nyuuzyou/wikis huggingface dataset:
Myst III: Exile (May 10, 2002 prototype)

A prototype of Myst III: Exile for the PlayStation 2.
==Notes==
* Severe graphical issues in PCSX2. Not present on hardware, though somewhat slow.
* When loading off of a HDD on hardware, no slowdown issues, though the game froze after completing a puzzle
* Miscellaneous Notes:
** Game is emulatable (in PCSX2): Issues (as of March 17, 2021).
** Game contains dongle protection: No.
==Screenshots==
amarec20210313-123759.png
amarec20210313-124109.png
amarec20210313-124131.png
==Files==
==Origin==
PS2 - Myst III Exile Preview Build 06-02.jpeg|Disc front.
PS2 - Myst III Exile Preview Build 06-02.jpeg|Disc front.
==Acknowledgments==
A huge thanks to Nex, Zoda-Y13 and Sazpaimon for doing the initial research on this prototype! And a huge thanks to the anonymous donor that allowed for this release to happen! Additional thanks to Gameboi64 for subsequent hardware testing.
==See also==
* Project Deluge: PlayStation 2 (Initial Announcement Article) (March 20, 2021)
* Cutting Room Floor (TCRF)
* Internet Archive (IA)
Mystaria: The Realms of Lore (Oct 26, 1995 prototype)

A prototype of Mystaria: The Realms of Lore for the Sega Saturn.
==Notes==
* Compiled a few minutes before the final US build.
* Miscellaneous Notes:
** Game is emulatable Yes (as of May 8, 2021).
==Origin==
Mystaria - The Realms of Lore (Oct 26, 1995 prototype).png|Disc front.
==Acknowledgments==
* A Special Thanks goes to the following people/groups,
** RacingFreak for helping manage the scans by clearing them up.
** ehw / HiddenPalace.org for double checking data.
** Merlin for donating a better Plextor than the one we had.
** All donators.
==See also==
* Mega.nz mirror.
* Archive.org mirror.
Mystaria: The Realms of Lore (Sep 21, 1995 prototype)

A prototype of Mystaria: The Realms of Lore for the Sega Saturn.
==Notes==
* Prototype
* Miscellaneous Notes:
** Game is emulatable Yes (as of May 8, 2021).
==Origin==
Mystaria - The Realms of Lore (Sep 21, 1995 prototype).png|Disc front.
==Acknowledgments==
* A Special Thanks goes to the following people/groups,
** RacingFreak for helping manage the scans by clearing them up.
** ehw / HiddenPalace.org for double checking data.
** Merlin for donating a better Plextor than the one we had.
** All donators.
==See also==
* Mega.nz mirror.
* Archive.org mirror.
Mysterium (Jan 23, 1991 prototype)

A prototype of Mysterium for the Game Boy.
==Notes==
* The licensing screen contains quite a few differences: In the prototype it has no mentions of any copyrights or license holders but instead contains a list of everyone who worked on the game. Displayed at the bottom is also a date and version number, January 23rd Version 1.00AI.
* The ROM has no header title.
* When a comma is used in any text, it’s placed one pixel higher than the retail version which can make text look odd.
* The title graphic does not yet contain a trademark symbol.
* The HUD doesn’t contain the arrow yet.
* The torch doesn’t appear on the floor in the first room.
* Looking through the graphics data, a few tiles/objects haven’t yet been implemented.
==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
Mystic Defender (Sep 14, 1989 prototype)

A localization prototype of Mystic Defender for the Sega Mega Drive. 
== Notes ==
* Some code differences and a few text differences.
* The baby-like enemies in Stage 2 are still flesh colored unlike the final international version.
== Screenshots ==
File:MYSTDFDR000.png
File:MYSTDFDR001.png
File:MYSTDFDR002.png
File:MYSTDFDR003.png
File:MYSTDFDR004.png
File:MYSTDFDR005.png
== Videos ==
<youtube width="320" height="240">7SBdALa-fK8</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 41 55 47 (C)SEGA 1989.AUG
00000120 8d 45 90 9d 89 a4 82 51 20 20 20 20 20 20 20 20 孔雀王２ 
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 4d 59 53 54 49 43 20 44 45 46 45 4e 44 45 52 20 MYSTIC DEFENDER 
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 31 30 31 31 2d 30 30 12 f7 GM 00001011-00..
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 ==
Mystic Heroes (Oct 11, 2002 prototype)

A prototype of Mystic Heroes for the PlayStation 2.
==Notes==
* English localization prototype.
* Compiled six days before the final US build.
* Miscellaneous Notes:
** Game is emulatable (in PCSX2): Yes (as of March 17, 2021).
** Game contains dongle protection: No.
==Screenshots==
PS2 - Mystic Heroes 10-11-02 Ver No 1.01 (1).png
PS2 - Mystic Heroes 10-11-02 Ver No 1.01 (2).png
PS2 - Mystic Heroes 10-11-02 Ver No 1.01 (3).png
PS2 - Mystic Heroes 10-11-02 Ver No 1.01 (4).png
PS2 - Mystic Heroes 10-11-02 Ver No 1.01 (5).png
PS2 - Mystic Heroes 10-11-02 Ver No 1.01 (6).png
PS2 - Mystic Heroes 10-11-02 Ver No 1.01 (7).png
PS2 - Mystic Heroes 10-11-02 Ver No 1.01 (8).png
==Origin==
PS2 - Mystic Heroes 10-11-02 Ver No 1.01.jpeg|Disc front.
==Files==
==Acknowledgments==
A huge thanks to ehw 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)
Myth: The Fallen Lords (Jul 23, 1997 prototype)

A prototype/prerelease build of Myth: The Fallen Lords for the PC from 1997-07-23 (about three months before the release build).
==Notes==
* Does not include an installer. Copy the files to a PC's hard drive and run Myth.exe.
* Indicates "BETA" and "DO NOT DISTRIBUTE" when launched. Is very obviously an unfinished prototype, with placeholder text, etc.
* Includes two recorded games featuring potty-mouthed chat by the game developers.
* Supports network games.
==Screenshots==
File:Myth-The_Fallen_Lords-1997-07-23-Game-01.png
File:Myth-The_Fallen_Lords-1997-07-23-Game-02.png
==Origin==
Myth-The_Fallen_Lords-1997-07-23-01-Disc-Small.png|Disc front
Myth-The_Fallen_Lords-1997-07-23-02-Booklet-Small.png|Booklet
==See also==
* Original release page on Archive.org
Myth: The Fallen Lords (Oct 2, 1997 prototype)

A prototype/prerelease build of Myth: The Fallen Lords for the PC from 1997-10-02 (about 3-4 weeks before the release build).
==Notes==
* Disc is titled "Beta 4".
* This prototype disc has both ISO and HFS filesystems, and seems to include a PowerPC Mac OS build of the game in addition to the Windows build.
* Supports network games.
==Origin==
Myth-The_Fallen_Lords-1997-10-02-01-Disc-Small.png|Disc front
==See also==
* Original release page on Archive.org
Myth Makers: Orbs of Doom (Sep 2, 2003 prototype)

A prototype of Myth Makers: Orbs of Doom for PlayStation 2.
==Notes==
*PlayStation 2 build compiled for PC.
*The build date is derived from the last modified files, as some data was updated a few days after the executable was compiled.
*Predates the first available PS2 final build by about three months (SLES-52241).
*The build expects a USB controller to be connected, as that is what the controls are configured for. A controller simulator such as KeyboardSplitter is able to be used with it.
*Boots into a debug level select.
*The game will usually crash when selecting the frontend due to Streams\Title.wav being missing. It will be able to load whenever a file is added in its place.
*All opening logos are absent.
*No audio present at any point.
*Title screen is stylized differently.
*Characters are arranged in different positions on the Choose A Character screen.
*Training levels are locked by default through the frontend.
*Names of the levels are not displayed on the Choose A Level screen.
*Character bios are not displayed while a level is loading. A generic loading screen is used instead.
*HUD has a completely different design.
*Amount of tries attempted on a level is not displayed.
*The Easter Land levels use a different skybox.
==Screenshots==
OrbsofDoomSep2_1.png|Debug level select menu
OrbsofDoomSep2_2.png|Autosave Information
OrbsofDoomSep2_3.png|Main Menu
OrbsofDoomSep2_4.png|Character Select
OrbsofDoomSep2_5.png|Level Select
OrbsofDoomSep2_6.png|Gameplay
OrbsofDoomSep2_7.png|Pause Menu
Myth Makers Super Kart GP (May 1, 2003 prototype)

A prototype of Myth Makers Super Kart GP for the PlayStation 2.
==Notes==
*PlayStation 2 build compiled for PC.
*Predates the first available PS2 final build by about six and a half months (SLES-52159).
*The build expects a USB controller to be connected, as it has a tendency to crash without one. A controller simulator such as KeyboardSplitter is able to be used with it.
*All of the opening logos are absent.
*No title screen. Jumps straight into the main menu.
*For some reason, the tool tip says TRANSLATION MISSING!!!.
*A different background is displayed on the main menu.
*All tracks load in Single Race except for Halloween Town. Oddly enough, both variants of the track will load in Grand Prix mode with the only exception being when Golden Cup is selected. The track however isn't really playable as the player will just keep falling through the map until the race ends. 
*All audio is absent outside of placeholder music that is played during a race.
*The star icon has a different design on the HUD.
==Screenshots==
SuperKartGPMay1_1.png
SuperKartGPMay1_2.png
SuperKartGPMay1_3.png
SuperKartGPMay1_4.png
SuperKartGPMay1_5.png
SuperKartGPMay1_6.png
SuperKartGPMay1_7.png
SuperKartGPMay1_8.png
SuperKartGPMay1_9.png
Mythri

A collection of art, music, and prototype builds of the canceled Mythri for the Game Boy Color and Game Boy Advance.
==Notes==
MYTHRI
*ART - Various art assets from GBC development
*CHARACTER ART - original key art of several characters
*PROMO ART - Several cool sketches, including some SD skits planned for our website
*SKETCHES - Concept sketches for spell effects, along with the end result
*BUILDS - Game ROMs you can play
*Mythri.gb - our publisher demo, vertical slice
*For some reason this will only play on the no$gmb emulator, which doesn’t work on recent versions of Windows. We can’t seem to figure out why (the cartridge I have still plays on any GBC or GBA, so this is odd) (Fixed: You can find a fixed build of the GBC version running on all hardwares and emulators File:Mythri (Unl) (Wabbajack Modern Emulators Fix 1.0).zip)
*If you get it running, you can press “B” on the title screen to cycle through the entire soundtrack - proving it works on-device!
*Mythri.gba - our GBA demo
*IN GAME
*BATTLE BACKGROUNDS - Our in-game art for the backgrounds shown in battle mode, one for each environment.
*CHARACTER SPRITES - different collections of our in game sprites for map scenes.
*BATTLE ANIMS - Sprite sheets for our characters in battle mode
*HOW TO - Demonstration of our technique to get 6 colors instead of 3 onto GBC sprites: we cheated. Every character was actually 2 different sprites set on top of each other: One for black, white, and skintone, the other for character-specific colors.
*Originally we’d wanted to have the full party walk in a line, but the GBC can only display 10 sprites on a horizontal line. Meaning with our trick, only 1 character could appear next to the full party, making towns impossible. That’s how we settled on only displaying the lead character alone.
*MANGA STILLS - Our huge detailed story illustrations. Includes Full screen, half screen, and dialogue portrait. This is pretty much all of them covering the whole game.
*These are all based on drawings by Carolyn Carter and colored pixel-by-pixel by a variety of people, including Steve Robinson who did most of that insane sunset.
*MAPS - A variety of area maps (unfortunately we only made full-area images of this handful of sections. The rest only exist as editor files)
*SCREENSHOTS - The screenshots we gave to publishers along with our demo
*MUSIC
*A sampling of music. You can actually hear the full soundtrack here: https://www.youtube.com/watch?v=PUXNk7IGWL4 or here: https://soundcloud.com/magicaltimebean/mythri-gbc-original-soundtrack
*xtra GBA VERSION
*Includes new key art, GBA demo screenshots, and graphic comparisons with original version. Also includes a press release.
*SKETCHES - various sketches created for GBA version, drawn by Carolyn Carter, Carsten Bradley, and Hethe Srodawa
Mánager de Liga (Feb 22, 2000 prototype)

A prototype, Spanish-language build of Mánager de Liga for the PlayStation.
==Screenshots==
File:Manager_de_Liga-2000-02-22-Game-01.png
File:Manager_de_Liga-2000-02-22-Game-02.png
File:Manager_de_Liga-2000-02-22-Game-03.png
File:Manager_de_Liga-2000-02-22-Game-04.png
File:Manager_de_Liga-2000-02-22-Game-05.png
File:Manager_de_Liga-2000-02-22-Game-06.png
==Origin==
Manager_de_Liga-2000-02-22-Disc.JPG|Disc front.
==See also==
Redump.org entry
N+ (DLC DLC0 prototype)

A prototype DLC of N+ for the Xbox 360.
==Notes==
* This dlc was found on the hdd Compressed001. This dlc was extracted by funtimeandrefoxy on Feb 11, 2025.
* Whether the DLC is an earlier version of "Level Pack #1" is unknown.
To Do: Check the above.
==Acknowledgments==
A huge thanks to Obscure Gamers and all who have contributed over the years to these Tera Releases!
N+ (DLC Test PDLC enabling user content sharing prototype)

A prototype DLC of N+ for the Xbox 360.
==Notes==
* This dlc was found on the hdd Compressed001. This dlc was extracted by funtimeandrefoxy on Feb 11, 2025.
==Acknowledgments==
A huge thanks to Obscure Gamers and all who have contributed over the years to these Tera Releases!
N+ (Oct 19, 2007 prototype)

A prototype of N+ for the Xbox 360.
==Notes==
* Predates the final build by almost 2 months.
* Original filename: N+ (Oct 20 2007).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)
N+ (Oct 4, 2007 prototype)

A prototype of N+ for the Xbox 360.
==Notes==
* Predates the final build by almost 2 months.
* Original filename: N+ (Oct 04 2007).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)
N2O: Nitrous Oxide (Apr 28, 1998 prototype)

A prototype of N2O: Nitrous Oxide for the PlayStation.
==Notes==
* Compiled 9 days before US retail version
* No differences noticed, but the full game data was not examined
* Miscellaneous Notes:
** Game is emulatable: Yes (as of April 17, 2021).
** Game contains dongle protection: No.
** Game contains debugging symbols: N/A
** Dump was originally scrambled: No
==Screenshots==
PSX - N2O 4-28-98-0001.png
PSX - N2O 4-28-98-0002.png
PSX - N2O 4-28-98-0003.png
PSX - N2O 4-28-98-0004.png
==Origin==
PSX - N2O 4-28-98.jpeg|Disc front.
==Files==
==Acknowledgments==
A huge thanks to Iniche for doing the initial research on this prototype!
==See also==
* Project Deluge: PlayStation 1, Saturn, and CD-i (April 17, 2021)
* Cutting Room Floor (TCRF)
* Internet Archive (IA)
NARC (Uncensored prototype)

A prototype of NARC for the NES.
==Notes==
*All violence, gore and drugs are completely uncensored, unlike the final release.
==Origin==
File:Narc-usa-prototype-cart-front.jpg|Cartridge (front)
File:Narc-usa-prototype-cart-back.jpg|Cartridge (back)
File:Narc-usa-prototype-pcb-front.jpg|PCB (front)
File:Narc-usa-prototype-pcb-back.jpg|PCB (back)
==See also==
Release page.
NASCAR Racing 5 (Dec 10, 2003 prototype)

An early prototype of the unreleased NASCAR Racing 5 for the Microsoft Xbox.
==Notes==
* Found on a Xbox Debug Kit that was used by Papyrus Design Group shortly before it closed down.
* Requires either a debug kit or a modded xbox with 128MB of RAM and a bios that supports the extra memory in order to get in-game.
* Racex.xbe works fine with the files while gplx.xbe is a debugging executable that does not work properly.
* While both executables were compiled in late 2003, most of the game files are actually from late 2001-mid 2002.
* Appears to be built off of NASCAR Racing 4 and Grand Prix Legends.
* This build appears to have been made early in the porting process, as there is a cursor that can be controlled by the thumbsticks.
* There are seven playable tracks: Kyalami, Monaco, Monza, Mosport, Nürburgring, Spa-Francorchamps, and Zandvoort.
* The tracks themselves seem to be very stripped down and basic, which makes sense considering that this is likely a tech demo. 
* Collision detection appears to be unstable. The build may crash if the car collides with certain barriers.
==Screenshots==
NascarRacing5_2.png|Menu
NascarRacing5_3.png|Menu
NascarRacing5_TrackSelect.png|Menu
NascarRacing5_Kyalami.png|Kyalami
NascarRacing5_Monaco.png|Monaco
NascarRacing5_Monza.png|Monza
NascarRacing5_Mosport.png|Mosport
NascarRacing5_4.png|Nürburgring
NascarRacing5_SpaFran.png|Spa-Francorchamps
NascarRacing5_Zandvoort.png|Zandvoort
==See also==
Original thread on ObscureGamers.com.
NASCAR Thunder 2003 (Jul 26, 2002 09.28 prototype)

A prototype of NASCAR Thunder 2003 for the Xbox.
==Notes==
* Predates the final US build by 19 days.
* Review prototype.
* XBE information:
** Internal Name: NASCAR Thunder 2003
** Maker ID and Product Number: EA-27
** Executable Name: default.xbe
** Executable checksum (MD5): 73ab2540e8c03d5d49526461dddbb68d
* Miscellaneous Notes:
** Game is emulatable: Yes (Xemu) (as of September 12, 2021).
** Game contains dongle protection: No.
==Screenshots==
Xbox - NASCAR Thunder 2003 (2).png
Xbox - NASCAR Thunder 2003 (3).png
Xbox - NASCAR Thunder 2003 (4).png
Xbox - NASCAR Thunder 2003 (5).png
Xbox - NASCAR Thunder 2003 (6).png
Xbox - NASCAR Thunder 2003 (7).png
Xbox - NASCAR Thunder 2003 (8).png
Xbox - NASCAR Thunder 2003 (9).png
Xbox - NASCAR Thunder 2003 (10).png
Xbox - NASCAR Thunder 2003 (11).png
Xbox - NASCAR Thunder 2003 (12).png
Xbox - NASCAR Thunder 2003 (13).png
Xbox - NASCAR Thunder 2003 (14).png
Xbox - NASCAR Thunder 2003 (15).png
Xbox - NASCAR Thunder 2003 (16).png
Xbox - NASCAR Thunder 2003 (17).png
Xbox - NASCAR Thunder 2003 (18).png
Xbox - NASCAR Thunder 2003 (19).png
Xbox - NASCAR Thunder 2003 (20).png
Xbox - NASCAR Thunder 2003 (21).png
Xbox - NASCAR Thunder 2003 (22).png
Xbox - NASCAR Thunder 2003 (23).png
Xbox - NASCAR Thunder 2003 (24).png
Xbox - NASCAR Thunder 2003 (25).png
Xbox - NASCAR Thunder 2003 (26).png
Xbox - NASCAR Thunder 2003 (27).png
Xbox - NASCAR Thunder 2003 (28).png
Xbox - NASCAR Thunder 2003 (29).png
==Origin==
Xbox - NASCAR Thunder 2003 (2).jpeg|Disc front.
==Files==
==Acknowledgments==
A huge thanks to ehw 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)
NASCAR Thunder 2003 (Jul 26, 2002 prototype)

A prototype of NASCAR Thunder 2003 for the PlayStation 2.
==Notes==
* NTSC prototype.
* Predates the final US build by 12 days.
* Miscellaneous Notes:
** Game is emulatable (in PCSX2): Yes (as of March 17, 2021).
** Game contains dongle protection: No.
==Screenshots==
PS2 - NASCAR Thunder 2003 Alpha A15 7-26-02 (1).png
PS2 - NASCAR Thunder 2003 Alpha A15 7-26-02 (2).png
PS2 - NASCAR Thunder 2003 Alpha A15 7-26-02 (3).png
PS2 - NASCAR Thunder 2003 Alpha A15 7-26-02 (4).png
PS2 - NASCAR Thunder 2003 Alpha A15 7-26-02 (5).png
PS2 - NASCAR Thunder 2003 Alpha A15 7-26-02 (6).png
PS2 - NASCAR Thunder 2003 Alpha A15 7-26-02 (7).png
PS2 - NASCAR Thunder 2003 Alpha A15 7-26-02 (8).png
PS2 - NASCAR Thunder 2003 Alpha A15 7-26-02 (9).png
PS2 - NASCAR Thunder 2003 Alpha A15 7-26-02 (10).png
PS2 - NASCAR Thunder 2003 Alpha A15 7-26-02 (11).png
==Origin==
PS2 - NASCAR Thunder 2003 Alpha A15 7-26-02.jpeg|Disc front.
==Files==
==Acknowledgments==
A huge thanks to ehw 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)
NASCAR Unleashed (Aug 16, 2011 prototype)

A prototype of NASCAR Unleashed for the Xbox 360.
==Notes==
* Predates the final build by a month.
* Original filename: NASCAR Unleashed (Aug 16, 2011)[20.003].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)
NASCAR Unleashed (Aug 2, 2011 prototype)

A prototype of NASCAR Unleashed for the Xbox 360.
==Notes==
* Predates the final build by a month.
* Original filename: NASCAR Unleashed (Aug 02, 2011)[16.005].rar
* Placeholder FMV and UI elements.
==Screenshots==
NASCAR Unleashed (Aug 2, 2011 prototype) placeholder fmv.png|Intro video
NASCAR Unleashed (Aug 2, 2011 prototype) loading.png|Loading
==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)
NASCAR Unleashed (Aug 22, 2011 18.38 prototype)

A prototype of NASCAR Unleashed for the Xbox 360.
==Notes==
* Predates the final build by half a month.
* Original filename: NASCAR Unleashed (Aug 22, 2011)[20.005].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)
NASCAR Unleashed (Aug 22, 2011 23.11 prototype)

A prototype of NASCAR Unleashed for the Xbox 360.
==Notes==
* Predates the final build by half a month.
* Original filename: NASCAR Unleashed (Aug 22, 2011)[20.006].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)
NASCAR Unleashed (Jul 29, 2011 prototype)

A prototype of NASCAR Unleashed for the Xbox 360.
==Notes==
* Predates the final build by almost a month and a half.
* Placeholder UI elements and videos.
* Original filename: NASCAR Unleashed (Jul 29, 2011)[Root Files].rar
==Screenshots==
NASCAR Unleashed (Jul 29, 2011 prototype) placeholder fmv.png
NASCAR Unleashed (Jul 29, 2011 prototype) placeholder loading.png
==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)
NASCAR Unleashed (Jun 7, 2011 prototype)

A prototype of NASCAR Unleashed for the Xbox 360.
==Notes==
* Contains only hte vfs.pak file, incomplete.
* Predates the final build by 3 months.
* Original filename: NASCAR Unleashed (Jun 07, 2011)[Only vfs.pak file - incomplete].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)
NASCAR Unleashed (Nov 30, 2011 prototype)

A prototype of NASCAR Unleashed for the Xbox 360.
==Notes==
* Postdates the final build by almost 2 months.
* Original filename: NASCAR Unleashed (Nov 30, 2011)[Drift].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)