Preserving Nintendo's History
Ninja Hattori-kun (Japan) (Prototype)
- - togemet2

This is a prototype of Ninja Hattori-kun by Hudson Soft. This build contains minor differences which are as follows: The sky color remains light blue in every stage, no health recovery after beating a stage, and the arrow on the menu is a different color.

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Nintendo Entertainment System     
File:               hattoriproto.nes
BitSize:            320 Kbit
Size (Bytes):       40976
CRC32:              ECB972C4
MD5:                645E6A4EB6C0D6C9FDEDA134C0F2C12C
SHA1:               9DA5325B3F3BE7BDB77FBA505B6B88587BEC7919
SHA256:             266C01D16791F5B31753AE9FF0755C34EBA74DCEFC10C3DAF2535ED254E3051D
----| iNES Header Data |-------------------------------------------
Num ROM Banks:      0x02 (32 KBytes)
Num VROM Banks:     0x01 (8 KBytes)
Mirroring:          1 (Vertical)
Save RAM:           1 (Yes)
Trainer:            0 (No)
4-Screen VRAM:      0 (No)
VS-System Cartridge:0 (No)
ROM Mapper:         3 (UNROM switch)
Num RAM Banks:      0x00 (None or 8 KBytes)
Display:            0 (NTSC)
----| NES Header Data |--------------------------------------------
Title:              ???V#?0? aH???
PRG-ROM Checksum:   0xFFFF (Bad; 0x1EFA)
CHR-VROM Checksum:  0xFFFF (Bad; 0x86B3)
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:            0x38800080C180
----| Headerless Data |--------------------------------------------
Size (Bytes):       40960
CRC32:              FA12003D
MD5:                F1160B02B059AD7076823A485183313A
SHA1:               4FB7E59BC5EF965467D19AF9191DD91DF104FE61
SHA256:             E48107211B9D4539CE74414F5CA9FEA59E05632227DF556217A9E0055D5C635B

Board / Cartridge Images

Cart Front
Cart Top
Super Mario Collection Screen Saver
- - togemet2

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

Screenshot

The Super Mario Collection Screensaver CD-ROM was released by Digitainment and Yutaka in 1997. As well as installing the screen savers, it also consits of three applications, those being a wallpaper selector, a calculator, and a desktop clock. The user is able to select between two themes for each program through the dropdown menu.

In total, the disc contains six different screensavers. Screensavers “Allcast”, “MandL”, and “Kuppa” all mainly contain the same idea but with slight differences (various different characters running across the screen). Second is “Sea”, which features Mario, Cheep Cheeps, and Bloopers swimming. The next screensaver is titled “Coin” which features a prerendered 3D Mario coin spinning. Lastly is my personal favorite, “Hanabi”. It’s the nicest one by far, with Peach, Mario, Toad, and Bowser standing by the stage flagpole in the night sky.

When loading the installer, you will be prompted to enter the serial number that is found on the serial number sheet. (DGW-20245-03947)

Screenshot

You can download high quality scans for the packaging here.

Dump Information

Title: Super Mario Collection Screen Saver
Disc Number / Letter: 
Disc Title: Super Mario Collection Screen Saver (Desktop Accesories)
System: IBM PC Compatible
Media Type: CD-ROM
Category: Software
Region: Japan
Languages: Japanese
Disc Serial: 
Ringcode Information:
	Mastering Code (laser branded/etched): A-A184 A184
	Mastering SID Code: IFPI 9906
	Label-Side Mould SID Code: 
	Data-Side Mould SID Code: 
	Additional Mould: 
	Toolstamp or Mastering Code (engraved/stamped): 
Barcode: 
ISBN: 
Error Count: 0

Disc Images

Front Cover
Back Cover

Disc Front Insert

Special Thanks

Massive thanks to Results May Vary and Rockleevk for sending this in for release!

Star Soldier (Japan) (Prototype)
- - togemet2

This is a prototype of Star Soldier by Hudson Soft. The only known difference that could be found was that all built-in cheat codes that are usually on the title are inaccessible.

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Nintendo Entertainment System
File:               StarSoldierFCProto.nes
BitSize:            384 Kbit
Size (Bytes):       49168
CRC32:              8D741CC7
MD5:                8F8821C2ABF017FC6A843F2F5C25638B
SHA1:               A6287D9FEF7CCB29B0F7668ADF3D4CEA09CFF608
SHA256:             DFA44F7F1B043D5583ED24A78DF5EA010360ABBFE87A1B862DAE5157E3B5644B
----| iNES Header Data |-------------------------------------------
Num ROM Banks:      0x02 (32 KBytes)
Num VROM Banks:     0x02 (16 KBytes)
Mirroring:          1 (Vertical)
Save RAM:           1 (Yes)
Trainer:            0 (No)
4-Screen VRAM:      0 (No)
VS-System Cartridge:0 (No)
ROM Mapper:         3 (UNROM switch)
Num RAM Banks:      0x00 (None or 8 KBytes)
Display:            0 (NTSC)
----| NES Header Data |--------------------------------------------
Title:              :???????????????
PRG-ROM Checksum:   0xFFFF (Bad; 0x7206)
CHR-VROM Checksum:  0xFFFF (Bad; 0xC8D0)
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:            0x829F0A800A80
----| Headerless Data |--------------------------------------------
Size (Bytes):       49152
CRC32:              F0F14C4C
MD5:                CD5E5106AC08153811FADA3490C6F0FF
SHA1:               FA205A788891B860D8CA2B5C4378192D2652ED6C
SHA256:             80A54B4561F5AE7B946461B11B6B5A66B070642F42480897D162D6CBFA7535C9

Board / Cartridge Images

Cart Front

Special Thanks

Massive thanks to Xnz136 for sending this in for release!

Nintendo Daijiten Vol. 1
- - togemet2

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

Screenshot

Nintendo Daijiten is essentially a CD-ROM containing a Nintendo encyclopedia. It was created by Softbusiness and Funny Soft in 1998 for use with Windows 95, 98 and NT.

The first disc is where all of the meat is, mainly consisting of interviews with various Nintendo staff (including an over 100 page long interview with Shigeru Miyamoto), as well as information of new games at the time. Each page is accompanied with some Nintendo music as well as some custom flash animated characters, such as Mario, Luigi, Mr. Saturn, and more.

Screenshot Screenshot Screenshot

The second disc, titled “Special Presents”, contains a list of every Nintendo published game ranging from the Famicom to Nintendo 64. Each entry is able to be viewed and it displays the original price and release date for each game. Also included is a demo function which allows you to see some shots of each game.

Screenshot Screenshot Screenshot

Dump Information

Title: Nintendo Daijiten (Nintendo Dictionary) + Special Presents CD-ROM "Nintendo Daihyakka" (Nintendo Encyclopedia)
Disc Number / Letter: 1 of 2
Disc Title: Nintendo Daijiten
System: IBM PC Compatible
Media Type: CD-ROM
Category: Software
Region: Japan
Languages: Japanese
Disc Serial: SOFBIZIDA-1
Ringcode Information:
	Mastering Code (laser branded/etched): SOFBIZIDA-1 OP8Z2A IFPI L302
	Mastering SID Code: IFPI 4833
	Label-Side Mould SID Code: 
	Data-Side Mould SID Code: 
	Additional Mould: 
	Toolstamp or Mastering Code (engraved/stamped): 
Barcode: 4539421111119
ISBN: 
Error Count: 0

Title: Nintendo Daijiten (Nintendo Dictionary) + Special Presents CD-ROM "Nintendo Daihyakka" (Nintendo Encyclopedia)
Disc Number / Letter: 2 of 2
Disc Title: Special Presents CD-ROM "Nintendo Daihyakka"
System: IBM PC Compatible
Media Type: CD-ROM
Category: Software
Region: Japan
Languages: Japanese
Disc Serial: SOFBIZIDA-2
Ringcode Information:
	Mastering Code (laser branded/etched): SOFBIZIDA-2 OP8Z2A IFPI L302
	Mastering SID Code: IFPI 4805
	Label-Side Mould SID Code: 
	Data-Side Mould SID Code: 
	Additional Mould: 
	Toolstamp or Mastering Code (engraved/stamped):
Barcode: 4539421111119
ISBN:
Error Count: 0

Disc Images

Front Cover
Back Cover

Disc Front Disc Front

Special Thanks

Massive thanks to Results May Vary and Rockleevk for sending this in for release!

Donkey Kong 3 - Dai Gyakushuu (PC-8801)
- - togemet2

Screenshot

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

Another PC-8801 Hudson Soft/Nintendo game has finally been preserved. This particular port has never been seen online before (not to be confused with the X1 version). This leaves only one port of this game left to discover. That version is the PC-6601. There was also a version for the FM-7 but was cancelled sometime during it’s development.

All three ports were being sold at BEEP shop in Akihabara Japan and was announced on their Twitter. We setup a fundraiser and managed to reach the requirement. Massive thanks to all those who were involved. These people include Hubz, Artemio, DeMasterchief7, marioknight, Professor Borp, togemet2, and CheeseMeister.

Dumping Details

The game was a bit confusing to dump due to the copy protection. A Kryoflux was used but kept reading like it was bad.

Screenshot

After awhile I realized the Kryoflux was not going to be able to dump the disk with the required specific parameters. Artemio and Joseph Redon both mentioned that it wasn’t great at extracting the data properly in some cases and this looked to be one of them. Joseph also warned that the KF Binary Conversion process forces the drive to read the disk many times which increases your risk of ruining the disk! However we could likely convert it from a stream preservation file in HxC. I dumped it with that but the image looked incorrect when viewed in HxC.

Screenshot

I would come to find out late this was due to the copy protection, however at the time I thought something was wrong with how it was being dumped. Joseph suggested telling HxC to decode it with doublestep it due to it being a 2HD disk and making it read at 300rpm as opposed to 360rpm. This helped somewhat but the image was still showing lots of bad sectors. I read various manuals on the model of my floppy drive and figured out how to make it read at 300RPM by desoldering a jumper on the drive. Dumped again but the image still showed bad. Artemio suggested trying to dump with my PC-8801 drive so I pulled it apart and plugged it into one of the drives. Unfortunately the drive I picked was bad and the disk read at a very incorrect RPM! Luckily the disk was undamaged, and I went to try the other drive and the floppy lever broke off! What else could go wrong at this point? I pulled the entire PC88 apart and swapped the lever from bad drive to the good one and tried dumping with the good drive. The image STILL looked about the same and was saying bad sectors. At this point i was stumped and worried the disk was bad but it still read and played fine in my PC88.

Artemio suggested it could be copy protection and he would ask around to figure out if that was the case. Shortly after that he came back and said it was using a protection called Speedlock, a European Protection Scheme used mainly on the Amstrad CPC. Artemio then tried converting the stream file to the CPC DSK format and then from that to the .d88 format and luckily it worked! In the end I had a proper dump from the very beginning! A lot was learned by all of us in regards to dumping this rarity for preservation, and I hope this info will be useful to others.

Screenshots

Screenshot Screenshot Screenshot

Disk Scans

Disk Front
Disk Back
Super Adventure Island II (USA) (Prototype)
- - togemet2

This is a near final prototype of Super Adventure Island 2. The only noticable difference is in the pre-game cinema. As seen in the comparison below, the word “luscious” was changed to “pretty” in the final version of the game. Thanks to SNES Central for looking through the ROM!

Screenshots

Title - Prototype
Title - Final
2-Up Swipe Onion Skin

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Super Nintendo Entertainment System           
File:               SuperAdventureIsland2.sfc
BitSize:            12 Mbit
Size (Bytes):       1572864
CRC32:              953434D3
MD5:                D90E116A83EEACB613947F1AF0B47F80
SHA1:               674ADD61D16D8DA980859120EE97D81399B6B2C9
SHA256:             EE41F0332BB0E9D094B9766999E0F2936A1B00AA537F89285B50C721524ABFCA
----| Detection Data |---------------------------------------------
ROM Type:           HiROM
Cartridge Type:     Normal
----| Header Data |------------------------------------------------
New Maker Code:      N/A
Serial:              N/A
SFX SRAM Size:      0xFF
Title:              S ADVENTURE ISLAND2  
Map Type:           0x31 (FastROM-120ns; HiROM-64KB Banks)
ROM Type:           0x02 (ROM + Save RAM)
ROM Size:           0x0B (16 Mbit; Bad)
SRAM Size:          0x03 (64 Kbit)
Country:            0x01 (USA)
Old Maker Code:     0x18 (Hudson Soft)
Version:            0x00 (v1.0)
Inverse Checksum:   0xA225 (Ok)
Checksum:           0x5DDA (Ok)

Board / Cartridge Images

Cart Board

Playthrough Video

A gameplay video play through played by SNES Central:

Mickey Mania (Japan) (Prototype)
- - togemet2

(This article was written by SNES Central!)

This is a prototype of Mickey Mania by Sony Imagesoft. This build has a ton of differences which can be noticed straight away.

The date on the prototype is July 18, which is a few months before it was released. There is a intro screen (as seen below) that says “Goofy28 Zip”, which may refer to a filename.

Screenshot

In the Copyright screen, the “Mickey Mania” logo is not in the prototype version.

Title - Prototype
Title - Final
2-Up Swipe Onion Skin

Title screen, different design of the background in the final version, it has a purple star

Title - Prototype
Title - Final
2-Up Swipe Onion Skin

The options menu background has two “M”s in the background. In the final version, lives are “Tries”, and you get three of them by default. In the prototype it is called “lives” and you get two by default. To select an option in the prototype, you have to press start, in the final version, you press A.

Title - Prototype
Title - Final
2-Up Swipe Onion Skin

In the music options, there is a larger gap between “music” and the title of the song in the final version. The title of the song “Tower” is “Whirlwind” in the prototype.

Title - Prototype
Title - Final
2-Up Swipe Onion Skin

Prototype has a level select menu when you start the game.

Screenshot

In the final version, you don’t get a sack of stuff to throw at the beginning of the game. The music in the first level is also different.

Title - Prototype
Title - Final
2-Up Swipe Onion Skin

In the prototype, when you encounter Pete and things start to become colourful, the water stays grey in the prototype

Title - Prototype
Title - Final
2-Up Swipe Onion Skin

Game over screen: in the prototype it says “press a key” in the final it says “press a button”

Title - Prototype
Title - Final
2-Up Swipe Onion Skin

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Super Nintendo Entertainment System      
File:               MickeyMania.sfc
BitSize:            16 Mbit
Size (Bytes):       2097152
CRC32:              7F768797
MD5:                FE22402478E92908ECE759B5219FA77F
SHA1:               52E174D3E45AAE2D77D909B1914DB51776EF4584
SHA256:             01EA0D98112514752AA97C8AC2BC8755CC7BE21F5F1FEDFF9F3CE96B6EF00416
----| Detection Data |---------------------------------------------
ROM Type:           LoROM
Cartridge Type:     Normal
----| Header Data |------------------------------------------------
New Maker Code:      N/A
Serial:              N/A
SFX SRAM Size:      0xFF
Title:              MICKEY 65TH BIRTHDAY.
Map Type:           0x20 (SlowROM-200ns; LoROM-32KB Banks)
ROM Type:           0x30 (Unknown)
ROM Size:           0x00 (8 Kbit; Bad)
SRAM Size:          0x0B (16 Mbit)
Country:            0x00 (Japan)
Old Maker Code:     0x01 (Nintendo)
Version:            0xBD (v1.189)
Inverse Checksum:   0xFF00 (Bad; 0x6871)
Checksum:           0x00FF (Bad; 0x978E)

Board / Cartridge Images

Cart Board

Playthrough Video

A gameplay video play through played by SNES Central:

Mario's Time Machine (USA) (Prototype)
- - togemet2

This is a prototype of Mario’s Time Machine by Mindscape. 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 - Super Nintendo Entertainment System           
File:               Mario'sTimeMachineA317.sfc
BitSize:            8 Mbit
Size (Bytes):       1048576
CRC32:              8F2AC8F5
MD5:                5C7466A510A5E59D3C0373CFF70A6F03
SHA1:               9B4DE3490F0699F8B997D1E3221A249DBD6A9E23
SHA256:             66BCCA797EDBF5A0967830B0FD20DF04993D8BB679A45CC083ED817D4728FFA3
----| Detection Data |---------------------------------------------
ROM Type:           LoROM
Cartridge Type:     Normal
----| Header Data |------------------------------------------------
New Maker Code:      N/A
Serial:              N/A
SFX SRAM Size:      0x5A
Title:              Mario's Time Machine 
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:     0x5A (Mindscape)
Version:            0x00 (v1.0)
Inverse Checksum:   0xA317 (Ok)
Checksum:           0x5CE8 (Ok)

Board / Cartridge Images

Cart Board

Jurassic Park (USA) (Prototype)
- - togemet2

This is a prototype of Jurassic Park by Ocean. 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 - Super Nintendo Entertainment System          
File:               JurassicPark.sfc
BitSize:            16 Mbit
Size (Bytes):       2097152
CRC32:              A22DF36E
MD5:                4879ED755E77518B95BEC855726BE3C0
SHA1:               7FBD23D004DDB9894AA0C93B1E722224FE184E4C
SHA256:             7839D83CAEA89C0D4C80E19B03A55111DFA70CAB56FA850BAB183024D0A81AD2
----| Detection Data |---------------------------------------------
ROM Type:           LoROM
Cartridge Type:     Normal
----| Header Data |------------------------------------------------
New Maker Code:      N/A
Serial:              N/A
SFX SRAM Size:      0x00
Title:              JURASSIC PARK        
Map Type:           0x30 (FastROM-120ns; LoROM-32KB Banks)
ROM Type:           0x00 (ROM)
ROM Size:           0x0B (16 Mbit; Ok)
SRAM Size:          0x00 (None)
Country:            0x01 (USA)
Old Maker Code:     0x67 (Ocean)
Version:            0x00 (v1.0)
Inverse Checksum:   0xD8FA (Ok)
Checksum:           0x2705 (Ok)

Board / Cartridge Images

Cart Board

Mario Bros. Special (PC-6601)
- - togemet2

A port of Hudson Soft and Nintendo’s “Mario Bros. Special” for the PC-6601.

Screenshots

Screenshot Screenshot Screenshot

Mario Bros. Special (MZ-2200)
- - togemet2

The following is a pirate disk that contains various copied games all compiled into a menu made with “Take-DOS 2000” in 1984.

The most interesting game on the disk is Mario Bros. Special by Hudson Soft. In 1984, Hudson and Nintendo teamed up to release various Famicom games across a range of Japanese computers. They ported games such Ice Climbers, Excitebike, and more. However, they did introduce some of their own creative liberties for Mario Bros, hence why they made it an entirely new game. Instead of having the same repeating stage in each level, there are three unique levels which are not found within the original game. Each level has it’s own “gimmick” to it, such as pulling levers and bouncing on trampolines.

Screenshot Screenshot Screenshot

The second game by Hudson Soft found within the disk is a copy of Mahjong.

Screenshot Screenshot Screenshot

Other games on the disk include “Cloud Kingdom” and another version of Mahjong (both by Unison World), and a homemade clone of Puck-Man.

Screenshot Screenshot Screenshot

Wordtris (USA) (Prototype)
- - togemet2

This is a prototype of Wordtris by Realtime Associates. There are minor graphical differences located on the title screen as well as having the ability for the game to register and give points for profanity. This was most likely a joke by developers during the game’s short development. It was discovered alongside a development review copy of Tetris (1:1 with the final release).

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Game Boy           
File:               Wordtris V6.gb
BitSize:            1 Mbit
Size (Bytes):       131072
CRC32:              C2D7D11B
MD5:                C18BD7C4F672EFE33DFF72A5DACD3284
SHA1:               97544A78925F6BB095C7B2F14878B2E1467DC7D1
SHA256:             7F98E6C3E2AB394A6EC768740D05AC35EAFE9142C37576780DFBCA68D235786D
----| Header Data |------------------------------------------------
Entry Point:        0x0150C300
Logo Code:          Ok
Title:              WORDHAI         
New Licensee Code:  N/A
SGB Support:        0x00 (No)
Cartridge Type:     0x01 (ROM + MBC1)
ROM Size:           0x01 (Bad; 512 Kbit; 65536 Bytes)
RAM Size:           0x00 (None)
Old Licensee Code:  0xCD (Meldac)
Version:            0x00 (v1.0)
Header Checksum:    0x09 (Ok)
Global Checksum:    0x0000 (Bad; 0x5B78)

Board / Cartridge Images

Cart Front
Cart Back

PCB Front PCB Back
Tetris (USA) (Prototype)
- - togemet2

This is a prototype of Tetris by Nintendo. The data is 1:1 with the retail release.

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Game Boy         
File:               tetris_proto_32kb.gb
BitSize:            256 Kbit
Size (Bytes):       32768
CRC32:              63F9407D
MD5:                084F1E457749CDEC86183189BD88CE69
SHA1:               3F2A6407C9900AD5817EE1CFB3609C5EE17400FC
SHA256:             7FDE11DD4E594A6905DECCD57943D2909ECB37665A030741C42155AEB346323B
----| Header Data |------------------------------------------------
Entry Point:        0x0150C300
Logo Code:          Ok
Title:              TETRIS          
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:  0x01 (Nintendo)
Version:            0x00 (v1.0)
Header Checksum:    0x0B (Ok)
Global Checksum:    0x89B5 (Ok)

Board / Cartridge Images

Cart Front
Cart Back
A-MAX Tennis (Japan) (Prototype)
- - togemet2

This is what appears to be a tech demo or pitch of sorts. It was created by A-MAX in 2008 and did not end up materializing into a full game.

Screenshots

Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Nintendo DS          
File:               a-max-tennis.nds
BitSize:            3 Mbit
Size (Bytes):       428184
CRC32:              909D7FC9
MD5:                8A368519EEAB52AEF63E96CBFD23A405
SHA1:               4D3EFCCFACA2C2CCEA498D38C4A41B7843A3A067
SHA256:             DCDD2AEB3E16677908F577EC12A1F68F90E9A43BAA5121ABA8217C4FD3C357C2
----| Header Data |------------------------------------------------
Game Title:         NINTENDO    
Game Serial:        NTRJ (Japan)
Maker Code:         01 (Nintendo)
Unit Code:          0x00
Encryption Seed:    0x00
Device Size:        0x0B (Underdump; -2147483648 bit; 268435456 Bytes; 4 Mbit Size-Fixed)
Asian Region:       0x00
Reserved 1:         0x000000000000000000
Version:            0x00 (v1.0)
Autostart:          0x40 (No)
ARM9 ROM Offset:    0x00004000
ARM9 Entry Address: 0x02000850
ARM9 RAM Offset:    0x02000000
ARM7 ROM Offset:    0x00026E00
ARM7 Entry Address: 0x02380000
ARM7 RAM Offset:    0x02380000
FNT Offset:         0x0004DC00
FNT Size:           0x00000081
FAT Offset:         0x0004DE00
FAT Size:           0x00000040
Normal CMD Setting: 0x00416657
Key1 CMD Setting:   0x081808F8
Icon Address:       0x0004E000
Secure CRC16:       0x31C1 (Ok)
Secure Timeout:     0x0D7E
ARM9 Autoload Address:0x02000AFC
ARM7 Autoload Address:0x02380188
Secure Disable:     0x0000000000000000
Used Rom Size:      0x00068898 (428184 Bytes)
Header Size:        0x00004000 (16384 Bytes)
Logo CRC16:         0xCF56 (Ok)
Header CRC16:       0xD28E (Bad; 0x0000)
----| Icon/Title Data |--------------------------------------------
Icon Version:       0x0001
Icon CRC16:         0x4103 (Ok)
Japanese Title:
NINTENDO DS™
デモンストレーション
A-MAX Boxing (Japan) (Prototype)
- - togemet2

This is what appears to be a tech demo or pitch of sorts. It was created by A-MAX in 2007 and did not end up materializing into a full game.

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Nintendo DS         
File:               a-max-boxing.nds
BitSize:            8 Mbit
Size (Bytes):       1168928
CRC32:              AB10B1EC
MD5:                9547D807E084252D403B3156284CA0C2
SHA1:               F6FBF899204D2F997D6D9AF334FD9DEF1727890E
SHA256:             3FFBE3FE5B710E8FDB21F57297537934F15CDE1CCD379FF134D6F22456B4B0B2
----| Header Data |------------------------------------------------
Game Title:         NINTENDO    
Game Serial:        NTRJ (Japan)
Maker Code:         01 (Nintendo)
Unit Code:          0x00
Encryption Seed:    0x00
Device Size:        0x0B (Underdump; -2147483648 bit; 268435456 Bytes; 16 Mbit Size-Fixed)
Asian Region:       0x00
Reserved 1:         0x000000000000000000
Version:            0x00 (v1.0)
Autostart:          0x40 (No)
ARM9 ROM Offset:    0x00004000
ARM9 Entry Address: 0x02000850
ARM9 RAM Offset:    0x02000000
ARM7 ROM Offset:    0x0006AC00
ARM7 Entry Address: 0x02380000
ARM7 RAM Offset:    0x02380000
FNT Offset:         0x00091A00
FNT Size:           0x00000036
FAT Offset:         0x00091C00
FAT Size:           0x00000018
Normal CMD Setting: 0x00416657
Key1 CMD Setting:   0x081808F8
Icon Address:       0x00091E00
Secure CRC16:       0x8BF8 (Ok)
Secure Timeout:     0x0D7E
ARM9 Autoload Address:0x02000AFC
ARM7 Autoload Address:0x02380188
Secure Disable:     0x0000000000000000
Used Rom Size:      0x0011D620 (1168928 Bytes)
Header Size:        0x00004000 (16384 Bytes)
Logo CRC16:         0xCF56 (Ok)
Header CRC16:       0xC30D (Bad; 0x0000)
----| Icon/Title Data |--------------------------------------------
Icon Version:       0x0001
Icon CRC16:         0x4103 (Ok)
Japanese Title:
NINTENDO DS™
デモンストレーション