A Black Falcon
Member
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.
I've done several lists like this before (example 1, example 2), but this one is longer, more complete, and has more information on it than any previous version. So, I mean "Great" as in "Large", not "amazing". 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.
... And yes, I probably went a bit overboard, but I cant stop until its complete... or as complete as possible anyway. I've spent a lot of time on this over the past several days...
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.
11/11: Added Famicom Data Recorder Famicom addon, the V.Smile, V.Flash, and V.Motion consoles for young children from V.Tech, regularized phrasing (so each type is referred to the same way each time it is listed), added "Types of Saving" category to the top of the article for clarity on my terms, and added a table of contents.
4/9/13: GC system clock added.
Changelog continues below:
Part 2
Part 3
Part 4
Major To Dos:
-Try to find information for the missing entries or parts of entries!
--
Table of Contents
--
Types of Saving
Save Type Descriptions
-Subcategories: Flash Memory Backup Types, Battery Backup Types, Magnetic Media, Online, Other
The List
-Subcategories: (list of manufacturerers in order)
-Console-Computer Hybrids
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: For cartridge or card-based games only. 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 of some kind that you plug directly into the system. These use some kind of chip-based saving, either battery backed or solid-state.
Magnetic Media: There are several types of magnetic media. In some forms, magnetic media drives (listed below) work like memory cards or external backup devices, simply storing data for games on cartridges. In others they act as an internal save, with the game on disk or tape saving any save data the game allows directly to the disk or tape itself. The "Magnetic Media" listing will be a subcategory under the main type this system has, whether external backup device, on-"cart" saving, or system internal save.
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: Miscellaneous other addons. See description.
Save Type Descriptions -- Detailed descriptions of the specific hardwares and methods the above categories use to save their 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 (also called FeRAM) 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. These have at times been referred to as "Flash Memory" as well, so while they technically are their own category, the term "Flash Memory" is not specific enough to on its own say whether or not the memory uses a battery or is stand-alone. Additional information to supply that detail is required, such as using the term "SRAM", which always refers to battery-backed memory (though note that nvSRAM can be flash-based, such as with FRAM, but this is different from standard SRAM. In this guide SRAM always refers to battery-backed memory.).
--
Battery-Backed SRAM (sometimes in a packed-in 'NVRAM' that is actually battery-backed SRAM, such as in the CD-i)
... Backed by...
AA Batteries (these are always user-replaceable)
AAA Batteries (these are also always user-replaceable)
CR2450
CR2032 (the most common type used)
CR2025
CR2320
CR1616 (often used by handhelds)
CR2016
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
Cassette Tape
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 shouldnt 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.
For systems that are not mentioned, either I do not know about whether they support saving, or they do not support saving.
--
All Pre-Crash Systems Not Otherwise Mentioned
--
No Saving (not even passwords, the NES introduced password saving as far as I know.)
--
Coleco
--
Colecovision with Adam addon
--
See "Console-Computer Hybrids" section
--
Nintendo
--
NES
--
Ingame: Password (certain titles)
On-Cart: SRAM (CR2032)
External Backup Devices: Magnetic Media (Cassette Tape): Famicom Data Recorder (Japan only) (saves to cassette tape) (see notes for compatible games) (this is an add-on for the Family Basic Keyboard Famicom add-on, listed below. It allows saving to cassette tape for specific supported games -- plug in one of these games instead of the Family Basic cartridge, with the keyboard attached and tape drive plugged into it, and the game will recognize the drive and allow custom level saving and loading.)
Famicom Basic Keyboard (NES add-on) (Japan only)
--
See "Console-Computer Hybrids" section
Famicom Disk System (FDS) (NES add-on) (Japan only)
--
Magnetic Media: 3" Floppy Disk Drive (proprietary format)
Modem/Internet: Single Service (Famicom Communication Adapter, aka the Famicom Modem or 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 anything that says it has a battery, but "flash memory" isn't 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)
System Internal Save (system clock): Battery (CR2032)
Game Boy
--
Ingame: Password (certain titles)
On-Cart: SRAM (CR1616)
Virtual Boy
--
Ingame: Password (certain titles)
On-Cart: SRAM (CR1616)
Game Boy Color
--
Ingame: Password (certain titles)
On-Cart: SRAM (CR1616 or 2025 (the latter perhaps for titles with real-time clocks only?)), 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 (theres a web browser, but you can only download (or play games online) from Nintendos proprietary service.)
--
Sega
--
Master System
--
Ingame: Password (certain titles)
On-Cart: SRAM (Unknown Battery Type, but likely CR2032)
A Floppy Disk Drive was planned, but not relelased.
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: SRAM (CR2450) (128KB) ("CD Back-Up RAM Cart") (see links for source of battery type)
Sega 32X (Genesis add-on)
--
Ingame: Password (certain titles)
On-Cart: SRAM (CR2032), EEPROM, FRAM (EEPROM only used in Acclaim titles with saving, FRAM by only one game. See list below for details.)
Saturn
--
Ingame: Password (certain titles)
System Internal Save: SRAM (CR2032) (user-replaceable) (32KB)
Memory Card: Unknown Flash Memory Type (likely EEPROM, maybe Flash RAM) (512KB) (There are two models of Japanese card, HSS-0111 and HSS-0138. There are one model each in the US and Europe, 80101 and MK-80300 respectively. Unclear on if the two Japanese models have any differences beyond their boxes. SRAM Saturn card on the link below -- fake, or real?) ("Sega Saturn Backup", models listed above)
Magnetic Media: Floppy Disk Drive (3.5" standard format) (only released in Japan) (only supported by a few titles)
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) (for the clock), unknown Flash RAM (for system configuration settings and internet connection settings 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.)
A Zip Disk (Floppy Disk format) drive was planned, but not released.
--
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 games server only, unless youre using that Linux kit which is the only place youll 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 (2KB) (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 (CR2320) (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: SRAM (unknown size) (32KB) (see links at bottom for proof)
Memory Card: 2xAAA Batteries (128KB), plus small internal rechargeable battery (unknown type) ("FX-BMP" Memory Expansion Module) (see links at bottom for more on this hardware)
--
Atari (post-1983 systems)
--
7800
--
Memory Card: SRAM (CR2032) (16K) ("7800 High Score Cartridge") (Originally designed for release with the original 1984 version of the system, but canceled 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 (512KB to 2MB depending on game)
--
3DO
--
3DO
--
Ingame: Password (certain titles)
System Internal Save: SRAM (FZ1: CR2354; other models are likely the same - see links for source) (32KB)
External Backup Devices: SRAM () (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 save 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.
(continued in next post)
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.
I've done several lists like this before (example 1, example 2), but this one is longer, more complete, and has more information on it than any previous version. So, I mean "Great" as in "Large", not "amazing". 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.
... And yes, I probably went a bit overboard, but I cant stop until its complete... or as complete as possible anyway. I've spent a lot of time on this over the past several days...
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.
11/11: Added Famicom Data Recorder Famicom addon, the V.Smile, V.Flash, and V.Motion consoles for young children from V.Tech, regularized phrasing (so each type is referred to the same way each time it is listed), added "Types of Saving" category to the top of the article for clarity on my terms, and added a table of contents.
4/9/13: GC system clock added.
Changelog continues below:
Part 2
Part 3
Part 4
Major To Dos:
-Try to find information for the missing entries or parts of entries!
--
Table of Contents
--
Types of Saving
Save Type Descriptions
-Subcategories: Flash Memory Backup Types, Battery Backup Types, Magnetic Media, Online, Other
The List
-Subcategories: (list of manufacturerers in order)
-Console-Computer Hybrids
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: For cartridge or card-based games only. 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 of some kind that you plug directly into the system. These use some kind of chip-based saving, either battery backed or solid-state.
Magnetic Media: There are several types of magnetic media. In some forms, magnetic media drives (listed below) work like memory cards or external backup devices, simply storing data for games on cartridges. In others they act as an internal save, with the game on disk or tape saving any save data the game allows directly to the disk or tape itself. The "Magnetic Media" listing will be a subcategory under the main type this system has, whether external backup device, on-"cart" saving, or system internal save.
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: Miscellaneous other addons. See description.
Save Type Descriptions -- Detailed descriptions of the specific hardwares and methods the above categories use to save their 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 (also called FeRAM) 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. These have at times been referred to as "Flash Memory" as well, so while they technically are their own category, the term "Flash Memory" is not specific enough to on its own say whether or not the memory uses a battery or is stand-alone. Additional information to supply that detail is required, such as using the term "SRAM", which always refers to battery-backed memory (though note that nvSRAM can be flash-based, such as with FRAM, but this is different from standard SRAM. In this guide SRAM always refers to battery-backed memory.).
--
Battery-Backed SRAM (sometimes in a packed-in 'NVRAM' that is actually battery-backed SRAM, such as in the CD-i)
... Backed by...
AA Batteries (these are always user-replaceable)
AAA Batteries (these are also always user-replaceable)
CR2450
CR2032 (the most common type used)
CR2025
CR2320
CR1616 (often used by handhelds)
CR2016
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
Cassette Tape
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 shouldnt 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.
For systems that are not mentioned, either I do not know about whether they support saving, or they do not support saving.
--
All Pre-Crash Systems Not Otherwise Mentioned
--
No Saving (not even passwords, the NES introduced password saving as far as I know.)
--
Coleco
--
Colecovision with Adam addon
--
See "Console-Computer Hybrids" section
--
Nintendo
--
NES
--
Ingame: Password (certain titles)
On-Cart: SRAM (CR2032)
External Backup Devices: Magnetic Media (Cassette Tape): Famicom Data Recorder (Japan only) (saves to cassette tape) (see notes for compatible games) (this is an add-on for the Family Basic Keyboard Famicom add-on, listed below. It allows saving to cassette tape for specific supported games -- plug in one of these games instead of the Family Basic cartridge, with the keyboard attached and tape drive plugged into it, and the game will recognize the drive and allow custom level saving and loading.)
Famicom Basic Keyboard (NES add-on) (Japan only)
--
See "Console-Computer Hybrids" section
Famicom Disk System (FDS) (NES add-on) (Japan only)
--
Magnetic Media: 3" Floppy Disk Drive (proprietary format)
Modem/Internet: Single Service (Famicom Communication Adapter, aka the Famicom Modem or 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 anything that says it has a battery, but "flash memory" isn't 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)
System Internal Save (system clock): Battery (CR2032)
Game Boy
--
Ingame: Password (certain titles)
On-Cart: SRAM (CR1616)
Virtual Boy
--
Ingame: Password (certain titles)
On-Cart: SRAM (CR1616)
Game Boy Color
--
Ingame: Password (certain titles)
On-Cart: SRAM (CR1616 or 2025 (the latter perhaps for titles with real-time clocks only?)), 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 (theres a web browser, but you can only download (or play games online) from Nintendos proprietary service.)
--
Sega
--
Master System
--
Ingame: Password (certain titles)
On-Cart: SRAM (Unknown Battery Type, but likely CR2032)
A Floppy Disk Drive was planned, but not relelased.
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: SRAM (CR2450) (128KB) ("CD Back-Up RAM Cart") (see links for source of battery type)
Sega 32X (Genesis add-on)
--
Ingame: Password (certain titles)
On-Cart: SRAM (CR2032), EEPROM, FRAM (EEPROM only used in Acclaim titles with saving, FRAM by only one game. See list below for details.)
Saturn
--
Ingame: Password (certain titles)
System Internal Save: SRAM (CR2032) (user-replaceable) (32KB)
Memory Card: Unknown Flash Memory Type (likely EEPROM, maybe Flash RAM) (512KB) (There are two models of Japanese card, HSS-0111 and HSS-0138. There are one model each in the US and Europe, 80101 and MK-80300 respectively. Unclear on if the two Japanese models have any differences beyond their boxes. SRAM Saturn card on the link below -- fake, or real?) ("Sega Saturn Backup", models listed above)
Magnetic Media: Floppy Disk Drive (3.5" standard format) (only released in Japan) (only supported by a few titles)
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) (for the clock), unknown Flash RAM (for system configuration settings and internet connection settings 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.)
A Zip Disk (Floppy Disk format) drive was planned, but not released.
--
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 games server only, unless youre using that Linux kit which is the only place youll 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 (2KB) (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 (CR2320) (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: SRAM (unknown size) (32KB) (see links at bottom for proof)
Memory Card: 2xAAA Batteries (128KB), plus small internal rechargeable battery (unknown type) ("FX-BMP" Memory Expansion Module) (see links at bottom for more on this hardware)
--
Atari (post-1983 systems)
--
7800
--
Memory Card: SRAM (CR2032) (16K) ("7800 High Score Cartridge") (Originally designed for release with the original 1984 version of the system, but canceled 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 (512KB to 2MB depending on game)
--
3DO
--
3DO
--
Ingame: Password (certain titles)
System Internal Save: SRAM (FZ1: CR2354; other models are likely the same - see links for source) (32KB)
External Backup Devices: SRAM () (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 save 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.
(continued in next post)