Preserving Nintendo's History
TDEV User's Manual (Nintendo GameCube)
- - togemet2

European user manual for the Nintendo GameCube TDEV developer hardware.

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Nintendo GameCube Memory Card Guidelines (Version 2.1)
- - togemet2

Version 2.1 of Memory Card Guidelines for the Nintendo GameCube. This documented is dated as Jan 17, 2002.

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Partner-N64PC Interface Board Installation Manual (Nintendo 64)
- - togemet2

Installation manual for the Partner-N64PC Interface Board. Dated January 27, 1999.

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Nintendo 64 '96 ~ '97 Shinsaku Software Intro Video
- - togemet2

This tape was created by Nintendo to show off and promote various titles that were set to release in 1996 and 1997. Some of the titles shown in this tape include pre-release versions of: Mario Kart 64, Star Fox 64, Zelda 64, Mother 3, and many more!

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Tape Images

Tape Case

Playthrough Video

NINTENDO64 - 64 Appearance (Trailer Revision) N102A3 30sec
- - togemet2

Pre-release Japanese Nintendo 64 trailer sourced from an internal VHS tape. It also contains some early footage of Super Mario 64.

Original Label:

任天堂株式会社
NINTENDO64「64登場」篤 (予告改訂)
N102A3 30秒×2回繰り返し

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Tape Images

Tape Front

Playthrough Video

Nintendo WAVERACE64 TV-CF 30 (Notice Revision)
- - togemet2

Japanese Wave Race 64 commercial sourced from an internal VHS tape.

Original Label:

任天堂 WAVERACE64 TV-CF 30" 【予告改訂】

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Tape Images

Tape Front

Playthrough Video

Nintendo 64 Pre-Launch Promotional Tape
- - togemet2

Promotional tape created in 1996 to promote the Nintendo 64 in the USA. The tape features pre-release footage from various games which include: Super Mario 64, Star Fox 64, Wave Race 64, Pilotwings 64, and many more.

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Tape Images

Tape Front

Playthrough Video

NINTENDO 64 - 64 Software Notice Revision N103A3
- - togemet2

Pre-release Japanese Nintendo 64 trailer sourced from an internal VHS tape. It also contains some early footage of Super Mario 64.

Original Label:

任天堂株式会社
NINTENDO 64「64ソフト篇」
予告改訂 N103A3

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Tape Images

Tape Front

Playthrough Video

NINTENDO 64 64 Mario Notice
- - togemet2

Japanese Super Mario 64 commercial sourced from an internal VHS tape.

Original Label:

任天堂株式会社 NINTENDO 64
64 マリオ篇(本告)

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Tape Images

Tape Front

Playthrough Video

Fire Emblem - Gentleman of Love Trailer Revision (S101A3) 30sec
- - togemet2

Japanese Fire Emblem: Genealogy of the Holy War commercial sourced from an internal VHS tape.

Original Label:

任天堂株式会社 スーパーファミコン No.101
ファイアーエムブレム「愛の紳」篇
予告改訂(S101A3) 30秒 2回繰り返し

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Tape Images

Tape Front

Playthrough Video

64DD IPL (Japan) Prototype
- - togemet2

Today we have released a dump of a development Nintendo 64DD boot cartridge, acquired from an individual who worked for Nintendo. It is an IPL4ROM that contains fonts and sounds usually only found in the “DISK” developer cartridge. Despite the label being the same as it was at E3, this cartridge never made its way to the E3 1996 showfloor.

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ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Nintendo 64          
File:               N64_DEV_FLASH_IPL_256MBIT_ROM_DUMP.z64
BitSize:            256 Mbit
Size (Bytes):       33554432
CRC32:              D59104BD
MD5:                A395AA295CB823BA14D9328630D203EF
SHA1:               F5B978D3D6675BD83ACCB826562F8A2A52D6C3BC
SHA256:             4D1E4128A08EEBC97E05B7BBEE0D4465325840FB655DDB19D491CF739CEC361F
----| Header Data |------------------------------------------------
Fixed Value 1:      0x8037
Compression Flag:   0x12
Fixed Value 2:      0x400000000F
EntryPoint:         0x00002680
Fixed Value 3:      0x000014
Unknown Value:      0x47
Boot Chip:          CIC-NUS-6102
CRC1:               0x847BA4C2 (Ok)
CRC2:               0x1D3128F8 (Ok)
Reserved 1:         0x0000000000000000
Title:                                  
Reserved 2:         0x0000000000000000
Serial:                  (Unknown)
Version:            0x00 (v1.0)

Board / Cartridge Images

64DD IPL (Japan) Prototype - Cart Front

Boxing Legends of the Ring (USA) (Prototype)
- - togemet2

This is a prototype of Boxing Legends of the Ring by Electro Brain. 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!

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ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Super Nintendo Entertainment System    
File:               BoxingLegends.sfc
BitSize:            8 Mbit
Size (Bytes):       1048576
CRC32:              CDF06655
MD5:                F3785DF649F1C2842C715BE1754D188A
SHA1:               254C06B057BA9A87F5D8476C96395B392630977B
SHA256:             71A87912E381E31A6E81B7F58FEE9EBD12267A29252D3E6D502286189F9AF467
----| Detection Data |---------------------------------------------
ROM Type:           LoROM
Cartridge Type:     Normal
----| Header Data |------------------------------------------------
New Maker Code:      N/A
Serial:              N/A
SFX SRAM Size:      0xFF
Title:              BOXING LEGENDS OF THE
Map Type:           0x30 (FastROM-120ns; LoROM-32KB Banks)
ROM Type:           0x00 (ROM)
ROM Size:           0x0A (8 Mbit; Ok)
SRAM Size:          0x00 (None)
Country:            0x01 (USA)
Old Maker Code:     0x67 (Ocean)
Version:            0x00 (v1.0)
Inverse Checksum:   0x5032 (Ok)
Checksum:           0xAFCD (Ok)

Board / Cartridge Images

Cart Board

Viewpoint 2064 (Japan) (Prototype)
- - togemet2

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(This was a joint release between us and our good friends at Gaming Alexandria!)

Today we have released Viewpoint 2064, an unreleased Nintendo 64 game which was shown off at Space World, also known as Shoshinkai. Massive thank you to the anonymous user who donated this to us for a release. Don’t forget to check out the awesome coverage by Hard4Games on this prototype!

History

Viewpoint 2064 was a 3D vertical shmup being developed by Racdym to be published by the series owners Sammy Corporation. It was a sequel to the original Viewpoint which released in 1992 for Neo Geo’s MVS arcade system and AES home console including a Neo Geo CD version, published by Sammy and developed by Aicom.

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Viewpoint was one of Sammy’s first games since they withdrew from video games temporarily in 1980. They previously had only entered the industry during the Space Invader boom with ST Space Invader and ST Galaxian in 1980, dealing in licensed production as a safe way to test the waters. Viewpoint was sold on its three-quarter viewing angle, diagonal scrolling, and pre-rendered 3D assets, and Sammy called the game innovative and a visual masterpiece. While some earlier STGs used diagonal angles such as Sega/Gremlin’s 1982 arcade title Zaxxon, Viewpoint was nevertheless highly received for its difficult gameplay, smooth visuals, and unique soundtrack. This spurred Sammy to make efforts to grow in the game industry, absorbing developer Aicom in the process.

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Viewpoint 2064’s first known announcement was in August 1999, when Nintendo announced their Space World August 1999 lineup. The game was playable at both Space World and the September 1999 Tokyo Game Show. In Nintendo’s Space World guide book, it was given a half page advertisement and was listed as 100% complete, set for a November 11th, 1999 release date for ¥7,800.

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When IGN64 did their Space World 1999 coverage, on August 27th, 1999, they reported that Sammy was in talks with several International publishers, but that no US release date was currently planned. Despite being listed as 100% complete Viewpoint 2064 was not simply delayed to Q1 2000, but disappeared completely soon after the show with some magazines and websites stating it had been canned. However, a year later on August 14th, 2000, IGN reported that Viewpoint 2064 was scheduled to appear at the upcoming Tokyo Game Show and was set for a November 24th release date. It was listed on the organisation’s Computer Entertainment Supplier’s Association (CESA) website, also with a release date of November 24th, 2000, for a then undecided price.

Meanwhile, Tsutaya, a chain of book and video rental stores, posted Viewpoint 2064 for sale on their website. This listing had a release date of November 17th, 2000, some preliminary box art, and a description of the game. All this information makes it likely that other retailers had been informed about the upcoming release as well, but Viewpoint 2064 did not hit this date, and by 2001 the game had been quietly cancelled.

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Prototype Overview

Out of all of the versions of Viewpoint that were released, Viewpoint 2064 was the only one that was developed as a true sequel, with entirely different levels, mechanics, graphics, progression, and a story. The plot sees the player’s space soldier fighting in a war against insect invaders, but being distracted by a voice calling out to him through space. This turns out to be a large flying eyeball creature of unknown origin which, once hearing about the soldier having no memory of his past, promises them a stone that evokes memories lies on planet T3.

The player follows the mysterious eyeball’s instructions while attempting to reach the stone. Each ending and Memory File adds to the story, helping you to discover what’s going on and slowly recovering the player’s memories.It is revealed the planet T3 was once called “Earth” and that the player was once a laboratory researcher with an assistant/lover named Reiko. The extraterrestrial floating eye is named “Kureaboyasosu”, a Japanese gairaigo of the English word Clairvoyance.

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2064 has branching paths system with 15 stages, unlike the linear original with only 6 stages. When the player completes a path they receive an ending known as a Memory File, in which the player soldier regains some memories which reveal plot details. To get more Memory Files the player must complete the game multiple times, to see the other stages. But, despite having 5 final stages, only 3 Memory files are accessible through normal gameplay in this prototype, and the stages must be played in a specific order to see all 3 endings (Stage 14, Stage 11, Stage 13). If players complete the final stages in any order other than this, the prototype will either crash or the game will randomly play cutscenes from the middle of the game in place of a new ending. It’s unknown if more endings were planned or if the game actually intended for only 3 endings.

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Gameplay in the prototype is extremely simple even by most shooting game standards. Player’s have options to set the difficulty of the game from either normal with 2 continues or hard with 1 continue, set their amount of lives, and choose from a few control options. Viewpoint 2064 replaced the charge shot for the original with the ability to lock onto up to 8 targets. It’s worth noting that in the build shown at Space World 1999, players could only lock on to 6 targets and the shots fired by the Stage 3 boss were slightly different. Also, the targeting reticle and score display are different than the Space World version, and this prototype has power up options displayed instead.

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Viewpoint 2064 adds 3 powerups with the fire, lightning, and ice which orbit the players ship. The power ups are called “options” like in R-Type, though players can’t switch between the different types and are stuck with whatever they pick up. Each powerup increases firepower and blocks shots on the side. The Fire and Lighting power ups function properly, but the Blizzard power up does not change the shots at all, and the player fully invincible instead of anything ice-related. The side shields can also be moved in front of the player ship and can block incoming fire, but prevents players from shooting. Any blocked shots are absorbed into the energy meter, which when full lets players use a powerful wave cannon blast.

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This prototype saves to 4 kilobit eeprom, saving settings but not scores. In some ways it feels nearly finished, not requiring the Expansion Pak to run and having Rumble Pak support. Several debug features are left in this prototype build. At any time if players hold L and press up on the D-pad they are returned to the title screen. Also, if players have a 2nd Controller plugged in, pressing L and R will freeze the player’s ship in place at which point the camera can then be freely moved using the C-buttons, D-Pad, and joystick.

Despite most game contents being near finished, several features are not functioning and there are several bugs.

  • At the end of levels when players are prompted to select a new branching stage, sometimes the prototype does not allow the player to choose, as the conditions needed to branch were not yet implemented, limiting some stages to only the Stage Select screen.

  • Some objects such as boxes and walls can be flown through and don’t do damage or have any collision whatsoever.

  • A few cutscenes have odd out of place textures, and some enemies don’t have any death animations or explosions and simply disappear when killed.

  • A “Vs Boss” option on the main menu is unselectable and was likely a way to skip directly to bosses or a boss rush type mode.

  • On the status screen there is a “invisible items” counter, and it appears these mysterious items are not actually implemented in any of the levels and their purpose is not clear.

  • One Emerald Circuit Stage starts players inside an enemy meaning they take unavoidable damage immediately.

  • In some stages enemies won’t appear at all for oddly long stretches, as if the level wasn’t done being built by level designers.

Unfortunately, the prototype has no named credits so any information about its staff from Racdym or Sammy is currently unknown. If the few minor issues were fixed and the game was released as is with the same content as this prototype, it’s likely Viewpoint 2064 would have sold poorly as it is very rough in many areas by 1999 standards. Controls are smooth and the game does attempt some 3D viewpoint shifting and environmental hazards, but these are expected basics of the genre which weren’t going to turn the industry’s head by 1999.

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While no official reason for cancellation was given, there are many inferred reasons why this could be. Since the 1999 November to December holiday season was very crowded with smaller devs and high profile blockbuster games competing for N64 space it’s possible Sammy wanted Viewpoint 2064 delayed into 2000 in order to polish the game and avoid competition. It’s also possible the game wasn’t held back for market reasons, but rather due to unknown development issues it simply missed the original deadline.

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In general, Shoot ‘em ups were losing popularity in the United States. With these shmups primarily being popular in Japan, hardcore fans leaned more towards Sega Saturn and PlayStation, which had dozens upon dozens of shmup. With Star Soldier being the only mainstream offering on Nintendo 64 at the time reflected poorly on the system as another underrepresented genre, which may have made the entire genre seem unsuitable by publishers on the console.

Please note, if you want to play Viewpoint 2064 on real hardware, set the save type to 4Kbit on 64drive. Or give it a game ID and add VP=1 under its game ID in save database on Everdrive 64.

Special Thanks

Hard4Games for their incredible video coverage of the game. The anonymous owner for generously providing this game for us to release.

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Nintendo 64          
File:               Viewpoint2064.z64
BitSize:            128 Mbit
Size (Bytes):       16777216
CRC32:              93A630CB
MD5:                B7425D12935662E480268B48055F2E6C
SHA1:               DEFACAF6DBD22962EC0184849ED4A4C53A147454
SHA256:             A909DC41517A07F22EABBA5A8B3F68968CF608BE1C81A41E5276BCDE515BA7E3
----| Header Data |------------------------------------------------
Fixed Value 1:      0x8037
Compression Flag:   0x12
Fixed Value 2:      0x400000000F
EntryPoint:         0x00040080
Fixed Value 3:      0x000014
Unknown Value:      0x49
Boot Chip:          CIC-NUS-6102
CRC1:               0x5D40ED2C (Ok)
CRC2:               0x10D6ABCF (Ok)
Reserved 1:         0x0000000000000000
Title:                                  
Reserved 2:         0x0000000000000000
Serial:                  (Unknown)
Version:            0x00 (v1.0)

Board / Cartridge Images

Cart Front
Cart Back
SEGA Developer Technical Support CD MARCH 1996
- - togemet2

This is the SEGA Developer Technical Support CD from March of 1996, this disc was used for the development of Sega Saturn games. Many Saturn tools, documentation, and files are included for a wide range of things such as programming, graphics, and sound. This CD includes both Macintosh, PC, and SGI files. Since the Graphic and Sound tools are predominately Macintosh-based, this CD needs to be utilized on a MAC in order to access all of these tools. When viewing this CD on a PC, files that are to beused with a MAC which do not have DOS compliant filenames, may not be visible.

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README.TXT

   What's NEW on this CD:

   * SBL 6.0 and SGL 2.0
     Translated readme files for both libraries are included.  The SGL
     readme files are EARLY DRAFT versions and are subject to change
     without notice.  For reference, original Japanese documents and
     readme files can be found in the MAN_JPN folders.

   * MACINTOSH GRAPHIC TOOLS
     ALL Macintosh Graphic Tools work with BOTH CartDev or the Sophia
     Systems Graphics/Programming Box.
     ALL Tools and Documentation are now in ENGLISH.
     Read the information files (Adobe Acrobat PDF files) in the GRAPHICS
     sub-directories for in-depth descriptions of these tools and other
     converters, downloaders, and plug-ins.

   * SOUND TOOLS RELEASE 7

   * COMPLETE SATURN DOCUMENTATION
     Included for the first time on the DTS CD is the complete set of Saturn
     Documentation (Programming, Development, Sound, and Graphics Manuals
     along with SGL, GNU, and Hitachi documentation).

   * DEVCON '96 DEMONSTRATION CODE
     Look in MARCH96.DTS/EXAMPLES/DEVCON96 folder for demonstration code
     that was shown at the 1996 Sega Saturn Developer's Conference during
     the sessions "Suggested Uses for the DSP" & "Advanced Graphic Effects."

   * ADDITIONAL DEMOS/TECHNICAL INFO/SAMPLE CODE FROM DEVCON '96 EXHIBITORS
     Be sure to browse through the MARCH96.DTS/EXHIBIT folder and see what
     our DevCon '96 exhibitors have to offer you.  The companies who have
     included information are:

     Animetix Technologies      Alias|Wavefront            Autodesk
     Cross Products             Motion Analysis Corp.      Nichimen Graphics
     QSound Labs                The Duck Corporation       Softimage
     Psy-Q Development Systems

   * NEW VERSIONS OF THE FOLLOWING:
     BGCON Ver. 1.5, GCC Ver. SOA 960130/Cygnus-2.7-95q4, and VCD Tools
SEGA Developer Technical Support CD JUNE 1996
- - togemet2

This is the SEGA Developer Technical Support CD from June of 1996, this disc was used for the development of Sega Saturn games. Many Saturn tools, documentation, and files are included for a wide range of things such as programming, graphics, and sound.

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JUNE96CD.TXT

What's NEW:

SGL 2.1
Updated SGL version 2.1 (includes PRELIMINARY versions of
explanatory readme files).  The previous version of SGL 2.0A
is still included with FINAL versions of translated readme files.

SOUND TOOLS
The SoundSimulator 3.00E folder contains the latest SoundSimulator
release.  The NEW_INFO file explains the recommended combination
of sound tools that provides the most stable setup and produces
consistent results.  Additionally, all available Japanese release
notes for the tools have been translated into English for your
reference purposes.  Look for the release notes inside each tool's folder.

SATURN DOCUMENTATION SEARCH INDEX
Try out the new Saturn Documentation Search Index, the quickest and
easiest way to find the technical information specific to your development
needs.  This index can be found in MENU.PDF along with a complete list
and description of the Saturn documentation available on this CD.

UPDATED VERSIONS OF THE FOLLOWING:
  EXAMPLES from DevCon '96 focusing on "Suggested Uses for the DSP" and
  "Advanced Graphic Effects"
  GCC (GNU C Compiler) Version SOA 960412
  BGCON (Background Converter) Version 1.61

This CD includes files for the Macintosh, PC, and SGI.  The Graphic and
Sound tools are primarily Macintosh files.  In order to fully access
these tools, use this CD on a Mac.  When viewing this CD on a PC, files
that do not have DOS compliant filenames may not be visible.

Many ReadMe files and other documentation have been formatted in Adobe
Acrobat.  To read these .pdf files and documents, install, not copy,
the correct Acrobat Reader version onto your hard drive if you haven't
already.  Both versions of the Reader (PC and MAC) can be found in the
following directory:
JUNE96.DTS/DOCUMENT/ACROREAD.

PLEASE NOTE:  The new Scene Interchange File Format (SIFF) Specifications
(previously called SGA3 IFF Specs) announced in the May '96 issue of
DevelopMental (DTS Newsletter) is not included on this CD.  The
specifications will be finalized shortly and will be distributed
through the Sega DTS Website and BBS.  All developers registered
with Sega DTS will be issued a username and password for the new
Sega DTS Website via e-mail during the next few weeks.