Preserving Nintendo's History
Wipeout (PSX and Windows Source)
- - togemet2

The following is the source code to Wipeout by Psygnosis, a futuristic racing game set in 2052, which ended up as a launch title for the PlayStation in Europe! It includes the source to both the original PSX game as well as it’s Windows port. Please note that it is currently unknown if these sources are fully buildable.

Screenshots

Screenshot

Special Thanks

Massive thanks to March42 for sending this in for release!

Summoner - The Prophecy (USA) (Prototype) (Rev 1121B)
- - togemet2

The following is a build of Summoner: The Prophecy labelled as being Rev 1121B. It displays various bits of debug information on-screen during gameplay. The game would eventually be renamed to Summoner: A Goddess Reborn upon it’s retail release.

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Nintendo GameCube      
File:               RELSAB.iso
BitSize:            10 Gbit
Size (Bytes):       1459978240
CRC32:              146E4A5A
MD5:                FF5F979D070B96DC71CBDB6194556078
SHA1:               7F40BE75ACAF413F635726221714493582E7330D
SHA256:             E0F9A4ADF5156199A836E412803E7C5075EEEA2D3B239CEB89192F94EB7B547D
----| Header Data |------------------------------------------------
Game Title:         Summoner 2
Game Serial:        RELS (Spain)
Maker Code:         AB (Unknown)
Version:            0x00 (v1.0)
Disc Id:            1

Cartridge Images

Cart Front
Summoner - The Prophecy (USA) (Prototype) (Rev 1121A)
- - togemet2

The following is a build of Summoner: The Prophecy labelled as being Rev 1121A. It displays various bits of debug information on-screen during gameplay. The game would eventually be renamed to Summoner: A Goddess Reborn upon it’s retail release.

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Nintendo GameCube        
File:               RELSAB.iso
BitSize:            10 Gbit
Size (Bytes):       1459978240
CRC32:              16D7BCCE
MD5:                9F4FB9EE478D0B808EE0234950B69234
SHA1:               07E402EFE512F5B664BC8F3A6F43EC36DA6AFA03
SHA256:             7B5C0603A3627DFC60C24CDCF37261C874200955A9ACFA39BEBDEE4C1C9E9D47
----| Header Data |------------------------------------------------
Game Title:         Summoner 2
Game Serial:        RELS (Spain)
Maker Code:         AB (Unknown)
Version:            0x00 (v1.0)
Disc Id:            1

Cartridge Images

Cart Front
Ratatouille (USA) (Prototype) (Jan 11th 2006)
- - togemet2

The following is an extremely early build of Ratatouille. Being dated as being from January 11th 2006, it contains many differences and most items, animations, areas, and models are nowhere to be found within the retail game. Many of the assets are also unfinished or do not show up correctly, with even the menus and text not working as they should, making it very hard to navigate them. Another thing to note is the various crashes that you will eventually come across. Upon a crash the game will display a red flashing screen.

To play this build on Dolphin, first enter Adanced Settings and tick “Enable Emulated Memory Size Override”, then drag the bar to 33 MB for MEM1.

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Nintendo GameCube          
File:               RELSAB.iso
BitSize:            10 Gbit
Size (Bytes):       1459978240
CRC32:              524B2418
MD5:                E277AC9371B89AC6C06588A65C4D0C2D
SHA1:               0901C7A4FBBD9A8BA86589513A7D37E546CFB6C6
SHA256:             B60AE1C08CD86E11FD3F0C54A2027A895D8495888C542E9EE6DD884226EE9860
----| Header Data |------------------------------------------------
Game Title:         Sample Game Name
Game Serial:        RELS (Spain)
Maker Code:         AB (Unknown)
Version:            0x00 (v1.0)
Disc Id:            1

Cartridge Images

Cart Front
kpaddemo (Wiimote)
- - togemet2

The following piece of software is a controller test program that is used alongside early revisions of the Wiimote which can connect to GameCube hardware.

Screenshots

Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Nintendo GameCube          
File:               RELSAB.iso
BitSize:            10 Gbit
Size (Bytes):       1459978240
CRC32:              911795AE
MD5:                02E8F7E86DF9C3E4DCEED8FFF66A1FDC
SHA1:               CDC13D1DE7BC99CCFEDA88E6197DD51D46E7E900
SHA256:             CB847D32215694285D70FDA9CD44A3E6683213E2466C8A8C714F71EFA9CDB193
----| Header Data |------------------------------------------------
Game Title:         Sample Game Name
Game Serial:        RELS (Spain)
Maker Code:         AB (Unknown)
Version:            0x00 (v1.0)
Disc Id:            1

Cartridge Images

Cart Front
Metal Max (Japan) (Prototype)
- - togemet2

The following is a prototype of Metal Max by Data East. It contains a few differences ranging from: Different tile layouts, text differences, different music tracks, and more.

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Nintendo Entertainment System     
File:               Metal_Max_1-31_proto.nes
BitSize:            4 Mbit
Size (Bytes):       524304
CRC32:              686A0FB1
MD5:                89623446889D3EA4AE17390F65D23611
SHA1:               6B45C9352E55FC6C2B8CFA9EA0EF40AFCCB4ABA2
SHA256:             42EEED885C4982F148303E6CB0D73970CD1240E0E3D5DD82760337D6ADD4F542
----| iNES Header Data |-------------------------------------------
Num ROM Banks:      0x10 (256 KBytes)
Num VROM Banks:     0x20 (256 KBytes)
Mirroring:          0 (Horizontal)
Save RAM:           1 (Yes)
Trainer:            0 (No)
4-Screen VRAM:      0 (No)
VS-System Cartridge:0 (No)
ROM Mapper:         4 (Nintendo MMC3)
Num RAM Banks:      0x00 (None or 8 KBytes)
Display:            0 (NTSC)
----| NES Header Data |--------------------------------------------
Title:               ???
 ?? d???4
PRG-ROM Checksum:   0x584C (Bad; 0x015D)
CHR-VROM Checksum:  0x00D0 (Bad; 0x0523)
PRG Size:           0x15 (33554432 KBytes)
CHR Size:           0x15 (16777216 KBytes)
Mirroring:          0x15 (Horizontal)
Board Type:         0x15
Unknown 1:          0xFFFFFFFF
Maker Code:         0xFF (Unknown)
Unknown 2:          0xFF
Vectors:            0x22D130FF52D1
----| Headerless Data |--------------------------------------------
Size (Bytes):       524288
CRC32:              CE2CBD09
MD5:                AFAC05E5A54F5E55AFF360E99CD45FF7
SHA1:               A44485453AB9727ABFC58A7F1022E1DA496AA836
SHA256:             CEC954EBB16D100DF2B362FC6E4251FF02A0A0F269855B36026DB766C044D761

Board / Cartridge Images

Cart Front

Special Thanks

Massive thanks to Zoda-Y13 for sending this in for release!

Dragon Dance (USA) (Prototype)
- - togemet2

Today we have preserved an early NTSC build of Dragon Dance for the Game Boy Color, developed by Natsume! The differences mainly just seem to be graphical such as: Different publisher logo screens, palette differences, visual bugs, as well as the copyright text. Interestingly upon boot it shows the Infogrames logo instead of Crave Entertainment’s logo, suggesting that it was originally going to be published by Infogrames.

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Game Boy Color         
File:               dragon_dance.gb
BitSize:            2 Mbit
Size (Bytes):       262144
CRC32:              A0CD0ED7
MD5:                2CCD7A904115B2A96C8B398A142854E2
SHA1:               7DF48E776CE2BE88F7A9459530B855CEF2F012B6
SHA256:             92541F741DDA869C5B69531D0949886CE300333BAEC21FF4EF773CCA80339A1C
----| Header Data |------------------------------------------------
Entry Point:        0x0150C300
Logo Code:          Ok
Title:              DRAGONDANCE
Serial:             AD5E (USA)
GBC Flag:           0x80 (GBC & GB Compatible)
New Licensee Code:  70 (Infogrames)
SGB Support:        0x03 (Yes)
Cartridge Type:     0x19 (ROM + MBC5)
ROM Size:           0x03 (Ok; 2 Mbit; 262144 Bytes)
RAM Size:           0x00 (None)
Old Licensee Code:  0x33
Version:            0x00 (v1.0)
Header Checksum:    0x98 (Ok)
Global Checksum:    0x4CE1 (Bad; 0x5459)

Board / Cartridge Images

Dragon Dance (USA) (Prototype) - Cart Front

Special Thanks

Massive thanks to Rezrospect for sending this in for release!

The Incredibles (USA) (Prototype) (1)
- - togemet2

The following is an NTSC build of The Incredibles by Heavy Iron Studios. Unfortunately the build seems to crash after going through the title menu, although a file comparison with the retail build of the game indicates several differences within such as: FMV differences, graphical differences, placeholder video previews, and debug information.

Screenshots

Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Nintendo GameCube         
File:               GICE78.iso
BitSize:            10 Gbit
Size (Bytes):       1459978240
CRC32:              E5D4FA8A
MD5:                7D4F8BB9B0FA4A739C71AECF879A6C7A
SHA1:               12748F0E726199BFBA3AF6B98EF52D5EF750574F
SHA256:             ABD8E0A57A92955147B72F1DFF948B20E5A9EF2568E51F515BDBA14C48C94F3F
----| Header Data |------------------------------------------------
Game Title:         The Incredibles
Game Serial:        GICE (USA)
Maker Code:         78 (THQ / Play THQ)
Version:            0x00 (v1.0)
Disc Id:            1                                                      

Cartridge Images

Cart Front
The Incredibles - Rise of the Underminer (Japan) (Prototype) (2)
- - togemet2

The following is a Japanese build of The Incredibles: Rise of the Underminer by Heavy Iron Studios. A file comparison with the retail build of the game indicates differences within stage assets and cutscenes.

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Nintendo GameCube     
File:               GIQE78.iso
BitSize:            10 Gbit
Size (Bytes):       1459978240
CRC32:              159A0B00
MD5:                FA0BD879F7D488889A8C5BFE904B4770
SHA1:               CF528EF871E58744C60D282E0F9F0EB30711046B
SHA256:             C82F820D1A46BC23BD815AA91DC520E62376A3FD83C4EBC49EDB46FC09FBD7C5
----| Header Data |------------------------------------------------
Game Title:         The Incredibles 2
Game Serial:        GIQE (USA)
Maker Code:         78 (THQ / Play THQ)
Version:            0x00 (v1.0)
Disc Id:            1                                

Cartridge Images

Cart Front
The Incredibles - Rise of the Underminer (Europe) (Prototype)
- - togemet2

The following is a European build of The Incredibles: Rise of the Underminer by Heavy Iron Studios. A file comparison with the retail build of the game indicates differences within stage assets and cutscenes.

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Nintendo GameCube        
File:               GIQX78.iso
BitSize:            10 Gbit
Size (Bytes):       1459978240
CRC32:              5ADAB4B5
MD5:                ED5A39EDDD75DF27BBD9FDAF0BEF8100
SHA1:               2E9EB84C8C845450842170114A042BBA95489575
SHA256:             03BC3A9F560738A412FB55174EAE9084C5C7A0C7B762CD60F7FFA5659CAFCAC2
----| Header Data |------------------------------------------------
Game Title:         The Incredibles 2
Game Serial:        GIQX (European Union)
Maker Code:         78 (THQ / Play THQ)
Version:            0x00 (v1.0)
Disc Id:            1                                                         

Cartridge Images

Cart Front
Ratatouille (USA) (Prototype)
- - togemet2

This is a quite an early prototype of Ratatouille by THQ and Asobo Studio. It contains many placeholder assets, unfinished animations, and more. In addition to this, it runs extremely slowly and doesn’t appear to have yet been optimized for the GameCube hardware. Something interesting to note is that this build shares it’s product code with the Japanese version of “The Incredibles: Rise of the Underminer”.

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Nintendo GameCube          
File:               GIQE78.iso
BitSize:            10 Gbit
Size (Bytes):       1459978240
CRC32:              7B595396
MD5:                027171C92D603AE4C90D69956D0BD94A
SHA1:               BA44BBE5780C34D2A6EBD66EEED52EAAAB941468
SHA256:             61482C63289902767598A2F0BD8EBF44992190186FCD4E5E38301E7266F7C688
----| Header Data |------------------------------------------------
Game Title:         Ratatouille
Game Serial:        GIQE (USA)
Maker Code:         78 (THQ / Play THQ)
Version:            0x00 (v1.0)
Disc Id:            1                                                              

Cartridge Images

Cart Front
Senjou no Ookami (Japan) (FamicomBox)
- - togemet2

Today we have preserved Senjou no Ookami for the FamicomBox! It contains minor differences within the code compared to the retail release of the game. These changes are due to the mapper being changed from UN1ROM to UNROM, they’ve also caused the content to become slightly shifted forward.

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Nintendo Entertainment System          
File:               Senjou_no_Ookami_FamicomBox.bin
BitSize:            1 Mbit
Size (Bytes):       131072
CRC32:              7C2CBB96
MD5:                C8A33D4D50E247105740A22BD0ECB814
SHA1:               1E6EF6615C6C45F366263AC39F54F312A37C134F
SHA256:             93EE1D86DD65982B269EAFCA117992A3A671161288786A6E15238D5240C7409E

Board / Cartridge Images

Cart Front
PCB Front
Zoop (Prototype)
- - togemet2

The following is a prototype of Zoop by Hookstone Ltd for the Nintendo Game Boy. The differences within this build are currently unknown. If you happen to know the game well and know the differences between the retail release and this prototype, please let us know!

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Game Boy 
File:               Zoop.gb
BitSize:            512 Kbit
Size (Bytes):       65536
CRC32:              7B440074
MD5:                D526AA32FB92D3721A16D79527BCACC1
SHA1:               97A6EA993BF5B64E38E3BC0ADAF5965B442C9CEE
SHA256:             6C35206224D392E53C077D665CBBFF58706ED12CBEB3D19B2FCEDF45CB8A41F8
----| Header Data |------------------------------------------------
Entry Point:        0x0150C300
Logo Code:          Ok
Title:              ZOOP            
New Licensee Code:  30 (Viacom)
SGB Support:        0x00 (No)
Cartridge Type:     0x00 (ROM)
ROM Size:           0x01 (Ok; 512 Kbit; 65536 Bytes)
RAM Size:           0x00 (None)
Old Licensee Code:  0x33
Version:            0x00 (v1.0)
Header Checksum:    0x07 (Ok)
Global Checksum:    0xE001 (Bad; 0x6F6B)

Board / Cartridge Images

Zoop (Prototype) - Cart Front

Special Thanks

Massive thanks to Rezrospect for sending this in for release!

Dune - The Battle for Arrakis (USA) (Prototype)
- - togemet2

A non-Nintendo release?! This is a prototype of Dune: The Battle for Arrakis by Westwood Studios. Some differences that could be noted are as follows: Missing intro sequence and logo screens, missing options on the titlescreen as well as the “Licensed by Sega” at the bottom, different fonts, missing pieces of music as well as sound effects, and various palette differences. On the “Select your House” screen, the version number is also listed (Ver: 0.03).

Screenshots

Screenshot Screenshot

Board / Cartridge Images

Cartridge Front

Special Thanks

Massive thanks to GamingLegend64 for sending this in for release!

Dragon - The Bruce Lee Story (USA) (Prototype)
- - togemet2

This is a prototype of Dragon: The Bruce Lee Story by Virgin Interactive. Some differences that could be noted are as follows: Virgin logo screen is different and is missing the Acclaim logo, the titlescreen just says Dragon, with no subtitle of “The Bruce Lee Story”, the titlescreen graphics are completely different, after waiting it displays the best scores and some gameplay much more frequently than the final game, AI does not seem to be complete, and there is no dedicated game options screen.

Screenshots

Screenshot Screenshot Screenshot

Debug Options

Upon boot, the game contains a “User Options” screen where you can access different stages, a sound test, and other debug options. It also lists the date “23rd April 93 17:51” at the bottom of this screen. There’s also a slow-mo mode debug feature which can be found by accessing the pause menu in-game.

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Super Nintendo Entertainment System       
File:               Dragon_-_The_Bruce_Lee_Story_USA_Proto.SFC
BitSize:            3 Mbit
Size (Bytes):       442032
CRC32:              6715E04E
MD5:                2F7DB74C66532E1EF33A082A90CB8046
SHA1:               DB0058C81772096A20D74B34DE4A10128670F889
SHA256:             122C50B1358BEE9575E184B980C894021DC0386828C4D5C52A21BE61229ECF98
----| Detection Data |---------------------------------------------
ROM Type:           LoROM
Cartridge Type:     Normal
----| Header Data |------------------------------------------------
New Maker Code:      N/A
Serial:              N/A
SFX SRAM Size:      0xFF
Title:              DRAGON - Bruce Lee   
Map Type:           0x20 (SlowROM-200ns; LoROM-32KB Banks)
ROM Type:           0x00 (ROM)
ROM Size:           0x0A (8 Mbit; Bad)
SRAM Size:          0x00 (None)
Country:            0x00 (Japan)
Old Maker Code:     0x00 (Unknown)
Version:            0x00 (v1.0)
Inverse Checksum:   0xAAAA (Bad; 0xB7FE)
Checksum:           0x5555 (Bad; 0x4801)

Board / Cartridge Images

Cartridge Front

Special Thanks

Massive thanks to GamingLegend64 for sending this in for release!