Preserving Nintendo's History
Sonic Advance 2 (USA) (Prototype)
- - togemet2

The following is a near final build of Sonic Advance 2 by Sega. This cartridge was likely a review build which came directly from Nintendo shortly after their licensing of the game. Evidence of this can also be seen on the back of the cartridge where Nintendo’s asset sticker can be found.

Screenshots

Screenshot Screenshot Screenshot

Differences

  • Byte changes within the header.

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Game Boy Advance        
File:               Sonic Advance 2 (Prototype).gba
BitSize:            256 Mbit
Size (Bytes):       33554432
CRC32:              7368A863
MD5:                BB5388A63C4CED0F72DCA1CE62775EFF
SHA1:               47DB906C26DAD6D17792D22D975CA0D851B8B65E
SHA256:             A8D872B70F051849C9DF08E955A9094C444B690B8FF5B34E1A4DA9D0C339FD90
----| Header Data |------------------------------------------------
ROM Entry Point:    EA00002E
Logo Code:          Ok
Title:              SONICADVANC2
Serial:             A2NE (USA)
Maker Code:         8P (SEGA Japan)
Fixed Value:        0x96 (Ok)
Unit Code:          0x00
Device Code:        0x00
Reserved 1:         0x00000000000000
Version:            0x00 (v1.0)
Complement:         0x68 (Ok)
Reserved 2:         0x0000
----| Backup Media |-----------------------------------------------
Chip:               FLASH512_V130
Size:               512 Kbit

Board / Cartridge Images

Cart Front

Cart Back

Cart Saveboard

Special Thanks

Massive thanks to Clarkzer0 for sending this in for release!

Uninvited (USA) (Prototype)
- - togemet2

The following is a prototype for an American localization of Akuma no Shotaijo by Kemco. The development PCB is housed within a Famicom Disk System RAM adapter shell (HVC-TK22EPROM-01) and has a sticker noting a date of August 30th, 1990. Getting a look at the PCB on the inside shows that the CHR date was a little earlier, at August 23rd. Uninvited ended up getting released in North America in June of 1991. A single save file from slot 1 was also able to be extracted and is included within this release.

Screenshots

Screenshot Screenshot Screenshot

Differences

  • Upon bootup, “Licensed by Nintendo of America” is absent from underneath the Kemco logo.
  • Options are only able to be selected manually via the D-Pad instead of being able to press select to navigate in the final.

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Nintendo Entertainment System          
File:               Uninvited (Proto).nes
BitSize:            2 Mbit
Size (Bytes):       262160
CRC32:              67398A1C
MD5:                701A9992F95FF27B13003B4EC5F99DA6
SHA1:               011F5E48854892C6B02A738274D9907A22AD31A4
SHA256:             067D438A56B857D6AFE16D47A7FC3A2D2B68295F2F617FAB367174ED54376D3B
----| iNES Header Data |-------------------------------------------
Num ROM Banks:      0x08 (128 KBytes)
Num VROM Banks:     0x10 (128 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:              ????????????????
PRG-ROM Checksum:   0xFFFF (Bad; 0xFB2C)
CHR-VROM Checksum:  0xFFFF (Bad; 0x5E1C)
PRG Size:           0x15 (33554432 KBytes)
CHR Size:           0x15 (16777216 KBytes)
Mirroring:          0x15 (Horizontal)
Board Type:         0x15
Unknown 1:          0xC7ECC7EC
Maker Code:         0xC7 (Unknown)
Unknown 2:          0xEC
Vectors:            0xC7EC00E849EB
----| Headerless Data |--------------------------------------------
Size (Bytes):       262144
CRC32:              79EC0375
MD5:                1400436FA2748E3F1C0A3CF6695D3F34
SHA1:               1454470403501D981A1BBFC80E0563F0A2A044B9
SHA256:             99388D30E0DCF420B2600DE9E18A5F4B4C2BA3FA8DFEDD2E52CEF9C743AA4EA6

Board / Cartridge Images

Cart Front

PCB Front

Special Thanks

Massive thanks to Clarkzer0 for sending this in for release!

Riddick Bowe Boxing (USA) (Prototype)
- - togemet2

The following is a prototype of Riddick Bowe Boxing by Extreme. It was originally owned by Steve McKay, former General Manager of Nintendo’s Mexico division. 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:               riddick.gb
BitSize:            1 Mbit
Size (Bytes):       131072
CRC32:              A07512A6
MD5:                702AE9F811D191B73ADC3F5FBCFA8AAA
SHA1:               69685EAFFA523BF199BE0C540D9EB561BB27D584
SHA256:             4F3F71D7A73EC3629D19499319A970882C8F7FAEFCE02CC3AE50926807410144
----| Header Data |------------------------------------------------
Entry Point:        0x0150C300
Logo Code:          Ok
Title:              RIDDICK BOWE    
New Licensee Code:  N/A
SGB Support:        0x00 (No)
Cartridge Type:     0x01 (ROM + MBC1)
ROM Size:           0x02 (Ok; 1 Mbit; 131072 Bytes)
RAM Size:           0x00 (None)
Old Licensee Code:  0xF3 (Extreme Ent. Grp.)
Version:            0x00 (v1.0)
Header Checksum:    0xA9 (Ok)
Global Checksum:    0x0F90 (Ok)

Board / Cartridge Images

Cart Front

Cart Back

Special Thanks

Massive thanks to Rezrospect for sending this in for release!

Game Boy Advance Backup Mem. Quick-Copy
- - togemet2

Similarly to the “Backup LIB sample” test cartridge, this was also created to test the saving ability on development cartridges. However, instead of having the ability to write various hexadecimal patterns, it is only able to load, save, and erase the data contained on the save sub-board.

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Game Boy Advance        
File:               QUICKCOP.GBA
BitSize:            256 Mbit
Size (Bytes):       33554432
CRC32:              689CAF43
MD5:                9512A725EFAA6B4FB7C250E493F7850B
SHA1:               0D8AF9FE571C7D567A4D656445DD18E1C9B4F994
SHA256:             37AA22B21DC514F3C38BFF0877368C6DCB46E0884C5CB624C3DB5BDF27CBD219
----| Header Data |------------------------------------------------
ROM Entry Point:    EA000036
Logo Code:          Ok
Title:              _QUICKCOPY_ 
Serial:                  (Unknown)
Maker Code:         01 (Nintendo)
Fixed Value:        0x96 (Ok)
Unit Code:          0x00
Device Code:        0x00
Reserved 1:         0x00000000000000
Version:            0x00 (v1.0)
Complement:         0x7A (Ok)
Reserved 2:         0x0000
----| Backup Media |-----------------------------------------------
Chip:               EEPROM_V124
Size:               4/64 Kbit

Board / Cartridge Images

Cart Front

Playthrough Video

Special Thanks

Massive thanks to Acey for sending this in for release!

Backup LIB sample V1.04
- - togemet2

The following is a test rom which was created to test the saving abilities of development cartridges and allows the user to write saves with any of the following: 256kbit SRAM, 512kbit FLASH ROM, 4kbit EEPROM, and 1Mbit DACS. Interestingly, support for 1mbit DACS chips were originally planned but was dropped before it went into production. When writing the savedata, the user is able to cycle through various hexadecimal patterns such as FFFF, FF00, and so on and so forth. It also contains a memory dump feature which can be used to view the newly written savedata.

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Game Boy Advance        
File:               ROM.GBA
BitSize:            256 Mbit
Size (Bytes):       33554432
CRC32:              BC1EFAEB
MD5:                D372B41E2DE75054DC70E30136E21A89
SHA1:               C567B68B0FCD40A90FADEA1FCD44C3F4250D843D
SHA256:             23C1AECB993B5235AC4F8FA174208FD8FF361D93458C71996BABB678C857A5B6
----| 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:        0x80
Reserved 1:         0x00000000000000
Version:            0x00 (v1.0)
Complement:         0x6F (Ok)
Reserved 2:         0x0000
----| Backup Media |-----------------------------------------------
Chip:               EEPROM_V122
Size:               4/64 Kbit

Board / Cartridge Images

Cart Front

Playthrough Video

Special Thanks

Massive thanks to Acey for sending this in for release!

AGB Aging Cartridge Version 9.0
- - togemet2

These types of cartridges were used within the factory checking process as well as within Nintendo authorized repair centers, and were designed to ensure correct operation of all units coming in for repair. This includes tests to see how well it performs under stress, making sure the LCD is working correctly, and testing the timer. Interestingly this version appears to have been intended for SLOT-2 on a Nintendo DS! It contains a few differences when compared to previously dumped versions, with the main change being that the tests only run for an hour instead of two.

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Game Boy Advance         
File:               AGB_CHECKER_TCHK30.gba
BitSize:            16 Mbit
Size (Bytes):       2097152
CRC32:              2E69686D
MD5:                C87A8C0C22FBFAE9572ABE0EDA3DCF14
SHA1:               03D3A486482B61128872519FD755D0C072C12D93
SHA256:             C7A5EF264CDF4494ED1DB612AD81F2B6667831FBCDD50C9D42A0CB7B17A0CC11
----| Header Data |------------------------------------------------
ROM Entry Point:    EA00002E
Logo Code:          Ok
Title:              AGB CHECKER 
Serial:             TCHK (Korea)
Maker Code:         01 (Nintendo)
Fixed Value:        0x96 (Ok)
Unit Code:          0x00
Device Code:        0x00
Reserved 1:         0x00000000000000
Version:            0x30 (v1.48)
Complement:         0xB7 (Ok)
Reserved 2:         0x0000
----| Backup Media |-----------------------------------------------
Chip:               EEPROM_V124
Size:               4/64 Kbit

Board / Cartridge Images

Cart Front

Playthrough Video

Special Thanks

Massive thanks to Suicune41 for sending this in for release!

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

PCB Front

PCB 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

Henry Hatsworth in the Puzzling Adventure (USA) (Prototype) - Cart Front

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

Cartridge 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

Cartridge 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

Disc Front