SNES / SFC games without any save feature (and possible fixes) I'm looking for a list of SNES / SFC games without any save feature (no SRAM and no passwords). On mobygames there are list of SRAM and password-based games, but they only include western releases and there is no way to combine and invert the query. As you probably already noticed, these titles are quite annoying to play on the real hardware because you lost your progress every time the console is turned off. Actually no SNES flashcart support savestates, so the only solution for these is to play using emulators or with the clumsy NakiTek Game Saver. UPDATE: As a possible workaround, the following games have an hidden level select menu: Choujikuu Yousai Macross: Scrambled Valkyrie Kid Klown in Crazy Chase Phalanx HyperZone Flying Hero Youkai Buster - Ruka no Daibouken To know how to access it, just look in the "Cheats" tab on GameFaqs. The procedure is usually complicated and sometimes requires a 2nd pad. So i've requested some Game Genie codes to statically enable the stage select menu (any help?) Thanks to GameHacking.org hackers, these games now have codes to access all the levels : Contra III - The Alien Wars (Enable Stage Select: 40CC-67DF) Joe & Mac (Explore Full Map When Starting A New Game: 8E33-D408) Smart Ball (Go to any level: 7762-040D + DE62-0FAD) Run Saber (enable secret menu with level select: DF3A-6454) Action Pachio (Enable Round Select: 6D2F-44C7) X-Kaliber 2097 (Enable Level Select: 6DAA-076D + Press A at 1 player game) Bonkers (Press Select to clear current stage: DD60-1FAF) (Jap version supports passwords) Pop'n Twinbee (Stage select by pressing Start 2 times) Inspector Gadget (enable debug menu incl. level select: DD27-7FD4) Kendo Rage (Enable Level Select by pressing R+Start on main menu: 62C3-D97B) Pocky & Rocky (Enable Level Select: 6DB3-64D4) Ganbare! Daiku no Gensan Super R-Type Wild Guns Psycho Dream Magical Pop'n Super Ghouls 'n' Ghosts Spriggan Powered Super Adventure Island Majuu Ou Marchen Adventure Cotton 100% These games have scene trainers with level select (and are working on my flashcart): Cybernator (U) (With Sound Test) [t2] [f1] Super Bonk (U) [t1] [f1] Finally, for these games i've found no workaround, so i suggest to play them with emulators: Hamelin no Violin Hiki Magical Quest Starring Mickey Mouse American Tail, Fievel goes west Rocky Rodent Firemen Hagane Hook Go Go Ackman Super Ninja-kun Jetsons, The - Invasion of the Planet Pirates SOS (should be no problem because it is meant for 1h gameplay) Darius Twin Deae Tonosama Appare Ichiban U.N. Squadron Imperium Space Megaforce Kamen Rider SD - Shutsugeki!! Rider Machine
The Super UFO Pro 8 claims to have savestate capability, but I've not found a game it'll actually work on yet.
The game copier machines from the 90s often implement a real-time save feature. Compatibility with games may vary, but I've actually used it before with the Game Doctor SF series. It seemed to work reasonably well. But you can bet many games will not be compatible. Some may be compatible but only if you save and load at certain points. For example it might be safe to save and reload during a menu screen or level transition but not during actual gameplay. You just have to see how each game reacts.
From what I gather, the Super UFO Pro doesn't set the S-SMP sound chip up properly after reloading a save. I think the only game I ever got it to work reliably with was SMW.
Many of the old copiers have RTS including the UFO series. While far from perfect it works fine for most games. I don't have a modern UFO but I'd bet it works exactly the same.
The problem with save states on real hardware is that it is impossible to save and restore the state of everything exactly. On an emulator, this is not an issue. The Super UFO Pro may not perform as well as other units with real time saving schemes. The sound hardware in general doesn't provide any direct access. So saving and restoring its state is problematic. And games can potentially lock up if they are waiting to talk to the SPC CPU. I do remember using the feature on the Game Doctor but not any long list of games that it worked with. If you absolutely must have save states then you should just use an emulator or a cheat device since save states are basically for cheating anyway. If you say that you use it to continue the game later, just leave the game paused and the system on and you can do the same thing.
The Game Doctor copier uses save states? Now i understand where they started off before emulators came along.
In my experience with recent flashcarts save states are not reliable.And when they fail you instantly lose your progresses, so it is better to stick with other tricks...
Some games have cheats that allow you to skip to a certain level. Not really the same as saving, but you could theoretically use it to continue where you were last playing.
The Game Doctor and other copiers from the 90s also support "save states" or as they called them back then real time saves. I'm not sure which devices did but the Wildcard series and UFO series might have. I'm not sure but the Pro Fighter might have supported it if you had a cartridge that contained the needed extra memory to do such a save. Maybe some others also required an add-on for it. Whether or not emulators got the idea of save states from these devices is unclear. I imagine they predate the first emulator known to support save states. The concept ofcourse works far better on emulators than with the real hardware. The NES PowerPAK actually has a custom mapper set that supports a save state type of feature.
Ah i see! Interesting.. I would be curious to know where did emulator authors get the idea from as well.