nyuuzyou/wikis huggingface dataset:
Conker's Bad Fur Day (Aug 26, 2000 prototype)

A ECTS prototype of Conker's Bad Fur Day for the Nintendo 64.
==Notes==
* Archive contains both the encrypted and the unencrypted ROM files.
* Security dongle notes by marshallh:
Reversing the Rare Ltd proto dongle
___________________________________
June 2012, marshallh
Description
___________
These dongles were presumably hand-built be Rare, for the purpose 
of either:
	
	1. Allowing non-retail debug builds to be tested by 
	 running on stock N64s with just a flash cart,
	2. Preventing the build from booting on any stock setup 
	 without the dongle or dev cartridge.
It's possible that these were both the intended purpose. In any 
case, the dongle is a pass-through, except that there is an Altera
MAX7000 series CPLD intercepting the AD16 bus. This lets 
all normal bus transactions through, but in the special case 
mentioned below, takes control of the bus and gives its own data.
Specifics
_________
The Conker BFD build that was tested did not finish booting on my
64drive. After sticking a logic analyzer on it, I found it was 
hanging upon reading a value from an address in the higher 
range of cart space.
Upon disassembling the rom, it was clear that the game was writing
some data to whatever development cart they had, and then reading
back two 16bit halfwords and comparing them to stored 
values.
	1. Writes 0x80004040 to cartridge address 0x1C000020C
	2. Reads 32bits from 0x1C000000, compares the lower 
	 halfword to 0x4F4A
	3. Reads 32bits from 0x1C000002, compares the lower 
	 halfword to 0x4653
The second read is contingent upon the first.
If you convert the 32bit 'magic' to ASCII, it's 'OJFS'.
This may not be the full extent of the debug stub 
handling/protection, but having the 64drive answer these requests
like the original dongle allows the game to boot and be played 
normally.
This check appears once in code, but is called upon every major
scene change (probably code overlay swap event). The PD debug ROM
allows for several different possible values compared to BFD.
By patching the ROM it's possible to remove these checks and put
in the proper values, and allows operation on any backup unit.
Connie Talbot: Over the Rainbow (Jan 29, 2009 prototype)

A prototype of the unreleased Connie Talbot: Over the Rainbow for the Wii.
==Notes==
*Developed by Data Design Interactive, was to be published under their Popcorn Arcade label.
*Seen at E3 2009.
==Origin==
File:Connie-talbot-over-the-rainbow-europe-prototype-disc-front.jpg|RTV-R
==See also==
* Forest of Illusion page (archived)
Conquest Earth (Aug 18, 1997 prototype)

A prototype/prerelease build of Conquest Earth for the PC from 1997-08-18 (about two weeks before the release build).
==Origin==
Conquest_Earth-1997-08-18-01-Disc_1-Small.png|Disc 1
Conquest_Earth-1997-08-18-02-Disc_1-Case-Small.png|Disc 1 case
Conquest_Earth-1997-08-18-03-Disc_2-Small.png|Disc 2
Conquest Earth-1997-08-18-04-Disc 2-Case-Small.png|Disc 2 case
==See also==
* Original release page on Archive.org
Constantine (Nov 24, 2004 prototype)

A prototype of Constantine for the Xbox.
==Notes==
* Compiled a day after the final US build.
* XBE information:
** Internal Name: Constantine
** Maker ID and Product Number: SC-15
** Executable Name: Default.xbe
** Executable checksum (MD5): 36967ccfc5b06d27315f3d701a7257ad
* Miscellaneous Notes:
** Game is emulatable: Yes (CXBX) (as of September 12, 2021).
** Game contains dongle protection: No.
==Screenshots==
Xbox - Constantine test build (1).png
Xbox - Constantine test build (2).png
Xbox - Constantine test build (3).png
Xbox - Constantine test build (4).png
Xbox - Constantine test build (5).png
Xbox - Constantine test build (6).png
Xbox - Constantine test build (7).png
Xbox - Constantine test build (8).png
Xbox - Constantine test build (9).png
Xbox - Constantine test build (10).png
Xbox - Constantine test build (11).png
Xbox - Constantine test build (12).png
Xbox - Constantine test build (13).png
Xbox - Constantine test build (14).png
Xbox - Constantine test build (15).png
Xbox - Constantine test build (16).png
Xbox - Constantine test build (17).png
Xbox - Constantine test build (18).png
==Origin==
Xbox - Constantine test build.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)
Contra: Legacy of War (Jan 28, 1997 Prototype)

A review prototype of Contra: Legacy of War for Sega Saturn, dated a month before release. The game was originally released on the PS1 and the Saturn port is mostly the same. Therefore little had to be done with game assets to translate it to the Saturn.
==Notes==
*Some letters, such as A, are missing in text.
*Pretty much just porting errors.
==Screenshots==
c1.png
c3.png
c4.png
c5.png
c6.png
==Origin==
USIwIJFCF_Qy6ABZOOu5VghxkXz9SooNjgLrMBBj21U.jpg|Disc front
Contra: Legacy of War (Oct 3, 1996 prototype)

A prototype of Contra: Legacy of War for the PlayStation.
==Notes==
* Prototype build dated 24 days before the US final build.
* No visible differences
* 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 - Contra 10-9-96-0002.png
==Origin==
PSX - Contra 10-9-96.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)
Contra: Shattered Soldier (Jul 1, 2002 prototype)

A prototype of Contra: Shattered Soldier for the Sony PlayStation 2. It was originally released a few months before the US release, by the scene group 1-Hit Wonderz.
==Notes==
* This beta can be tweaked to run more or less flawlessly. However, when it first leaked, there had been issues reported by many people in getting it to work. For example, the game wouldn't run if a memory card was inserted in slot 1 of the PS2.
*Not confirmed, but there are reports that only the first 5 of the 7 levels in the final release are present.
* Also not confirmed, but the Konami code apparently does not work.
==Origin==
PS2 - Contra Shattered Soldier 7-01-02.jpeg|Disc front.
Contra (Oct 25, 2006 prototype)

A prototype of Contra for the Xbox 360.
==Notes==
* Postdates the final by 12 days.
* Original filename: Contra (Oct 26, 2006) [58410818].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)
Contra (Sample Prototype)

Konami distributed samples of many of their Famicom games to stores in Japan. Usually, only a small part of the game is playable from the start before messages appear prompting the player to buy it. Copies of Contra occasionally appear on Yahoo Japan Auctions. There might be at least 47 copies of this Contra sample, if the numbers marked on some of the labels are something to go by.
==Notes==
*After beating the stage 2 boss, the game is interrupted by a series of messages (shown below) with gunfire and intermission sound effects.
*Most of the game is in fact present in the data, and the later stages can be reached by Game Genie or Action Replay codes. However, some of the sprites are corrupted because they were removed to put the ad messages.
==Screenshots==
File:5ydghd.gif
File:Be56sg.gif
File:Conjsam1.gif
File:Levglitch.gif
==Videos==
<youtube width="320" height="240">WMYFuRv1oqg</youtube>
==Acknowledgments==
Mike of Nintendoplayer for the game screenshots and bringing this prototype to light.
Contra Advance (Review Prototype)

A surprisingly early/different prototype version of Contra Advance: The Alien Wars EX for being a review copy. The subtitle was not even added yet at this point, the initial title being chosen as early as the E3 preview video.
==Notes==
*Subtle functionality differences, such as menu selection, prompts, gameplay scripts, bugs/glitches, performance, missing logos and screens.
*Various text differences.
*Stage select for 1 player mode (possibly retained in final version).
*Graphical differences, such as simpler animations/sequences; same with audio.
*Bosses and enemies are much weaker and generally easier to defeat on the easy mode compared to normal here than in the final; they're also generally easier to defeat overall (with one exception, explained below).
*2 player mode works at this point, but with bugs and missing messages.
*At least one difference per stage, ranging from audio/visuals to stage elements to gameplay elements. The most interesting is how close stage 5 is to its source material, being a stage from Contra: Hard Corps. In the final, enemies and bosses are functionally simplified to reduce their difficulty to balance the game. In this prototype, this is not the case; they behave like their source counterparts, making the stage much more difficult.
*Graphics/sprites from Contra: Hard Corps are present in this version that might not be in the final. One example is the appearance of Dr. Geo Mandrake in the fifth level, which occurs in a rare and seemingly random glitch that hangs the game. He's not at all part of the (essentially nonexistent) plot to the game.
*Incomplete endings in all scenarios; the endings themselves are glitched and/or simpler.
==Screenshots==
File:Contra-advance-the-alien-wars-ex-prototype2.png
File:Contra-advance-prototype-drgm.png
==See also==
No-intro entry
Contra Evolution (Feb 10, 2010 prototype)

A prototype of the unreleased Contra Evolution for Xbox 360.
==Notes==
* Completely unrelated to the same-titled mobile/arcade game initially released in late 2010/early 2011.
* Developed by Eurocom.
* Contains four levels.
* Original filename: Contra Evolution (Feb 10, 2010) [Unreleased].rar
==Screenshots==
ContraEvolution_Feb10_1.png|Menu
ContraEvolution_Feb10_2.png|Loading screen
ContraEvolution_Feb10_3.png|tst_demo_room01
ContraEvolution_Feb10_4.png|tst_demo_room02
ContraEvolution_Feb10_5.png|camwithpath_whiteroom_gr
ContraEvolution_Feb10_6.png|tst_streetblockout_2
==Acknowledgments==
A huge thanks to Obscure Gamers and all who have contributed over the years to these Tera Releases!
Contra IV: The Alien Wars (Regional Intermediate Prototype)

A near-final prototype of Contra III with its original title, featuring IV instead of III. It retains all of the Japanese original's gameplay features (difference in difficulty, cheats, etc.), but all of the text is translated to English. The prototype is in a Super Famicom cartridge. It is dated approximately 5 months before the Japanese release, according to the EPROMs.
The download features 2 ROM files. One is the original, unaltered ROM data for preservation; this contains a ROM header error that prevents it from being played on most emulators. The other fixes this error (single byte).
==Notes==
A mix of the Japanese and North American releases.
*From the Japanese version, it retains all of the cheats (30 lives, level select, sound test); unlimited continues; full ending sequence on all 3 difficulty settings; date stamps on some images in the ending; remaining lives display method during gameplay; title screen animation; copyright information at the bottom of the title screen.
*All text is translated to English.
*Biggest difference is in the title screen, shown above. Besides "IV", "The Alien Wars" subtitle is more blandly colored.
*Spread Gun's muzzle flash is white instead of yellow (shown below); likely unintentional.
*While the end texts are in English, they are arranged like in the Japanese version. Due to this, there is no message at the bottom to press start. There is also a typo in each difficulty's end text. All in the screenshots below.
*Occasional graphical glitch during one of the final bosses (shown below).
*Attract demos are out of sync.
*ROM header contains 3 instead of III.
==Screenshots==
File:Civsnesprotsmuzz.png|Spread Gun muzzle flash
File:Contra-iv-the-alient-wars-prototype-header-fix000.png|easy mode end text
File:Contra-iv-the-alient-wars-prototype-header-fix003.png|normal mode end text
File:Contra-iv-the-alient-wars-prototype-header-fix004.png|hard mode end text
File:Contra-iv-the-alient-wars-prototype-header-fix002.png|graphical glitch
==Origin==
*Bought by DreamTR from a Sunsoft employee and later sold to Niels, the current owner.
Contra Spirits (Sample Prototype)

A store demo version of Contra Spirits. Konami did a similar service with many of their Famicom games, including the first Contra. 3 copies are known to exist; there are likely others. This is currently the only SFC title made by Konami known to have a store demo version. The demo itself is structured very similarly to Konami's Famicom samples, providing a small portion of the game to play before ad messages appear; however, this one is more elaborate and uses a slightly earlier build of Contra Spirits.
==Notes==
*Title screen, shown above, is different and states that this is a demo version. The options menu, while present in the game, is inaccessible from here.
*Booting the game, the player is presented with 2 choices; whether or not the game is released. This determines the various advertisement messages shown throughout the sample.
*Intro and ending sequences don't play.
*Advertisement messages appear after each attract demo, and also after completing the playable portion of the demo. Again, the ones displayed depends on the choice made at startup.
*Different attract demos; especially the first one, which demonstrates all the weapons/powerups, with text that lists all of them overlaying the screen. The starting area of the first stage has been modified to include all the powerups for this demonstration.
*Only stage 3 is playable, and not fully; the only difficulty setting is easy mode and this setting is displayed on the intermission screen before the stage. Slight differences in the stage itself (powerup locations, dangers, etc.).
*A control layout screen appears after the stage intermission screen.
*Like the Famicom samples, most of the rest of the game is in fact present in the ROM, despite being inaccessible by normal means. The settings in the options menu have no real effect. The other levels are accessible, though they display various oddities; stage 6, especially, where the graphics for most of the starting area appears corrupt due to being removed to add all the promo stuff.
==Screenshots==
File:Contra-spirits-j-sample000.png
File:Contra-spirits-j-sample012.png
File:Contra-spirits-j-sample008.png
File:Contra-spirits-j-sample010.png
File:Contra-spirits-j-sample002.png
File:Contra-spirits-j-sample003.png
File:Contra-spirits-j-sample015.png
==Videos==
<youtube width="320" height="240">aX2rsX3TLAQ</youtube>
<youtube width="320" height="240">jF0BhQVBT6E</youtube>
Contribute

==Contributing game development material (prototypes, artwork, design documents, etc)==
If you are currently in possession of any development material/information, please contact us. You have the option of remaining anonymous. 
We currently possess equipment capable of handling (but not limited to) the following media: 
*Sega Mega Drive/Genesis cartridges and EPROMs
*Super Nintendo Entertainment System cartridges and EPROMs
*Sega CD discs
*Sega Saturn discs
*Sega Dreamcast GD-ROM discs, GD-R discs and Development Kits
*PlayStation discs
*PlayStation 2 discs
*PlayStation 3 discs
*Turbografx 16 discs
*3DO discs
*Neo Geo Pocket and Neo Geo Pocket Color cartridges
*Xbox discs
*Xbox 360 discs
*Miscellaneous 16-bit/32-bit EPROMs
*Miscellaneous CD/DVD media
(Note: This list is just an approximation of what we might be able to do for you. If you are unsure, please feel free to contact us).
We are ready to accept any storage conditions and sign an NDA (Non-Disclosure Agreement). We do not publish any contributed material without express permission of the contributor. 
If you wish to make a contribution, please contact us at hp@hiddenpalace.org and we will be more than happy to help you. 
==Contributing articles==
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Though we strive to provide accurate information, mistakes happen. If you have any corrections or feedback, please feel free to correct them, or if you prefer, contact us. You can also get involved, e.g. by posting screenshots or taking part in forum discussion.
==Discussion about video game preservation==
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Cool Boarders 2001 (Aug 21, 2000 prototype)

A prototype of Cool Boarders 2001 for the PlayStation.
==Notes==
* There are no introductory logos after bootup, the game goes straight to the title screen.
* Title screen/main menu itself is different. Quick Race is grayed out, and there's no "Special Moves" option.
* Options menu has "10" at the bottom of the screen
* 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 - Cool Boarders 2001-0001.png
==Origin==
PSX - Cool Boarders 2001.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)
Cool Boarders 3 (Jul 1, 1998 prototype)

A prototype of Cool Boarders 3 for the PlayStation.
==Notes==
*NTSC prototype.
*Built 64 days before the first available final build (US final).
==Screenshots==
File:Cool Boarders 3 Preview Version NTSC-0000.png
File:Cool Boarders 3 Preview Version NTSC-0001.png
File:Cool Boarders 3 Preview Version NTSC-0002.png
File:Cool Boarders 3 Preview Version NTSC-0003.png
File:Cool Boarders 3 Preview Version NTSC-0004.png
File:Cool Boarders 3 Preview Version NTSC-0005.png
File:Cool Boarders 3 Preview Version NTSC-0006.png
File:Cool Boarders 3 Preview Version NTSC-0007.png
File:Cool Boarders 3 Preview Version NTSC-0008.png
File:Cool Boarders 3 Preview Version NTSC-0009.png
File:Cool Boarders 3 Preview Version NTSC-0010.png
File:Cool Boarders 3 Preview Version NTSC-0011.png
File:Cool Boarders 3 Preview Version NTSC-0012.png
File:Cool Boarders 3 Preview Version NTSC-0013.png
File:Cool Boarders 3 Preview Version NTSC-0014.png
File:Cool Boarders 3 Preview Version NTSC-0015.png
==Origin==
File:DISC40.jpg|Disc front.
==Acknowledgments==
A huge thanks to niddy, Missle, and Xkeeper for donating toward this release!
==See also==
This entry is part of the February 2020 group buy.
Cool Boarders Burrrn (Jun 22, 1999 prototype)

A late prototype of Cool Boarders Burrrn (also known as Snow Surfers in Europe and Rippin' Riders Snowboarding in America) for the Sega Dreamcast.
==Notes==
* Despite it being labeled "JPN FINAL" it predates the actual Japanese final release by a few weeks.
==See also==
View the original release thread here.
Cool Bricks (Mar 24, 1999 prototype)

A prototype of Cool Bricks for the Game Boy Color.
==Notes==
* Does not boot with VirtualBoyAdvance.
* Emailed to Data Design Interactive to present "Freestylez abilities and expertise in producing Gameboy and Color Gameboy products"
* Estimated build date based on when the build was emailed to DDI.
* The title screen has a black background and the game title is missing.
* No main menu. Jumps straight into a level after pressing start.
* All sound effects are missing. The only audio present is a very short music loop that only stops when the level is either completed or the player gets a game over.
* The player only has three lives instead of five.
* The paddle does not explode after losing a ball.
* There is a placeholder for the game over screen.
==Screenshots==
CoolBricksMar24_1.png
CoolBricksMar24_2.png
CoolBricksMar24_3.png
Cool Bricks (May 10, 1999 prototype)

A prototype of Cool Bricks for the Game Boy Color.
==Notes==
* Does not boot with VirtualBoyAdvance.
* Emailed to Data Design Interactive to present "Freestylez abilities and expertise in producing Gameboy and Color Gameboy products"
* A logo for Freestylez was added, though it differs from the version used in the final.
* Different title screen. It appears that the game was referred to as Boing at this point in development.
* The main menu is now implemented.
* Some sound effects were added, but they differ from what was used in the final.
* The music loop from the previous build has been removed. No music present at any point.
* Pausing the game will show a placeholder screen that says "2 Sugars Please".
* The game over screen was updated, but it is still different. It also lists the player's score, which would be later removed.
==Screenshots==
Eboing may 10 1999 title.png
CoolBricksMay10_2.png
CoolBricksMay10_3.png
CoolBricksMay10_4.png
CoolBricksMay10_5.png
CoolBricksMay10_6.png
CoolBricksMay10_7.png
Cooly Skunk (Prototype)

A prototype demo of Cooly Skunk for the Satellaview broadcasted via the Game Tiger's Big Lair program in 1995. It is an unreleased Super Famicom game.
==Notes==
* Eventually being released on the PlayStation in late 1996, the game was originally in development for the Super Famicom. After seeing the success of the PlayStation in the United States, the game was later revamped and released for that console instead.
==See also==
Forest of Illusion release page.
Article on Gaming Alexandria. (Archive)
Corvette (Aug 4, 2003 prototype)

A prototype of Corvette for the Xbox.
==Notes==
* Menu order is different
* Tracks are missing various graphical details and objects
* Track order is different in quick race mode
* Spectators are missing from races.
* XBE information:
** Internal Name: Corvette 50th Annive
** Maker ID and Product Number: TM-11
** Executable Name: default.xbe
** Executable checksum (MD5): 185041446a6a28361c7ac66bffd75216
* Miscellaneous Notes:
** Game is emulatable: No (as of September 12, 2021).
** Game contains dongle protection: No.
==Screenshots==
1392576043.png
1392576046.png
1392576078.png
1392576091.png
1392576106.png
1392576113.png
1392576116.png
1392576120.png
1392576121.png
1392576177.png
1392576180.png
1392576240.png
1392576653.png
1392576683.png
==Origin==
Xbox - Corvette.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)
Cosmic Carnage (Oct 11, 1994 prototype)

A prototype build of Cosmic Carnage, dated October 11, 1994. It was released by drx on February 23, 2008.
== Files ==
== Header ==
00000100 53 45 47 41 20 33 32 58 20 20 20 20 20 20 20 20 SEGA 32X 
00000110 28 43 29 53 45 47 41 20 31 39 39 34 2e 4f 43 54 (C)SEGA 1994.OCT
00000120 43 79 62 65 72 20 42 72 61 77 6c 20 20 20 20 20 Cyber Brawl 
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 43 6f 73 6d 69 63 20 43 61 72 6e 61 67 65 20 20 Cosmic Carnage 
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 4d 4b 2d 38 34 37 30 30 2d 30 30 60 4e GM MK-84700-00`N
00000190 4a 36 20 20 20 20 20 20 20 20 20 20 20 20 20 20 J6 
000001a0 00 00 00 00 00 2f 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 35 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 5