nyuuzyou/wikis huggingface dataset:
XGRA: Extreme G Racing Association (Jun 5, 2003 prototype)

A prototype of XGRA: Extreme G Racing Association for the PlayStation 2.
==Notes==
* An NTSC build dated over 2 months before the final game.
* There is no intro sequence, no opening logos, no genre select nor a title screen - instead, the game boots straight into the main menu.
* The game now finally has the menu layout used in the final game, for the most part, though some of the menus still use the earlier style which more closely resembled XGIII's menus.
* Only the English language is present, and selecting any other language will replace all text with variants of "Text n Not Found".
* The list of languages does not match the one used in the final PAL build.
** Additionally, the language selection does not normally appear in NTSC versions of the game at all.
* There's early loading screens.
* Only one pre-race voiceover seems to be complete, and it's used on all levels.
* There's a debugging display containing camera coordinates near the bottom of the screen in-game at all times.
* The tracks have early placeholder names. They're generally quite incomplete and have some glitchy collision, allowing you to drive through walls.
* The countdown at the beginning of the race sounds different.
** Additionally, there's no sign showing this countdown.
* Powerups and weapons are seemingly absent from this version, or at least inaccessible from the beginning, unlike previous builds.
* The arcade mode shows different tracks depending on whether a save file has been loaded, with only five tracks available initially - both "A" and "B" tracks. If the game is loaded, Vostok A and Vostok A (Night) are the only ones playable, presumably with more unlocked later on in the game.
* In Vostok A (Night), the bike can fall straight through the floor upon starting the race.
* The track maps are unfinished and use placeholder images.
* Miscellaneous Notes:
** Game is emulatable (in PCSX2): Yes (as of March 17, 2021).
** Game contains dongle protection: No.
==Screenshots==
XGRA-Jun05-Menus-1.png|Main menu
XGRA-Jun05-Menus-2.png|Menus
XGRA-Jun05-Menus-3.png|Menus
XGRA-Jun05-Menus-4.png|Menus
XGRA-Jun05-Loading.png|Loading screen
XGRA-Jun05-1.png|Gameplay
XGRA-Jun05-2.png|Gameplay
XGRA-Jun05-3.png|Gameplay
XGRA-Jun05-4.png|Gameplay
XGRA-Jun05-5.png|Gameplay
XGRA-Jun05-6.png|Gameplay
==Origin==
PS2 - XGRA 7-6-2003.jpeg|Disc front.
==Files==
==Acknowledgments==
A huge thanks to Hwd45 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)
XGRA: Extreme G Racing Association (Jun 6, 2003 prototype)

A prototype of XGRA: Extreme G Racing Association for the PlayStation 2.
==Notes==
* An NTSC build dated over 2 months before the final game.
* There is no intro sequence, no opening logos, no genre select nor a title screen - instead, the game boots straight into the main menu.
* The game now finally has the menu layout used in the final game, for the most part, though some of the menus still use the earlier style which more closely resembled XGIII's menus.
* Only the English language is present, and selecting any other language will replace all text with variants of "Text n Not Found".
* The list of languages does not match the one used in the final PAL build.
** Additionally, the language selection does not normally appear in NTSC versions of the game at all.
* There's early loading screens.
* Only one pre-race voiceover seems to be complete, and it's used on all levels.
* There's a debugging display containing camera coordinates near the bottom of the screen in-game at all times.
* The tracks have early placeholder names. They're generally quite incomplete and have some glitchy collision, allowing you to drive through walls.
* The countdown at the beginning of the race sounds different.
** Additionally, there's no sign showing this countdown.
* Powerups and weapons are seemingly absent from this version, or at least inaccessible from the beginning, unlike previous builds.
* The arcade mode shows different tracks depending on whether a save file has been loaded, with only five tracks available initially - both "A" and "B" tracks. If the game is loaded, Factory A and Factory A (Night) are the only ones playable (differing from the Vostok tracks used in the previous version), presumably with more unlocked later on in the game.
* The track maps are unfinished and use placeholder images.
* Miscellaneous Notes:
** Game is emulatable (in PCSX2): Yes (as of March 17, 2021).
** Game contains dongle protection: No.
==Screenshots==
XGRA-Jun06-Menus-1.png|Main menu
XGRA-Jun06-Menus-2.png|Menus
XGRA-Jun06-Menus-3.png|Menus
XGRA-Jun06-Menus-4.png|Menus
XGRA-Jun06-Loading.png|Loading screen
XGRA-Jun06-1.png|Gameplay
XGRA-Jun06-2.png|Gameplay
XGRA-Jun06-3.png|Gameplay
XGRA-Jun06-4.png|Gameplay
XGRA-Jun06-5.png|Gameplay
==Origin==
PS2 - XGRA 6-6-2003 V2.jpeg|Disc front.
==Files==
==Acknowledgments==
A huge thanks to Hwd45 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)
XGRA: Extreme G Racing Association (Jun 9, 2003 prototype)

A prototype of XGRA: Extreme G Racing Association for the PlayStation 2.
==Notes==
* An NTSC build dated over 2 months before the final game.
* There is no intro sequence, nor opening logos. There's finally a title screen in this build, but it doesn't match the one used in the final.
* The save file format is incompatible with previous versions of the game.
* The player is greeted to a choice of either a "Dance" or "Rock" soundtrack when starting up the game, like the frontend test. It's not clear if this has any affect on the music that's played, and there's no "Mix" option yet.
* The game now has the menu layout used in the final game, for the most part, though some of the menus still use the earlier style which more closely resembled XGIII's menus. The menus are more developed than previous builds, though.
* Some of the newly updated menus are noticeably incomplete or contain typos.
* Only the English language is present, and selecting any other language will replace all text with variants of "Text n Not Found".
* The list of languages does not match the one used in the final PAL build.
** Additionally, the language selection does not normally appear in NTSC versions of the game at all.
* There's early loading screens.
* There's a debugging display containing camera coordinates near the bottom of the screen in-game at all times.
* The tracks have early placeholder names. They're generally quite incomplete and have some glitchy collision, allowing you to drive through walls.
* The countdown at the beginning of the race sounds different.
** Additionally, there's no sign showing this countdown.
* Powerups and weapons are seemingly absent from this version, or at least inaccessible from the beginning, unlike previous builds.
* In Vostok A (Night), the bike can fall straight through the floor upon starting the race.
* The track maps are unfinished and use placeholder images.
* Miscellaneous Notes:
** Game is emulatable (in PCSX2): Yes (as of March 17, 2021).
** Game contains dongle protection: No.
==Screenshots==
XGRA-Jun09-Menus-1.png|Menus
XGRA-Jun09-Menus-2.png|Title screen
XGRA-Jun09-Menus-3.png|Main menu
XGRA-Jun09-Menus-4.png|Menus
XGRA-Jun09-Menus-5.png|Menus
XGRA-Jun09-Menus-6.png|Menus
XGRA-Jun09-Menus-7.png|Menus
XGRA-Jun09-Loading.png|Loading screen
XGRA-Jun09-1.png|Gameplay
XGRA-Jun09-2.png|Gameplay
XGRA-Jun09-3.png|Gameplay
XGRA-Jun09-4.png|Gameplay
==Origin==
PS2 - XGRA 9-6-2003.jpeg|Disc front.
==Files==
==Acknowledgments==
A huge thanks to Hwd45 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)
XGRA: Extreme G Racing Association (May 13, 2003 prototype)

A prototype of XGRA: Extreme G Racing Association for the PlayStation 2.
==Notes==
* An NTSC build dated over 3 months before the final game. The build is an E3 demo, and as such, it's quite limited in its scope, seemingly featuring only one track.
* The game boots into an intro image before loading straight into one of the Ocean tracks.
* There's a demo timeout - the game will quit if left for too long.
* The "mines" weapon is not present; instead, the fourth powerup is invincibility.
* The countdown at the beginning of the race sounds different.
** Additionally, there's no sign showing this countdown.
* The race ends with the words "GAME OVER" laid over the screen.
* Miscellaneous Notes:
** Game is emulatable (in PCSX2): Yes (as of March 17, 2021).
** Game contains dongle protection: No.
==Screenshots==
XGRA-May13E3Demo-Intro.png|Intro screen
XGRA-May13E3Demo-Controls.png|Controls screen
XGRA-May13E3Demo-Loading.png|Loading screen
XGRA-May13E3Demo-1.png|Gameplay
XGRA-May13E3Demo-2.png|Gameplay
XGRA-May13E3Demo-GameOver.png|Game over
XGRA-May13E3Demo-Outro.png|Outro screen
==Origin==
PS2 - XGRA E3 Demo.jpeg|Disc front.
==Files==
==Acknowledgments==
A huge thanks to Hwd45 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)
XIII (Aug 28, 2003 prototype)

A prototype of XIII for the Xbox.
==Notes==
* A build dated just under 3 months before the final game.
* Installer type disc, iso must be produced using the Files/XIII/ directory with Files/XIII/xiii.xbe as default.xbe.
* Title screen is preliminary
* Features a debug menu with a level select. This can be selected by moving the cursor beneath the rest of the options on the main menu.
* XBE information:
** Internal Name: Installer
** Maker ID and Product Number: \xFF\xFF-65280
** Executable Name: default.xbe
** Executable checksum (MD5): b4a509ddfb1f1faba9c3c29536590b8d
* Miscellaneous Notes:
** Game is emulatable: No (as of September 12, 2021).
** Game contains dongle protection: .
==Screenshots==
1395089146.png
1395089197.png
1395089199.png
1395089569.png
1395089590.png
1395089655.png
==Origin==
Xbox - XIII v121.jpeg|Disc front.
==Files==
==Acknowledgments==
A huge thanks to Hwd45 and Sazpaimon 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)
XIII (Aug 7, 2003 PC prototype)

A PC "Multiplayer" build of XIII dated just under 3 months from the final build. Despite what the disc says, it features the entire game single-player included with substantial notable differences.
==Notes==
* Multiplayer has several cut maps and modes that range in functionality:
**"Catch the Bird" gametype which can still be found in the final build although partially overritten, is entirely here on select compatible maps.
**"Power Up" is called "Mode Mario" here, though still plays the same.
**"Duel" appears to be an unused 1v1 mode, complete with its own unique selection of maps, all of which are not present in the final.
* A debug menu can be accessed on the main menu just under the Options button. Use the arrow keys to get to it, and use it.
* The source disc is marked 8/15/03 though the files on it are dated up to the Aug 7, so thats the date of the prototype.
==Screenshots==
Xiii873CTF testbot.png|CTF_testbot
Xiii873dm basement.png|dm_basement (Cut MP Map)
Xiii873ctf hual(1).png|ctf_hual (Cut CTF Map)
Xiii873ctf hual(2).png|ctf_hual #2
Xiii873dm hual2(1).png|dm_hual2 (Cut MP Map)
Xiii873dm hual2(2).png|dm_hual2 #2
Xiii873sb canyon(2).png|sb_canyon (Test map featuring a lone XIII walking in circles)
Xiii873sb canyon(1).png|hidden map found out of bounds in sb_canyon
Xiii873dm toit.png|dm_toit (Cut MP Map)
Xiii873sb prock.png|sb_prock (Cut Sabotage Map)
Xiii873dm base.png|dm_ware (Cut MP Map)
Xiii873sb maxpayne.png|sb_MaxPayne (Cut Sabotage Map)
==Origin==
XIII PC Multi.png|Disc front.
==See also==
https://www.insidexiii.com/
XIII (Jul 21, 2003 prototype)

A prototype of XIII for the Xbox.
==Notes==
* A build dated just under 4 months before the final game.
* Features a debug menu with a level select. This can be selected by moving the cursor beneath the rest of the options on the main menu.
* Installer type disc, iso must be produced using the Files/XIII/ directory with Files/XIII/xiiir.xbe as default.xbe.
* Title screen is missing
* The double vision effect from the start of the game persists through other levels
* Mission text is in French
* XBE information:
** Internal Name: Installer
** Maker ID and Product Number: \xFF\xFF-65280
** Executable Name: default.xbe
** Executable checksum (MD5): b4a509ddfb1f1faba9c3c29536590b8d
* Miscellaneous Notes:
** Game is emulatable: Maybe (as of September 12, 2021).
** Game contains dongle protection: .
==Screenshots==
XII-Xemu-2023-02-14-14-42-40.png|Unused(?) loading screen
1395087921.png
1395088107.png
1395088111.png
1395088133.png
1395088155.png
1395088412.png
1395088450.png
1395088540.png
1395088842.png
1395088964.png
==Origin==
Xbox - XIII 7-30-03.jpeg|Disc front.
==Files==
==Acknowledgments==
A huge thanks to Hwd45 and Sazpaimon 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)
XIII (Jul 31, 2003 02.59 prototype)

A prototype of XIII for the Sony PlayStation 2.
==Notes==
* Disc dumped twice, dumps matched.
==Screenshots==
gsdx_20200827002307.png|Profile select
gsdx_20200827002316.png|Main Menu
gsdx_20200827002502.png
==Origin==
XIII 31.07.03 PREVIEW PS2 10 ROM SALE.jpg|Disc front.
==Acknowledgments==
A huge thanks to The Swarming Dark for donating toward this release!
==See also==
This entry is part of the February 2020 group buy
XIII (Jul 31, 2003 09.59 prototype)

A prototype of XIII for the Sony PlayStation 2.
==Notes==
* Disc dumped twice, dumps matched.
* The timestamp on the executable predates the other build by exactly seven hours. The timestamp is most likely incorrect and the correct build date is most likely written on the disc.
==Screenshots==
gsdx_20200827002307.png|Profile select
gsdx_20200827002316.png|Main Menu
gsdx_20200827002502.png
==Origin==
UbiSoft XIII PLAYSTATION 2 - PREVIEW 20030807 D.M.I.S..jpg|Disc front.
==Acknowledgments==
A huge thanks to The Swarming Dark for donating toward this release!
==See also==
This entry is part of the February 2020 group buy
XIII (May 12, 2003 prototype)

A prototype of XIII for the Xbox.
==Notes==
* A demo build dated 6 months before the final game.
* Game seems to be an E3 demo, and the E3 logo can be seen during the loading sequence. This version loads into a level select with a limited range of different levels to choose from.
* The pause menu has a "cheats" option with a few different cheat modes to select - they don't appear to do anything, though.
* Installer type disc, iso must be produced using the Files/XIII/ directory with Files/XIII/xiii.xbe as default.xbe.
* XBE information:
** Internal Name: Installer
** Maker ID and Product Number: \xFF\xFF-65280
** Executable Name: default.xbe
** Executable checksum (MD5): b4a509ddfb1f1faba9c3c29536590b8d
* Miscellaneous Notes:
** Game is emulatable: Yes (Xemu) (as of September 12, 2021).
** Game contains dongle protection: No.
==Screenshots==
Screenshot 2021-07-29 22-24-15.png|Opening logos
Screenshot 2021-07-29 22-24-32.png|Main menu
Screenshot 2021-07-29 22-38-53.png|Gameplay
Screenshot 2021-07-29 22-39-09.png|Gameplay
Screenshot 2021-07-29 22-40-25.png|Gameplay
Screenshot 2021-07-29 22-40-36.png|Gameplay
==Origin==
Xbox - XIII 6-2-03.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)
XIII (May 22, 2003 E3 prototype)

A prototype of XIII for the PS2, seemingly matching what was shown at E3 of 2003. Very similar to the Xbox build from around the same time. 
==Notes==
* E3 Build
* Has cheats built into the pause menu.
* There is also a fully fledged developer console you can access via keyboard.
** You can input various commands, seemingly based on Unreal Tournament's console commands. For example "open plage01" loads the beach escape mission.
* Despite being in the games files, the BarFight Stage crashes upon load.
* You can access one more level not shown on the main menu via the level select cheat.
* Features old and placeholder voice acting.
* The first killer in the brighton beach has a completely different model, accent and voice.
* Multiplayer seems to be broken(?)
==Origin==
Disc front.
==See also==
https://www.insidexiii.com/
XIII (Sep 22, 2003 prototype)

A late prototype of XIII for the PlayStation 2.
==Notes==
* Review build dated a month before final.
* Miscellaneous Notes:
** Game is emulatable (in PCSX2): Yes (as of March 17, 2021).
** Game contains dongle protection: No.
==Screenshots==
XIII-Sep22Review-Title.png|Title screen
XIII-Sep22Review-1.png|Profile select
XIII-Sep22Review-2.png|Loading screen
XIII-Sep22Review-3.png|Gameplay
XIII-Sep22Review-4.png|Gameplay
XIII-Sep22Review-5.png|Pause menu
==Origin==
PS2 - XIII Review.jpeg|Disc front.
==Files==
==Acknowledgments==
A huge thanks to Hwd45 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)
X (Gameboy Tech Demo)

A tech demo of the game X for Game Boy, from when it was named Lunar Chase. It was released by drx on September 17, 2006.
==Files==
== Screenshots ==
File:X (Tech Demo 1)-5.png
File:X (Tech Demo 1)-4.png
File:X (Tech Demo 1)-3.png
File:X (Tech Demo 1)-2.png
File:X (Tech Demo 1)-1.png
File:X (Tech Demo 1)-0.png
Xbox Developer Kit Recovery Disc (Apr 2, 2003 prototype)

Xbox Developer Kit Recovery Disc for the Xbox.
==Notes==
* Recovery CD for Xbox Developer Kits.
* This disk is meant for the green "debug" kits This disk installs the 1.00.5455.1 XDK launcher dash and can install retail dashboards 3944, 4920 and 5335 kernel ROMS 3944, 4039 and 5455 (AKA BIOS Update)
* XBE information:
** Internal Name: Recovery
** Maker ID and Product Number: \xFF\xED-21324
** Executable Name: default.xbe
** Executable checksum (MD5): 12f0bf5bae5fd7bf52160dda5b9b3402
* Miscellaneous Notes:
** Game is emulatable: No (as of September 12, 2021).
** Game contains dongle protection: No.
==Screenshots==
XDK_Recovery_5455_1.png
XDK_Recovery_5455_2.png
XDK_Recovery_5455_3.png
XDK_Recovery_5455_4.png
XDK_Recovery_5455_5.png
XDK_Recovery_5455_6.png
XDK_Recovery_5455_7.png
XDK_Recovery_5455_8.png
XDK_Recovery_5455_9.png
XDK_Recovery_5455_10.png
XDK_Recovery_5455_11.png
XDK_Recovery_5455_12.png
==Files==
==Acknowledgments==
A huge thanks to ehw and Sazpaimon 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|Project Deluge: Xbox an
==Origin==
Xbox - XDK April 2003 External Recovery Build 5455 copy 2.jpeg|Disc front.
Xbox - XDK April 2003 External Recovery Build 5455.jpeg|Disc front.
Xbox - XDK April 2003 External Recovery Build 5455 copy 2.jpeg|Disc front.
Xbox - XDK April 2003 External Recovery Build 5455.jpeg|Disc front.
==Acknowledgments==
A huge thanks to ehw and Sazpaimon 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)
Xbox Developer Kit Recovery Disc (Aug 5, 2003 prototype)

A prototype of Xbox Developer Kit Recovery Disc for the Xbox.
==Notes==
* Recovery CD for Xbox Developer Kits.
* XBE information:
** Internal Name: Recovery
** Maker ID and Product Number: \xFF\xED-21324
** Executable Name: default.xbe
** Executable checksum (MD5): 6757d43e6598698b70c55fb5726532d8
* Miscellaneous Notes:
** Game is emulatable: No (as of September 12, 2021).
** Game contains dongle protection: No.
==Screenshots==
Xbox - XDK March 2002.png
==Origin==
Xbox - August 2003 External Recovery build 5659.jpeg
==Files==
==Acknowledgments==
A huge thanks to ehw and Sazpaimon 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)
Xbox Developer Kit Recovery Disc (Dec 19, 2003 prototype)

A prototype of Xbox Developer Kit Recovery Disc for the Xbox.
==Notes==
* Recovery CD for Xbox Developer Kits.
* XBE information:
** Internal Name: Recovery
** Maker ID and Product Number: \xFF\xED-21324
** Executable Name: default.xbe
** Executable checksum (MD5): d58913a56dd64515a40bb62d2379c33a
* Miscellaneous Notes:
** Game is emulatable: No (as of September 12, 2021).
** Game contains dongle protection: No.
==Screenshots==
Xbox - XDK March 2002.png
==Origin==
Xbox - XDK December 2004 External Recovery Build 5849.jpeg|Disc front.
==Files==
==Acknowledgments==
A huge thanks to ehw and Sazpaimon 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)