Editing Nintendo Power (cartridge)
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Each cartridge's flash RAM is divided internally into eight blocks. Unless an 8-block game is loaded onto the cartridge, however, one block is reserved for the game selection menu, leaving only seven blocks for games. In addition, each cartridge has a small amount of SRAM for game saves, which is divided into sixteen blocks. Games are rounded up in capacity (i.e. a 10 megabit Super Famicom game needs three flash RAM blocks (12 megabits), a Game Boy game that needs 100 kilobits of save space would need 2 SRAM blocks (128 kilobits)). The system does have one limitation - games that utilize a special chip (such as the {{wp|Super FX}}) like ''[[Super Mario World 2: Yoshi's Island]]'' cannot be placed on the NP cartridge, as the needed chip was not in the cartridge. | Each cartridge's flash RAM is divided internally into eight blocks. Unless an 8-block game is loaded onto the cartridge, however, one block is reserved for the game selection menu, leaving only seven blocks for games. In addition, each cartridge has a small amount of SRAM for game saves, which is divided into sixteen blocks. Games are rounded up in capacity (i.e. a 10 megabit Super Famicom game needs three flash RAM blocks (12 megabits), a Game Boy game that needs 100 kilobits of save space would need 2 SRAM blocks (128 kilobits)). The system does have one limitation - games that utilize a special chip (such as the {{wp|Super FX}}) like ''[[Super Mario World 2: Yoshi's Island]]'' cannot be placed on the NP cartridge, as the needed chip was not in the cartridge. | ||
=='' | ==''Mario'' games released on the Nintendo Power service== | ||
====SF Memory Cassette==== | ====SF Memory Cassette==== | ||
[[File:Nintendo Power SF Memory Cassette.jpg|thumb|SF Memory Cassette]] | [[File:Nintendo Power SF Memory Cassette.jpg|thumb|SF Memory Cassette]] |