This is a prototype of Turok 3 by Acclaim. This build contains debug information/menus on the screen. Please note: There are two ROMs included in the zip. The ROM labelled as “turok3 ABCD - j.Z64” was modified to properly support emulators.
Screenshots
ROM Information
----| File Data |--------------------------------------------------
System: Nintendo - Nintendo 64
File: turok3 [ABCD] - original dump.z64
BitSize: 256 Mbit
Size (Bytes): 33554432
CRC32: 58C4C0AB
MD5: F5738C4B804B0260B99AD39D49DDD43C
SHA1: F3CDDFC1BFCE0348C41217F9F4E053F8AB3DD4CA
SHA256: 3489E1B20DAF77E67A5FC6A20973A8BC2FD4ED83C35AC512BE5D7BCFE9909DF0
----| Header Data |------------------------------------------------
Fixed Value 1: 0x8037
Compression Flag: 0x12
Fixed Value 2: 0x400000000F
EntryPoint: 0x00040080
Fixed Value 3: 0x000014
Unknown Value: 0x44
Boot Chip: CIC-NUS-6102
CRC1: 0x7869A9A1 (Ok)
CRC2: 0x5F431B5B (Ok)
Reserved 1: 0x0000000000000000
Title: turok3
Reserved 2: 0x0000000000000000
Serial: ABCD (Germany)
Version: 0x00 (v1.0)
Cartridge Images
Special Thanks
Massive thanks to operativelm for sending this in for release!
This is a Pokemon tie-in CD-ROM which was released by French internet service provider “Wanadoo”. It features a bunch of old and crusty Pokemon wallpapers, screensavers, and more.
Screenshots
Disc Images
Special Thanks
Massive thanks to Den Hette for sending this in for release!
Today we have released an unreleased game for the Nintendo Game Boy Advance titled Mechanic Mechanica. It’s an action fighting game where you are able to customize your mech, similar in content to Custom Robo. You may recall a copy of this game being found, but it was not shared.
The other owner of this game was unable to figure out who the publisher or developer was, as no info appears on the titlescreen. We have reason to suspect the game was developed by Art Co., Ltd. This is because it shares the header title with their “Britney’s Dance Beat” game. Although we’re unable to prove that it was the same developer beyond a reasonable doubt, there is quite a high chance.
Screenshots
ROM Information
----| File Data |--------------------------------------------------
System: Nintendo - Game Boy Advance
File: DANCE BEAT _ABYE78_0.gba
BitSize: 64 Mbit
Size (Bytes): 8388608
CRC32: 64251E43
MD5: 608121040215B0F108AD3CA1E3C9CB61
SHA1: A02C9FBCD430D6A0E3295642D5AEDFA853B0C74A
SHA256: B23F651C5F235025B296E3D8D2681BA1F49A426EA7B924CA245AB758FC5940F5
----| Header Data |------------------------------------------------
ROM Entry Point: EA00002E
Logo Code: Ok
Title: DANCE BEAT
Serial: ABYE (USA)
Maker Code: 78 (THQ)
Fixed Value: 0x96 (Ok)
Unit Code: 0x00
Device Code: 0x00
Reserved 1: 0x00000000000000
Version: 0x00 (v1.0)
Complement: 0xEA (Ok)
Reserved 2: 0x0000
----| Backup Media |-----------------------------------------------
Chip: EEPROM_V122
Size: 4/64 Kbit
This is a 3D Terrain Demo for the GBA created in 2001 by Skyworks Technologies. There is a sticker on the back of the cartridge which lists the controls, however, they’re not entirely accurate. This would suggest the cartridge was reflashed with an updated version of the demo at some point. The demo itself consists of two courses (both deserts) where you can race other drivers to the finish line.
Screenshots
ROM Information
----| File Data |--------------------------------------------------
System: Nintendo - Game Boy Advance
File: 256k Dump.GBA
BitSize: 256 Mbit
Size (Bytes): 33554432
CRC32: 7BBE7CD7
MD5: CD97AD29838BD349226AFCCC7B252588
SHA1: 1E52E2483D9F57838EC925EDF7D3BBDCE504A017
SHA256: 4CB6BB329B0C396EB0A64F9E07994814807FEBDD1EA4EA857C901F4FEC675996
----| Header Data |------------------------------------------------
ROM Entry Point: EA00002E
Logo Code: Ok
Title:
Serial: (Unknown)
Maker Code: 01 (Nintendo)
Fixed Value: 0x96 (Ok)
Unit Code: 0x00
Device Code: 0x00
Reserved 1: 0x00000000000000
Version: 0x00 (v1.0)
Complement: 0xF0 (Ok)
Reserved 2: 0x0000
----| Backup Media |-----------------------------------------------
Chip: None
Size: N/A
Board / Cartridge Images
Playthrough Video
A gameplay video play through played by Hard4Games:
Special Thanks
Massive thanks to Sinclair for sending this in for release!
Today we have released a late prototype of Urban Extreme: Street Rage on the Nintendo Wii, developed by Data Design Interactive. This build contains various debug cheats with the purpose of speeding up production of reviews for the game.
Screenshots
ROM Information
Name: Urban Extreme SR (Disc 1, Revision 0)
Game ID: RUXPUG (0001000052555850)
Country: Europe
Maker: Data Design Interactive / Popcorn Arcade / Metro 3D (UG)
Apploader Date: 2007/10/03
Connie Talbot: Over the Rainbow was a game which was being developed by Data Design Interactive. It made an appearance at E3 2009 and even got it’s own trailer, with the planned release date being Christmas of that year. The game ended up being cancelled as DDI could not obtain permission for all of the songs used within the game (such as Bob Marley’s “Three Little Birds” and John Lennon’s “Imagine”). Please keep note: you will not be able to progress past the title screen without having a Logitech USB microphone (which the game requires).
Screenshots
ROM Information
Name: Connie Talbot OTR (Disc 1, Revision 0)
Game ID: ROIPUG (00010000524f4950)
Country: Europe
Maker: Data Design Interactive / Popcorn Arcade / Metro 3D (UG)
Apploader Date: 2007/10/03
Here are some really wacky official Nintendo live wallpapers from the 2006 European NintendoVIP Star Catalog (the predecessor of Club Nintendo). The same catalog also has an PC version of PictoChat which was used to send e-cards to others, however, it is no longer fully functional since it sends requests to a server which doesn’t exist anymore.
Please Note: The wallpapers cannot be used on anything newer than Windows XP, but can still be viewed by installing them and opening the HTML file.
Screenshots
Special Thanks
Massive thanks to Den Hette for sending this in for release!
This is a late prototype of Bolt by Disney Interactive Studios which was recovered from a Wii RVT-H Reader. The game content itself is identical to the retail version, however, it has been debug signed.
Screenshots
ROM Information
Name: Bolt (Disc 1, Revision 0)
Game ID: RLUE4Q (00010000524c5545)
Country: USA
Maker: Disney Interactive Studios / Buena Vista Games (4Q)
Apploader Date: 2007/10/03
Special Thanks
Massive thanks to RedBees for sending this in for release!
This is a prototype of Aero the Acro-Bat by Iguana Entertainment. This build is an early alpha and is very incomplete. Only about five days was spent creating it, so the stage is very empty and lacks all of the animation and life found within the retail build. It also contains slightly different controls, and resembles more of the Sega Genesis version of the game instead of the Game Boy Advance game.
Screenshots
ROM Information
----| File Data |--------------------------------------------------
System: Nintendo - Game Boy Advance
File: Aero.bin
BitSize: 7 Mbit
Size (Bytes): 1030244
CRC32: BEED50F0
MD5: 8B68E98DA32FCEE8C235C3C283C20A4C
SHA1: 68C0A00275C7135CA1A116CCCED1ECEDE75819B8
SHA256: F4E34F444A741B34226B0148D360B537D7333B030E988EBFD8ABECC1D7D6AC93
----| Header Data |------------------------------------------------
ROM Entry Point: EA00002E
Logo Code: Ok
Title: EWJ
Serial: AEJE (USA)
Maker Code: 5G (Majesco Sales Inc)
Fixed Value: 0x96 (Ok)
Unit Code: 0x00
Device Code: 0x00
Reserved 1: 0x00000000000000
Version: 0x00 (v1.0)
Complement: 0xDA (Ok)
Reserved 2: 0x0000
----| Backup Media |-----------------------------------------------
Chip: None
Size: N/A
Playthrough Video
A gameplay video play through played by Hard4Games:
Special Thanks
Massive thanks to Gerry Martin for sending this in for release!
This is a prototype of Bassmasters 2000 by THQ. Some differences that could be noted are the following: There is no Controller Pak screen, the title has many differences such as the logo, text placement, font, etc. The landscape and water in the prototype have much simpler textures and there is no fog, there is also no demo at the titlescreen.
Screenshots
ROM Information
----| File Data |--------------------------------------------------
System: Nintendo - Nintendo 64
File: BassMaster2000_1.z64
BitSize: 256 Mbit
Size (Bytes): 33554432
CRC32: 86F8E439
MD5: 684F4F7CEFCC0863710799C8A43DD882
SHA1: AA5E9D5ECCD278BC59D995E31431715D67E93FE2
SHA256: 8C638F6D2E7AD367D7BD207FBDF4D62B12734DD23A54E195427EE6ADFE114CD0
----| Header Data |------------------------------------------------
Fixed Value 1: 0x8037
Compression Flag: 0x12
Fixed Value 2: 0x400000000F
EntryPoint: 0x00040080
Fixed Value 3: 0x000014
Unknown Value: 0x44
Boot Chip: CIC-NUS-6102
CRC1: 0x67DD8AAB (Ok)
CRC2: 0xC7FBD3FF (Ok)
Reserved 1: 0x0000000000000000
Title:
Reserved 2: 0x0000000000000000
Serial: (Unknown)
Version: 0x00 (v1.0)
Board / Cartridge Images
Special Thanks
Massive thanks to GamingLegend64 for sending this in for release!
(This was a joint release between us and our good friends at Gaming Alexandria!). The following article was written by DillyDylan.
This is an early prototype for the original Game Boy Color version of Shantae, presumably used by developer WayForward while pitching the game to publishers. The ROM was found on a DVD backup used by Interplay Entertainment, eventually sold to researcher Gerry Martin in a private auction. Looking to preserve what was found, Martin has sent us the ROM to release!
As shown off in the video below, the prototype contains many differences compared to the final release. Only three levels are playable. All of them are without music and sound effects and even lack some enemies. The prototype also includes many graphics that ultimately went unused, such as an early title screen and scrapped sprites for Shantae and other characters.
A gameplay video play through played by Hard4Games:
Game Details
The development of Shantae goes back as far as 1994 when animator Erin Bozon designed the character while studying at CalArts. The character, then a brown-haired genie, was later reused as a game concept by Erin’s husband Matt, a fellow CalArts student and a designer at WayForward Technologies. “Erin created her character, and I fleshed out the details,” Matt told 1up.com. “We pitched her around a lot with Jimmy Huey back in the SNES days, but nothing much came of it.”
By 2000, Erin and Matt had begun work on bringing Shantae to the Game Boy Color. Using a powerful graphics engine developed for WayForward’s Xtreme Sports, the game they created achieved many things not normally seen in a Game Boy Color game: parallax scrolling, transparency, and night/day transitions.
But these features came at a cost. The technical wizardry Shantae provided meant it would require a 32MB battery back-up cartridge to work an add-on that was expensive to produce. Many publishers didn’t want to spend money on a cartridge of that size and opted not to publish the game. Despite many rejections from many publishers, WayForward continued on pitching their expensive little game with a brief demo they created.
The demo (labeled as “j_shell.gb” in the file list) begins with a debug menu that presents the player with four options. The first option (“Intro”) takes one to the opening level where Shantae avoids cannonballs while running through the Scuttle Town bridge. The cannonball code has not been implemented yet, so most of the ones fired will pass by and not explode. None of the dialogue between Shantae and Risky Boots in the retail intro has been implemented yet either, so all of the characters are silent.
The second option (“Laby1”) brings the player to the temple inside Dribble Fountain. It begins with another cutscene between Shantae and Risky Boots that, while present in the retail version, uses slightly different dialogue.
Here’s the dialogue in the retail version:
Shantae: There you are!! Hold it you rat!
Risky Boots: Huh? It’s that silly girl again! Try if you like, but you’ll never keep up with me! Ta-ta!
And here’s the dialogue in the demo:
Shantae: Hold it you rat!
Risky Boots: What?!? Oh, it’s you. You’re a silly little girl if you think you can stop me from wrecking this demo! Ta-ta!
What follows is the Dribble Fountain labyrinth. There are many notable differences in this section — an absence of Warp Squids, a small empty room that was completely cut in the final game, an unused crab enemy design, among many other minor changes. Just like the rest of the demo, there are no music or sound effects. The labyrinth is dead quiet.
The final two options are not as notable as the previous ones but still deserve to be mentioned. The third option (“TS1”) is a shorter, unfinished version of Scarecrow Fields with a good portion of enemies not added in yet. The fourth option (“Title”) brings you to the demo’s title screen, which can be seen above. This demo was created years before Capcom became the game’s publisher, so many differences are to be expected. If you spot any that we missed, feel free to let us know. Please enjoy!
Screenshots
ROM Information
----| File Data |--------------------------------------------------
System: Nintendo - Game Boy Color
File: j_shell.gb
BitSize: 32 Mbit
Size (Bytes): 4194304
CRC32: 3B4D6C50
MD5: AFD4AE2F42DA36DDB740FA6A5B06D74E
SHA1: 141DC57955E84D51F0099C0709A0626D43AB8FA7
SHA256: F687FB183C78B4E42516B27306B4906AE50E6F018C53B3146C871A876C9B29D6
----| Header Data |------------------------------------------------
Entry Point: 0x0150C300
Logo Code: Ok
Title: Shantae!
Serial: (Unknown)
GBC Flag: 0x80 (GBC & GB Compatible)
New Licensee Code: 4X (GT Interactive)
SGB Support: 0x00 (No)
Cartridge Type: 0x1B (ROM + MBC5 + RAM + BATTERY)
ROM Size: 0x07 (Ok; 32 Mbit; 4194304 Bytes)
RAM Size: 0x02 (64 Kbit)
Old Licensee Code: 0x33
Version: 0x00 (v1.0)
Header Checksum: 0x9E (Ok)
Global Checksum: 0x0545 (Ok)
A prototype of the unreleased Major League Baseball 2K6 for the Nintendo DS. The game was not finished until late in 2006, so it was shelved and reworked as Major League Baseball 2K7 and released the following year. The build is very similar to Major League Baseball 2K7, with small differences such as missing and different animations, the adjusted difficulty of hitting the ball, and other small changes.
The following is a debug tool for the Nintendo DS by Mitsumi Electric. It was used to communicate directly with the DS wifi chip for diagnostics purposes.
System Updater and manual for Nintendo DSi development hardware. This is one of the very first system firmware updaters created for the system and is dated as being from Nov 13, 2008.