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— CH. 1 · INTRODUCTION —

Memory card

~6 min read · Ch. 1 of 6
6 sections
  • The memory card sits in your camera, your game console, your drone - small enough to lose between sofa cushions, but it holds a history of technological ambition that stretches back to a Toshiba laboratory in 1980. Fujio Masuoka invented flash memory there, and the ripple effects of that single breakthrough would reshape how billions of people store their digital lives. Before flash memory arrived in consumer products, engineers were already searching for something better than the floppy disk drive: lighter, smaller, more power-efficient. What they built instead was a decades-long format war, a parade of competing rectangles that each promised to be the last word in portable storage. How did flash memory move from a laboratory invention to the inside of nearly every portable device on earth? And why, after so many competing formats emerged, did one card type end up winning almost everything?

  • Fujio Masuoka invented flash memory at Toshiba in 1980. Toshiba took seven years to commercialize it, bringing the technology to market in 1987. That gap between invention and product is worth sitting with: the underlying science existed nearly a decade before anyone could buy a device built around it.

    The earliest portable storage cards did not use flash at all. Some relied on SRAM, which is static random access memory, and those cards needed a lithium battery just to hold their contents. Remove the battery and the data vanished. Despite that fragility, SRAM cards were faster than their flash-based counterparts.

    Other early cards used non-modifiable ROM, write-once EPROM, or rewriteable EEPROM memory. Each approach came with tradeoffs in cost, reusability, and durability. The landscape was a patchwork of competing technologies before any single method established itself.

    The first PCMCIA cards had capacities of 1 to 5 megabytes and cost one hundred US dollars per megabyte. In 1992, SanDisk introduced the FlashDisk, a PCMCIA card that was among the first memory cards that did not need battery power to retain its data. That combination of persistence without power was the point where flash memory began to make the older approaches look obsolete.

  • Engineers in the 1980s were not working toward a single shared standard. They were racing, separately, toward their own. The Bee Card, the Astron SoftCard, the Sega Card, the NEC UltraLite memory card, and the Mitsubishi Melcard all emerged as competing formats, each incompatible with the others. The Mitsubishi Melcard alone came in variants using 60 and 50 connector pins, meaning even within a single brand, compatibility was not guaranteed.

    The Sega Card had a specific rationale: it was designed as a cheaper alternative to game cartridges. That logic, finding a lower-cost path to the same destination, drove several competing formats into existence simultaneously.

    JEIDA, the Japan Electronic Industry Development Association, began standardization work in 1985 and produced the JEIDA memory card standard in 1986. Three years later, in 1989, the Personal Computer Memory Card International Association was founded to push a single standard for memory cards in PCs. The two organizations worked closely together. The PCMCIA adopted JEIDA's 68-pin connector design, and the first specification for PCMCIA Type I cards was released in 1990. That specification unified the two standards into what would later be renamed PC Cards.

    PC Cards became one of the first commercial memory card formats, though they settled into industrial applications and connecting input-output devices such as modems rather than consumer photography or gaming.

  • By 1994, the push to make cards smaller had produced a new wave of formats. CompactFlash arrived first, followed by SmartMedia and the Miniature Card. Each generation of smaller cards made the previous generation look bulky by comparison. Digital cameras, cell phones, and PDAs demanded something that could slip into a device barely larger than a deck of cards.

    In 2000, the SD card was announced. Its designers had a specific ambition: a single format that could serve multiple device types and also function as an expansion slot for adding new capabilities. The vision was standardization across an entire ecosystem, not just one product category.

    By 2001, SmartMedia alone held fifty percent of the digital camera market. CompactFlash had captured the professional end of that same market. Two formats, splitting the same industry cleanly along the professional-consumer divide.

    That same year, memory cards cost three US dollars per megabyte of capacity. That price created a real market gap. Miniaturized rotating-disk devices, specifically the Microdrive, PocketZip, and Dataplay, emerged precisely because flash memory was still expensive. The Microdrive offered higher capacities than flash cards could match at the time. By 2006, falling flash prices and rising capacities had made all three of those spinning-disk alternatives obsolete.

  • By 2005, SD and similar MMC cards had taken over most of SmartMedia's market share. The competition did not disappear entirely. Memory Stick variants from Sony and CompactFlash held ground in specific segments. In industrial and embedded applications, the original PC Card format survived in niche roles.

    Sony and Olympus, both of which had used proprietary formats exclusively, began offering SD card slots in new products starting in 2010. That shift was the clearest possible signal: the format war had turned in SD's favor.

    The SD card's success did not mean the end of diversification. The mobile phone market drove continued miniaturization. MicroSD, measuring just fifteen by eleven by 0.7 millimeters, became the standard for smartphones. Many modern phones have since phased out expandable storage entirely in favor of fixed internal storage, a reversal of the original premise that users would always want to add more capacity via a card in a socket.

    At the other end of the size and speed spectrum, memory cards kept evolving for professional video production. By the late 2010s, formats like CFexpress and Universal Flash Storage emerged to handle 4K, 8K, and RAW video recording. XQD cards had been positioned as a CompactFlash successor, but CFexpress Type B largely replaced them. Both share the same physical form factor, but CFexpress uses a faster PCIe interface.

  • The Neo Geo AES, released in 1990 by SNK, was the first home video game console able to use a memory card. What made that implementation unusual was the cross-compatibility: AES memory cards also worked in Neo Geo MVS arcade cabinets, letting players carry their saved progress between home and arcade.

    Cartridge-based systems before that had handled saves differently. Some games used battery-backed volatile RAM built into the cartridge itself. Others used password systems to let players return to a previous state. Some games simply did not save progress at all.

    Memory cards became standard equipment when home consoles moved from cartridges to read-only optical discs. Systems such as the TurboGrafx-CD and the Sega-CD required a separate card to hold saves, because the game disc itself could not be written to. The card became the only place for a player's progress to live.

    Through the sixth generation of consoles, memory cards used proprietary formats. Each manufacturer built an incompatible card for their own system. Later consoles moved toward established industry formats, including FAT32. Modern home consoles have largely shifted to hard disk drive storage and USB flash drives for save data, though most portable gaming systems still use custom memory cartridges. Low power consumption, small physical size, and the absence of moving parts keep flash-based cartridges relevant for handheld hardware, where the constraints that drove memory card development in the 1980s still apply.

Common questions

Who invented flash memory, the technology behind memory cards?

Fujio Masuoka invented flash memory at Toshiba in 1980. Toshiba commercialized it in 1987.

What was the first video game console to use a memory card?

The Neo Geo AES, released in 1990 by SNK, was the first home video game console able to use a memory card. Its memory cards were also compatible with Neo Geo MVS arcade cabinets, allowing players to transfer saves between home and arcade systems.

When did SD cards become the dominant memory card format?

SD cards were announced in 2000 and had largely won the format war by 2005, when they overtook SmartMedia's market share. Sony and Olympus, both previously committed to proprietary formats, began adding SD card slots to new products starting in 2010.

Why were memory card formats developed in the 1980s?

Memory cards were developed in the 1980s as an alternative to floppy disk drives, offering lower power consumption, less weight, and smaller volume for laptops. Some formats were also marketed as a lower-cost alternative to ROM cartridges.

How much did memory cards cost per megabyte in the early 2000s?

In 2001, memory cards cost three US dollars per megabyte of capacity. Earlier PCMCIA cards from the 1990s cost as much as one hundred US dollars per megabyte.

What are CFexpress cards and how do they differ from XQD cards?

CFexpress is a high-speed memory card format designed for 4K, 8K, and RAW video recording that emerged in the late 2010s. CFexpress Type B shares the same physical form factor as XQD cards but uses a faster PCIe interface, which is why XQD cards have largely been replaced by CFexpress Type B.

All sources

30 references cited across the entry

  1. 1bookInfomatic PracticesReeta Sahoo et al. — New Saraswati House India Pvt Ltd
  2. 2webA Complete Guide to Memory CardsMatt Williams — 2022-04-27
  3. 3bookInside NAND Flash MemoriesRino Micheloni et al. — Springer Science & Business Media — 2010
  4. 4webUnsung HeroBenjamin Fulford — 24 June 2002
  5. 8magazineIn The CardsInfoWorld Media Group, Inc. — February 5, 1990
  6. 10webNEC's 4.4-Pound UltraLite Sets a New Standard for Portable MachinesBill Machrone — Ziff Davis, Inc. — November 15, 1988
  7. 11magazineVendors Move to Set IC Card StandardsPatrick Dryden — InfoWorld Media Group, Inc. — October 30, 1989
  8. 12bookService Games: The Rise and Fall of SEGA: Enhanced EditionSam Pettus et al. — Smashwords Edition — December 20, 2013
  9. 13webVLSI MOS MEMORY RAM/ROM & MEMORY CARDSMitsubishi Electronics Device Group — January 1991
  10. 14magazinePCMCIA: The Expansion System of the FutureWinn Rosch — Ziff Davis, Inc. — January 26, 1993
  11. 15bookPCMCIA System Architecture: 16-Bit PC CardsDon Anderson — Addison-Wesley Professional — January 25, 1995
  12. 17magazinePCMCIA: An Inside LookOliver Rist — Ziff Davis, Inc. — December 21, 1993
  13. 18magazinePCMCIA's System ArchitectureNick Stam — Ziff Davis, Inc. — December 21, 1993
  14. 21webPopular ScienceBonnier Corporation — Bonnier Corporation — May 27, 2000