Saved game: Difference between revisions

42 bytes added ,  9 months ago
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→‎Persistence: just made it a little more accurate with the storage terms, specifically the Wii's internal storage.
m (→‎Persistence: just made it a little more accurate with the storage terms, specifically the Wii's internal storage.)
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In order for this information to be persistently saved between system boots, it must be stored somewhere. This location depends on the system. For the [[GameCube]] original games, the information must be stored in a memory card. The ''Pikmin'' games only read and write to the memory card in slot A. If a memory card cannot be used when the game needs to load or save, it will display a warning notifying the player that the memory card is invalid; it will also specify the exact reason of the error, be it because the memory card is full, corrupted, or even absent altogether. If these GameCube games are played on a Wii console, the same rules still apply. All information takes on the form of a single file of data inside the memory card, meaning the three playthrough progresses and the global progress are kept in the same place. These save files can be managed on the GameCube's system menu, by copying or moving the files between memory cards, or deleting them completely. The saved data in ''Pikmin'' is worth 19 blocks on the memory card, and the one in ''Pikmin 2'' is worth 27.
In order for this information to be persistently saved between system boots, it must be stored somewhere. This location depends on the system. For the [[GameCube]] original games, the information must be stored in a memory card. The ''Pikmin'' games only read and write to the memory card in slot A. If a memory card cannot be used when the game needs to load or save, it will display a warning notifying the player that the memory card is invalid; it will also specify the exact reason of the error, be it because the memory card is full, corrupted, or even absent altogether. If these GameCube games are played on a Wii console, the same rules still apply. All information takes on the form of a single file of data inside the memory card, meaning the three playthrough progresses and the global progress are kept in the same place. These save files can be managed on the GameCube's system menu, by copying or moving the files between memory cards, or deleting them completely. The saved data in ''Pikmin'' is worth 19 blocks on the memory card, and the one in ''Pikmin 2'' is worth 27.


The [[Wii]]-exclusive games, the ones in the ''[[New Play Control!]]'' line, save their progress inside the Wii's persistent memory. Much like the memory card system on the GameCube, the games only access the saved games inside the Wii, and not those inside an SD card. The saved games can however be copied or moved between the Wii and an SD card, or deleted altogether. The same type of warnings will also appear if the game cannot read or write the saved games. Like the GameCube games, the saved game data is kept entirely in a single file. ''[[New Play Control! Pikmin]]''{{'s}} saved data requires 31 blocks on the Wii's system storage, and ''[[New Play Control! Pikmin 2]]'' requires 2 blocks.
The [[Wii]]-exclusive games, the ones in the ''[[New Play Control!]]'' line, save their progress inside the Wii's persistent NAND flash memory, known as the Wii System Memory. Much like the memory card system on the GameCube, the games only access the saved games inside the Wii, and not those inside an SD card. The saved games can however be copied or moved between the Wii and an SD card, or deleted altogether. The same type of warnings will also appear if the game cannot read or write the saved games. Like the GameCube games, the saved game data is kept entirely in a single file. ''[[New Play Control! Pikmin]]''{{'s}} saved data requires 31 blocks on the Wii's system memory, and ''[[New Play Control! Pikmin 2]]'' requires 2 blocks.


==Saving==
==Saving==
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