• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

DS game card size list

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

1.21 gigawatts = 1.21 x 10^9 watts.
 
The first gigabit game is here (well, is in Japan):

Akachan wa Doko Kara Kuru no? (aka Feel The Magic 2)

0167.jpg
 
Is Tony Hawk's American Sk8land a 128 MB game?
I heard it's pretty big (30 minutes soundtrack, park creator, online mode etc.) - and it's sold for €49.99 almost everywhere in Germany.
It's a scary thought that the probably best western DS game might bomb because of its high price (I know I'm waiting to get it for less than €40 and I think I'm not the only one).
 
I'd really be interested in knowing Matrix's current timetable for memory storage. There are MicroSD cards that are already at 512MB, and those things are a hell of a lot smaller than DS carts.

Or maybe it's purely a cost issue, Matrix has already blown by that number, and Nintendo's waiting for the price to come down before implementing them into carts?

The real landmark will be 8Gb carts. That's ~1GB of storage, which would start to nip at the heels of the PSP.
 
so essentially with using different ROM banks and whatnot the main limiting factor of DS card size is price, correct?
 
borghe said:
so essentially with using different ROM banks and whatnot the main limiting factor of DS card size is price, correct?

Isnt that always the case with carts/cards?

Skys the limit if youre willing to pay.

Right Neo Geo?
 
I was just looking at the list and wondered:

8MB 3DM
-Daredemo Asobi Taizen (Nintendo)

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

So they have no save function? I thought Nintendo was against this?

-ATV Quad Frenzy (Majesco Games/Skyworks Technologies)
-Monster Truck DS (Majesco Games/Raylight Studios)

Can I get a damn review already? Raylight was doing good stuff on GBA.


And finally, why does memory on the cards jump from
64MB 3DM + 8KB EEPROM
to
64MB 3DM + 250KB EEPROM

No middle ground?
 
16MB 3DM + 250KB EEPROM
-Daigasso! Band Brothers (Nintendo)

Hmm... that makes me think that they could make a sequel with 30 or so MP3 quality (or close to) songs...
 
When it comes to DS storage capacity, someone keep an eye out for BioHazard Deadly Silence, which is chock full of pre-rendered backgrounds, voice acting and FMV. I think that can be 128MB, unless RE2 for N64 was less. I forget.
 
CVXFREAK said:
When it comes to DS storage capacity, someone keep an eye out for BioHazard Deadly Silence, which is chock full of pre-rendered backgrounds, voice acting and FMV. I think that can be 128MB, unless RE2 for N64 was less. I forget.
Resi 64 was 64MBs so a 128MB cart would be more than enough, especially with the DS resolution being lower than what Resi 64 had. Should be a very good showcase of what the system can do.
 
SpiffyG said:
16MB 3DM + 250KB EEPROM
-Daigasso! Band Brothers (Nintendo)

Hmm... that makes me think that they could make a sequel with 30 or so MP3 quality (or close to) songs...
The GBA song cart addon was only 4MB btw. :)
 
jamesinclair said:
16MB 3DM
-Animaniacs: Lights! Camera! Action! (Ignition Entertainment/Warthog)
-Electroplankton (Nintendo)

So they have no save function? I thought Nintendo was against this?

Yeah, Animaniacs uses a God awful password system, and apparently you can't even input a password using the touch screen. 'Sup piss poor GBA port.
 
why do you guys want to know the size of the gamecards anyways? as long as you legally buy the games in the store and not download the roms you do not have to care how big a game actually is in its byte size
 
E-Nature said:
why do you guys want to know the size of the gamecards anyways? as long as you legally buy the games in the store and not download the roms you do not have to care how big a game actually is in its byte size
I just like knowing ROM sizes. Probably a result of growing up with NES/Genesis/SNES/NeoGeo using them promotionally. 100 MEGA SHOCK!!
 
Well now we know why Wild World is so light on texture/mail saving space. 32 instead of 64. Lousy Cheaptendo. -_-;
 
So they have no save function? I thought Nintendo was against this?

I remember reading in this forum a few months ago that Nintendo would no longer manufacture carts without at least 0.5 KB of flash memory. I imagine that the games without flash memory were manufactured before the policy.
 
Lindsay said:
Well now we know why Wild World is so light on texture/mail saving space. 32 instead of 64. Lousy Cheaptendo. -_-;
No. The 32 ist the space the game takes, that is not rewritable. The additional 250K ist the space where you can save things like decals, savestates etc. So it already has the biggest memory (for now).

Thanks for the list (and updates). It's interesting to see that with a bigger card, some games could have more content.
 
DavidDayton said:
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?

It's pretty much standard to list ROM sizes in bits. Not just in the video game industry, but elsewhere. At least it's fairly obvious, unlike hard disk manufacturers using 1000kbyte megabytes.

The reason for that is that at one point a byte was not always 8 bits. And in some very minor cases still isn't. ROM (and even RAM, at one point) chip sizes were measured in bits because they could be used on different word sizes.
 
:Motorbass said:
No. The 32 ist the space the game takes, that is not rewritable. The additional 250K ist the space where you can save things like decals, savestates etc. So it already has the biggest memory (for now).
Yeah, the 32 MB basically means the game is about the same size as the N64/GCN versions. it's the 250K space that's to blame; it's half the save space used for the GCN version.

What I'd like to know is what is Mario Kart doing with equivalent save space?


EDIT: I just noticed there seems to be no middle ground between an 8 KB save and a 250 KB save... so it's not necessarily that it's being used to the max.
 
maharg said:
It's pretty much standard to list ROM sizes in bits. Not just in the video game industry, but elsewhere. At least it's fairly obvious, unlike hard disk manufacturers using 1000kbyte megabytes.

The reason for that is that at one point a byte was not always 8 bits. And in some very minor cases still isn't. ROM (and even RAM, at one point) chip sizes were measured in bits because they could be used on different word sizes.
ORLY? Maybe I should go back to Mbits?


mutsu said:
Maybe you should bold the ones you've added/updated? :)
Good idea, I'll do it next update. :)


JoshuaJSlone said:
Yeah, the 32 MB basically means the game is about the same size as the N64/GCN versions. it's the 250K space that's to blame; it's half the save space used for the GCN version.

What I'd like to know is what is Mario Kart doing with equivalent save space?


EDIT: I just noticed there seems to be no middle ground between an 8 KB save and a 250 KB save... so it's not necessarily that it's being used to the max.
All online games seem to use 2Mbit of Flash actually, likely for storing network preferences/settings plus friends lists on card.
 
jarrod said:
All online games seem to use 2Mbit of Flash actually, likely for storing network preferences/settings plus friends lists on card.

I'm a bit confused about that, actually... network preferences seem to be entirely stored in the DS internal memory. I know that Animal Crossing automatically detected and used the network settings I established in MKDS.
 
Top Bottom