Preserving Nintendo's History
Demon's Crest (USA) (Prototype)
- - togemet2

The following is a largely unfinished port of Demon’s Crest for the Game Boy Advance by Rival Dreams. This demo was previously unknown to the internet, but appears to be a faithful port of the Super Nintendo original. Unfortunately it seems to be in a rather buggy state. When attempting to play it unaltered, the game will crash after pressing start at the title screen. With some hacking, you can progress further to a semi-functional rendition of the first stage. As such, a patched version is also included within this release.

Screenshot Screenshot Screenshot

The port was pitched to Capcom but never ended up materializing into a full product. Something worth noting is that the ROM’s header is “DARKEDEN”, which may be indicative of the game being used as a base for this demo.

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Game Boy Advance       
File:               DemonsCrest.bin
BitSize:            10 Mbit
Size (Bytes):       1407220
CRC32:              134BE954
MD5:                E89285CDDA40CB6B6CD2942216D4BB16
SHA1:               0BB9824A77DA4406F202C3234B4A5CBB77A43316
SHA256:             CD9D0541CAE94D331CE69B5ED99D3A9C9B820A2F01334472CDE458162B6AADC9
----| Header Data |------------------------------------------------
ROM Entry Point:    EA00002E
Logo Code:          Ok
Title:              DARKEDEN    
Serial:             RD01 (Unknown)
Maker Code:         RD (Unknown)
Fixed Value:        0x96 (Ok)
Unit Code:          0x00
Device Code:        0x00
Reserved 1:         0x00000000000000
Version:            0x00 (v1.0)
Complement:         0x86 (Ok)
Reserved 2:         0x0000
----| Backup Media |-----------------------------------------------
Chip:               None
Size:               N/A

Special Thanks

Massive thanks to Ian Dunlop for sending this in for release!

Dark Eden (USA) (Prototype)
- - togemet2

The following is a short demo of Dark Eden for the Game Boy Advance by Rival Dreams. As one of the developers, Kynan Pearson, stated, they were highly influenced by Symphony of the Night and Metroid. You journey around a castle collecting four different power ups: the run, the wall jump, the fire sword, and the super jump. It’s a short and sweet demo that can be completed in one sitting. The controls are a bit slippery, but that’s to be expected from an early demo. You may notice that the build released here differs slightly from the photos within the Time Extension article; it lacks copyright information and has more refined character art and logo. This is because those images were partly concept art featuring various elements which never made it into the game.

The project was canned when the three developers for the project couldn’t find a publisher to fund the project.

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Game Boy Advance         
File:               darkeden.bin
BitSize:            10 Mbit
Size (Bytes):       1361276
CRC32:              9CF479D2
MD5:                50E9DBC3731383D6452584BFAD42297D
SHA1:               DF70DB3A44117AF3C744388AA17819ED8017E1D2
SHA256:             4393291F3670A6474DB0ABA7A7723CA96E7744659081A2D269BDC9B21E1E0F30
----| Header Data |------------------------------------------------
ROM Entry Point:    EA00002E
Logo Code:          Ok
Title:              DARKEDEN    
Serial:             RD01 (Unknown)
Maker Code:         RD (Unknown)
Fixed Value:        0x96 (Ok)
Unit Code:          0x00
Device Code:        0x00
Reserved 1:         0x00000000000000
Version:            0x00 (v1.0)
Complement:         0x86 (Ok)
Reserved 2:         0x0000
----| Backup Media |-----------------------------------------------
Chip:               None
Size:               N/A

Special Thanks

Massive thanks to Ian Dunlop for sending this in for release!

Sea Boy (USA) (Prototype)
- - togemet2

The following is a demo of Sea Boy for the Game Boy Advance by Rival Dreams. While Dark Eden’s direction was led by Jools Watsham and Kynan Pearson, Sea Boy’s direction was led by Ian Dunlop. Ian’s other projects, such as Walker for the Amiga, would fit right at home with the likes of Dark Eden. Unlike that game, Sea Boy sports a cartoony atmosphere similar to Yoshi’s Island and Plok. Being new to fatherhood, Ian developed an affinity for these style of games. The protagonist is even based on his own son.

Screenshot Screenshot Screenshot

Sea Boy in appearance looks simple enough, however, in reality it’s a very rare breed of game: it’s a puzzle physics platformer. The object of the game is as follows: relocate fish to the striped section of the stage. The game starts simple enough and slowly introduces more concepts, adding layers to the gameplay. In one level, it merely involves moving fish, the next, you must leverage the concept of water displacement. Then there’s man-eating fish, and so on.

Screenshot Screenshot Screenshot

Like with the Dark Eden build we also published, this build of Sea Boy is slightly different to the one covered in the Time Extension article. For starters, the Fishionary evidently has placeholder fish: each fish has a stock photo of Nemo from Finding Nemo. Additionally, the lava island lacks graphics. This is because those images were partly concept art featuring various elements which never made it into the game. Regardless of its completion, Sea Boy is teeming with passion and personality. The game design is multilayered and the water physics is impressive for the Game Boy Advance. It’s a shame this game was never picked up. Thankfully, the public can now enjoy it for the first time!

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Game Boy Advance       
File:               SeaBoy.bin
BitSize:            12 Mbit
Size (Bytes):       1658376
CRC32:              C822B1BC
MD5:                33C513111814B0AC9C1375BB20DDB0B9
SHA1:               5A00075F187D294EE7E1E711172D28A76046BA53
SHA256:             DB0D245C809DF48E10ACCCB128E4BD4077DD5E8BDF95976149F114DBA145EA59
----| Header Data |------------------------------------------------
ROM Entry Point:    EA00002E
Logo Code:          Ok
Title:              SEABOY      
Serial:             AGBJ (Japan)
Maker Code:         01 (Nintendo)
Fixed Value:        0x96 (Ok)
Unit Code:          0x00
Device Code:        0x00
Reserved 1:         0x00000000000000
Version:            0x00 (v1.0)
Complement:         0x19 (Ok)
Reserved 2:         0x0000
----| Backup Media |-----------------------------------------------
Chip:               EEPROM_V122
Size:               4/64 Kbit

Special Thanks

Massive thanks to Ian Dunlop for sending this in for release!

SPR Aging LcdAndKey 4.10
- - togemet2

The following cartridge was used within Foxconn factories in order to inspect the LCD and controls on Nintendo 3DS systems before they would hit store shelves. This program is listed as version 4.10 and is dated January 19th, 2012.

Screenshots

Screenshot Screenshot Screenshot

Board / Cartridge Images

Cart Front
Cart Back

PCB Front PCB Back

Special Thanks

Massive thanks to March42 for sending this in for release!

Super Scrabble (USA) (Prototype)
- - togemet2

The following is a prototype of Super Scrabble for the Nintendo Game Boy, developed by Milton Bradley Co. and Imagineering Inc.

Differences

  • 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:               super-scrabble-prototype.gb
BitSize:            1 Mbit
Size (Bytes):       131072
CRC32:              10ECADBF
MD5:                DBF54972D046E2240902C7810160C013
SHA1:               9DEAB55C1074C0182BAC775B9E984AFA170F57B0
SHA256:             D0E42A5EA0261D72F28DF06DD745FAD46A970B3325761066FEA61BD835B5D17B
----| Header Data |------------------------------------------------
Entry Point:        0x0150C300
Logo Code:          Ok
Title:              SUPER SCRABBLE  
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:  0x59 (Unknown)
Version:            0x00 (v1.0)
Header Checksum:    0x9D (Ok)
Global Checksum:    0x54E5 (Ok)

Board / Cartridge Images

Cart Front
Cart Back

Special Thanks

Massive thanks to Zach Lambert for sending this in for release!

TouchMaster 3 (USA) (Prototype)
- - togemet2

The following is a prototype of TouchMaster 3 for the Nintendo DS, developed by Hijinx Studios and Warner Bros. Interactive Entertainment.

Differences

  • A single byte difference at 0x01BF, changing the value to 00 instead of the usual 60.

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Nintendo DS         
File:               TOUCHMASTER3_C6MEWR_00.nds
BitSize:            512 Mbit
Size (Bytes):       67108864
CRC32:              DCE32870
MD5:                DF7E9476F123B34DEF8086740ED70AE3
SHA1:               68D9D2E2BCE7FE1F7E175C417856A20F89199569
SHA256:             78B907418B62BC619B640C1E63E64A93279558895AA2940CC95DF1BB8673D451
----| Header Data |------------------------------------------------
Game Title:         TOUCHMASTER3
Game Serial:        C6ME (USA)
Maker Code:         WR (Unknown)
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:    0x000C6C00
ARM7 Entry Address: 0x02380000
ARM7 RAM Offset:    0x02380000
FNT Offset:         0x000EDE00
FNT Size:           0x00001416
FAT Offset:         0x000EF400
FAT Size:           0x00000928
ARM9 Overlay Offset:0x0005DE00
ARM9 Overlay Size:  0x00000360
ARM7 Overlay Offset:0x00000000
ARM7 Overlay Size:  0x00000360
Normal CMD Setting: 0x00416017
Key1 CMD Setting:   0x001808F8
Icon Address:       0x000EFE00
Secure CRC16:       0x28D5 (Bad; 0x71E7; Decrypted)
Secure Timeout:     0x051E
ARM9 Autoload Address:0x02000AAC
ARM7 Autoload Address:0x02380188
Secure Disable:     0x0000000000000000
Used Rom Size:      0x03BB2558 (62596440 Bytes)
Header Size:        0x00004000 (16384 Bytes)
Logo CRC16:         0xCF56 (Ok)
Header CRC16:       0x39DC (Bad; 0x0000)
----| Icon/Title Data |--------------------------------------------
Icon Version:       0x0001
Icon CRC16:         0xC6FD (Ok)
English Title:
TouchMaster 3
© 2009 WB Games                                                                                                   
----| Encrypted Data |---------------------------------------------
Encrypted Secure:   0x28D5 (Ok)
Encrypted CRC32:    7DBE6C7C
Encrypted MD5:      AF256B8412593F364AA66F5A0C62CC6F
Encrypted SHA1:     7906791D3BA0D8127E206AB46E0CBA212AFC3169
Encrypted SHA256:   3E181A1D4000F7720BA0085449A1996F4792DFBA8A28593AE4EA66FDC2609DE4

Board / Cartridge Images

Cart Front
Cart Back

Special Thanks

Massive thanks to Zach Lambert for sending this in for release!

Ultimate Muscle - The Kinnikuman Legacy (USA) (Prototype)
- - togemet2

The following is a prototype of Ultimate Muscle: The Kinnikuman Legacy for the Game Boy Advance, developed by Bandai and Banpresto. The front of the cartridge lists the build date as being April 29th, 2003 (predating it’s retail release by a month or so).

Differences

  • 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 Advance       
File:               UMUSCLE_AK2E01.gba
BitSize:            128 Mbit
Size (Bytes):       16777216
CRC32:              65E2295B
MD5:                904DAA87E547A1C9FB3DFFF4C83366C1
SHA1:               314FE99854C8C3AB8786B633F4A20AFBA835D696
SHA256:             655414C6EBA09CE3CF384EB019B1BE25113833570F484650E4EE6287FE45BDD2
----| Header Data |------------------------------------------------
ROM Entry Point:    EA00002E
Logo Code:          Ok
Title:              UMUSCLE     
Serial:             AK2E (USA)
Maker Code:         B2 (Bandai)
Fixed Value:        0x96 (Ok)
Unit Code:          0x00
Device Code:        0x00
Reserved 1:         0x00000000000000
Version:            0x01 (v1.1)
Complement:         0xBB (Ok)
Reserved 2:         0x0000
----| Backup Media |-----------------------------------------------
Chip:               EEPROM_V122
Size:               4/64 Kbit

Board / Cartridge Images

Cart Front
Cart Back

Special Thanks

Massive thanks to Zach Lambert for sending this in for release!

Jeep Jamboree - Off Road Adventure (Europe) (Prototype)
- - togemet2

The following is a prototype of Jeep Jamboree: Off Road Adventure, developed by Gremlin and Virgin Interactive. This build contains minor differences, most of which being graphical related.

Differences

  • The illustration on the name entry screen is completely different, with the prototype featuring a person inside the vehicle.
  • The background for the “Player Options” screen has far more detail in the prototype.
  • A grammatical error is present within the options menu (2 player link game).
  • Game header is incorrect.

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Game Boy
File:               jeep.gb
BitSize:            1 Mbit
Size (Bytes):       131072
CRC32:              4DA15B28
MD5:                7EA3EC15056D993DCEDCA95249F2BD3D
SHA1:               9E58A8553D7405A13F282B46FC0BBFE23594D3CF
SHA256:             75B093FA0F32D04FEF7C11D53A09680BB6934007E82D67ED9A81BE4244CD553C
----| Header Data |------------------------------------------------
Entry Point:        0x018BC300
Logo Code:          Ok
Title:                              
New Licensee Code:  N/A
SGB Support:        0x00 (No)
Cartridge Type:     0x00 (ROM)
ROM Size:           0x00 (Bad; 256 Kbit; 32768 Bytes)
RAM Size:           0x00 (None)
Old Licensee Code:  0x00 (Unknown)
Version:            0x00 (v1.0)
Header Checksum:    0xE7 (Ok)
Global Checksum:    0x0000 (Bad; 0x7C8F)

Board / Cartridge Images

Cart Front
Cart Back

Special Thanks

Massive thanks to square_wave for sending this in for release!

Mario Kart XXL (Tech Demo) (Apr 17th 2004)
- - togemet2

The following demo was created in early 2004 by Denaris Entertainment Software (founded by Manfred Trenz, creator of the Turrican series). It ended up getting pitched to Nintendo of Europe in order to showcase their dynamic and adjustable perspective view engine featuring dual playfields. Unsurprisingly, it didn’t end up going anywhere.

It primarily consists of a single track featuring various Mario Kart assets. Despite there being a lap counter, the player cannot reach the next lap after crossing the finish line. Similarly, the coins are also unobtainable and the various different terrains do not affect Mario’s speed.

Screenshots

Screenshot Screenshot Screenshot

Not only do we have the original binary file for the demo, but we’ve also included the readme file written by Manfred Trenz himself, which includes bits and pieces of information regarding the game’s content as well as an explanation on its controls.

MarioKartXXL-ReadMe.txt

*********************************************************************
*   Mario Kart Demo V1.0                                            *
*   17.04.2004 Manfred Trenz                                        *
*********************************************************************

Content:
~~~~~~~~~
Demonstration of a dynamic adjustable perspective view on dual
playfields for a Mario Kart racing game.

The mainmenu contains this selectable options:
Demo: Selfrunning demo, which shows some features of the engine.
Play: Full playable track.


Controls:
~~~~~~~~~
Adress screen:
A / START          - Proceed

Mainmenu:
UP / DOWN / SELECT - Select item
A / START          - Enter selected option

Demo:
SELECT             - Abort demo and return to mainmenu

Play:
A / UP             - Accelerate
B / DOWN           - Slowdown / Move backwards
LEFT               - Rotate kart to the left (Only when moving)
RIGHT              - Rotate kart to the right (Only when moving)
R                  - Move camera closer to kart
L                  - Move camera away from kart
SELECT             - Abort track and return to mainmenu

Something else interesting to note is that Mario Kart XXL originally started development under a different titled simply called “R3D-Demo”. This demo doesn’t feature any Mario assets at all, instead opting for a much more plain pre-rendered monster truck. The gameplay itself is virtually identical to Mario Kart XXL, except with a different track layout and other minor differences.

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Game Boy Advance     
File:               MarioKartXXL.gba
BitSize:            32 Mbit
Size (Bytes):       4194304
CRC32:              E3075601
MD5:                766094925834DC617650CD0A5387C545
SHA1:               BA1E75F780C41E737922F090DCB17526F1FD7A01
SHA256:             701E354E60F3CF4DEDC8884434879BB6D860562642ECBAA0614C48B5B26527B0
----| 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

Playthrough Video

An overview video created by Hard4Games:

R3D-Demo V1 (Tech Demo)
- - togemet2

The following demo was created in early 2004 by Denaris Entertainment Software (founded by Manfred Trenz, creator of the Turrican series), and was at some point repurposed into the infamous Mario Kart XXL tech demo before being pitched to Nintendo of Europe.

R3D-Demo is a 3D racer consisting of a single repeating map. Before starting, the player is also able to choose between two pre-rendered cars, unlike Mario Kart XXL where you’re unable to select other characters.

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Game Boy Advance         
File:               3-R3D_Demo_V1.gba
BitSize:            64 Mbit
Size (Bytes):       8388608
CRC32:              3E7F9100
MD5:                D4A18392C43F57F57224132324B7ACBB
SHA1:               48261A7984808F573A1B07BE647C02B941AF6247
SHA256:             9CBAC31F7ED968D988D646A85B77DB6BAF24591E1D63EBA73B537D3BE0186CBB
----| 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

Playthrough Video

An overview video created by Hard4Games:

LOGiN (1987 Complete)
- - togemet2

A while ago some magazine scans by Gaming Alexandria were taken offline due to copyright. These magazines are essential to those who document video game history, so they’re being redistributed via torrents! Here’s the sixteenth batch! If you prefer magnet links click here.

Screenshots

Screenshot Screenshot Screenshot

Nitro EVA. (USG) Ver10.0
- - togemet2

The purpose of the following cartridge was to test and diagnose various functions on Nintendo DSi systems during production. Judging from the title listed in the actual menu, this cartridge was originally designed for testing Nintendo DS Lite systems, as it specifies the product code “USG”. It was likely then slightly modified or simply repurposed for the “DS Mode” present on DSi units, as noted by the cartridge label which reads the following: NTR Mode Inspection Card TWL. In order to get access to the main option menu, hold the start and select buttons upon startup.

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Nintendo DS        
File:               __AAAA01_00.nds
BitSize:            64 Mbit
Size (Bytes):       8388608
CRC32:              DCBACCB9
MD5:                2037A3C2D1F8EEB31898451FA16733FF
SHA1:               91BB4935DA06E9BAD8C5B45DD9C2CA94B826B0F5
SHA256:             E6F37CD858C3B4081F5116D97933A11F4EEB4C89B749EF325E9DCB26ECBA5CC6
----| Header Data |------------------------------------------------
Game Title:                     
Game Serial:        AAAA (Unknown)
Maker Code:         01 (Nintendo)
Unit Code:          0x00
Encryption Seed:    0x00
Device Size:        0x06 (Ok; 64 Mbit; 8388608 Bytes; 32 Mbit Size-Fixed)
Asian Region:       0x00
Reserved 1:         0x000000000000000000
Version:            0x00 (v1.0)
Autostart:          0x04 (Yes)
ARM9 ROM Offset:    0x00004000
ARM9 Entry Address: 0x02000800
ARM9 RAM Offset:    0x02000000
ARM7 ROM Offset:    0x0026FE00
ARM7 Entry Address: 0x02380000
ARM7 RAM Offset:    0x02380000
FNT Offset:         0x00279800
FNT Size:           0x0000002B
FAT Offset:         0x00279A00
FAT Size:           0x00000008
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:       0x00279C00
Secure CRC16:       0xDC3E (Bad; 0xF5A7; Decrypted)
Secure Timeout:     0x051E
ARM9 Autoload Address:0x02000A74
ARM7 Autoload Address:0x02380158
Secure Disable:     0x0000000000000000
Used Rom Size:      0x00292600 (2696704 Bytes)
Header Size:        0x00004000 (16384 Bytes)
Logo CRC16:         0xCF56 (Ok)
Header CRC16:       0x3EFC (Bad; 0x1773)
----| Icon/Title Data |--------------------------------------------
Icon Version:       0x0001
Icon CRC16:         0x4103 (Ok)
Japanese Title:
NINTENDO DS™
デモンストレーション
----| Encrypted Data |---------------------------------------------
Encrypted Secure:   0xDC3E (Ok)
Encrypted CRC32:    182B0C0C
Encrypted MD5:      95E29E766E107EB6784B4C959C0F7D9A
Encrypted SHA1:     BA745C0F8861F9ED3A08636A2ED6A83E1DFB6592
Encrypted SHA256:   3085D5A7ECDBB1733BE28F8380B38016B276053C92285956AF255DEEA8D77635

Board / Cartridge Images

Cart Front
Cart Back

Special Thanks

Massive thanks to MasChief for sending this in for release!

There is no program on this disc.
- - togemet2

The following is displayed when an Nintendo GameCube NPDP cartridge contains an empty slot. There’s not much to it except for this single screen!

Screenshots

Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Nintendo GameCube        
File:               NPDP Empty Slot.gcm
BitSize:            10 Gbit
Size (Bytes):       1459978240
CRC32:              64ADDC63
MD5:                6F26E9779E57150182A5C8247A714B83
SHA1:               09FB6C2DC26FE66A52BF9A4B50AD6970851D98BC
SHA256:             A46582E2FE9D86EFE5E958E242DCE41AFCB8A37B892D98F913CFEE3A9A96AB82
----| Header Data |------------------------------------------------
Game Title:         Sample Game Name
Game Serial:        RELSAB (Japan)
Maker Code:         AB (Unknown)
Version:            0x01 (v1.1)
Disc Id:            2

Special Thanks

Massive thanks to emu_kidid for sending this in for release!

1996 Nintendo Co. Ltd Company Report
- - togemet2

In collaboration with Render Archive and user Nintoid, we’ve preserved the long-awaited 1996 Nintendo Company Report! It contains many interesting things such as sales information, but most importantly, early renders and brand new screenshots of prototype software!

Screenshots

Screenshot Screenshot Screenshot

My Melody - Negai ga Kanau Fushigi na Hako (Japan) (Prototype) (1)
- - togemet2

The following is an early prototype of My Melody - Negai ga Kanau Fushigi na Hako for the Nintendo 3DS, developed by Nippon Columbia and Sanrio.

Differences

  • Publisher/developer logo introduction screen is using placeholder assets.
  • The titlescreen is completely different from the retail version and doesn’t use the final name.
  • Various debugging features are able to be used upon boot.

Screenshots

Screenshot Screenshot Screenshot

ROM Information

== Reading file '0004000000181000_v00.3ds'...
-- Nintendo 3DS ROM Image detected
----- SMDH -----
Title:           'mymelody'
Full Title:      'mymelody
                  mymelody'
Publisher:       'NIPPON COLUMBIA Co.,LTD.'
Region Code:     [*] Japan     [ ] USA   [ ] Europe
                 [ ] Australia [ ] China [ ] South Korea
                 [ ] Taiwan
Age Ratings:     CERO=A
----- NCSD -----
Media ID:        '00040000-00181000'
Product Code:    'CTR-P-BM7J'
Logo:            'Licensed by Nintendo'
Media Type:      'Card1'
Card Device:     'NOR Flash'
Card Revision:   '00'
Issuer:          'Debug'
Partitions:
|#| Type | Encryption | Version  |  Size   |
|-|------|------------|----------|---------|
|0|Game  |Fixed (Zero)|0.0.2 (v2)|18.6 MiB |
|1|Manual|Fixed (Zero)|0.0.0 (v0)|612.0 KiB|
----- ExHeader -----
Process Name:    'mymelody'
Type:            'Application'
Flags:           [*] CompressExefsCode [ ] SDApplication
Old3DS Sys Mode: 'Prod (64 MiB)'
New3DS Sys Mode: 'Legacy (64 MiB)'
New3DS CPU Mode: [ ] L2 Cache [ ] 804 MHz

Board / Cartridge Images

Cart Front
Cart Back

Special Thanks

Massive thanks to Haifisch for sending this in for release!