Misplaced Pages

J-Cart

Article snapshot taken from Wikipedia with creative commons attribution-sharealike license. Give it a read and then ask your questions in the chat. We can research this topic together.
#884115

54-553: The J-Cart is a special ROM cartridge developed by Codemasters for the Sega Genesis console. It held not only the game data but also came with two additional gamepad ports. This effectively allowed four players to play simultaneously without any extra adapters . The first J-Cart game, Tennis All-Stars , was released in early 1994 . Micro Machines 2: Turbo Tournament also allowed up to eight players to play simultaneously using up to four gamepads, each player using only

108-417: A cartridge , cart , cassette , or card , is a replaceable part designed to be connected to a consumer electronics device such as a home computer , video game console or, to a lesser extent, electronic musical instruments . ROM cartridges allow users to rapidly load and access programs and data alongside a floppy drive in a home computer; in a video game console, the cartridges are standalone. At

162-457: A game cartridge . ROM cartridges were popularized by early home computers which featured a special bus port for the insertion of cartridges containing software in ROM . In most cases the designs were fairly crude, with the entire address and data buses exposed by the port and attached via an edge connector ; the cartridge was memory mapped directly into the system's address space such that

216-479: A "games" module. Modules were not user-programmable. The Hewlett-Packard HP-41C had expansion slots which could hold ROM memory as well as I/O expansion ports. Computers using cartridges in addition to magnetic media are the VIC-20 and Commodore 64 , MSX , Atari 8-bit computers , TI-99/4A (where they were called Solid State Command Modules and were not directly mapped to the system bus) and IBM PCjr (where

270-600: A 16-bit microprocessor and offer downloadable content through the PlayCable service. It also provided real-time human voices during gameplay. It was the first console to pose a serious threat to Atari's dominance. A series of TV advertisements featuring George Plimpton were run. They used side-by-side game comparisons to show the improved graphics and sound compared with those of the Atari 2600. It sold over 3 million units before being discontinued in 1990. The ColecoVision

324-436: A cartridge is less than that of an optical disc like a DVD-ROM or CD-ROM . Techniques such as bank switching were employed to be able to use cartridges with a capacity higher than the amount of memory directly addressable by the processor. As video games became more complex (and the size of their code grew), software manufacturers began sacrificing the quick load times of ROM cartridges in favor of greater storage capacity and

378-448: A custom " J-Cart " cartridge design by Codemasters which incorporated two additional gamepad ports. This allowed players to have up to four gamepads connected to the console without the need for an additional multi-controller adapter . Storing software on ROM cartridges has a number of advantages over other methods of storage like floppy disks and optical media . As the ROM cartridge

432-473: A form of flash memory technology similar to that of SD cards with larger storage space. As of 2024 , Nintendo is the only major company to exclusively use cartridges for their consoles and handhelds, as others such as Sony and Microsoft continue to use optical disc -based media for their consoles. In 1976 , 310,000 home video game cartridges were sold in the United States. Between 1983 and 2013,

486-404: A hardware unit with a single dedicated game with only three-month shelf life before it was outdated by other competitors' offerings was not a practical business model, and instead some type of programmable console would be preferred. Intel introduced the first microprocessor, the 4004 , in 1971, a special computer chip that could be sent a simple instruction and provide its result. This allowed

540-466: A technique that allows two or more different parts of the program to use the same memory addresses , was required for the larger cartridges to work. The Atari 2600 cartridges got as large as 32 kilobytes through this technique. The Atari 2600 has only 128 bytes of RAM available in the console. A few late game cartridges contain a combined RAM/ROM chip, or an additional separate RAM chip, thus adding another 256 bytes or more (up to 2 kilobytes) of RAM inside

594-659: A total of 2,910.72 million software cartridges had been sold for Nintendo consoles . ROM cartridges can not only carry software, but additional hardware expansions as well. Examples include various cartridge-based chips on the Super NES , the SVP chip in the Sega Genesis version of Virtua Racing , and a chess module in the Magnavox Odyssey² . Micro Machines 2 on the Genesis/Mega Drive used

SECTION 10

#1732773354885

648-694: Is memory mapped into the system's normal address space, software stored in the ROM can be read like normal memory; since the system does not have to transfer data from slower media, it allows for nearly instant load time and code execution. Software run directly from ROM typically uses less RAM, leaving memory free for other processes. While the standard size of optical media dictates a minimum size for devices which can read discs, ROM cartridges can be manufactured in different sizes, allowing for smaller devices like handheld game systems . ROM cartridges can be damaged, but they are generally more robust and resistant to damage than optical media; accumulation of dirt and dust on

702-571: The AY-3-8500 were produced to replicate these circuits within a single chip, but still presented only a single fixed logic program. Once a game was shipped, there were only minimal variations that could be made by adjusting the positions of jumpers (effectively the behavior of the "cartridges" that shipped with the Magnavox Odyssey ). As Atari, Inc. recognized, spending from $ 100,000 to 250,000 and several months of development time on

756-707: The Atari Video Computer System (Atari VCS or later known as the Atari 2600), was released in 1977 and based on the MOS Technology 6507 microprocessor, with a cartridge design influenced in part by the Channel F system. Other console manufacturers soon followed suit with the production of their own programmable consoles. At the start of the second generation, all games were developed and produced in-house. Four former Atari programmers, having left from conflicts in management style after Atari

810-484: The D-pad or face buttons. The J-Cart came relatively late in the life cycle of the console. In addition, Codemasters never licensed the technology to other publishers. Thus the number of games released as J-Carts was limited. This video game -related article on computer hardware is a stub . You can help Misplaced Pages by expanding it . ROM cartridge A ROM cartridge , usually referred to in context simply as

864-604: The history of video games , the second-generation era refers to computer and video games, video game consoles , and handheld video game consoles available from 1976 to 1992. Notable platforms of the second generation include the Fairchild Channel F , Atari 2600 , Intellivision , Odyssey 2 , and ColecoVision . The generation began in November 1976 with the release of the Fairchild Channel F. This

918-531: The video game industry crash in 1983 and marked the start of the next generation. Beginning in December 1982 and stretching through all of 1984, the crash of 1983 caused major disruption to the North American market. Some developers collapsed and almost no new games were released in 1984. The market did not fully recover until the third generation . The second generation ended on January 1, 1992, with

972-570: The 1980s, before Yamaha's Music Cartridge was introduced. Models that used these cartridges were in the Casiotone line of portable electronic keyboards. Amstrad Atari, Inc. Bandai Blaze Entertainment Coleco Fairchild Camera and Instrument Fisher-Price IBM Interton LeapFrog Magnavox / Philips Mattel Milton Bradley NEC Nikko Europe Nintendo Sega SNK Second generation of video game consoles In

1026-577: The 1980s, such as the DX1 , DX5 and DX7 and their PSR keyboard lineup in the mid-1990s, namely the PSR-320, PSR-420, PSR-520, PSR-620, PSR-330, PSR-530 and the PSR-6000 . These keyboards use specialized cards known as Music Cartridges , a ROM cartridge simply containing MIDI data to be played on the keyboard as MIDI sequence or song data. Casio has also used similar cartridges known as ROM Pack in

1080-555: The CPU could execute the program in place without having to first copy it into expensive RAM. The Texas Instruments TI-59 family of programmable scientific calculators used interchangeable ROM cartridges that could be installed in a slot at the back of the calculator. The calculator came with a module that provides several standard mathematical functions including the solution of simultaneous equations. Other modules were specialized for financial calculations, or other subject areas, and even

1134-426: The Channel F. By 1979, only an additional 100,000 units of the Channel F were sold for lifetime sales of 350,000. In 1978, Fairchild redesigned the system into a new model, the Channel F System II. The System II streamlined some of the initial Channel F to reduce cost and improve consumer usage compared to the Atari 2600, such as improved controller connections and using the television speakers for audio output, but by

SECTION 20

#1732773354885

1188-512: The Fairchild Video Entertainment System (VES), was released by Fairchild Semiconductor in November 1976 and was the first console of the second generation. It was the world's first CPU-based video game console, introducing the cartridge-based game-code storage format. The console featured a pause button that allowed players to freeze a game. This allowed them to take a break without the need to reset or turn off

1242-431: The ability to create software programs around the microprocessor rather than fix the logic into circuits and ICs. Engineers at both Atari, Inc. (via its Cyan Engineering subsidiary) and at Alpex Computer Corporation saw the potential to apply this to home consoles as prices for microprocessors became more affordable. Alpex's work led to partnership with semiconductor manufacturer Fairchild Camera and Instrument and lead to

1296-496: The capability of utilizing cartridges. The popularity of game cartridges grew after the release of the Atari 2600. From the late 1970s to the mid-1990s, most home video game systems used cartridges until the technology was replaced by optical discs . The Fairchild Channel F was also the first console to use a microprocessor , which was the driving technology that allowed the consoles to use cartridges. Other technology such as screen resolution, color graphics, audio, and AI simulation

1350-421: The cartridge contacts can cause problems, but cleaning the contacts with an isopropyl alcohol solution typically resolves the problems without risk of corrosion. ROM cartridges typically have less capacity than other media. The PCjr-compatible version of Lotus 1-2-3 comes on two cartridges and a floppy disk. ROM cartridges are typically more expensive to manufacture than discs, and storage space available on

1404-496: The cartridge itself. The Atari 2600 standard joystick is a digital controller with a single button, released in 1977. The Atari 2600 also supports 4 analog paddle controllers (or, in theory, 2 analog joysticks ). The Bally Astrocade was released in 1977 and was available only through mail order. It was originally referred to as the Bally Home Library Computer. Delays in the production meant that none of

1458-529: The cartridge was mapped into BIOS space). Some arcade system boards , such as Capcom 's CP System and SNK 's Neo Geo , also used ROM cartridges. Cassettes and floppy disks cost less than ROM cartridges and some memory cards were sold as an inexpensive alternative to ROM cartridges. A precursor to modern game cartridges of second generation video consoles was introduced with the first generation video game console Magnavox Odyssey in 1972, using jumper cards to turn on and off certain electronics inside

1512-496: The cases were thrown out of court and the two companies settled in 1982, with Activision agreeing to pay Atari for a "technology license". This established Activision as the first third-party developer for a console. It also established a working model for other third-party developers, and several such companies followed in Activision's wake, partially contributing to the video game crash of 1983 due to oversaturation. As

1566-441: The console so they did not lose their current game progress. Fairchild released twenty-six cartridges for the system, with up to four games being on each cartridge. The console came with two pre-installed games, Hockey and Tennis . Following the release of the Atari 2600, the Channel F's popularity waned quickly as the more action-driven games of the Atari 2600 drew more attention than the more educational and slow-paced games on

1620-449: The console to play 2600 games, resulting in a lawsuit from Atari. The ColecoVision was a victim of the video game crash, ultimately being discontinued in 1985. The Vectrex was released in 1982. It was unique among home systems of the time in featuring vector graphics and its own self-contained display (necessitated by the fact that a normal TV set cannot display vector graphics, since the TV

1674-633: The console. A modern take on game cartridges was invented by Wallace Kirschner, Lawrence Haskel and Jerry Lawson of Alpex Computer Corporation, first unveiled as part of the Fairchild Channel F home console in 1976. The cartridge approach gained more popularity with the Atari 2600 released the following year. From the late 1970s to mid-1990s, the majority of home video game systems were cartridge-based. As compact disc technology came to be widely used for data storage, most hardware companies moved from cartridges to CD-based game systems. Nintendo remained

J-Cart - Misplaced Pages Continue

1728-440: The decade. At this stage, both consoles and game cartridges were intended to be sold for profit by manufacturers. However, by segregating games from the console, this approach established the use of the razorblade business model in future console generations, where consoles would be sold at or below cost while licensing fees from third-party games would bring in profits. The Fairchild Channel F, also known early in its life as

1782-409: The discontinuation of the Atari 2600. The primary driver of the second generation of consoles was the introduction of the low-cost microprocessor . Arcade games and the first generation of consoles used discrete electronic components including simple logic chips such as transistor-transistor logic (TTL)-based integrated circuits (ICs). Custom application-specific integrated circuits (ASICs) like

1836-579: The first " killer app " arcade game to be ported, was released in 1980 for the Atari 2600, though earlier Atari-published arcade games were ported to the 2600 previously. Coleco packaged Nintendo's Donkey Kong with the ColecoVision when it was released in August 1982. Built-in games, like those from the first generation , saw limited use during this era. Though the first generation Magnavox Odyssey had put games on cartridge-like circuit cards ,

1890-480: The games had limited functionality and required TV screen overlays and other accessories to be fully functional. More advanced cartridges , which contained the entire game experience, were developed for the Fairchild Channel F, and most video game systems adopted similar technology. The first system of the generation and some others, such as the RCA Studio II , still came with built-in games while also having

1944-460: The generation. It was discontinued in 1984. The Intellivision was introduced by Mattel to test markets in 1979 and nationally in 1980. The Intellivision console contained a 16-bit processor with 16-bit registers and 16-bit system RAM . This was long before the " 16-bit era ". Programs were however stored on 10-bit ROM . It also featured an advanced sound chip that could deliver output through three distinct sound channels. The Intellivision

1998-469: The holiday season. Atari held exclusive rights to most of the popular arcade game conversions of the day. They used this key segment to support their older hardware in the market. This game advantage and the difference in price between the machines meant that each year, Atari sold more units than Intellivision, lengthening its lead despite inferior graphics. The Atari 2600 sold over 30 million units over its lifetime, considerably more than any other console of

2052-559: The lone hold-out, using cartridges for their Nintendo 64 system; the company did not transition to optical media until the release of the GameCube in 2001. Cartridges were also used for their handheld consoles, which are known as Game Cards in the DS/3DS line of handhelds. These cartridges are much smaller and thinner than previous cartridges, and use the more modern flash memory for game data rather than built-in ROM chips on PCBs for

2106-556: The lower cost of optical media. Another source of pressure in this direction was that optical media could be manufactured in much smaller batches than cartridges; releasing a cartridge video game on the other hand inevitably includes the risk of producing thousands of unsold cartridges. Besides their prominent usage on video game consoles, ROM cartridges have also been used on a small number of electronic musical instruments, particularly electronic keyboards . Yamaha has made several models with such features, with their DX synthesizer in

2160-632: The name of the console to the Astrocade to follow suit. It sold under this name until the video game crash of 1983 when it was discontinued. In 1978, Magnavox released its microprocessor-based console, the Odyssey 2, in the United States and Canada. It was distributed by Philips Electronics in the European market and was released as the Philips G7000. A defining feature of the system was

2214-530: The release of the first such programmable home console, the Fairchild Channel F released in 1976, based on the Fairchild F8 microprocessor. The Channel F also established the use of ROM cartridges to provide the software for the programmable console, consisting of a ROM chip mounted on a circuit board within a hard casing that can withstand the physical insertion into the console and potential static electricity buildup. Atari's own programmable console,

J-Cart - Misplaced Pages Continue

2268-559: The same purpose. The release of the Nintendo Switch in 2017 marked the company's shift away from their own proprietary optical disc -based media after last using them in the Wii U in favor of small cartridge-based media. These cartridges are known as Game Cards like previous Nintendo handhelds, and are much smaller and thinner than previous cartridges for consoles as well as Nintendo's own Game Cards for their DS/3DS handhelds. It uses

2322-442: The second generation of consoles coincided with the golden age of arcade video games , a common trend that emerged during the generation was licensing arcade video games for consoles. Many of them were increasingly licensed from Japanese video game companies by 1980, which led to Jonathan Greenberg of Forbes predicting in early 1981 that Japanese companies would eventually dominate the North American video game industry later in

2376-574: The second generation. In 1982, Atari released the Atari 5200 in an attempt to compete with the Intellivision. While superior to the 2600, poor sales and lack of new games meant Atari only supported it for two years before it was discontinued. Early Atari 2600 cartridges contained 2 kilobytes of read-only storage. This limit grew steadily from 1978 to 1983: up to 16 kilobytes for Atari 5200 cartridges. The Atari 2600 directly supports up to 4 kilobytes (4096 bytes) of cartridge ROM. Bank switching ,

2430-487: The speech synthesis unit add-on which enhanced music, sound effects and speech capabilities. The Odyssey² was also known for its fusion of board and video games. Some titles came with a game board and pieces which players had to use in conjunction to play the game. Although the Odyssey² never became as popular as the Atari consoles, it sold 2 million units throughout its lifetime. This made it the third best selling console of

2484-452: The success of the home video game industry and especially the VCS, launched or bought subsidiaries to produce video game console software. By 1982, the shelf capacity of toy stores was overflowing with an overabundance of consoles, over-hyped game releases, and low-quality games from new third-party developers. An over-saturation of consoles and games, coupled with poor knowledge of the market, saw

2538-436: The time around their release, ROM cartridges provided security against unauthorised copying of software. However, the manufacturing of ROM cartridges was more expensive than floppy disks, and the storage capacity was smaller. ROM cartridges and slots were also used for various hardware accessories and enhancements. The widespread usage of the ROM cartridge in video gaming applications has led it to be often colloquially called

2592-489: The time it was released, the Atari 2600 had too much market advantage for Fairchild to overcome. After releasing 21 games for the system, Fairchild sold the Channel F technology to Zircon International in 1979, who then discontinued the system by 1983. In 1977, Atari released its CPU-based console called the Video Computer System (VCS), later called the Atari 2600. Nine games were designed and released for

2646-725: The units shipped until 1978. By this time, the machine had been renamed the Bally Professional Arcade. In this form, it sold mostly at computer stores and had little retail exposure, unlike the Atari VCS. The rights to the console were sold to Astrovision in 1981. They re-released the unit with the BASIC cartridge included for free; this system was known as the Bally Computer System. When Astrovision changed their name to Astrocade in 1982 they also changed

2700-508: Was also improved during this era. The generation also saw the first handheld game cartridge system, the Microvision , which was released by toy company Milton Bradley in 1979. In 1979, Activision was created by former Atari programmers and was the first third-party developer of video games. A small company through the 1980s, it gradually grew into a 21st century gaming giant. In the early 1980s, many large corporations, spurred by

2754-571: Was followed by the Atari 2600 in 1977, Magnavox Odyssey² in 1978, Intellivision in 1980 and then the Emerson Arcadia 2001 , ColecoVision , Atari 5200 , and Vectrex , all in 1982. By the end of the era, there were over 15 different consoles. It coincided with, and was partly fuelled by, the golden age of arcade video games . This peak era of popularity and innovation for the medium resulted in many games for second generation home consoles being ports of arcade games . Space Invaders ,

SECTION 50

#1732773354885

2808-450: Was introduced by toy manufacturer Coleco in August 1982. It was more powerful than previous consoles, providing an experience that was closer to Arcades than what the 2600 could provide. The console launched with several arcade ports, including Sega's Zaxxon , and later saw third-party support from many developers such as Activision and even their competitor Atari. The ColecoVision is notable for its Atari 2600 expansion module, which enabled

2862-488: Was purchased by Warner Communications in 1976, established Activision in 1979 to develop their own VCS games, which included Dragster initially and the hits Kaboom! and Pitfall! later. Atari sued Activision and its founders on the basis of theft of trade secrets and violation of their non-disclosure agreements , and for Dragster allegedly infringing on the Drag Race arcade game from Atari's arm Kee Games ;

2916-418: Was the first console with a thumb-pad directional controller and tile-based playfields with vertical and horizontal scrolling . The system's initial production run sold out shortly after its national launch in 1980. Early cartridges were 4 kilobyte ROMs , which grew to 24 kilobytes for later games. The Intellivision introduced several new features to the second generation. It was the first home console to use

#884115