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.
This is a prototype of Lego Harry Potter Years 1-4 by TT Games. One noticeable difference is that it contains a do not distribute warning below the publisher screen titles with the following text: This build is property of TT Games and WBIE replication and distribution of this build is in violation of the law. Build Ref No. 4028521.
Screenshots
ROM Information
----| File Data |--------------------------------------------------
System: Nintendo - Nintendo DS
File: LEGOHP_BLHPWR_00.nds
BitSize: 1 Gbit
Size (Bytes): 134217728
CRC32: CE95285E
MD5: 0C44DE7CB900BB461CA74B3A438FEB42
SHA1: 3FD2C114E72FDBD81011F0E05D4AC599FC4EC8AD
SHA256: E03EA26F9E4ECF4C0B0481C2130A0F82ACCDEE521397C7EC6C7C69E19BB1CA12
----| Header Data |------------------------------------------------
Game Title: LEGOHP
Game Serial: BLHP (Europe)
Maker Code: WR (Unknown)
Unit Code: 0x00
Encryption Seed: 0x00
Device Size: 0x0A (Ok; 1 Gbit; 134217728 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: 0x00146400
ARM7 Entry Address: 0x02380000
ARM7 RAM Offset: 0x02380000
FNT Offset: 0x0016C800
FNT Size: 0x000004DD
FAT Offset: 0x0016CE00
FAT Size: 0x00000198
Normal CMD Setting: 0x00416657
Key1 CMD Setting: 0x081808F8
Icon Address: 0x0016D000
Secure CRC16: 0xCC9C (Bad; 0xAB69; Decrypted)
Secure Timeout: 0x0D7E
ARM9 Autoload Address:0x02000A74
ARM7 Autoload Address:0x02380158
Secure Disable: 0x0000000000000000
Used Rom Size: 0x07C18FDC (130125788 Bytes)
Header Size: 0x00004000 (16384 Bytes)
Logo CRC16: 0xCF56 (Ok)
Header CRC16: 0x6250 (Bad; 0x0000)
----| Icon/Title Data |--------------------------------------------
Icon Version: 0x0001
Icon CRC16: 0xAD9B (Ok)
English Title:
LEGO® Harry Potter™:
Years 1-4
WB Games Inc.
French Title:
LEGO® Harry Potter™:
Années 1 à 4
WB Games Inc.
German Title:
LEGO® Harry Potter™:
Die Jahre 1-4
WB Games Inc.
Spanish Title:
LEGO® Harry Potter™:
Años 1-4
WB Games Inc.
Italian Title:
LEGO® Harry Potter™:
Anni 1-4
WB Games Inc.
----| Encrypted Data |---------------------------------------------
Encrypted Secure: 0xCC9C (Ok)
Encrypted CRC32: EF2DBF9D
Encrypted MD5: ED83123E702393F3949691ECFC245225
Encrypted SHA1: 85871171327139ADCB9445C45F9C93E62A06B838
Encrypted SHA256: 7ECF1FB9640AE6A16FB154181BF6A443AC3DED4306E142262C2706235DA92565
Board / Cartridge Images
Special Thanks
Massive thanks to March42 for sending this in for release!
This is a prototype of MySims Kingdom by EA. The differences within the data 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!
This is a prototype of Spectrobes: Beyond the Portals by Disney Interactive. This build contains quite a few differences which include: Different publisher logo screens, graphical differences, a different introduction video, and is missing a bit content which is present in the final game.
Screenshots
ROM Information
----| File Data |--------------------------------------------------
System: Nintendo - Nintendo DS
File: SPECTROBE2EU_YV4P4Q_00.nds
BitSize: 1 Gbit
Size (Bytes): 134217728
CRC32: 06B0E5DD
MD5: A0BB30F0A0D596B2617DAFDC7839E8DA
SHA1: 9DB14311E8627EDBF0076DFBEFB38079D81BFD21
SHA256: 331BEFB517860E04CD7A98559EA148C34817CD2B4158D0A4A982FD50879F83B0
----| Header Data |------------------------------------------------
Game Title: SPECTROBE2EU
Game Serial: YV4P (Europe)
Maker Code: 4Q (Disney Interactive)
Unit Code: 0x00
Encryption Seed: 0x00
Device Size: 0x0A (Ok; 1 Gbit; 134217728 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: 0x00440E00
ARM7 Entry Address: 0x02380000
ARM7 RAM Offset: 0x02380000
FNT Offset: 0x00467E00
FNT Size: 0x00000598
FAT Offset: 0x00468400
FAT Size: 0x000003C0
ARM9 Overlay Offset:0x0005BA00
ARM9 Overlay Size: 0x00000700
ARM7 Overlay Offset:0x00000000
ARM7 Overlay Size: 0x00000700
Normal CMD Setting: 0x00416657
Key1 CMD Setting: 0x081808F8
Icon Address: 0x00468800
Secure CRC16: 0x9B7B (Bad; 0x306E; Decrypted)
Secure Timeout: 0x0D7E
ARM9 Autoload Address:0x02000AAC
ARM7 Autoload Address:0x02380188
Secure Disable: 0x0000000000000000
Used Rom Size: 0x05AE1365 (95294309 Bytes)
Header Size: 0x00004000 (16384 Bytes)
Logo CRC16: 0xCF56 (Ok)
Header CRC16: 0xEA70 (Bad; 0x0000)
----| Icon/Title Data |--------------------------------------------
Icon Version: 0x0001
Icon CRC16: 0xEE72 (Ok)
Beyond the Portals
Disney Interactive Studios
English Title:
Spectrobes
Beyond the Portals
Disney Interactive Studios
French Title:
Spectrobes
Les portes de la galaxie
Disney Interactive Studios
German Title:
Spectrobes
Jenseits der Portale
Disney Interactive Studios
Spanish Title:
Spectrobes
a las puertas de la galaxia
Disney Interactive Studios
Italian Title:
Spectrobes
oltre i portali
Disney Interactive Studios
----| Encrypted Data |---------------------------------------------
Encrypted Secure: 0x9B7B (Ok)
Encrypted CRC32: 7012EDBC
Encrypted MD5: 138FFA065C2F74BCB50076DE06880E5A
Encrypted SHA1: 569808265A4E8515393348E44B47275009868D7E
Encrypted SHA256: 0823284ABFCC3A4DACC59005E1CAB79899411EE49EFA23B004ABB7CEAA6BDF77
Board / Cartridge Images
Special Thanks
Massive thanks to March42 for sending this in for release!
This is a prototype of Pictionary by THQ. This build contains quite a few differences and those include: Different fonts, no language options, graphical differences, a lack of music, and a different game icon.