashi)
-Simple DS Series Vol.6: The Party Game (D3 Publisher/HuneX)
-Super Black Bass Fishing (Majesco Games/Starfish)
-Super Mario 64 DS (Nintendo)
-Titeuf: Mission Nadia (Atari)
-Trauma Center: Under the Knife (Atlus)

16MB 3DM + 250KB EEPROM
-Daigasso! Band Brothers (Nintendo)
-Madden NFL 2005 (Electronic Arts)
-Nou o Kitaeru Otona DS Training (Nintendo)
-Zoids Saga DS: Legend of Arcadia (TOMY)

32MB 3DM + 0.5KB EEPROM
-Bubble Bobble DS (Taito)
-Burnout Legends (Electronic Arts/Visual Impact)
-Bust-A-Move DS (Majesco Games/Happy Happening)
-Golden Nugget Casino DS (Majesco Games/Skyworks Technologies)
-Kenshuui Tendo Dokuta 2: Inochi no Tenbin (Spike)
-MegaMan Battle Network 5: Double Team DS (Capcom)
-Pac-Man World 3 (Namco/Humansoft)
-Power Pro Kun Pocket 8 (Konami/PowerPro Productions)
-Real Time Conflict: Shogun Empires (Namco/Box Clever Interactive)
-Robots (VU Games/Eurocom)
-Sea World Adventures Parks: Shamu's Deep Sea Adventures (Activision/Humagade)
-Shrek Super Slam (Activision/Griptonite Games)
-SpongeBob Squarepants: The Yellow Avenger (THQ/Tantalus)
-Sprung (Ubisoft/Guillemot)
-Star Wars Episode III: Revenge Of The Sith (Ubisoft)
-Teenage Mutant Ninja Turtles 3: Mutant Nightmare (Konami)
-Texas Hold 'Em Poker (Majesco Games/Skyworks Technologies)

32MB 3DM + 8KB EEPROM
-Asphalt: Urban GT (Ubisoft/Gameloft)
-Battles of Prince of Persia (Ubisoft)
-Bouken-Ou Beet: Vandal vs. Busters (Bandai)
-Cool 104 Joker & Setline (Aruze)
-Feel the Magic: XY/XX (SEGA)
-FIFA 06 (Electronic Arts)
-Fullmetal Alchemist: Dual Sympathy (Bandai)
-Hanjuku Eiyuu DS: Egg Monster Heroes (Square Enix/Neverland)
-Harobots Action! (Sunrise Interactive)
-Kong: The 8th Wonder of the World (Ubisoft)
-Lunar: Dragon Song (Ubisoft/Marvelous Interactive/JAM)
-Metroid Prime: Pinball (Nintendo/Fuse Games)
-Monopoly/Boggle/Yahtzee/Battleship (Atari/Ingram)
-Need for Speed: Most Wanted (Electronic Arts)
-Need For Speed Underground 2 (Electronic Arts/Pocketeers)
-Pokémon Fushigi no Dungeon: Ao no Kyuujotai (Nintendo/Chunsoft)
-Puyo Pop Fever (Atlus/Sega)
-Rayman DS (Ubisoft/DC Studios)
-Ridge Racer DS (Namco/Nintendo)
-Super Princess Peach (Nintendo)
-Tak: The Great Juju Challenge (THQ/Avalanche Software)
-Tamagotchi Connection/ Corner Shop (Bandai/NanaOn-Sha)
-The Urbz: Sims In The City (Electronic Arts/Griptonite Games)
-Tiger Woods PGA Tour (Electronic Arts/Sensory Sweep)
-Trace Memories (Nintendo/Cing)
-Wario Ware Touched! (Nintendo/Intelligent Systems)
-Wizardry Asterisk: Hiiro no Fuuin (Starfish)

32MB 3DM + 250KB EEPROM
-Advance Wars: Dual Strike (Nintendo/Intelligent Systems)
-Animal Crossing: Wild World (Nintendo)
-Harvest Moon DS (Natsume/Marvelous Interactive)
-Madden NFL 06 (Electronic Arts)
-Mario Kart DS (Nintendo)
-Motto Nou wo Kitaeru Otona no DS Training (Nintendo)
-Naruto RPG 2: Chidori vs. Rasengan (TOMY)
-Nintendogs: Best Friends Edition (Nintendo)
-Nintendogs: Chihuahua & Friends (Nintendo)
-Nintendogs: Dachshund & Friends (Nintendo)
-Nintendogs: Lab & Friends (Nintendo)
-Power Pocket Koushien (Konami)
-SD Gundam G Generation DS (Bandai/BEC)
-Yakuman DS (Nintendo)

64MB 3DM + 0.5KB EEPROM
-DS Rakubiki Jiten (Nintendo)
-Frogger: Helmet Chaos (Konami/KCEH)
-Ganbare Goemon: Toukai Douchuu (Konami)
-Gundam Mahjong DS: Oyaji ni mo Agararekotonai-noni (Bandai)
-Harry Potter and the Goblet of Fire (Electronic Arts)
-Londonian Gothics: Meikyuu no Lolita (MegaCyber)
-Marvel Nemesis: Rise of the Imperfects (Electronic Arts/Sensory Sweep)
-Naruto: Saikyou Ninja Kesshuu 3 (TOMY)
-Spyro: Shadow Legacy (VU Games/Amaze Entertainment)
-Tantei Kibukawa Ryosuke Jiken Tan: The Masquerade Lullaby (Genki)
-Touch de Rakushou! Pachislo Sengen: Rio de Carnival (Tecmo)
-Ultimate Spider-Man (Activision/Vicarious Visions)
-Viewtiful Joe: Double Trouble! (Capcom/Clover Studio)

64MB 3DM + 8KB EEPROM
-Castlevania: Dawn of Sorrow (Konami)
-Dragon Ball Z: Supersonic Warriors 2 (Atari/Cavia)
-Jump Super Stars (Nintendo/Ganbarion)
-Kirby: Canvas Curse (Nintendo/HAL Laboratory)
-Lost in Blue (Konami)
-Mario and Luigi: Partners in Time (Nintendo/Alpha Dream)
-Meteos (Nintendo/Bandai/Q Entertainment)
-Osu! Tatakae! Ouendan (Nintendo/iNiS)
-Phoenix Wright: Ace Attorney (Capcom)
-SBK: Snowboard Kids (Atlus/Racjin)
-Slime Morimori Dragon Quest 2: Taisensha to Shippodan (Square Enix/TOSE Software)
-Sonic Rush (SEGA)
-Super Monkey Ball DS (SEGA)
-Tennis no Ouji-Sama 2005: Crystal Drive (Konami)
-The Chronicles of Narnia: The Lion, The Witch and The Wardrobe (VU Games/Griptonite Games)
-The Sims 2 (Electronic Arts/Griptonite Games)
-Urusei Yatsura: Endless Summer (Marvelous Interactive)
-Yu-Gi-OH! Nightmare Troubadour (Konami)

64MB 3DM + 250KB EEPROM
-Guru Guru Naget (Ignition Entertainment/Success/BeeWorks)
-Harvest Moon DS for Girls (Natsume/Marvelous Interactive)
-TAO: Mamono no Tou to Mahou no Tamago (Konami)
-Tom Clancy's Splinter Cell: Chaos Theory (Ubisoft/Gameloft)
-Tony Hawk's American Sk8land (Activision/Vicarious Visions)
-True Swing Golf (Nintendo/T&E Soft)

128MB 3DM + 8KB EEPROM
-The Rub Rabbits!! (SEGA)
 
Hey, that's cool that even a game like Guru Guru Nagetto which was never gonna sell well was viable at 64MBs. 128MBs shouldn't be too far away, and then hopefully they can go beyond that and even start getting psone level quantities of data in.
 
heidern said:
Hey, that's cool that even a game like Guru Guru Nagetto which was never gonna sell well was viable at 64MBs. 128MBs shouldn't be too far away, and then hopefully they can go beyond that and even start getting psone level quantities of data in.

Ooh dream weaver
I believe you can get me through the night
Ooh dream weaver
I believe we can reach the morning light
 
Interesting. I wonder why games like Metroid Prime Hunters and GoldenEye don't have larger cards? Wouldn't they have been able to benefit from it? Maybe the larger sizes weren't available yet when they started development?
 
heavy liquid said:
Interesting. I wonder why games like Metroid Prime Hunters and GoldenEye don't have larger cards? Wouldn't they have been able to benefit from it? Maybe the larger sizes wasn't available yet when they started development?
Metroid Prime Hunters: First Hunt is the demo.
 
jarrod said:
16MB 3DM + 250KB EEPROM
-Madden NFL 2005 (Electronic Arts)

32MB 3DM + 250KB EEPROM
-Madden NFL 06 (Electronic Arts)
Anyone play both and want to comment if the extra space helped a lot?
 
The 16MB and 32MB (128 and 256 Megabit) sizes are "big GBA game" level, for anyone who wants some perspective.

64MB 3DM + 8KB EEPROM
-Castlevania: Dawn of Sorrow (Konami)
8 KiloBytes is the same size as one PSone memory card block. Which is what you'd need for one save file in SotN. Does anyone know how many save slots you can have in Dawn of Sorrow?


BTW, I thought 1 Gigabit was supposed to be available on the DS from day-1. Are developers just sticking with the smallest carts possible in order to maximize profits? Do they really not feel squeezed with "GBA level" cart sizes? Or is the 1 Gigabit just not available yet, or maybe it's prohibitively expensive?
 
FoneBone said:
I thought all DS games had save space?

i think the rules i that games that have info to save, must save to the card, ie; no password saves allowed.

no rules says a game must be able save.
 
ruby_onix said:
The 16MB and 32MB (128 and 256 Megabit) sizes are "big GBA game" level, for anyone who wants some perspective.


8 KiloBytes is the same size as one PSone memory card block. Which is what you'd need for one save file in SotN. Does anyone know how many save slots you can have in Dawn of Sorrow?


BTW, I thought 1 Gigabit was supposed to be available on the DS from day-1. Are developers just sticking with the smallest carts possible in order to maximize profits? Do they really not feel squeezed with "GBA level" cart sizes? Or is the 1 Gigabit just not available yet, or maybe it's prohibitively expensive?


I'd say it's a virtual garentee that developers will maxmize profits at every opprotunity.
 
Thank's for the list.

It is pretty impressive to see so many games are actually using only 8, 16 or 32 MB carts. ROM Prices seem to be low enough for developers for many territory specific titles to go with large ROM sizes and spurlge on large EEPROM chips.
 
On one side, 64MB is absolutly nothing.

On the other, N64 would be jelous.

Thanks BTW, I appreciate this. I was pissed when Nintendo Power stopped to list that info
 
I didn't realize there were already games with 1/4 megabyte save space being used... I guess I'm not worried about Animal Crossing being able to keep up with the 1/2 megabyte save used in the GCN version anymore.

ruby_onix said:
8 KiloBytes is the same size as one PSone memory card block. Which is what you'd need for one save file in SotN. Does anyone know how many save slots you can have in Dawn of Sorrow?
Good comparison, but I'd just point out that since 1 block is the absolute least space a game could use (other than 0), it probably didn't use all 8 kilobytes of it.

BTW, I thought 1 Gigabit was supposed to be available on the DS from day-1. Are developers just sticking with the smallest carts possible in order to maximize profits? Do they really not feel squeezed with "GBA level" cart sizes? Or is the 1 Gigabit just not available yet, or maybe it's prohibitively expensive?
It was probably either a misunderstanding, or just not economically feasible at this point. Also, while it's true these are the levels of big GBA games, they're also the level of big N64 games. I had no idea there were already eleven 64 MB DS games; that's several times as many as N64 ever had. 32 MB games didn't even start showing up until late 1998.
 
Thanks jarrod. Fun to see that they still insist on calling the rom chips 3DM. :)

bummyhead said:
i think the rules i that games that have info to save, must save to the card, ie; no password saves allowed.
animaniacs has password save, but it's a also a useless port of a gba game, so...
 
ruby_onix said:
The 16MB and 32MB (128 and 256 Megabit) sizes are "big GBA game" level, for anyone who wants some perspective.


8 KiloBytes is the same size as one PSone memory card block. Which is what you'd need for one save file in SotN. Does anyone know how many save slots you can have in Dawn of Sorrow?


BTW, I thought 1 Gigabit was supposed to be available on the DS from day-1. Are developers just sticking with the smallest carts possible in order to maximize profits? Do they really not feel squeezed with "GBA level" cart sizes? Or is the 1 Gigabit just not available yet, or maybe it's prohibitively expensive?

Dunno why.

I know that 256MB cards are available, in addition to 128MB. Developers haven't used them yet, though.
 
JoshuaJSlone said:
I didn't realize there were already games with 1/4 megabyte save space being used... I guess I'm not worried about Animal Crossing being able to keep up with the 1/2 megabyte save used in the GCN version anymore.


Good comparison, but I'd just point out that since 1 block is the absolute least space a game could use (other than 0), it probably didn't use all 8 kilobytes of it.


It was probably either a misunderstanding, or just not economically feasible at this point. Also, while it's true these are the levels of big GBA games, they're also the level of big N64 games. I had no idea there were already eleven 64 MB DS games; that's several times as many as N64 ever had. 32 MB games didn't even start showing up until late 1998.

Actually, there were two 64 MB games on the N64. Pokemon Colosseum 3 and Resident Evil 2.

I believe Mario 64 was 12MB (96Mbits). :O
 
GaimeGuy said:
No, Pokemon Stadium 3. It was released as Stadium 2 here.

What? There were 3 Stadiums in Japan? ?:|

Edit: Found it.

Pokémon Stadium

The first game of the series, called Pokémon Stadium, was released in Japan in 1998. This version featured only around 50 Pokémon, not the full 151 Pokémon from the Game Boy versions. This version was not released outside of Japan, and as such the numbering of subsequent Japanese releases is ahead of the U.S. releases.

Pokémon Stadium/Pokémon Stadium 2

The second game in the series was called Pokémon Stadium 2 in Japan and simply Pokémon Stadium in North America. It was released in Japan on April 30, 1999 and in the North America on February 29, 2000. This version did feature all 151 original Pokémon featured in the original Game Boy games. The North American version of this game featured support for transferring Pokémon from Pokémon Red, Blue, and Yellow using the Transfer Pak.

Pokémon Stadium 2/Pokémon Stadium 3

In Japan, Pokémon Stadium 3 was the third edition of the Pokémon Stadium series. It was released in North America as simply Pokémon Stadium 2, as it was the second Stadium game to be released in North America. In the Japanese version (Pokémon Stadium 3) it has the capability to use the Pokemon Mobile System from Pokemon Crystal.
 
Farore said:
What? There were 3 Stadiums in Japan? ?:|
The first one was on a smaller cart and I don't believe contained every single Pokémon; it was skipped over for foreign release. So "2" became the first elsewhere.
 
JoshuaJSlone said:
I think Conker might've been one?


SM64 was 8 megabytes. :)
Shit, I knew it was either 8 or 12. Couldn't remember which.

O_O @ 8 megabytes.

and no. Conker was only 32MB.

the largest three games on the N64 were Resident Evil 2 (64MB), Pokemon Stadium 3 JP/Pokemon Stadium 2 EU & NA (64MB), and Ogre Battle 64: Person of Lordly Caliber (40MB).

There were several 32MB games and 16MB games, though. Probably 80-90% of the games on the N64 were on 16MB or 32MB carts.
 
I'm just glad we're finally out of the stupid "megabit" era. Was it Sega that started using that term, or was it someone else? I know that I saw "megabit" sizes on several old Master System titles.

Was/Is there ever a case for actually measuring data in "megabits"? It was just a pathetic marketing scheme to make the games sound more impressive, right? Or was there actually some "valid" reason for the term?
 
DavidDayton said:
Was/Is there ever a case for actually measuring data in "megabits"? It was just a pathetic marketing scheme to make the games sound more impressive, right? Or was there actually some "valid" reason for the term?
I'd say it's mostly the "impressive" thing. Especially early on, when they'd be dealing in fractions or decimals of a single megabyte. Then again, they could've used kilobyte and got an even bigger number.
 
I'd say it's mostly the "impressive" thing. Especially early on, when they'd be dealing in fractions or decimals of a single megabyte. Then again, they could've used kilobyte and got an even bigger number.

Yeah, but no one confuses kilobytes with megabytes.
 
cubicle47b said:
Yeah, but no one confuses kilobytes with megabytes.
A number of my old Master System games boast being "Two-Mega-Plus" cartriges.

Back in the 80's, most people didn't have Personal Computers.

I remember back then, all I knew about computers was that Thomas Magnum had been goofing off, playing a D&D-style videogame on Robin's "security computer" which was the size of a room, when he lost and told the computer to "drop dead", which deleted everything in the computer. So he got his reincatnated buddy Mac (who knew about computers) to reprogram the computer for him in an afternoon, while frantically trying to keep Higgins from finding out about it.

I don't think anyone at the time really knew the difference between a kilobyte and a megabit.

I can only assume that "bit" was seen as "more accurate" to hardware makers, since "bytes" are part of the software language, and were the problem of the software guys.
 
I thought that the original JPN release of SM64 was only 56Mb and that it was 64Mb when released over here, when Chuck added in the voicework for Mario.
 
M3wThr33 said:
I thought that the original JPN release of SM64 was only 56Mb and that it was 64Mb when released over here, when Chuck added in the voicework for Mario.
Yep. The 8MB version with voices was rereleased in Japan later with rumble pack support added too. Same for WaveRace 64 actually.
 
just a minor fyi... the 256kB saves are actually flash chips, and not eeprom.

Now I'm getting curious what your source is. ;p
 
Haibane said:
just a minor fyi... the 256kB saves are actually flash chips, and not eeprom.
Er... actually I thought EEPROM was flash? What's the difference? :/

Edit-And list updated! :)
 
http://en.wikipedia.org/wiki/Flash_memory

Flash memory is a form of EEPROM that allows multiple memory locations to be erased or written in one programming operation. In layman's terms, it is a form of rewritable memory chip that, unlike a Random Access Memory chip, holds its content without the need of a power supply. It is also an example of a Non-Volatile Read Write Memory (NVRWM). The memory is commonly used in memory cards, USB flash drives, MP3 players, digital cameras and mobile phones.

Normal EEPROM only allows one location at a time to be erased or written, meaning that flash memory can operate at higher effective speeds when the system uses it to read and write to different locations at the same time. All types of flash memory and EEPROM wear out after a certain number of erase operations, due to wear on the insulating oxide layer around the charge storage mechanism used to store data. A typical flash memory unit wears out after 10,000 erase operations.
 
UltraMarioMan said:
When will the Jiggabyte cards come out? (Guess what movie I've been watching)

Hmm.. I always assumed he meant "gigawatts" but was pronouncing it with a "juh" sound.
 
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