Preserving Nintendo's History
AGB-Parallel Interface Cartridge (IS-AGB-CHARACTER Ver 1.01)
- - togemet2

The following is IS-AGB-CHARACTER, a simple tool for Nintendo Game Boy Advance developers to view and create sprite artwork! The cartridge’s parallel port is connected into a PC to interface with the specific development software.

Screenshots

Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Game Boy Advance      
File:               AGB-Parallel Interface Cartridge (SN 04070776).gba
BitSize:            14 Mbit
Size (Bytes):       1965852
CRC32:              7B887226
MD5:                79BE6C775DD19C8E0A5E67473EAE5970
SHA1:               B1557EB7D570E59A3987C5C66729609C5101A6E2
SHA256:             890663AD0D61DB5D58B4F96368CF2CB858E07114864AD6CC0EFB39BF6EAB8341
----| 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

Cart Front

Special Thanks

Massive thanks to Rezrospect for sending this in for release!

Acclaim Quality Assurance Archive
- - togemet2

Screenshot

We are happy to announce that we are working in collaboration with March42 and GamingLegend64 to preserve a total of over 150 prototypes spanning across various systems (Nintendo 64, GameCube, Dreamcast, PS1/2, PC, and more). These were secured from the “Uncle Duffy Collection”. Duffy was a former employee of Acclaim who, unfortunately, passed away two years ago. Since then, his family has started selling off his game collection. Due to the large volume of data, these releases will be dropped in a “per system lot” format on archive.org.

As of the 12th of April, 2022, the first wave (a total of seven Nintendo 64 prototypes) has been released.

Seifuku Densetsu Pretty Fighter (Japan) (Prototype)
- - togemet2

The following is a prototype of Seifuku Densetsu Pretty Fighter by Imagineer. It contains quite a few (mainly) graphical differences, such as the characters being missing from the titlescreen, changed fonts, different backgrounds, and stages missing certain aspects. The title also lists the copyright year as 1995 instead of 1994. It seems that the team had originally anticipated a ‘95 release as the retail version of the game had been released in December of 1994.

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Super Nintendo Entertainment System        
File:               StandingFighter.0000_1.sfc
BitSize:            16 Mbit
Size (Bytes):       2097152
CRC32:              36FF7DAB
MD5:                5E851F96A85A71387A0095163A652822
SHA1:               65D1F8AF966F5014C1D4E38875F9079733C1C3BB
SHA256:             5387DAAE274254B62CB84458F37A50B12010B320593C5C8F5EB4F2B03B6644C6
----| Detection Data |---------------------------------------------
ROM Type:           LoROM
Cartridge Type:     Normal
----| Header Data |------------------------------------------------
New Maker Code:      N/A
Serial:              N/A
SFX SRAM Size:      0xFF
Title:              
    ョ   カ   
Map Type:           0x00 (SlowROM-200ns; LoROM-32KB Banks)
ROM Type:           0x01 (ROM + RAM)
ROM Size:           0x00 (8 Kbit; Bad)
SRAM Size:          0x09 (4 Mbit)
Country:            0x00 (Japan)
Old Maker Code:     0xC4 (Tokuma Shoten)
Version:            0xFF (v1.255)
Inverse Checksum:   0x000D (Bad; 0x2BA5)
Checksum:           0x0024 (Bad; 0xD45A)

Board / Cartridge Images

Cart Front
Cart Back

Special Thanks

Massive thanks to Squiddy for sending this in for release!

Henry Hatsworth in the Puzzling Adventure (USA) (Prototype)
- - togemet2

The following is a prototype of Henry Hatsworth in the Puzzling Adventure by Electronic Arts. This build was found within a French supermarket chain which was liquidated. The contents of the game match the retail release, with the only differences being within the ftc folder.

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Nintendo DS          
File:               HATSWORTH_CQ7E69_00.nds
BitSize:            512 Mbit
Size (Bytes):       67108864
CRC32:              129484F0
MD5:                63481BA55A5412B8BE7B95EB1B3F2850
SHA1:               FA4EBFD5D4D1CD0E18F24AAEEB9EEB44E65AB46C
SHA256:             7C388FF66030EEB8F81E19C0A87E32CB9170DD4242869D3C4902CF983B288EA0
----| Header Data |------------------------------------------------
Game Title:         HATSWORTH   
Game Serial:        CQ7E (USA)
Maker Code:         69 (Electronic Arts)
Unit Code:          0x00
Encryption Seed:    0x00
Device Size:        0x09 (Ok; 512 Mbit; 67108864 Bytes)
Asian Region:       0x00
Reserved 1:         0x000000000000000000
Version:            0x00 (v1.0)
Autostart:          0x00 (No)
ARM9 ROM Offset:    0x00004000
ARM9 Entry Address: 0x02000800
ARM9 RAM Offset:    0x02000000
ARM7 ROM Offset:    0x000F4400
ARM7 Entry Address: 0x02380000
ARM7 RAM Offset:    0x02380000
FNT Offset:         0x0011B400
FNT Size:           0x00018490
FAT Offset:         0x00133A00
FAT Size:           0x00006D10
ARM9 Overlay Offset:0x00000000
ARM9 Overlay Size:  0x00000000
ARM7 Overlay Offset:0x00000000
ARM7 Overlay Size:  0x00000000
Normal CMD Setting: 0x00416017
Key1 CMD Setting:   0x001808F8
Icon Address:       0x0013A800
Secure CRC16:       0x4947 (Bad; 0x17F5; Decrypted)
Secure Timeout:     0x051E
ARM9 Autoload Address:0x02000AAC
ARM7 Autoload Address:0x02380188
Secure Disable:     0x0000000000000000
Used Rom Size:      0x03FFE81C (67102748 Bytes)
Header Size:        0x00004000 (16384 Bytes)
Logo CRC16:         0xCF56 (Ok)
Header CRC16:       0xB81E (Bad; 0x0000)
----| Icon/Title Data |--------------------------------------------
Icon Version:       0x0001
Icon CRC16:         0xD848 (Ok)
English Title:
Henry Hatsworth in
the Puzzling Adventure™
Electronic Arts Inc.
----| Encrypted Data |---------------------------------------------
Encrypted Secure:   0x4947 (Ok)
Encrypted CRC32:    108F0578
Encrypted MD5:      E1348F7BD0C36DDF87F6FE0E9A208E39
Encrypted SHA1:     46040E1C86B1104181B71FF9406C276DA83ED171
Encrypted SHA256:   FD38B49A91EAE6ABCE99B28F1290025B67885085AC459C9F4CBB0236D7A6EED4

Board / Cartridge Images

Cart Front
Cart Back

Special Thanks

Massive thanks to March42 for sending this in for release!

The Incredibles (USA) (Prototype) (2)
- - togemet2

The following is an NTSC build of The Incredibles by Heavy Iron Studios. Unfortunately the build seems to crash during the beginning loading screen, although a file comparison with the retail build of the game indicates several differences within such as: FMV differences, font differences, and changes within the GameCube executables.

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Nintendo GameCube           
File:               GICE78.iso
BitSize:            10 Gbit
Size (Bytes):       1459978240
CRC32:              8BCDCAAF
MD5:                EB7529C0932291614AEAA846B9FD7B79
SHA1:               8100B0FC005EC46EE472C6EC79EC76B5503231B2
SHA256:             F0A50AFFDF1C435D67EC29063C163D7BD3FB8A6D374CE3E6F0D40F335D5741DB
----| 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 (Japan) (Prototype)
- - togemet2

The following is a Japanese build of The Incredibles by Heavy Iron Studios. Similarly to the previous (USA) build we released, debug information is displayed along the bottom of the title menu. A file comparison with the retail build of the game also indicates several differences within such as graphical differences and changes within the GameCube executables.

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Nintendo GameCube          
File:               GICJ78.iso
BitSize:            10 Gbit
Size (Bytes):       1459978240
CRC32:              F250E2ED
MD5:                3A44C962EB0F3DFBFB5EE7ED85B76248
SHA1:               B5AD24C3B4290B4900CFAB0A70CACD72C2381E15
SHA256:             6A643C55B05812FC1E94D7B06A14D6AE7E5430D9EA8628CA31E0D875272E89B0
----| Header Data |------------------------------------------------
Game Title:         The Incredibles
Game Serial:        GICJ (Japan)
Maker Code:         78 (THQ / Play THQ)
Version:            0x00 (v1.0)
Disc Id:            1

Cartridge Images

Cart Front
Wide Boy-3 (Japan)
- - togemet2

The following data is a dump of Intelligent Systems’ Wide Boy-3. For those who don’t know, the Wide Boy was created to assist in taking clear shots of gameplay for promotional purposes, as well as to provide a much more comfortable experience while developing games. The main difference compared to other revisions of the Wide Boy is the border surrounding gameplay, which was just completely gray in earlier versions.

Screenshots

Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Nintendo Entertainment System       
File:               Wide_Boy_Famicom.nes
BitSize:            128 Kbit
Size (Bytes):       16400
CRC32:              C515DC5C
MD5:                74B122280D89313FB6ECE3BE7C01D2A4
SHA1:               02EC75C8F3EB9DB5AB85AECB6CDBAF8D14227ED4
SHA256:             0A1AD5048C866346F9C2A8BF298105B2A6D36C3BA75D44F13D8B81DC8083D8D0
----| iNES Header Data |-------------------------------------------
Num ROM Banks:      0x01 (16 KBytes)
Num VROM Banks:     0x00 (0 KBytes)
Mirroring:          0 (Horizontal)
Save RAM:           0 (No)
Trainer:            0 (No)
4-Screen VRAM:      0 (No)
VS-System Cartridge:0 (No)
ROM Mapper:         0 (No mapper)
Num RAM Banks:      0x00 (None or 8 KBytes)
Display:            0 (NTSC)
----| NES Header Data |--------------------------------------------
Title:              ????????????????
PRG-ROM Checksum:   0xFFFF (Bad; 0x37C6)
CHR-VROM Checksum:  0xFFFF (Bad; 0x0000)
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:            0x52F800F89AF8
----| Headerless Data |--------------------------------------------
Size (Bytes):       16384
CRC32:              0DEE832E
MD5:                777F14C2FD9A5EE5A9D0EB7E0CC7F424
SHA1:               AEFF7EFC70DC9DFC3F8ABCB94860FCB9CFCD5B66
SHA256:             04DE43F1C2252B900917F9F0EB02CA419355827C104B0AD7ADD3B75E4B54869B

Board / Cartridge Images

Cart Front

Playthrough Video

A gameplay video play through played by Hard4Games:

Special Thanks

Massive thanks to GamingLegend64 for sending this in for release!

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