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Courtesy of Wikipedia, Photo by Muband |
Three times Nintendo released a product where you could write new games to existing media. The first was the Famicom Disk System, where users could bring in their disks to Disk Writer kiosks in stores and have new games rewritten to the floppy disks. This system began in 1986 and was modestly successful, newly written games were cheaper than buying either new cartridges or new disk games in boxes. The disk system's popularity waned by the 1990s, but Nintendo revived the concept with the Super Famicom Nintendo Power cartridge in 1997. A few years later they released the Game Boy Nintendo Power cartridge in 2000. They discontinued the service on February 28, 2007. In this article I will discuss how the service worked, how the flash cartridges worked, and how they can be flashed today.
How the Service Worked
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Game Selection Kiosk |
The price depended on the game, and was usually between 1,000¥ and 2,500¥ yen for Super Famicom games and 800¥ yen to 1,000¥ yen for Game Boy games. The price crept up a little over time. The cashier would then take the cartridge, put it in the writer machine, tell it which game to write with the terminal and when it was done, hand the cartridge back to the customer. The writing process could take up to three minutes. How to play sheets were also available on the store for a small fee or free as PDFs on Nintendo's website.
Later Nintendo offered an online service where you could select the game you wished to write and mail in your cartridge. This would probably only have been practical if you lived in a remote area without a Lawson store nearby.
These might be the most comprehensive lists of games available for the SFC service and the GB service. Games could appear or disappear over time on either service.
The cartridges came in off-white cases and had mostly featureless labels with seven boxes, one for up to the seven games the cartridge could hold. The box had a sheet of labels of different sizes where the owner could write the name of the game(s) on the label and stick the label on the cartridge. The different sized labels would correspond to the different sizes of the games.
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Cover to Nintendo Power Book 1 |
A special magazine, Nintendo Power Book 1 was available in stores for 380¥. This "how to play" magazine gave the instruction sheets for the first 103 games released for the system and a sticker for each game which could be put on the Nintendo Power cartridge label. These stickers would show the games' title screen. There were also instructions on how the system functioned and a short comic showing how the kiosks in the Lawson stores worked. There were also celebrity interviews, a quiz and a maze page and features on some of the new games for the system like Heisei Shin Onigashima, which was originally a Nintendo Power exclusive (but later released on cartridges) and Doukyuusei 2. There was also a Vol. 0 Book which had fewer games and possibly a Game Boy version of the book.
Super Famicom
The SFC Nintendo Power cartridge contained flash memory, which could be rewritten with new games. The amount of flash memory inside was 32 Megabits/4 Megabytes (MiB). As many games stored games to cartridge RAM, 256 Kilobits/32 Kilobytes (KiB) of battery backed SRAM was also inside the cartridge. Normal SNES games, those without special chips, ranged from 256 KiB to 4 MiB.
The cartridge functioned in two modes. In the first mode, the multi-cart mode the cartridge was split into 8 x 512 KiB banks or "F Blocks". A maximum of seven games could be flashed to the cartridge and selected by a menu which boots when the console was powered on. A game could take one bank, two banks or so on depending on its size. One bank was dedicated to the menu program. The second mode was single-game mode. In this mode, only available to 4MiB games, the whole contents of the flash would be overwritten, including the menu program.
Some SNES games used SRAM, others did not. The 32KiB of SRAM was split into 16 banks or "B Blocks". Those that did normally used either 2KiB, 8KiB or 32KiB of SRAM. Games would take up as many banks as they needed.
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SFC Cartridge PCB |
If you found a cartridge with Wizardry I-II-III - Story of Llylgamyn on it, that was a 4 MiB/32 KiB game and would be the only game on the cartridge and it would use up all its Flash and SRAM. Games like Super Mario World and F-Zero were 512 KiB games and only required 2 KiB each. Seven such games could comfortably share the cartridge. A game like SimCity, which was a 512KiB/32KiB game, rather restricted one's options as to other games because it took all the SRAM in the cartridge. You could only write ROM only games to the cartridge at that point.
Powering all this multicart functionality was a Mega Chips MX15001. This CPLD would handle all the functions required for multicart usage, including providing gatekeeping access to the flash memory for programming it.
In addition to the game's size and amount of RAM it uses, normal SNES cartridges used one of two types of memory addressing, HiROM or LoROM. LoROM and HiROM games put their ROM in different areas of the memory map. The 65816 SNES CPU had a 24-bit addressing bus, meaning it could address 16 MiB of ROM, RAM and registers. Being an upgraded 6502, the 65816 could address 256 banks of 64 KiB.
The Nintendo Power banking scheme was not efficient. If a 256 KiB game like Space Invaders was written to the cartridge it would still take up a full F Block even though it only needed half of one. The menu code was not very large, it is only just over 16 KiB but takes up a full 512 KiB F Block. If you wrote a game that was 1.5 MiB or 2.5 MiB, it would take 2 MiB and 3 MiB on the cartridge, respectively.
Game Boy
The GB Nintendo Power cartridge was similar to the SFC cartridge with 8 Megabits/1 MiB of flash memory in 8 banks of 128 KiB and 128KiB of SRAM in 16 banks of 8 KiB. It uses the Mega Chip MX15002. Unlike the SFC, the GB required MBCs to be simulated to access more than 32 KiB of ROM, so the MegaChip simulated the MBC1, MBC2, MBC3 (no RTC) & MBC5 chips. These were the common official GB mappers. The menu program would be written into one flash bank, allowing up to seven games to be flashed onto the cartridge, or a 1 MiB game could be written and take up all the cartridge space.
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Prototype of GB Cartridge PCB |
Both Game Boy and Game Boy Color games could be played on the Nintendo Power cartridge. The menu graphics are different on a monochrome system compared to a color system and the tune which plays is also different.
If a GB game contained SRAM, it was usually only 8 KiB. MBC1 could support 32 KiB of SRAM in a special mode, MBC3 always supported up to 32 KiB and MBC5 could support 128 KiB but the Nintendo Power cartridge may have been limited to 32 KiB support per game. MBC2 was a special chip which had a small amount of SRAM built into it, 512 nybbles (4-bits of a byte).
By increasing the amount of SRAM, Nintendo made it much less likely that a user would not be able to write the game combination of his choice due to running out of B Blocks. Game Boy games usually ranged in 32 KiB to 512 KiB but Game Boy Color games could push 2 MiB and 4 MiB. Those games would not fit on this cartridge.
Exclusives
The Nintendo Power service provided an opportunity for Japanese gamers to play games that were not released on standalone cartridges.
SFC Exclusives
Derby Stallion 98
Doukyuusei 2
Dr. Mario
Genjuu Ryodan
Metal Slader Glory - Director's Cut
Oekaki Logic 1
Picross NP Vol. 1
Ring ni Kakero
Super Famicom Wars
Super Family Gelaende
Super Punch-Out!!
Tamagotch Town
Zootto Mahjong!
Writing to Nintendo Power Cartridges
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No Game |
There are actually two of these Macronix chips in the SFC cartridge, each 2 MiB and they each have a hidden sector. The PCB has space for a third flash chip. There is a single Macronix flash chip in the GB cartridge and it also has a hidden sector. A hidden sector is 256 bytes and contains the mapping information to tell the Mega Chip how large the game is, how much SRAM it requires, where the game is stored in the flash and where its SRAM is assigned, if any. The GB Map also tells the Mega Chip which MBC to simulate if it uses one. Th SNES Map tells the Mega Chip whether a game uses HiROM or LoROM. Full flash size games put additional information in this space but it is not necessary for the functionality.
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Games Added with SF Binary Maker |
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Games Found on Prototype Carts |
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