Game cartridges are pretty cool. Unlike a modern game download, the cartridges could extend the functionality of the base system, allowing console manufacturers to extend the life of their consoles.
My favorite example is Star Fox for Super Nintendo, a cartridge that came with a GPU, allowing 3D graphics. https://en.wikipedia.org/wiki/Super_FX This was in 1993, five years before GPUs became mainstream on PCs.
Definitely. Cartridges really were amazing; I think that's ultimately going to end up being the organic thesis of my web site.
Something I discovered while researching this post: Sega had their own Super FX-y thing with the Sega Virtua Processor. It was only used in one game (https://en.wikipedia.org/wiki/Virtua_Racing), but the thing I find most fascinating about it is that Sega contemplated releasing just the Virtua Processor itself—you guessed it, as a lock-on cartridge.
(Unfortunately, this fact didn't really fit in anywhere, so I'm just dropping it here.)
Sega did release the 32x which was basically a newer console that was inserted into an existing Genesis / Mega Drive. There were a handful of games released for it, including a better version of virtua racing. Also one or two games required the 32x and the CD attachment.
Don’t forget Catapult Entertainment’s X-BAND - a lock-on modem cartridge for Genesis and (later) SNES that added remote multiplayer to games by patching them on-the-fly.
The GPU was actually a RISC CPU, making the Super FX graphics, essentially, software rendering. A planned Super FX game, FX Fighter never made it to the SNES but did see a release on PC using BRender, Argonaut's own software rendering engine.
There was a hobbyist who developed a port of Wolfenstein 3D to the Game Boy Color that worked the aame way: the cartridge embedded an ARM processor that actually ran the game and copied the graphics into the GBC's tile memory for display.
NES carts actually have an audio pass-through that can replace/remix the built-in APU sound. Atari 2600 does not, but the DPC gave it three-voice music. How? The CPU has to read from the DPC once per scanline, then manually shove that value into the volume register, generating the audio waveform at a 15.7 kHz sample rate.
In the extreme case, the cartridge could contain an entire other platform that just uses the console for I/O, as with Super Game Boy (Game Boy games could actually run code on SNES through it, but that was rarely used).
> Unlike a modern game download, the cartridges could extend the functionality of the base system, allowing console manufacturers to extend the life of their consoles.
This... sounds strictly worse than the modern game download. If I have an SNES and everyone has moved to making cartridges with included GPUs, then to play three new games I have to buy three games and three GPUs.
If I have a computer and everyone has moved to making games that require a new GPU, then to play three games I need to buy three games and one GPU.
I remember having another type of cartridge - one that let you plug a UK and a US “shape” cart into so you could play the US cart on your UK machine. Like the “Noah’s Ark” cart it’d use the region code from the UK cart to boot up the US cart on your UK (PAL) machine. IIRC the UK cart had to be the SuperFX type for some reason
I used one to play SFII: Turbo months before it came out over here. Unfortunately it wasn’t very well made and knocking the machine while in use would cause the game to cut out & restart, which happened quite a lot during intensive 2p matches!
For the nes you could get an adaptor that took a nes game (for the lockout chip) and a famicom game, allowing you to play famicom games, that didn't have lock out chips. A few pirate/ unlicensed games went this route also.
I've seen a similar thing for the snes. I believe the super famicom had a lock out, so cant remember if this was required for those.
The MSX computers regularly had two cartridge ports. Some cartridge games by Konami had extra features and cheats that could be triggered by inserting certain other cartridges to the secondary port.
Oh for some games, that's absolutely true! In games that are 'open world' I always enjoyed using cheats. GTA III and Vice City I've played exclusively with Cheats. To this day, I've never finished the story of a GTA game. :P
I didn't experience the first two, but I remember being amazed by Sonic & Knuckles. I can't imagine the technical wizardry that went into these devices given the constraints at the time.
As the other response notes, any kind of flashing screen issues relate to the 10NES lockout chip not communicating properly with the cartridge. Disabling the 10NES would solve the flashing part, but if you're getting it with a solid color screen instead of the opening second of the game you have a few other pins that aren't connecting well either.
The front loader NES has a design flaw that makes the cartridge slot wear out over time and the pins stop making good connections. It wouldn't surprise me to find out that the Game Genie aggravates this flaw because of the way it sits in the slot, but every front-load NES is doomed to eventual failure if it's actually used.
Fortunately there are cheap replacements available and it's a pretty trivial job to install them. It's basically just a C-shaped bit of plastic and metal that connects to an edge connector on the NES motherboard and then loops around to face the cartridge slot.
My favorite example is Star Fox for Super Nintendo, a cartridge that came with a GPU, allowing 3D graphics. https://en.wikipedia.org/wiki/Super_FX This was in 1993, five years before GPUs became mainstream on PCs.