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
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
Special Thanks
Massive thanks to Rezrospect for sending this in for release!
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
Board / Cartridge Images
Special Thanks
Massive thanks to GamingLegend64 for sending this in for release!
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
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.
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
Special Thanks
Massive thanks to GamingLegend64 for sending this in for release!
Today we have preserved the unreleased Game Boy Advance title “Uridium Advance”, an updated version of the classic side-scrolling shoot ‘em up first released for the Commodore 64! Originally it was made to be published as a solo title, but was later mixed with another very similar project titled Paradroid, thus becoming a 2in1 game.
Screenshots (Uridium Advance)
This release only contains the source code for Uridium Advance, however, with two folders that are unfortunately missing (./sounds and ./movies). It may be possible to recover the data meant for these two folders from the compiled game, and make the source fully buildable again. Raw sound data for both Uridium and Paradroid can be found within their corresponding zip.
Screenshots (Paradroid)
In total there are four builds: One build with containing only Paradroid, two builds containing only Uridium Advance, and one build with both games (2in1). Also included are various documents that were found, which range from lotcheck documents, an in-game password list for Uridium Advance, press screenshots, music documents, and more!
Special Thanks
Massive thanks to March42 for sending this in for release!
Developed by Terraglyph Interactive Studios, Carnivale: Cenzo’s Adventure was a cancelled game for the Nintendo 64 based on the animated film by the same name. The film only received a small limited release within Europe and was centered around a group of children who were transported through a portal to another dimension, where they found a magical amusement park. They must figure out a way to escape the amusement park before they are turned into rides and trapped forever.
The game itself was first shown off at E3 1999, and was noted for being pretty incomplete. It mainly consisted of grinding silver (and the rarer gold) coins to play various carnival games such as duck shooting, high striker, and racing. Due to financial issues within Terraglyph, they were eventually forced to pull the plug on the project, leaving it unfinished. Despite the cartridge listing the year 1997, looking within the game’s data with a hex editor reveals that the build is from 1999. Below is a list of notes which were kindly shared by a member of the development team:
The following is a Japanese build of The Incredibles: Rise of the Underminer by Heavy Iron Studios. 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
ROM Information
----| File Data |--------------------------------------------------
System: Nintendo - Nintendo GameCube
File: GIQJ8P.iso
BitSize: 10 Gbit
Size (Bytes): 1459978240
CRC32: D218556F
MD5: 24B9E09645B661F00625934539337AE2
SHA1: 3D9DEBBEED127CD1D362335183760E030CFB7582
SHA256: 05C7748894EAAEDA8CF1EF64EED809EE5B660B0618EB00FB7DDC46FDEF1F3924
----| Header Data |------------------------------------------------
Game Title: MR.I UM
Game Serial: GIQJ (Japan)
Maker Code: 8P (Sega)
Version: 0x00 (v1.0)
Disc Id: 1
The following is a Japanese prototype build of The Incredibles by Heavy Iron Studios which was intended for use at TGS (Tokyo Game Show). Debug information can be seen on the titlescreen, at the bottom of the pause menu, and within gameplay. A large watermark saying “TGS DEMO” also occupies the top right of the screen, with a smaller watermark below saying “In Progress” in Japanese.
Screenshots
ROM Information
----| File Data |--------------------------------------------------
System: Nintendo - Nintendo GameCube
File: GICJ78.iso
BitSize: 10 Gbit
Size (Bytes): 1459978240
CRC32: ECFAA615
MD5: 9876D5BCA863EBB700531BB2CA466E7D
SHA1: C68823CB2B4E759350780D4DF24D5B3C73A568CB
SHA256: 29D166BBC4B8F49EEDCCEFA3ACFF9C8D6EF31B4C69CFF2E56FE2CC31C46E7569
----| Header Data |------------------------------------------------
Game Title: The Incredibles
Game Serial: GICJ (Japan)
Maker Code: 78 (THQ / Play THQ)
Version: 0x00 (v1.0)
Disc Id: 1
The following software is for testing memory cards and allows the user to create, format, corrupt, repair, and list blocks available on the inserted card.
Screenshots
ROM Information
----| File Data |--------------------------------------------------
System: Nintendo - Nintendo GameCube
File: 327E01.iso
BitSize: 10 Gbit
Size (Bytes): 1459978240
CRC32: AF7E5D39
MD5: 7B6D6C0E5C2D96A0B1FE85EA9C901DE2
SHA1: 221FCF1109A0DF55DCD7009682D645ADD15C7F88
SHA256: 1A8EAEAD5836DCAC5A62731182C74D97837FB49DE4F1C1F80C4198E48769187B
----| Header Data |------------------------------------------------
Game Title: Memory card utility program
Game Serial: 327E (USA)
Maker Code: 01 (Nintendo)
Version: 0x00 (v1.0)
Disc Id: 1
The following software is for testing memory cards and allows the user to create, format, corrupt, repair, and list blocks available on the inserted card.
Screenshots
ROM Information
----| File Data |--------------------------------------------------
System: Nintendo - Nintendo GameCube
File: RELSAB.iso
BitSize: 10 Gbit
Size (Bytes): 1459978240
CRC32: 1D74AD4A
MD5: ED44F29FD55B3CFB7F9D5B5B1A24E148
SHA1: 1A4A14148901AC27D24E93B949ED66E51D2E1C85
SHA256: F7C0B3BDE6212416E0C36A22D0683916BD5EED06442F299DD0139A2CF6311FB6
----| Header Data |------------------------------------------------
Game Title: Sample Game Name
Game Serial: RELS (Spain)
Maker Code: AB (Unknown)
Version: 0x00 (v1.0)
Disc Id: 1
The following is a prototype of Wan Nyan Pet Shop by Nippon Columbia for the Nintendo 3DS. 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
ROM Information
== Reading file 'ct_bwnj_00.00.cia'...
-- Nintendo 3DS Application Package detected
----- SMDH -----
Warning: 'The key in keys.conf is incorrect.'
Title: 'wannyan petshop demo'
Full Title: 'wannyan petshop demo'
Publisher: 'NIPPON COLUMBIA CO., LTD.'
Region Code: [*] Japan [ ] USA [ ] Europe
[ ] Australia [ ] China [ ] South Korea
[ ] Taiwan
Age Ratings: CERO=A
----- CIA -----
Title ID: '00040002-00103201'
Version: '0.0.0 (v0)'
Issuer: 'Debug'
Console ID: '00000000'
Contents:
|#| Type |Encryption|Version| Size |
|-|-------|----------|-------|---------|
|0|SRL |CIA |'' |109.2 MiB|
|1|Unknown|CIA |'' |184.0 KiB|
-- Internal icon is present (use -x0 to extract)
Format : ARGB32
Size : 48 x 48
Special Thanks
Massive thanks to MarioDS64 for sending this in for release!
We’ve released a prototype of Galaxy 5000: Racing in the 51st Century for the NES! Some differences which are noticeable right off the bat can be seen within the graphics for the titlescreen, this prototype contains a blue logo and purple planet instead of the final game’s red logo and orange planet. The sprite work for the title is also much more detailed in the final game, these differences also apply to the game’s scrolling backgrounds. According to the eprom sticker on the CHR ROM, it’s revision 7.0 as the written checksum matches the dump. Another thing of note can be found by looking at the header, we see “06/28/90 David”, which confirms the date of the build.
Screenshots
ROM Information
----| File Data |--------------------------------------------------
System: Nintendo - Nintendo Entertainment System
File: Galaxy 5000 - Racing in the 51st Century (Prototype).nes
BitSize: 2 Mbit
Size (Bytes): 262160
CRC32: CC30AE0C
MD5: 3A7DD9B68BA85C8FB5C1AFC24BBACB57
SHA1: F54095C019762C000EE33D7AB5509098305A224B
SHA256: D102925A31357BB52F57BB066B14F839C8200270A1222B1588BCCDD53964E87B
----| iNES Header Data |-------------------------------------------
Num ROM Banks: 0x08 (128 KBytes)
Num VROM Banks: 0x10 (128 KBytes)
Mirroring: 1 (Vertical)
Save RAM: 0 (No)
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: . 06/28/90 David
PRG-ROM Checksum: 0x204A (Bad; 0xE7BD)
CHR-VROM Checksum: 0x2E20 (Bad; 0x50E9)
PRG Size: 0x5 (512 KBytes)
CHR Size: 0x2 (32 KBytes)
Mirroring: 0x6 (Horizontal)
Board Type: 0x15
Unknown 1: 0x73732020
Maker Code: 0x20 (Destination Software/KSS)
Unknown 2: 0x20
Vectors: 0x9AFE00F494FF
----| Headerless Data |--------------------------------------------
Size (Bytes): 262144
CRC32: 11386543
MD5: FDE1C9040A04871AF0298CC42BB4E234
SHA1: E6407F64637A813AE466641EFCC28C640D35B936
SHA256: D41024AA1BFD5E030BC980671050CA45C669F398A22FD4C057F7A1CFE702B3C7
Board / Cartridge Images
Special Thanks
Massive thanks to GamersGulch for sending this in for release!
Today we have released the raw art assets and animation files for International Karate Advanced by Studio 3 for the Game Boy Advance! Looking into the files, it seems that several of the stage’s folders contain artwork and sprites which were never used within the final game.
Screenshots
Special Thanks
Massive thanks to March42 for sending this in for release!
This is a prototype of Okkotoshi Puzzle - Tonjan! by Jaleco. There are a few differences that can be seen throughout this build, consisting of different stage layouts as well as minor graphical differences.
Screenshots
ROM Information
----| File Data |--------------------------------------------------
System: Nintendo - Nintendo Entertainment System
File: Okkotoshi Puzzle - Tonjan! (Japan) (Sample).NES
BitSize: 2 Mbit
Size (Bytes): 262160
CRC32: DB728401
MD5: 1EAD1E95AAD0639DF5C5A0EE3E4BAF57
SHA1: 7A3962FE897DD6924885780783AD906D854FC0DE
SHA256: 5AB885F58E4C806F0DD69EC1A82E6ECA7E70DEBEB7D91C917082479319CC6930
----| iNES Header Data |-------------------------------------------
Num ROM Banks: 0x08 (128 KBytes)
Num VROM Banks: 0x10 (128 KBytes)
Mirroring: 1 (Vertical)
Save RAM: 0 (No)
Trainer: 0 (No)
4-Screen VRAM: 0 (No)
VS-System Cartridge:0 (No)
ROM Mapper: 1 (Nintendo MMC1)
Num RAM Banks: 0x00 (None or 8 KBytes)
Display: 0 (NTSC)
----| NES Header Data |--------------------------------------------
Title:
PRG-ROM Checksum: 0x0000 (Bad; 0x5032)
CHR-VROM Checksum: 0x0000 (Bad; 0x5D9C)
PRG Size: 0x0 (16 KBytes)
CHR Size: 0x0 (8 KBytes)
Mirroring: 0x0 (Horizontal)
Board Type: 0x0
Unknown 1: 0x00000000
Maker Code: 0x00 (Unknown)
Unknown 2: 0x00
Vectors: 0x14C000C013C0
----| Headerless Data |--------------------------------------------
Size (Bytes): 262144
CRC32: 415A66F2
MD5: 725B9C0C0D33DA8B526E28FC27663AA4
SHA1: E1D5B0E2132106FDC95555BF9870F7D0304582E0
SHA256: 880C470899C14E89D1780DB5E3883840016389826683207DCCFE3668983BBF57
Board / Cartridge Images
Special Thanks
Massive thanks to SteelGeneral for sending this in for release!
Today we’ve preserved the Famicom Disk Writer EEPROM Pack! Looking through the data, interestingly it’s not a fully functioning ROM at all, but instead contains a giant list of product codes of games that users were able to write to their disks via the kiosk. The cartridge on the left contains a label saying “Repair III”.
Thanks to the efforts of LuigiBlood, it was discovered that these cartridges were likely used to record sales data so that Nintendo would be able to know which games were most popular. Next to each product code is a number, potentially being the number of writes that specific game had. Popular games at the time such as Super Mario Bros. 2, Mysterious Murasame Castle, and Zelda 2 have a high value next to them, which could lean to this theory being correct. There also appears to be a few product codes which didn’t exist at all, and even didn’t show up on any lotcheck documents. Those product codes are as follows: QHO, GHF, (?)IK, FMT, UWO, and FMTS.
Today we have released the source code (plus a few builds) of Pocket Music for the Game Boy Color by Jester Interactive! Contained within the source is an option to compile for USA or Europe. This is notable as the game was never released outside of Europe, leaving the North American localization unreleased. In addition to the source code, two builds are also included. The first is a one of the cancelled North American localization of Pocket Music dating from March 7th, 2003, and the second build is a build containing only the riff sampler function within the game.
Screenshots (Pocket Music, March 7th 2003)
Screenshots (Riff Sampler Only, March 7th 2003)
ROM Information (Pocket Music, March 7th 2003)
----| File Data |--------------------------------------------------
System: Nintendo - Game Boy Color
File: music gbc usa.gb
BitSize: 8 Mbit
Size (Bytes): 1048576
CRC32: E6DDA84F
MD5: 4B5DA8D4B73304B6694651F3FD8C8216
SHA1: 5291A00AC57DCF47E485F33972000682B861BFE8
SHA256: DC767D2C2BEC631F690BE20A47FF196D5A355BCA7C5FC1363155CAEDF296AB11
----| Header Data |------------------------------------------------
Entry Point: 0x0150C300
Logo Code: Ok
Title: POCKETMUSIC
Serial: BP9E (USA)
GBC Flag: 0xC0 (GBC Only)
New Licensee Code: 7G (Rage Software)
SGB Support: 0x00 (No)
Cartridge Type: 0x1B (ROM + MBC5 + RAM + BATTERY)
ROM Size: 0x05 (Ok; 8 Mbit; 1048576 Bytes)
RAM Size: 0x03 (256 Kbit)
Old Licensee Code: 0x33
Version: 0x00 (v1.0)
Header Checksum: 0xFB (Ok)
Global Checksum: 0x3160 (Ok)
ROM Information (Riff Sampler Only, March 7th 2003)
----| File Data |--------------------------------------------------
System: Nintendo - Game Boy Color
File: FRESH.GB
BitSize: 256 Kbit
Size (Bytes): 32768
CRC32: 419D4565
MD5: C159483205C4855951FBDE09AF451984
SHA1: B7ECDD51358E2794A45B425ADA778722F5F000C0
SHA256: 2CD0A0E7A520A26796398D3BD2D97F83434BEE990121A4F25332D6E192D8602F
----| Header Data |------------------------------------------------
Entry Point: 0x0150C300
Logo Code: Ok
Title:
Serial: (Unknown)
GBC Flag: 0x80 (GBC & GB Compatible)
New Licensee Code: N/A
SGB Support: 0x00 (No)
Cartridge Type: 0x00 (ROM)
ROM Size: 0x00 (Ok; 256 Kbit; 32768 Bytes)
RAM Size: 0x00 (None)
Old Licensee Code: 0x00 (Unknown)
Version: 0x00 (v1.0)
Header Checksum: 0x87 (Ok)
Global Checksum: 0x163D (Ok)
Special Thanks
Massive thanks to March42 for sending this in for release!