The Untold Story of the Invention of the Game Cartridge
harrymcc writes In 1973, an obscure company which had been making electronic cash registers looked for a new business opportunity. It ended up inventing the game cartridge--an innovation which kickstarted a billion-dollar industry and helped establish videogames as a creative medium. The story has never been told until now, but over at Fast Company, Benj Edwards chronicles the fascinating tale, based on interviews with the engineers responsible for the feat back in the mid-1970s.
USB Flash Drives are Cartridges reborn.
If something is so important that you feel the need to post it on the internet... It probably isn't that important.
Has anyone actually successfully used vinyl to store data?
What else would you possibly store on vinyl?
CLI paste? paste.pr0.tips!
We'd probably have records with twenty parallel grooves and reading heads with 40 or more needles.
What else would you possibly store on vinyl?
A cold glass of water? You wouldn't want to warp the finish on your coffee table, would you?
What else would you possibly store on vinyl?
Superior analog video, of course:
http://en.wikipedia.org/wiki/C...
https://www.youtube.com/watch?...
MOS Technology did a big business in manufacturing ROMs for Atari's cartridges (both the 2600 and 400/800 /XE line). They also made the 6502 variants used in the 2600 and 400/800/XE and in Atari's main competitors (Apple and Commodore).
Eventually MOS was purchased by Commodore and stopped making ROMs but cranked out the 6502s and SID chips.
For some reason they never got around to making a followup to the 6502 and let the next generation business go to Motorola. Greed does that.
Another fun fact: The original VCS games were programmed on a PDP-11 using a cross-assembler (!) and soon enough Atari upgraded to a VAX. When a game was finished they sent program tape to MOS who made the metal mask. The ROMs were pre-processed up to the metal deposition step. Then the final metal pattern was defined by whatever program was being written to ROM. This is one reason how MOS made them so cheaply: they mass produced ROM blanks and then programmed them with a single mask. I talked with an Atari old-timer about the process a couple of years ago. Great stories.
I worked with lots of embedded systems in the '80's that stored their program on banks of UV-EPROM chips that we'd have to upgrade using a a chip-puller (screwdriver) and a chip eraser and burner.
The sockets would eventually fail, requiring repair/replacement of the entire CPU board (about a square foot in size).
When we saw our first game system with replaceable ROM cartridges, there was much forehead slapping, since we were already using board-edge connectors (on a bus very similar to the S-100).
Yes, actually...
"In 1986, the new BASICODE 3 standard was developed. The most important additions were routines for simple monochrome graphics, reading and writing data from within programs and sound output. BASICODE 3 made BASICODE popular in the computer scene of the GDR, and from 1989 onward BASICODE programs were transmitted via radio throughout the GDR. Also, a book was published which included a vinyl record with Bascoders for all computers common in the GDR. The last revision of BASICODE, which featured color graphics, was released as BASICODE 3C in 1991."
http://en.wikipedia.org/wiki/B...
In the UK during the early 1980's, pop star Chris Sievey released a 7" single record where side B was the program code in audio format for the Sinclair ZX81 microcomputer. You plugged in your turntable's output into the ZX-81 "loaded" the record into memory, flipped over the record, played the music on Side A while running the program which gave you a "music video" while the song played. It was very innovative at the time:
https://www.youtube.com/watch?...
Here are some more examples of software distributed on flexible records.
http://blog.modernmechanix.com...
It was a pretty good idea, considering that software was loaded from audio cassettes back in the day, and unlike a cassette, a flexible record can easily be distributed in an unpackaged magazine.
In stark contrast, a game cartridge requires no OS at all. The CPU simply jumps to the address location where the cartridge's ROM chip is logically assigned, and the CPU treats it exactly like it was fetching from RAM.
That was true until roughly the Nintendo DS. It uses a seek and read protocol, similar to parallel ATA or SD, to read 512-byte blocks of game data from the Game Card. Even the N64 and GBA used a seek and read protocol, but the console's memory controller abstracted it away from the CPU with wait states.
In theory, a (crazy) person could take an old SNES console, and with a very purpose built cartridge, turn it into a playstation.
I don't see how. There isn't enough bandwidth over the Super NES cartridge bus to refill video memory every frame. That's part of why the agreement between Nintendo and Sony to make the Super NES CD peripheral broke down, and Sony took what it had and revamped it into the original PlayStation. There's the MSU1 coprocessor designed for streaming video, but video from that isn't exactly full-motion.
As a kid my family had a Channel F and a boatload of cartridges for it -- plus 2 built-in games! The last one I remember getting was "Galactic Space Wars", and then the Atari 2600 showed up thus relegating the Channel F to the closet.
The graphics weren't great, and the games were something that a beginner could code up on an Atari 800 of the same era in BASIC. But they were fun enough. The Channel F did have a really unusual controller: the joystick could be moved about in a normal axis (up,down,left,right,diagonals) but also twisted, pulled up, or pushed down. The damned things broke a lot and were hard-wired into the console itself.
Get off my lawn.
We figured out the Atari cartridge was nothing more than a popular PROM (2716?) with one of the control signals reversed. We made our own cartridges that used an EEPROM, then used our EEPROM burner to read cartridges and store the contents on a floppy. We'd then burn EEPROMs of the games we wanted, and pop them into the ZIF socket on our home made cartridges.
We'd probably have records with twenty parallel grooves and reading heads with 40 or more needles.
I'm an old fart. I worked on a Burroughs B3500 back in the 70s. The "Disk Module" was a 10MB cabinet about 4 ft by 4ft by 2ft. It had 4 platters and there was one head per track. Seek time was non-existent but rotational delay was a bitch.
They can take my LifeAlert pendant when they pry it from my cold dead fingers.
You'd put the A/V out on the cartridge containing the PlayStation
At that point, you're just using the Super NES as a power supply and controller reader.
Maybe you could even go all 32X
Better yet, go all Saturn, dropping the old hardware entirely because an S-Video output and SPI inputs are probably cheaper than all that circuitry to interface with the legacy console. That's what led Sony to success with PlayStation: it skipped the 32X stage.
Yes, the Channel F was important, and its cartridges made the Channel F the first programmable game console. No need to paint it as way more innovative than it was. The good people at Magnavox (no, not Baer personally) invented the idea that you could plug a card into your game console and it would change which game you are playing.
So the distinction is that the Channel F's games were in the cartridge and the Odyssey's were not? Were these jumpers used to select a game built in, or were they changing the parameters of operation in effect to create each game? If the latter is true, then the Odyssey cartridge would in fact contain game programming. It would also seem there would be a limit to how many such unique games could be made.