Electronics cartridge
In various types of electronic equipment, a cartridge can refer one method of adding different functionality or content (e.g. a video game cartridge), or a method by which consumables may be replenished (e.g. an ink cartridge for a printer). The term cartridge tends to be applied loosely to a large range of techniques which conform to this general description.
In general the term tends to mean any detachable sub-unit that is held within its own container. The term cassette has a similar meaning. A video game cartridge may also be referred to as a cart or game pa(c)k.
Music
The 4-track cartridge and 8-track cartridge are analogue music storage formats popular from the late 1960s to the early 1980s. Here, a cartridge contains audio tape, thus providing different content using the same player. The cartridge containing the tape permits ease of handling of the fragile tape, making it far more convenient and robust than having loose tape.
The pickup on modern turntables for playing records is called a cartridge. For more information on this, see magnetic cartridge.
Software
A cartridge may be one method of running different software programs within a general purpose computer. This system was popularised by early home computers such as the Atari 400/800 and Commodore 64, where a special bus port was provided for the insertion of cartridges containing software in ROM. In most cases the designs were fairly crude, with the entire address and data buses exposed by the port; the cartridge was memory mapped directly into the system's address space. This type of system was pioneered on earlier home TV game systems, and until recently remained a popular approach with modern games consoles. The advantage of cartridges over other approaches such as loading software from other media is that the software is instantly available, with no loading time, and it is held in a very robust and hence damage-resistant form.
Notable machines using cartridges were the Commodore VIC-20 and 64, the Atari 8-bit family (400/800/XL/XE), the Texas Instruments TI-99/4A (where they were called Solid State Command Modules and weren't directly mapped to the system bus) and the IBM PCjr (where the cartridge was mapped into BIOS space).
From the late 1970s to mid-1990s, the majority of home video game systems were cartridge-based. When CD technology came to be used widely for data storage, most hardware companies moved from cartridges to CD-based game systems, since CD-ROMs were much cheaper to produce and could hold more content. Nintendo remained the lone hold-out, and did not create an optical-media based system until several years later, instead opting to make their next generation system, the Nintendo 64, cartridge-based. This move was questioned by many industry insiders, who argued that cartridge-based games could never be as long or complex as CD based games, such as those found on competitor systems like the Sony PlayStation. The economic consequences Nintendo suffered as a result of this gamble are often regarded as marking the end of cartridge-based home gaming systems; in fact the next gaming system Nintendo released, the GameCube, features a proprietary mini DVD-based format. Hand-held systems, however, remained cartridge-based until the release of the Nintendo DS (which uses a proprietary type of flash memory card slightly larger than an American or Canadian quarter) and PlayStation Portable (which uses Universal Media Discs, a proprietary type of optical disc which holds 1.8 gigabytes).
In the late 1970s, due to the similarity in appearance between Atari 2600 cartridges and 8-track tapes, many consumers called them "Atari tapes" (even though the cartridges did not use magnetic memory) and stores even advertised having "Atari tapes" for sale.
In the late 1980s and early 1990s, due to the similarity in size between Sega Mega Drive/Genesis cartridges and audio cassettes, some consumers called them "Sega tapes", although these cartridges did not use magnetic memory either.
Washing
One early form of automatic washing machine manufactured by Hoover used cartridges to programme different wash cycles. This system, called the Keymatic, used plastic cartridges with key-like slots and ridges around the edges. The cartridge was inserted into a slot on the machine and a mechanical reader operated the machine accordingly. The system did not really take off, since it offered no real advantage over the more conventional programme dial, and the cartridges were prone to getting lost. In hindsight it can be seen as a marketing gimmick rather than offering any really useful functionality.
Ink
Replacement of consumables is an important use for cartridges. They are typically used in printers to hold the ink in the case of inkjet printers (see: ink cartridge), or toner for laser printers.