Most developers went with SRAM over the battery-less and much greater capacity Flash memory because they were already forking over $30 or more on production costs alone for the N64 cartridge (deja vu with the Switch right now) and Flash memory was extremely more expensive back in the day. N64 developers basically had 5 options for save storage:Ģ56kb SRAM Controller Pak (32,768 bytes) (some 3rd party Paks had even more memory)ĮEPROM was the cheapest to produce but a lot of developers moved to SRAM because they needed more storage for their save files. Flash RAM was available as well and had even more storage than SRAM, but was also a lot more expensive than even that. Some games (those twelve, presumably) needed to save more data than could fit in an EEPROM, and so they had to use the more expensive SRAM option. EEPROM was less expensive, but had a much smaller space available for saving data for each game. Various claims have been made about this, mostly along the lines of "SRAM is cheaper" (and compared to flash RAM, it is).īut the most credible reference I've seen explains that of the options available at the time, SRAM was the least expensive one that could still fit save data for those games.
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