The G6 save system, with its multiple save slots (Default aka .0, .1, and .2) is pretty good. It allows a user to backup their save to two different backup slots, allowing them to go back to a previous save if they found they made a mistake. It seems to be designed for just this purpose. However, there is another use case for multiple save slots, and that is when multiple people share a single console (with one G6 and one set of game roms). At the moment the save system is not optimum for this use case, and I have an idea to improve it. (By the way, from now on I am considering games which only have one save in the game itself, like Phoenix Wright, Polarium, Wario Ware, Feel the Magic and so on. Games like Mario 64 or Metroid Hunters support multiple saves in the game itself, so they work fine with the current system with multiple users.) At the moment, if two people share a system and both want to play through a game keeping their own save, they have to do the following: - Angie, who uses save slot 1, has to start the DS, find the game, press Select, choose 1->Default, press OK, wait for the copy, press OK again, then start the game. When they finish they have to restart the DS, find the game, press Select, choose Default->1, press OK, wait for the copy, press OK again, then switch off. - Bill, who uses save slot 2, then comes along and has to start the DS, find the game, press Select, choose 2->Default, press OK, wait for the copy, press OK again, then start the game. When they finish they have to restart the DS, find the game, press Select, choose Default->2, press OK, wait for the copy, press OK again, then switch off. As you can see, this is quite a bit of extra work, and is prone to errors. If Angie forgets to do Default->1 when they finish playing, Bill will accidentally write over Angie's latest save when he does does 2->Default. My suggested improvement is for the G6 to allow launching the game from any one of the three save slots, rather than just Default/.0 as current. When the game is launched (possibly with a different button press), the player could choose which save slot to use. That save slot is then loaded into SRAM directly from the .0, .1 or .2 file and the game started. When the player finishes playing, they can just switch the console off, safe in the knowledge that when it is next switched on the G6 will write the save from SRAM into whichever save slot was chosen to launch the game. With the above improvement, the system becomes a lot more 'pick up and play' for multiple users. They just have to pick their save slot when launching and the system takes care of the rest. This will improve the WAF (Wife Acceptance Factor) considerably. It also means, with three save slots (.0, .1 and .2) that three different people can have their own saves, whereas the current system only allows two people. In order to implement this improvement, the G6 team would need to modify their loader to allow the copying of save slots other than .0 to SRAM, and they would have to keep track of which save slot was used so that when the console is restarted it will copy from SRAM back to the correct file. The system already remembers which game was last played, so this is just an extension of that. Some questions: 1, Does this seem like a good idea to other people? 2, Do any other flash carts have a multiple save-slot system, and how do they work? I would be interested to compare who other systems handle this. 3, How would it be best to communicate this to the G6 developers? 4, Could a third-party write their own replacement loader for G6 or any other system? I'm used to the Xbox scene where it doesn't matter which modchip you use, you have a choice of several different loaders (called dashboards in the Xbox scene) all of which are by third parties. With GBA/DS it seems you are stuck with whoever made your flash system.