nyuuzyou/wikis huggingface dataset:
The Pagemaster (SNES Prototype B)

A prototype of The Pagemaster for SNES.
==Origin==
FILE_ID.DIZ
THE____________________:______________:_____
 / __ / / / / /
 / / \_____/ \_____/ / / 
/_____/____/_________/_________/_________/ 
*============-> MULATORS! <-============F!*
 The Pagemaster *Final* / Fox Interactive
*==========- [16Mbit/Snes/Smc] -===========*
ACC.NFO
 .:+:. 
 :╖½ 
 __ _ _ _ _ _ __ __ _ _ _ _ _ _ __ _ 
 /\_______________\ /____/\ ______\ /__ /\_________________________
 / / / / \ / Y / / / /___/ __ / ____/ / / ___/
 / / \ \_/ \_/ / / \ / / / / \ / / / / \/____ \ 
(___\ \____\_____\____ /__\ /__\____\____ /___/ \ __/____ /____\ / / 
 ╖½/____\ [FAZ!] \/ \/ \/ /____\/ \/╖╗ /___\ 
 
<=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=>
 
 GaME : Pagemaster *Final* SizE : 16Mbits
 CoMPaNY : 20th Century Fox DatE : 29th Aug 94
 FoRMaT : SMC SuPPLiER : Mega UK Supplier JB 
-----------------------------------------------------------------------------
 <- Call Our Boards ->
 SaNCTuARY [WHQ] 1-ITS-PRI-VATE (SpEeD MaStER)
 CrIMeS Of PaSSiON [USHQ] 1-916-969-0706 (PaLe HoRSe)
 ALTeRNaTE ReALiTY [CHQ] 1-416-236-9590 (YaNkeE ROsE)
-----------------------------------------------------------------------------
 
 Game Note: We released the beta. Now here is the final. This version
 is waiting to be approved by Nintendo. So it should be 
 pretty finished! 
-----------------------------------------------------------------------------
 
 The ACC salute of the week goes to:
 !$! Sigma Seven/Premiere !$!
 for removing the PAL/NTSC protection on Jimmy Whites Snooker
<=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=>
==See also==
* No-intro entry
The Phantom: Ghost Who Walks (Apr 8, 2003 prototype)

A prototype of the unreleased The Phantom: Ghost Who Walks for the Nintendo Game Boy Advance.
==Notes==
* Developed by 7th Sense Studios, was to be published by Microids
* Most menus are uses English, and some texts uses Italian language.
* Miscellaneous Notes:
** Game is emulatable: Yes (as of March 27, 2024).
==Screenshots==
The Phantom Ghost Who Walks (Prototype) B.png|Language Select
The Phantom Ghost Who Walks (Prototype) A.png 
1 - Phantom.jpg|Gameplay
2 - Phantom.jpg|Gameplay
3 - Phantom.jpg|Gameplay
4 - Phantom.jpg|Gameplay
5 - Phantom.jpg|Gameplay
ph01.jpg|Gameplay
ph03.jpg|Gameplay
ph06.jpg|Gameplay
ph07.jpg|Gameplay
ph15.jpg|Gameplay
The Powerpuff Girls: Chemical X-Traction (Sep 27, 2001 prototype)

A prototype of The Powerpuff Girls: Chemical X-Traction for the Nintendo 64.
==Origin==
File:The-powerpuff-girls-chemical-x-traction-usa-prototype-cart-front.jpg|Cartridge front
File:The-powerpuff-girls-chemical-x-traction-usa-prototype-cart-back.jpg|Cartridge back
The Punisher (Jan 3, 2005 prototype)

A Spanish localization prototype build of The Punisher for the PlayStation 2 from 2005-01-03 (about three weeks after the NTSC release build, but about five weeks before the European release build).
==Origin==
The_Punisher-2005-01-03-01-Disc-Small.png|Disc front
The_Punisher-2005-01-03-02-Case-Front-Small.png|Case front
The_Punisher-2005-01-03-03-Case-Back-Small.png|Case back
==See also==
* Original release page on Archive.org
The Quest For Aladdin's Treasure (Oct 13, 2006 prototype)

A prototype of The Quest for Aladdin's Treasure for PC.
==Notes==
*Compiled build that was present in a SVN repository. This came from Revision 2531.
*The executable launches in PSP resolution by default. This can be changed by clicking File and selecting PS2 res. The game will launch in its intended resolution when you close and restart the executable.
*Music and sound effects are muted by default. They can be turned back on by setting the values of SetMusicVolume and SetSFXVolume to 1 in Data\Setup.lua.
*Dated about seven and a half months before the first available final build.
*Main menu has a plain white background.
*The title screen jokingly refers to the game as Aladdin's Felch Quest.
*Loading screen from The Snow Queen Quest is used as a placeholder.
*Jumps into a cave puzzle after the loading screen. The main menu and other levels can be accessed by modifying Data\Setup.lua.
*The HUD has been updated since the last build, though it is still different.
*Aladdin's rug is untextured.
*Navigating levels though the desert has been fixed in this build. Some warps will just jump the player back into the desert.
*Selecting the Gem Room or Hex Tilt puzzles causes the build to crash.
==Screenshots==
AladdinTreasureSep26_1.png
AladdinTreasureSep26_3.png
AladdinTreasureSep26_4.png
AladdinTreasureSep26_5.png
AladdinTreasureSep26_6.png
AladdinTreasureOct13_1.png
AladdinTreasureOct13_2.png
AladdinTreasureOct13_3.png
AladdinTreasureOct13_4.png
AladdinTreasureOct13_5.png
AladdinTreasureOct13_6.png
AladdinTreasureOct13_7.png
AladdinTreasureOct13_8.png
AladdinTreasureOct13_9.png
AladdinTreasureOct13_10.png
AladdinTreasureOct13_11.png
==See also==
Codebound release page. 
Codebound's original Twitter post.
The Quest For Aladdin's Treasure (Sep 26, 2006 prototype)

A prototype of The Quest for Aladdin's Treasure for PC.
==Notes==
*Compiled build that was present in a SVN repository. This came from Revision 2200, which happens to be the earliest build that was checked in.
*The executable launches in PSP resolution by default. This can be changed by clicking File and selecting PS2 res. The game will launch in its intended resolution when you close and restart the executable.
*Music and sound effects are muted by default. They can be turned back on by setting the values of SetMusicVolume and SetSFXVolume to 1 in Data\Setup.lua.
*Dated about eight months before the first available final build.
*Main menu has a plain white background.
*The title screen jokingly refers to the game as Aladdin's Felch Quest.
*Loading screen from The Snow Queen Quest is used as a placeholder.
*Jumps into the Sokoban puzzle after the loading screen. The main menu and other levels can be accessed by modifying Data\Setup.lua.
*Only Sokoban, Planks, and Tilt Maze are playable. The rest of the puzzles can't be played due to a few assets not being checked into the SVN yet at the time this build was compiled.
*The level hub (desert) will crash the game due to Data\Levels\landscape.xmat being in the wrong folder. Copy it to Data\Landscape.
*The HUD from Robin Hood's Quest is used as a placeholder.
*Aladdin's rug is untextured.
*The desert in general is rough looking and lacks detail. 
*Attempting to go to any other level through the desert will crash the game.
==Screenshots==
AladdinTreasureSep26_1.png
AladdinTreasureSep26_3.png
AladdinTreasureSep26_4.png
AladdinTreasureSep26_5.png
AladdinTreasureSep26_6.png
AladdinTreasureSep26_7.png
AladdinTreasureSep26_8.png
AladdinTreasureSep26_9.png
AladdinTreasureSep26_10.png
AladdinTreasureSep26_11.png
==See also==
Codebound release page. 
Codebound's original Twitter post.
The Quiet Collection (Jul 8, 2015 prototype)

A prototype of The Quiet Collection for Playstation vita.
==Notes==
* To work: "install the 3.600.011 PTEL Test Kit firmware PUP under safe mode, re-hack using Henkaku and enso ex or enso dex, and finally install the 0syscall6 plugin".
* Original filename: The Quiet Collection (2015-07-08).7z
==Acknowledgments==
A huge thanks to Obscure Gamers and all who have contributed over the years to these Releases!
==See also==
* Original page release on Archive.org
The Raven: Legacy of a Master Thief Episode 1 (Mar 10, 2013 prototype)

A prototype of The Raven: Legacy of a Master Thief Episode 1 for the Xbox 360.
==Notes==
* Predates the final build by almost 7 months.
* Original filename: The Raven (Mar 10 2013).zip
==Acknowledgments==
A huge thanks to Obscure Gamers and all who have contributed over the years to these Tera Releases!
==See also==
 
* Obscure Gamers
* The Cutting Room Floor (TCRF)
* Internet Archive (IA)
The Raven (Jul 3, 2013 prototype)

A prototype of The Raven for the Xbox 360.
==Notes==
* Predates the final by over 3 months.
* Original filename: Raven, The (2013-07-03) (beta).rar
==Acknowledgments==
A huge thanks to Obscure Gamers and all who have contributed over the years to these Tera Releases!
==See also==
* Obscure Gamers
* The Cutting Room Floor (TCRF)
* Internet Archive (IA)
The Red Star (Aug 18, 2004 prototype)

A prototype of the unreleased The Red Star for the Microsoft Xbox.
==Origin==
df24d966b7374410caf552bd88094260.png|Disc front.
==Acknowledgments==
* Special thanks to hogsy, hwd405, Spaceman, TheNameless0ne, AquaSeaWing, GHzGangster, FrostWolf, PikminGuts92, SpecFroce, AshBob5000, Dezent, and bonus thanks to RacingFreak for editing scans to be clearer.
==See also==
Original release thread on ObscureGamers.com
The Red Star (Jul 17, 2004 05.55 prototype)

A prototype of The Red Star for the Xbox.
==Notes==
* Unreleased game, early build.
* XBE information:
** Internal Name: The Red Star
** Maker ID and Product Number: AC-34
** Executable Name: default.xbe
** Executable checksum (MD5): e851b29e1ce3457f1c7e00ace9ebea5b
* Miscellaneous Notes:
** Game is emulatable: Yes (Xemu) (as of September 12, 2021).
** Game contains dongle protection: No.
==Screenshots==
Screenshot 2021-07-30 23-56-15.png|Title screen
Screenshot 2021-07-30 23-56-35.png|Gameplay
Screenshot 2021-07-31 00-06-15.png|Gameplay
Screenshot 2021-07-31 00-06-56.png|Gameplay
Screenshot 2021-07-31 00-07-22.png|Gameplay
Screenshot 2021-07-31 00-07-26.png|Gameplay
Screenshot 2021-07-31 00-08-05.png|Gameplay
Screenshot 2021-07-31 00-08-26.png|Gameplay
Screenshot 2021-07-31 00-09-36.png|Gameplay
Screenshot 2021-07-31 00-10-34.png|Gameplay
Screenshot 2021-07-31 00-13-27.png|Gameplay
==Origin==
Xbox - Red Star For Preview Only.jpeg|Disc front.
==Files==
==Acknowledgments==
A huge thanks to Hwd45 for researching this prototype! And a huge thanks to the anonymous donor that allowed for this release to happen!
==See also==
* Project Deluge: Xbox and Dreamcast (September 18, 2021)
* The Cutting Room Floor (TCRF)
* Internet Archive (IA)
The Red Star (Jul 19, 2004 prototype)

An early prototype of The Red Star for the Sony PlayStation 2.
==Screenshots==
File:PS2-The Red Star-2004-07-19-Copyright.JPG
File:PS2-The Red Star-2004-07-19-In_Game-01.JPG
File:PS2-The Red Star-2004-07-19-In_Game-02.JPG
==Origin==
PS2-The_Red_Star-2004-07-19-Disc_Label.JPG|Disc front.
==See also==
Original release post on ASSEMBlerGames. (Archive)
The Red Star (Jun 4, 2004 prototype)

A prototype/prerelease build of The Red Star for the Xbox from 2004-06-04.
==Notes==
This prototype is very similar (but not identical) to the build that's included on Official Xbox Magazine demo disc #35. In this case, it's given its own disc, and the XBE files are different, although they have the same build date/time embedded in them. The game data files appear to be identical otherwise.
==Screenshots==
File:The_Red_Star-2004-06-04-Game-01.PNG
File:The_Red_Star-2004-06-04-Game-02.PNG
File:The_Red_Star-2004-06-04-Game-03.PNG
File:The_Red_Star-2004-06-04-Game-04.PNG
File:The_Red_Star-2004-06-04-Game-05.PNG
==Origin==
The_Red_Star-2004-06-04-Disc-Small.PNG|Disc front
==See also==
* Original release page on Archive.org
The Rescue of Princess Blobette (Sep 26, 1990 prototype)

A prototype of The Rescue of Princess Blobette for the Game Boy.
==Notes==
* A look at the header shows that this ROM is version 0.24, dated Sept 26th, 1990, compared to the retail game’s version 0.25 and Oct 4th 1990.
* Similarly to Bubble Bobble, there is a bunch of minor miscellaneous hex differences dotted throughout the whole ROM which has shifted the data downwards, making it look more different than it really is.
* Judging from the closeness of dates between the prototype and the final version, I’d say there’s most likely no noticeable differences in gameplay to be seen here.
==Origin==
princesblobette.jpg
==Acknowledgments==
A huge thanks to Armageddon Potato for this bountiful lot as well as togemet2 for documenting and analyzing parts of the lot!
==See also==
* Armageddon Potato on X
* Armageddon Potato on Instagram
The Revenge of Shinobi (Aug 21, 1989 prototype)

A prototype of The Revenge of the Shinobi for the Sega Mega Drive.
== Notes ==
* This ROM is almost identical to the ROM that was discovered a few years ago but without the SEGA Channel information in the header. This means that the ROM that was included in the Sega Smash Pack release actually originated from the Final ROM Archive. We also have the added advantage of having the correct build date of the ROM to properly identify just how early it is in comparison to what was released. 
* It looks as if the ROM wasn’t properly identified in the archive (given the file name SHINOBI1.BIN, while a later version more in line with the retail release was given the file name SHINOBI2.BIN). As a result, this caused the wrong ROM to be included in the pack (and was possibly archived improperly by SEGA as a result).
* This build has a level select and cheat mode enabled by default. 
* The drum snare samples are using the samples from Phantasy Star II US. 
* Most of the sound effects and music are missing. 
* The bosses are unfinished, usually ending the stage prematurely. 
* The ending hasn’t been implemented yet, but graphics and code still exist for an alternate ending.
* Code and graphics exist for an unfinished bonus game that was cut due to storage constraints.
== Screenshots ==
File:SHINOBI1000.png
File:SHINOBI1001.png
File:SHINOBI1002.png
File:SHINOBI1003.png
File:SHINOBI1004.png
File:SHINOBI1005.png
File:SHINOBI1006.png
File:SHINOBI1007.png
== Videos ==
<youtube width="320" height="240">dyqGZ6utouI</youtube>
== Header ==
00000100 53 45 47 41 20 4d 45 47 41 20 44 52 49 56 45 20 SEGA MEGA DRIVE 
00000110 28 43 29 53 45 47 41 20 31 39 38 39 2e 4d 41 52 (C)SEGA 1989.MAR
00000120 53 55 50 45 52 20 53 48 49 4e 4f 42 49 20 20 20 SUPER SHINOBI 
00000130 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 
00000140 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 
00000150 53 55 50 45 52 20 53 48 49 4e 4f 42 49 20 20 20 SUPER SHINOBI 
00000160 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 
00000170 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 
00000180 47 4d 20 30 30 30 30 30 30 30 30 2d 30 30 43 db GM 00000000-00C.
00000190 4a 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 J 
000001a0 00 00 00 00 00 07 ff ff 00 ff 00 00 00 ff ff ff ................
000001b0 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 
000001c0 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 
000001d0 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 
000001e0 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 
000001f0 4a 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 J 
== Files ==
== See also ==
* More information on the differences at Rage Quitter 87's 16-bit Shinobi shrine
The Revenge of Shinobi (Feb 1, 1990 prototype)

A second build for The Revenge of the Shinobi that was given the name “SHINOBI2.BIN”. This build is actually a prototype of REV02, and only has code changes (data after 0x10000 in the ROM is unchanged). The game surprisingly has level select enabled by default for some reason.
== Notes ==
* This build is actually a prototype of REV02
* Only has code changes (data after 0x10000 in the ROM is unchanged). 
* The game surprisingly has level select enabled by default.
== Screenshots ==
File:SHINOBI2000.png
File:SHINOBI2001.png
File:SHINOBI2002.png
File:SHINOBI2003.png
File:SHINOBI2004.png
File:SHINOBI2005.png
File:SHINOBI2006.png
File:SHINOBI2007.png
File:SHINOBI2008.png
File:SHINOBI2009.png
== Videos ==
<youtube width="320" height="240">8e88jLO5dxs</youtube>
== Header ==
00000100 53 45 47 41 20 4d 45 47 41 20 44 52 49 56 45 20 SEGA MEGA DRIVE 
00000110 28 43 29 53 45 47 41 20 31 39 38 39 2e 53 45 50 (C)SEGA 1989.SEP
00000120 54 48 45 20 53 55 50 45 52 20 53 48 49 4e 4f 42 THE SUPER SHINOB
00000130 49 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 I 
00000140 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 
00000150 54 48 45 20 52 45 56 45 4e 47 45 20 53 48 49 4e THE REVENGE SHIN
00000160 4f 42 49 20 20 20 20 20 20 20 20 20 20 20 20 20 OBI 
00000170 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 
00000180 47 4d 20 30 30 30 30 31 31 30 35 2d 30 32 7d ae GM 00001105-02}.
00000190 4a 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 J 
000001a0 00 00 00 00 00 07 ff ff 00 ff 00 00 00 ff ff ff ................
000001b0 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 
000001c0 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 
000001d0 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 
000001e0 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 
000001f0 4a 55 45 20 20 20 20 20 20 20 20 20 20 20 20 20 JUE 
== Files ==
The Revenge of the Smurfs (Mar 22, 2002 prototype)

A prototype of The Revenge of the Smurfs for the Game Boy Advance.
==Notes==
* Early prototype. Alpha version.
* ROM Header is different. Game name is PITUFOS and the Game ID is AGB70. In the final, this was changed to "THE REVENGE" and "A7SP70" respectively.
* Boots to screen that displays the ROM header information as well as the build name and build date. The final boots to a IMPS trademark screen.
* No title screen or any other trademark screens in this build.
* Main menu is an extremely basic plain text screen with only an option to play a Normal Game and two Mini-Games.
* No opening cutscenes.
* No options menu.
* No music.
* HUD is slightly different. In this build there's a timer and a point system that was removed from the final.
* Level layout differences.
* Only some levels have been implemented.
==Screenshots==
The Revenge of the Smurfs (Mar 22, 2002 prototype)_00002.png
The Revenge of the Smurfs (Mar 22, 2002 prototype)_00003.png
The Revenge of the Smurfs (Mar 22, 2002 prototype)_00004.png
The Revenge of the Smurfs (Mar 22, 2002 prototype)_00005.png
The Revenge of the Smurfs (Mar 22, 2002 prototype)_00006.png
The Revenge of the Smurfs (Mar 22, 2002 prototype)_00009.png
The Revenge of the Smurfs (Mar 22, 2002 prototype)_00012.png
The Revenge of the Smurfs (Mar 22, 2002 prototype)_00015.png
The Revenge of the Smurfs (Mar 22, 2002 prototype)_00016.png
The Revenge of the Smurfs (Mar 22, 2002 prototype)_00018.png
The Revenge of the Smurfs (Mar 22, 2002 prototype)_00020.png
The Revenge of the Smurfs (Mar 22, 2002 prototype)_00021.png
The Revenge of the Smurfs (Mar 22, 2002 prototype)_00023.png
The Revenge of the Smurfs (Mar 22, 2002 prototype)_00026.png
The Revenge of the Smurfs (Mar 22, 2002 prototype)_00028.png
The Revenge of the Smurfs (Mar 22, 2002 prototype)_00030.png
The Revenge of the Smurfs (Mar 22, 2002 prototype)_00031.png
The Revenge of the Smurfs (Mar 22, 2002 prototype)_00033.png
The Revenge of the Smurfs (Mar 22, 2002 prototype)_00037.png
The Revenge of the Smurfs (Mar 22, 2002 prototype)_00039.png
The Revenge of the Smurfs (Mar 22, 2002 prototype)_00042.png
The Revenge of the Smurfs (Mar 22, 2002 prototype)_00044.png
The Revenge of the Smurfs (Mar 22, 2002 prototype)_00045.png
The Revenge of the Smurfs (Mar 22, 2002 prototype)_00047.png
The Revenge of the Smurfs (Mar 22, 2002 prototype)_00049.png
The Revenge of the Smurfs (Mar 22, 2002 prototype)_00051.png
The Revenge of the Smurfs (Mar 22, 2002 prototype)_00052.png
==Files==
==Acknowledgments==
Special thanks to Frank Cifaldi at the Video Game History Foundation and the anonymous donor for this part of the lot! A huge thanks to ehw for researching this prototype! 
==See also==
* New Years 2022 (January 1, 2022)
* The Cutting Room Floor (TCRF)
* Internet Archive (IA)
* Video Game History Foundation (VGHF)
The Ring: Terror's Realm (May 25, 2000 prototype)

A prototype of The Ring: Terror's Realm for the Dreamcast.
==Notes==
* Compiled over 4 months after the initial Japanese retail build
* Most likely a localization prototype
* Executable information:
** Executable Name: /1ST_READ.BIN
** Executable checksum (MD5): 6bbb3148a3fd6d3bdab431eb71178412
** Executable timestamp: 2000-01-19 18:14:07
* Header Information (IP.BIN):
** Header - Title: THE RING
** Header - Release Date: 20000525
** Header - Region: U
** Header - Device Info: 5A04 GD-ROM1/1
** Header - Product Version: V1.000
** Header - Maker ID: SEGA LC-T-151
** Header - Product Number: T15122N
* Volume Information:
** Volume Identifier: THE_RING
** Volume Set Identifier: THE_RING
** Volume Creation Date: 2000-01-19 18:14:07
** Volume Modification Date: 2000-01-19 18:14:07
** Last Modified File (if not available, then executable was the last modified file): 
** Last Modified File Checksum (MD5): 
** Last Modified File Time Stamp: 
* Miscellaneous Notes:
** Game is emulatable: Yes (as of September 12, 2021).
==Screenshots==
TheRing-1.png
TheRing-2.png
==Origin==
The Ring.jpeg|Disc front.
==Files==
==Acknowledgments==
A huge thanks to Iniche for researching this prototype! And a huge thanks to the anonymous donor that allowed for this release to happen!
==See also==
* Project Deluge: Xbox and Dreamcast (September 18, 2021)
* The Cutting Room Floor (TCRF)
* Internet Archive (IA)
The Saboteur (Jun 26, 2008 prototype)

A prototype of The Saboteur for the Xbox 360.
==Notes==
* Predates the final build by a year and a half.
* Original filename: Saboteur, The (2008-05-15) (beta).rar
==Acknowledgments==
A huge thanks to Obscure Gamers and all who have contributed over the years to these Tera Releases!
==See also==
* Obscure Gamers
* The Cutting Room Floor (TCRF)
* Internet Archive (IA)
The Sacred Pools (July 25, 1997 Prototype)

A prototype of the unreleased The Sacred Pools for the Sega Saturn.
==Notes==
*Its cancellation may be related to the poor reception it received from both the press as well as Sega's internal QA department.
*This build was extracted from the erroneously labeled "Mac" discs in the lot
*Pressing Y enables some printout information, it appears to be more in-depth than the earlier prototype.
==Screenshots==
Sacred Pools Saturn July25 1.png
Sacred Pools Saturn July25 2.png
Sacred Pools Saturn July25 3.png
Sacred Pools Saturn July25 4.png
==Origin==
File:SacredPool Lot.jpg|Disc lot
==Acknowledgments==
VBT for extracting the files off of the original discs.
==See also==
Release article (via Gaming Alexandria)
The Sacred Pools (May 30, 1997 Prototype)

A prototype of the unreleased The Sacred Pools for the Sega Saturn.
==Notes==
*Its cancellation appears to be due to lack of critical reception, from both the press and Sega's internal QA department.
*The Y button brings up some printout information, including ram usage and scene transition(i.e. if a "swish" is called for).
==Screenshots==
File:Sacred Pools Saturn 1.png
File:Sacred Pools Saturn 2.png
File:Sacred Pools Saturn 3.png
==Origin==
File:SacredPool Lot.jpg|Disc lot
==See also==
Release article (via Gaming Alexandria)
The Scorpion King: Rise of the Akkadian (Jun 7, 2002 prototype)

A prototype of The Scorpion King: Rise of the Akkadian for the PlayStation 2.
==Notes==
* Before the titlescreen the game shows you the controls
* Starts at the Town Khemet level
* Miscellaneous Notes:
** Game is emulatable (in PCSX2): Yes (as of March 17, 2021).
** Game contains dongle protection: No.
==Screenshots==
scorpionking_controls.png|Controls
scorpionking_titlescreen.png|Titlescreen
scorpionking_cutscene.png|Cutscene
scorpionking_gameplay1.png|Gameplay
scorpionking_gameplay2.png|Gameplay
scorpionking_gameplay3.png|Gameplay
scorpionking_menu.png|Menu
==Origin==
PS2 - Scorpion King Rise of the Akkadian.jpeg|Disc front.
==Files==
==Acknowledgments==
A huge thanks to Nex for doing the initial research on this prototype! And a huge thanks to the anonymous donor that allowed for this release to happen!
==See also==
* Project Deluge: PlayStation 2 (Initial Announcement Article) (March 20, 2021)
* Cutting Room Floor (TCRF)
* Internet Archive (IA)