Thursday, March 11, 2010

The evolution of the cards of memory in consoles

Cards of Memory

The first video games were very simple and they had roots arcade, so the programmers were worrying about keeping the state of the game. Nevertheless, little by little there were appearing qualifications more complex that needed of this type of functionality, although initially they were resting on complexes passwords that they were very bothersome of noting down.

One of the achievements of “The Legend of Zelda“, was to introduce a battery in the cartridge to keep the game, an advance that little by little other qualifications were incorporating. Nevertheless, with the progressive disappearance of the cartridges, an alternative way became necessary to store this information, there being created in turn a "culture" of exchange of games between friends, which also came to Internet in the shape of webs that were compiling files to unblock all the secrets of the games.

In this article, I am going to give a revision to the different formats that have appeared during all these years, to see the evolution of the same ones, and of step showing some curious details on the most unknown cards of memory …

PC Engine

The games of this console usually used passwords to continue the games, but some of them were supporting the use of memory to keep games and the records of our games. Some consoles were incorporating this memory of series - basically the last models with CD unit - and for the previous ones there existed several accessories as Tennokoe Bank - that came to Occident as TurboBooster Plus - or Memory Base 128, which they were allowing to add this functionality to our console.

Basic Memory 128

Neo Geo

This SNK system was the first one in incorporating cards in strict sense of memory, with a capacity of storage of 2KB … at least the official, since the invention really was talking each other of a card standard PCMCIA - it was used in other professional teams of the epoch - and there were compatible others of more capacity.

Memory Card Neo Geo

The card could be used so much in the domestic system as in true recreational - whenever they had at sight the slot correspondent - and normally it was limiting itself to storing the phase in which we had remained. In other games as “Baseball Stars 2“, the finished information of the period was keeping even … the whole achievement in that epoch.

Gentle CD

In this SEGA system it was incorporating 8KB of internal memory so that the games could record his information. On the other hand, we could add additional capacity in the shape of cartridge of Gentle Drive with memory SRAM.

Gentle CD Backup RAM

Like handyman already does a time, TOTOTEK threw the Megacart, which in addition to we were allowed to play with games of other regions and with backups, was adding an enormous quantity of blocks Gentle to our system CD.

Saturn

The following SEGA console CD inherited the philosophy of Gentle, although in this occasion the internal memory was multiplying for 4. The games quantity that we could store considerable age, but some games as “NiGHTS“ with his A-Life system, or “SEGA Rally” with his repetitions, practically they were occupying the whole available space. In these cases, there was becoming essential the use of cartridges of memory.

Saturn Data Backup

As I commented in the article that was enumerating some curiosities of this console, the cartridges made by third companies had a badge lightly thicker than the originals, what was doing that with the time the cartridges port was deformed lightly in case of using them. Also, they been not detected usually like an extra storage unit, becoming necessary the use of a special tool to spend the games between the cartridge and the internal memory.

PlayStation

If “PlayStation“ turned in synonymous of console, Sony "Memory Card" did the proper thing with the cards of memory. This company could see the market of this one peripheral and the social possibilities that it had, motivated for which the console was provided with two ports for cards.

PSOne Memory Card

The "bad" of these cards, the fact is that the size of every block was disproportionate, and his capacity was wasted enough. I put it between quotation marks because this was an advantage for the manufacturers, since if we had a considerable games collection, or were recording enough games in some RPG, we needed to have Memory Cards different. Of course, to buy one compatible with hundreds of blocks was almost a sucidio, since they were usually giving more problems than three red lights of the Xbox 360

Nintendo 64

The games of this console generally were keeping the game in the proper cartridge, but some of them had the option to export them to a Controller Pack to be able to share them with other friends, or even were offering the possibility of using this one peripheral to keep complex contents, like the information of a career of “Mario Kart 64“. In fact, the files of kept of some qualifications as “Wonder Project J2” was occupying one of these "cartuchitos" to the maximum, and was giving one with the game.

Controller Paks

Also there was Controller Packs of other manufacturers with more capacity, but as it is usually habitual, it was preferable to bet for the Nintendo originals.

Dreamcast

SEGA introduced enough with his last console, and one of the innovations there were his cards of memory, known as Visual Memory. They were incorporating a child display, a loudspeaker, a crosspiece and four buttons, and in addition to saving games in his 128KB from memory, were showing animations in some qualifications, and even were allowing to unload minigames to spend the moment when we were far from the console. If it was small, two cards could get connected to exchange information without need to use a console, or even to compete in small qualifications multiplayer.

SEGA VMU

The big snag was that the batteries lasted a sigh, and then a peñazo was the whistle to that one was listening on having lit the console when the tarjetita had remained without batteries. In any case, it was a quite original idea, that then Sony dealt with copying with his PocketStation, an almost identical pot to Visual Memory, but slightly more powerful.

VMU Vs. PocketStation

PlayStation 2

This console used a few quite similar cards of memory in appearance to those of the previous system of the company, but that instead of having 128KB of memory, were coming even them 8MB. Also it could make use of the cards of PlayStation for the games of this console, but for the new ones those of major capacity were necessary, being also encriptadas with MagicGate, an invention that Sony of the sleeve extracted to charge royalties from the manufacturers of compatible cards.

Memory Cards de Sony

To change, we could find memoirs of third of major capacity, but bearing in mind that in the official one tens of games were fitting, the risk was not worth it.

Gamecube

In using optical support for his games, the first Nintendo console made use of a few quite pretty cards of memory, which were thrown in three sizes: the gray one of 128KB (59 blocks), another black woman of 2MB (251 blocks), and a last half note of 8MB with 1019 blocks … with his corresponding not official versions, skylight is.

Memory Cards de Gamecube

Some games as “Animal Crossing” were filling a card of the kidlings, and it was coming incluída in the proper game. In fact, that of this title was special, since it was including a small file that then was exchanged by a special object in our game.

Xbox

The original console of Microsoft had built-in a hard disk of 8GB of series, what was allowing an enormous space to keep games. Nevertheless, and with the target to be able to do a backup of the same ones, or to share them with our friends, there was commercialized a card of memory of 8MB that was getting connected to the control as in Dreamcast.

Xbox Memory Unit

Nevertheless, some games of the console - especially the published ones by Tecmo - were signing the games so that they could only be used in a console, what was doing that the grace was getting lost of sharing games … although like the community hacker always managed to eliminate these limitations

Xbox 360

Microsoft chose to throw versions of his following console without hard disk, what became necessary to throw a card of bigger memory. Initially the model of 64MB existed, but later others were thrown of 128MB and 256MB to be able to use the new interface in the ancient consoles. In fact, during the transition phase free cards were offered to the users of the models Arcade of the console.

Xbox 360 Memory Unit

In the last reviews of this model, this memory has joined in the badge, having available between 256 and 512MB of memory flash to store games and games of Xbox Live.

Standardization

At the end of the 90, there began becoming popular several types of cards of memory Flash - that was used in devices like digital cameras or breeding animals MP3, or PDAs - each of them created by different manufacturers like Sony, Sandisk, or Toshiba. That's why, it is no wonder that they began being used also in consoles.

In December, 1998, Nintendo published “Mario not Photopi“, a software for Nintendo 64 that was allowing to import cameras photos with cards SmartMedia (SMC), to edit them and later to print them on destined machines to that end that usually existed in shopping centers. This type of cards - whose maximum capacity was located in 128MB - was used later in the GP32, and at present it is almost impossible to find them new, although converters exist to be able to use the xD, which they keep on using in some camerawomen made by Olympus and Fujifilm.

Cards of memory flash

The successors of this one portable - GP2X and GP2X Wiz - changed the support to cards SD, which have turned nowadays practically into a storage standard. The latter console also supports SDHC, with capacities that come even them 32GB.

Nintendo also has chosen for this format in his consoles DSi and Wii. In case of the portable one, it serves to keep photos, music, and software unburdened of the shop online - since the games keep the state in the proper cards, as in the old times - and in the Wii it complements them 512MB of internal memory to keep games, channels and another type of information.

Sony, since it is obvious, has chosen its own format for PlayStation Portable. The first models make use of cards Memory Stick Pro Duo, while in the last PSP Go! Micro Memory Stick must be used … although them 16GB of memory flash interns are sufficient for the majority. In case of PlayStation 3, the first models were incorporating a cards reader into support for Memory Stick, SD/MMC and Compact Flash, but it was eliminated in later reviews of the console. Nevertheless, it is possible to transfer our files to any support USB, already be a hard disk, a pendrive, or an external reader of cards.

Conclusions

Since we see, every time standard has a tendency more towards supports to keep games, and the last consoles already usually bring the sufficient internal capacity - it is already by means of a hard disk, or with memory flash - not to have to make use of cards of memory. On the other hand, also it is necessary to bear in mind that it is very possible that in the next generation all this information is in “the cloud”, as it happens already in some Steam games …

To all this …: what is your card of favorite memory?

Four years and counting

Anniversary of the blog

When I began this blog I was not imagining that it would last so much in line, but the true thing is that it has given me many satisfactions throughout all these years, and that has achieved that one takes from me of the head the idea of leaving it in standby. Of course, the latter year I have lowered enough the rhythm, although that owes especially to the birth of my son in March of last year … and if I say to you that in summer we wait for other, you can do to yourselves an idea of the course that this blog is going to take in the future

Nevertheless, I believe that the fact of taking from me the obligation to write something every day somewhere here, has had positive results. On the one hand, the articles that I have published lately have been "simmered", and I believe that that we all like. On the other hand, the desire of commenting on small things that I see, they have done that the Twitter account has more vidilla, and that it will cheer up to create two parallel projects to me with Tumblr: Paradise Friki and Offers Frikis, two blogs that are working relatively well, and with that I am very satisfied.

I do not know how the publication rhythm will be after being a father for the second time, but I hope to keep on enjoying all this as till now. If to that we join the support that I have so much of companies as of those that you read me every day, I am sure that I still have left sane for moment. Thanks to all for being there!

Wednesday, March 10, 2010

I compete: Machinarium and Osmos in digital format

The Fourth Annual contest

To celebrate these four years of the blog, I have decided to do a small commemorative contest. The form to take part is very simple - as I will mention a little more forward - and the awards I believe that they are humble but interesting: a copy of “Machinarium“, and other one of “Osmos“ in digital format, two of the best games indie that were published last year.

You have two ways of taking part:

  1. Leaving a comment in the same entry, obtaining a number for the drawing. Do not forget to leave your mail in the form so that then I could get in touch with you in case you turn out to be winning.
  2. Putting a linkage at this entry in your blog, or in some social network, although in the latter case, the message has to be a public. Later, he writes a comment here indicating your participation, and you will have three numbers for the drawing.
On March 1 in the night the term will close to enter the contest, and the lucky ones - every game will be given to different persons - will decide with the prize-winning number of the ONCE of March 2. Previously I will have put a list with the participants, and the details of how the winners will be chosen.

As the license of the games is digital, the drawing is opened to the whole world, in contrast to others that it was doing previously in that there were "physical" awards. Date hurry and obtain one of these qualifications before it is late!

Taking part in the contest of the fourth anniversary of the blog

The Fourth Annual contest

It seems that you have cheered up, and are enough those that you bring in in the contest of the games “Machinarium“, and other one of “Osmos“. Next I put the list of participants, together with the numbers that they have for the drawing. The method to choose them is simple: I will divide the winning number of the ONCE of this night by 70, and the winner of “Machinarium“ will determine the rest of this division, and the following person in the list takes “Osmos“. Easy, truth? Since luck to all!

  • Laegnur: 0, 1, 2
  • Zore: 3
  • Nando: 4
  • Dani: 5, 6, 7
  • Toxo: 8, 9, 10
  • Kirkis: 11
  • HeaDLesS: 12
  • eolpxw: 13, 14, 15
  • mr_guybrush: 16
  • Dabor: 17
  • Izrador: 18 (the linkage looks alike suspiciously to of eolpxw, and above it does not work …)
  • Slaughterman: 19
  • Symbermine: 20
  • Ayanami: 21
  • Darksilvano: 22
  • ezzioac2: 23
  • Rufi: 24
  • Itsma: 25, 26, 27
  • Creikord: 28, 29, 30
  • Tony Hardest: 31
  • Django: 32
  • Vibayo: 33
  • Crucialhunter: 34
  • Fran: 35, 36, 37 (it avenges goes, tipples)
  • Kefka: 38
  • Shira: 39
  • Laocoont: 40
  • It saves: 41
  • gamboi: 42
  • Frikiboy: 43, 44, 45
  • Enrique Sanz: 46
  • tgarrey: 47
  • gamezer0: 48
  • wabo: 49
  • n30s: 50 (I feel it, the tweet is not public)
  • JailDesigner: 51 (did not you like the cucharete earnings?)
  • Buceante: 52, 53, 54
  • Tandro: 55
  • Faiser: 56
  • Angel: 57 (xDDDDDDDDDDD)
  • Lashiec: 58
  • Onetwothree: 59
  • The-RockeR: 60
  • JuMaFaS: 61
  • JakCore: 62
  • Alejandro Crespi: 63
  • Pedro: 64, 65, 66
  • Husky: 67, 68, 69 (purifying: eh?)

Certainly, thanks to all for vuestas congratulations ^ _ ^

UPDATE: Very well, in the end the winning number was 10337, so tgarrey a copy of “Machinarium“ takes, and gamezer0 one of “Osmos“. Congratulations to the two, and thanks to all for taking part!

Tuesday, March 9, 2010

Akira Toriyama and the video games

Toriyama

Dear and hated to equal parts, Akira Toriyama was for many synonymous of sleeve and cheer up for several years, thanks to the immense popularity of his series “Dragon Ball“. Nevertheless, this fifty-year old Japanese has created many other works along his life, and for enough time also it has taken part in the design of personages of several video games, some of them with an impact mediático even major than the series that it announced for these homes.

In this article, I am going to center on the work of the author related to this industry - a revision to all his work is a madness - both on qualifications created from his works, and on his participation in games of other companies.

Games based on works of Akira Toriyama Dr. Slump

Dr Slump

The adventures of Senbei Norimaki, Plow him and other Town personages Penguin, did that the talent Akira Toriyama was recognized in his fatherland. To today, there keeps on seeming to me one of his best works, with a really special sense of humor. The adaptation that was done for PlayStation was not any marvel - and of course it would have remained much better in 2D - but it turned out to be a game of roll fixed enough for the fans of the series.

Dr Slump (PS1)

Later, Plow him it distributed cane in “Jump Super Stars” and “Jump Ultimate Stars” for Nintendo DS, and led a game again one year ago and a half in this one portable. The bad thing is that if a miracle does not happen, it will remain also in Japanese grounds.

Dr Slump DS

Dragon Ball

Dragon Ball

It does a time I tried to do a series of articles about games based on the universe “Dragon Ball“ … but I desisted after seeing that there were tens of them. And the fact is that the lode takes exploiting for more than two decades, with games that go from the struggle 2D, up to a MMORPG, passing for other genres for the letters battles, or the Japanese roll. Nevertheless, if I had to remain with the only one, undoubtedly that one would be “Dragon Ball: Advanced Adventure” of Game Boy Advance, the most beautiful game in which we distribute tow with Goku in a few levels ambientados in the first one - and better - epoch of the series.

On the other hand, there are some curious qualifications, like “Dragon Ball Z: Gekitō Tenkaichi Budokai“, a game for Famicom that was making use of a peculiar reader of bar codes similar to Barcode Battler:

Dragon Ball Z: Gekitō Tenkaichi Budokai

Dragon Ball Z: Atsumare! Gokū Wārudo ”was another strange invention, since it was a question of a videotape VHS and a species of phone called Terebikko, which was allowing us to answer the questions that he was proposing to us“ the game “.

Go! Go! Ackman

Go! Go! Ackman

This series led by a small demon clavadito to Trunks, had three deliveries published in Super Famicom, and other one for Game Boy. Those of the big console were platforms games with many doses of humor, with some included sexual prank.

As for the portable version, it was a question of a species of copy of “Pac-man“ … resultona but forgettable

Games with personages designed by Akira Toriyama Dragon Quest

Dragon Quest

This video games saga is perhaps the most popular in Japan, something that it is possible to deduce easily to the knowledge that the Japanese government forced Enix - now Square Enix - that every new delivery could only be published in Sunday, so that the people were not missing to the school or to the work. In addition to a well designed game mechanics, these qualifications were provided with the incentive to have personages created by Akira Toriyama, which was triumphing with “Dragon Ball” in the epoch in which the first game went out.

In addition to, he designed most of the enemies to the protagonists. Between them is the icónico and simple "slime", which appears in all the deliveries, has led two spin-offs, and that even has "turned" into a control for PlayStation 2:

Dragon Quest slime controler

The fact that it has made all the masks Toriyama also it helped to the sales, and the fact is that his peculiar style is quite recognizable:

Dragon Quest III

Right now, the ninth delivery for Nintendo DS keeps on triumphing in the Japanese country, and the fans of the saga bite the fingernails so that the corresponding western version comes this summer.

Chrono Trigger

Chrono Trigger

In the creation of this title, there joined forces some of the best designers and Japanese programmers, and the result of this synergy was one of the games most wanted by the fans of the games of roll of 16 bits. And the fact is that “Chrono Trigger“ had multiple ends, an amazing sound-track, an atypical history, an extraordinary setting, and a few memorable personages. Although Toriyama resorted to some of his most well-known clichés - protagonist with the “hair punctured”, girl with the purple hair, girl with “pigtail and free hair”, … - the personages who appear in “Chrono Trigger“ have something that makes them special.

The game was provided with an intro cheered up in his port to PlayStation, with designs responsible for Bird Studio - at that Toriyama and some assistants are employed basically - and Toei animation:

As curious fact, the game came officially to Spain it does slightly more than one year in his conversion for Nintendo DS, and Ubi Soft “had the detail” of bringing it to us in English. The result: a disaster in sales.

Tobal

Tobal No. 1

Tobal No. 1 ”was the first SquareSoft incursion in PlayStation, and thanks to the Toriyama hand, and to a mechanics of interesting game, it they was not badly at all. The more entertained of the title was the way it ventures, that it was mixing touches of struggle and of roll of a very intelligent form, and in that we could face finally to the very same Toriyama in his version robotics

The consequence did not go out of Japan, and it was bigger in every respect, since it was provided with 200 personages, several ways it ventures, and a more elaborate technical paragraph.

Blue Dragon

Blue Dragon

After having worked almost exclusive for Bandai and Square Enix, Toriyama collaborated with Microsoft to try to give an oxygen ball to Xbox 360 in Japan. The result was “Blue Dragon“, a quite entertaining RPG that was provided with designs of this Japanese artist.

The title had a quite good reception both on the part of the public and of the criticism, what has done that the exemption has given the jump to the sleeve and to the anime, and that it even has had two deliveries in Nintendo DS.

Conclusions

Since we have seen, Akira Toriyama not only is synonymous of “Dragon Ball“, but his peculiar style has allowed to be seen in other works, quite well-known all of them, like “Chrono Trigger“ or, especially, “Dragon Quest“. Although me his work usually please, I have to admit that it usually abuses certain topics, and that many of his personages look alike too much. Nevertheless, that does not remove that the peculiar sense of humor that he always impregnates to all his work starts a smile.

And to you: what does Toriyama look like to you? Also did you finish put off of “Dragon Ball“? Traficábais with photocopies of his drawings in the school?