nyuuzyou/wikis huggingface dataset:
Saw (Jun 25, 2009 prototype)

A prototype of Saw for the Xbox 360.
==Notes==
* The first screen says the ESRB rating is pending.
* The objective lists are in a different position and are sometimes shorter, e.g. the first one doesn't show "Escape your trap"
* The UI controller hints are in a different position
* XEX information:
** Header Maker ID: KN
** Header Product Code: 2050
** Header Title: Saw
** Header PE Name: SawGame-XeRelease.exe
** Header Executable Name: /default.xex
** Header: Executable Checksum (MD5): 0c305465caf2832cb84572621868987d
* Miscellaneous Notes:
** Game is emulatable in either Xenia or Xenia-Canary: Yes (as of December 25, 2022).
*** Issues: No issues in canary.
==Screenshots==
Screenshot - Saw 2022-12-22 00-39-19.png
Screenshot - Saw 2022-12-22 00-39-21.png
Screenshot - Saw 2022-12-22 00-39-23.png
Screenshot - Saw 2022-12-22 00-39-27.png
Screenshot - Saw 2022-12-22 00-39-31.png
Screenshot - Saw 2022-12-22 00-39-37.png
Screenshot - Saw 2022-12-22 00-39-42.png
Screenshot - Saw 2022-12-22 00-39-44.png
Screenshot - Saw 2022-12-22 00-39-46.png
Screenshot - Saw 2022-12-22 00-39-48.png
Screenshot - Saw 2022-12-22 00-39-50.png
Screenshot - Saw 2022-12-22 00-39-53.png
Screenshot - Saw 2022-12-22 00-39-58.png
Screenshot - Saw 2022-12-22 00-40-05.png
Screenshot - Saw 2022-12-22 00-40-10.png
Screenshot - Saw 2022-12-22 00-40-14.png
Screenshot - Saw 2022-12-22 00-40-21.png
Screenshot - Saw 2022-12-22 00-40-22.png
Screenshot - Saw 2022-12-22 00-40-35.png
Screenshot - Saw 2022-12-22 00-40-37.png
Screenshot - Saw 2022-12-22 00-41-26.png
Screenshot - Saw 2022-12-22 00-41-39.png
Screenshot - Saw 2022-12-22 00-41-46.png
==Origin==
X360 - SAW preview build.jpeg|Disc front.
==Files==
Archive Contents:
Download File:
==Acknowledgments==
A huge thanks to drx for researching this prototype! And a huge thanks to the anonymous donor that allowed for this release to happen!
==See also==
 
* Project Deluge: Xbox 360 and Wii (December 25, 2022)
* The Cutting Room Floor (TCRF)
* Internet Archive (IA)
Saw (May 27, 2009 prototype)

A prototype of Saw, with Xbox 360, PS3 and Windows PC binaries (as well as config files for a Linux build)
==Notes==
* Extensive debugging information
* Comes with many documents about the game's design and development. May come from a developer's backup or similar source.
* Contains several binaries, most of which are too outdated to run as they are not compatible with the game files:
:: SawGame-XeRelease.xex - 2009-05-27 00:12:27 - The Xbox 360 executable that's used by this build.
:: SawGame.exe - 2009-05-27 00:08:30 - The PC executable that's used by this build.
:: PC-ExampleGame.exe - 2008-03-20 17:39:53 - May be a UE3 example game, or may be an early build of Saw with this output file name. Does not run.
:: PC-GearGame.exe - 2008-03-20 17:11:53 - May be a build of Gears of War, or may be an early build of Saw with this output file name (there is an empty "GearGame" folder. Does not run.
:: ExampleGame-XeRelease.xex - 2008-03-18 23:14:04 - May be a UE3 example game, or may be an early build of Saw with this output file name. Does not run.
:: DEBUG-SawGame.exe - 2007-10-03 19:24:57 - A very early build of the game. Not compatible with the data files of the 2009 build.
:: SAWGAME-PS3Release.elf - Currently unknown - Unencrypted PS3 raw ELF build with symbols, no build date can be found.
:: SAWGAME-PS3Release.self - Currently unknown - Unencrypted PS3 Sony ELF build without symbols, no build date can be found - but may be earlier than SAWGAME-PS3Release.elf.
* XEX information:
** Header Maker ID: BT
** Header Product Code: 2009
** Header Title: Saw
** Header PE Name: SawGame-XeRelease.exe
* Miscellaneous Notes:
** Game is emulatable in either Xenia or Xenia-Canary: Yes (as of December 25, 2022).
*** Issues: No issues.
Saw (Sep 19, 2009 prototype)

A prototype of Saw for Xbox 360.
==Notes==
* Review build.
* Built hours after the final european build.
* Had an different title screen.
* Found as part of TNO-DRW-Kabo lot.
* Original filename: SAW (Sep 18, 2009) [Review].rar
==Acknowledgments==
A huge thanks to Obscure Gamers and all who have contributed over the years to these Tera Releases!
==Origin==
Saw (Sep 19, 2009 prototype) disc.png|Disc front
Scanner (Prototype)

A prototype of Scanner for the NES.
== Notes ==
This letter, describing the details of this build, was sent by William Novak to Frank Cifaldi:
I am William Novak, known professionally as just “Novak”. This letter is to verify that the SCANNER cartridge for the Nintendo Entertainment System sold on eBay on October 14, 2022 is an authentic technology demo that I used in an attempt to get the project off the ground.
I was a Project Manager and Designer at Mattel Toys from 1987 to 1991. Prior to joining Mattel, I was an assembly language programmer for SEGA Coin-op division from 1982 to 1985.
During my time at Mattel, I designed the toy-to-TV interface for the Captain Power TV series, and then designed a series of NES games for the Mattel Power Glove. Only one of these games, Super Glove Ball, made it to market in 1990.
During the year prior to the 1991 CES, I worked closely developing Super Glove Ball with RARE’s Chris and Tim Stamper in England, and Coin-It’s Joel Hochberg, their US partner in Miami. When Glove Ball became somewhat playable, I went to England to join RARE’s team in Twycross for four weeks. This is when their software development was taking place in the Stamper’s converted barn. It was really cool.
My job at Mattel was to design new projects, sell Mattel marketing on the project, and then develop it. During my time in residence with RARE, we planned what we could show at the next CES, as RARE wanted to do more work with Mattel. SCANNER used a display format similar to RARE’s earlier game, Snake, Rattle n’ Roll, so that’s what they wanted to tackle first.
I used the SCANNER cart when I met privately with retailers (Toys-R-Us, Kaybee, etc.) at the January 1991 Consumer Electronic Show (CES) In Las Vegas. The pencil markings on the cartridge’s label are from my own hand. In the upper right corner are the numbers “1/91” for January 1991. SCANNER was never shown on the main floor (it wasn’t a real game yet), only in private meetings where I “pitched” the idea to retailers. Mattel required me to demonstrate retailer interest before they would fund further development.
The SCANNER cart was part of my private presentation to retailers. It is a technology demo, which means we were proving that Mattel and RARE were capable of producing an NES cart. I know this sounds funny given RARE’s proven track record, but it’s the type of thing retailers, and Mattel, wanted to see. At that time SCANNER was just an idea, and I must have had some sort of “chalk talk” to describe what I wanted to do with it. I have no documentation of these meetings.
When the 1991 CES show wrapped up, I asked RARE if they wanted to reuse the EPROMs in the cart, and they said something like, “nah, you keep’em”, so I ended up with it. Too bad that in 1991, the Power Glove was “beyond dead” and Mattel cancelled all related projects.
novak, October 15, 2022 - Los Angeles California
Scarface: The World Is Yours (Apr 20, 2006 prototype)

A prototype of Scarface: The World Is Yours for the Microsoft Xbox.
==Notes==
* This build was successfully pieced back together from dumps of three Xbox Debug Kits that happened to have the same deleted build on them.
* Built about three and a half months before the first available final build.
* Boots straight into a level select.
* Selecting The Diaz Brothers from the level select will spawn Tony into an empty map. You must load the previous mission and progress normally to bypass the bug.
* The game's opening FMV is very different. It just consists of assorted clips from the movie.
* Load times are very slow. It takes about two minutes to load into the first level.
* The loading text just says "loading" instead of displaying the Scarface logo.
* Random crashes may occur during normal mission progression.
* Some strings still refer to PS2 controls.
* A debug menu can be accessed while the game is paused.
==Screenshots==
File:ScarfaceApr20_1.png
File:ScarfaceApr20_2.png
File:ScarfaceApr20_3.png
File:ScarfaceApr20_4.png
File:ScarfaceApr20_5.png
File:ScarfaceApr20_6.png
Scarygirl (Nov 7, 2011 prototype)

A prototype of Scarygirl for the Xbox 360.
==Notes==
* Predates the final build by a month.
* Original filename: Scarygirl (Nov 07 2011).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)
Schizoid (Feb 17, 2008 prototype)

A prototype of Schizoid for the Xbox 360.
==Notes==
* Built on the same day as the final build but the main executable nor the composite checksum match the final.
* Original filename: Schizoid 584108BE.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)
Scooby-Doo!: Night of 100 Frights (Jan 31, 2001 prototype)

An early prototype of Scooby-Doo!: Night of 100 Frights for the PlayStation 2.
==Notes==
* Dated over a year before the first available final build and shares very little similarities with what was released.
* Judging by the disc label, this seems to be a basic tech demo used to test the capabilities of Heavy Iron's Multi Platform Engine before the sixth-gen version of the game began production. 
* Controls are similar to the cancelled PlayStation version, but it is more open-world instead of the more linear style of the PlayStation version.
* Contains only one level.
* Press the analog button to allow movement, it's impossible to move otherwise.
* No audio present at any point.
==Screenshots==
ScoobyDooNOHFJan312001 2.png
ScoobyDooNOHFJan312001 3.png
ScoobyDooNOHFJan312001 4.png
ScoobyDooNOHFJan312001 5.png
ScoobyDooNOHFJan312001 6.png
ScoobyDooNOHFJan312001 7.png
ScoobyDooNOHFJan312001 8.png
==Videos==
<youtube width="320" height="240">TqegH9L4Gzk&t</youtube>
==Origin==
ScoobyDooNOHFJan312001 Disc.png|CD-R front.
Scooby-Doo!: Night of 100 Frights (Jun 11, 2001 prototype)

An early prototype of Scooby-Doo!: Night of 100 Frights for the PlayStation 2.
==Notes==
* This build is closer to the final release, however it is still very early.
* Contains five levels, which can be switched between by editing the SD2.ini file, and they are as follows:
** FOO1.HIP (Shock On The Dock! Part 1)
** FOO2.HIP (Fishy Clues for Scooby-Doo? Part 1)
** FOO3.HIP (Fishy Clues for Scooby-Doo? Part 2)
** FOO4.HIP (Fear on the Pier! Part 1)
** TECH.HIP (Mind Your Manors! Part 3)
* The names of these levels are derived from the names of the levels in the final build that they resemble the most.
* It appears that the HUD has not been implemented yet.
* No audio present at any point.
==Screenshots==
ScoobyDooNOHFJun112001 4.png|FOO1.HIP
ScoobyDooNOHFJun112001 5.png|FOO2.HIP
ScoobyDooNOHFJun112001 10.png|FOO2.HIP
ScoobyDooNOHFJun112001 8.png|FOO3.HIP
ScoobyDooNOHFJun112001 9.png|FOO3.HIP
ScoobyDooNOHFJun112001 6.png|TECH.HIP
ScoobyDooNOHFJun112001 12.png|TECH.HIP
ScoobyDooNOHFJun112001 11.png|TECH.HIP
ScoobyDooNOHFJun112001 7.png|TECH.HIP
ScoobyDooNOHFJun112001 3.png|TECH.HIP
ScoobyDooNOHFJun112001 2.png|FOO4.HIP
==Videos==
<youtube width="320" height="240">3CjNxLPAXcE</youtube>
==Origin==
ScoobyDooNOHFJun112001 Disc.png|CD-R front.
Scooby-Doo!: Night of 100 Frights (Oct 26, 2000 prototype)

A prototype of the unreleased PlayStation version of Scooby-Doo!: Night of 100 Frights.
==Notes==
*Game was cancelled and remade for the Sony PlayStation 2.
*Unfinished animation.
*Completely different story and game play.
*The game will softlock when you get a game over.
*Level 4 will eventually will crash the game after about a minute or so of playing.
==Screenshots==
File:Scooby-Doo! Night of 100 Frights (USA) (Proto)-0001.png|Intro FMV
File:Scooby-Doo! Night of 100 Frights (USA) (Proto)-0003.png|Opening cutscene
File:Scooby-Doo! Night of 100 Frights (USA) (Proto)-0004.png|Menu
File:Scooby-Doo! Night of 100 Frights (USA) (Proto)-0005.png|Level 1
File:Scooby-Doo! Night of 100 Frights (USA) (Proto)-0010.png|Level 2
File:Scooby-Doo! Night of 100 Frights (USA) (Proto)-0009.png|Level 3
File:Scooby-Doo! Night of 100 Frights (USA) (Proto)-0012.png|Level 4
File:Scooby-Doo! Night of 100 Frights (USA) (Proto)-0007.png|Level 5
==Origin==
File:Scooby-Doo! Night of 100 Frights (USA) (Proto).jpg|CD-R front.
Scooby-Doo! Night of 100 Frights (Jul 8, 2003 prototype)

A prototype of Scooby-Doo!: Night of 100 Frights for the Xbox.
==Notes==
* Predates the final US build by 22 days.
* Review build.
* XBE information:
** Internal Name: Scooby-Doo!: Night o
** Maker ID and Product Number: \x07w-30583
** Executable Name: default.xbe
** Executable checksum (MD5): df42d3b146a04015d37a2de481683f4e
* Miscellaneous Notes:
** Game is emulatable: Yes (Xemu) (as of September 12, 2021).
** Game contains dongle protection: No.
==Screenshots==
Xbox - Scooby Doo Night of 100 Frights (1).png
Xbox - Scooby Doo Night of 100 Frights (2).png
Xbox - Scooby Doo Night of 100 Frights (3).png
Xbox - Scooby Doo Night of 100 Frights (4).png
Xbox - Scooby Doo Night of 100 Frights (5).png
Xbox - Scooby Doo Night of 100 Frights (6).png
Xbox - Scooby Doo Night of 100 Frights (7).png
Xbox - Scooby Doo Night of 100 Frights (8).png
Xbox - Scooby Doo Night of 100 Frights (9).png
Xbox - Scooby Doo Night of 100 Frights (10).png
Xbox - Scooby Doo Night of 100 Frights (11).png
Xbox - Scooby Doo Night of 100 Frights (12).png
Xbox - Scooby Doo Night of 100 Frights (13).png
Xbox - Scooby Doo Night of 100 Frights (14).png
Xbox - Scooby Doo Night of 100 Frights (15).png
Xbox - Scooby Doo Night of 100 Frights (16).png
Xbox - Scooby Doo Night of 100 Frights (17).png
Xbox - Scooby Doo Night of 100 Frights (18).png
Xbox - Scooby Doo Night of 100 Frights (19).png
Xbox - Scooby Doo Night of 100 Frights (20).png
Xbox - Scooby Doo Night of 100 Frights (21).png
Xbox - Scooby Doo Night of 100 Frights (22).png
Xbox - Scooby Doo Night of 100 Frights (23).png
==Origin==
Xbox - Scooby Doo Night of 100 Frights.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)
Scotland Yard Interactive (Nov 11, 1992 prototype)

A prototype of Scotland Yard Interactive for the Philips CD-i.
==Notes==
* Doesn't seem to run in cdiemu.
* Miscellaneous Notes:
** Game is emulatable: No (as of April 17, 2021).
==Screenshots==
==Origin==
CDI - Scotland Yard FPD Testing Phase I November 30 1992.jpeg|Disc front.
==Files==
==Acknowledgments==
A huge thanks to ehw 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)
Scott Pilgrim vs. the World: The Game (Jun 26, 2010 prototype)

A prototype of Scott Pilgrim vs. the World: The Game for the Xbox 360.
==Notes==
* Predates the final build by a month.
* Original filename: Scott Pilgrim (Jun 26 2010).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)
Scramble (Aug 17, 2006 prototype)

A prototype of Scramble for the Xbox 360.
==Notes==
* Predates the final build by a month.
* Original filename: Scramble (Aug 17 2006).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)
Scratch (Dec 8, 2003 prototype)

A prototype of game engine Scratch for PC.
==Notes==
* This version add new features:
** Wait until.
** Mouse X.
** Mouse Y.
** Mouse touching.
** Timer.
** Timer reset.
* Also, this version remove two features from 11Oct03 version:
** Until.
** Not.
==Screenshots==
==Videos==
<youtube heights="320" widths="224">0Zf3bmYWu8g</youtube>
==See also==
* Cutting Room Floor (TCRF)
* Internet Archive (IA)
* Scratch wiki about the version
Scratch (Feb 14, 2004 prototype)

A prototype of game engine Scratch for PC, which also is called as "Scratch 0.1" due to being the oldest version available of the engine, until the finding of 11Oct03 version.
==Notes==
* This version add new features:
** Vave.
** Mouse position.
** Goto.
** Goto/Secs.
** Dist to.
** Heading to.
* This version also removes some features from previous builds:
** Copy.
** Save.
** Load.
** Mouse position (previous versions).
** Goto (Sprite input).
** Goto (Coordinate input).
** Goto/Secs (previous versions).
** Dist to (Sprite input).
** Dist to (Coordinate input).
** Heading to (Sprite input).
** Heading to (Coordinate input).
==Screenshots==
==Videos==
<youtube heights="320" widths="224">1DySh_S_OTw</youtube>
==See also==
* Cutting Room Floor (TCRF)
* Internet Archive (IA)
* Scratch wiki about the version
Scratch (Oct 11, 2003 prototype)

A very early build of the game engine Scratch for PC.
==Notes==
* This is the earliest discovered version of Scratch that was not manually restored.
* It was not released to the public until its rediscovery in September 2022; it was available to certain testers at MIT in fall 2003.The original October 2003 download page: https://web.archive.org/web/20040219052137/http://web.media.mit.edu/~jmaloney/mas714scratch/The fall 2003 schedule for MIT's MAS714 course, featuring Scratch: https://web.archive.org/web/20031007053149/http://llk.media.mit.edu:80/courses/mas714/fall03/
* This version does not allow sprites to have different costumes; rather, a "look like" block is used to make one sprite look like another.
* This version used a project format incompatible with Scratch releases past mid-2004.
* This version provided several predefined variables (e.g. x, y, penSize, etc.) instead of blocks to adjust each value.
* The three available objects were Sounds (later merged with sprites), Sprites, and Imageboxes (which could play MPEG files and display images, and were later merged into sprites before being removed entirely).
* This and the December 2003 prototype are the only Scratch versions to feature blocks for loading and saving files and copying sprites.
* All block inputs are evaluated at runtime, therefore making it possible to arbitrarily execute Squeak code within projects.
* Like all versions prior to February 2004, this version's blocks did not feature interlocking notches and bore more similarity to magnets in their behavior.
==Screenshots==
==Videos==
<youtube heights="320" widths="224">iH5FGFDEweM</youtube>
==See also==
* Cutting Room Floor (TCRF)
* Internet Archive (IA)
* Scratch Wiki article about this version
Screamer Rally (Apr 20, 1998 prototype)

A work in progress tech demo of the unreleased PlayStation port of Screamer Rally.
==Notes==
*Built on 4-20-1998
*Disc has 2 sessions, one is the game, one is audio.
*The demo consists of giving endless laps on a rally track in a car without a brand but with a clear design of a Toyota Supra.
*The disc starts on screen with a screen with indications of legal agreement, and then a loading screen, to go directly to the rally track with the car.
*There is no type of main menu, options. There is also no pause menu.
*The control of the car is somewhat clunky but it can be played normally.
*During the race you can listen to an audio track with music at low volume.
== Screenshots ==
Screwjumper! (Jul 24, 2007 prototype)

A prototype of Screwjumper! for the Xbox 360.
==Notes==
* Predates the final build by almost 3 months.
* Original filename: Screwjumper (Jul 24 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)
Screwjumper! (Jul 3, 2007 prototype)

A prototype of Screwjumper! for the Xbox 360.
==Notes==
* Predates the final build by 3 months.
* Original filename: Screwjumper (Jul 03 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)
Scud: The Disposable Assassin (Nov 6, 1996 prototype)

A prototype of Scud: The Disposable Assassin for the Sega Saturn.
==Screenshots==
File:Scud beta 6 nov,1996-01.jpg
File:Scud beta 6 nov,1996-02.jpg
File:Scud beta 6 nov,1996-03.jpg
File:Scud beta 6 nov,1996-04.jpg
File:Scud beta 6 nov,1996-05.jpg
File:Scud beta 6 nov,1996-06.jpg
File:Scud beta 6 nov,1996-07.jpg
File:Scud beta 6 nov,1996-08.png
File:Scud beta 6 nov,1996-09.jpg
File:Scud beta 6 nov,1996-10.jpg
Sea-Doo HydroCross (Game Boy Color Prototype)

A release candidate of the unreleased Game Boy Color version of Sea-Doo Hydrocross.
==Notes==
This is a watercraft racing game. There are several locations you can race on, such as the Bermuda Triangle, Niagara Falls, Paris Sewers. Using the Sea-Doo license, the boats you can select are based on various models they manufactured. As was the case with Polaris SnoCross, the music is composed by Manfred Lizner. Gameplay feels almost identical to said game, as it runs on the same engine. Game Link multiplayer seems to work as intended.
Co-developed by Vicarious Visions and Engine Software.
Shares the same engine as Carnivalé, and Polaris SnoCross, the former of which is also unreleased game that got developed to completion.
Intended for a release in September 2000.
Reviewed in pocketIGN by Craig Harris and Nintendo Power #136.
Cancelled for unknown reasons, possibly due to financial troubles at Vatical Entertainment, which contributed to the last-minute cancellation of the Nintendo 64 version and the delay of the PlayStation version to November 2001 despite both being finished on schedule.
==Videos==
https://www.youtube.com/watch?v=Rrmmw6Wtz0A
==Origin==
2018 Nintendo data breach
==See also==
https://tcrf.net/User:TheBluegeek/Game_Boy_(Color)_Lot_Check_leak_(September_9,_2020)
SeaBlade (Mar 30, 2002 prototype)

A prototype of SeaBlade for the Xbox.
==Notes==
* Predates the final US build (the first retail build) by almost 7 months.
* Pre-alpha preview build.
* Menus are completely different from the final
* Many missions do not load or crash the game
* One music track plays during gameplay (as opposed to the final which has none)
* Pressing BLACK during gameplay will bring up a debug menu
** The debug menu allows saving configuration changes to the location the game is installed to (if writeable)
* There is a map called "Entity" that serves as a test map
* XBE information:
** Internal Name: 
** Maker ID and Product Number: \x00\x00-0
** Executable Name: SEABLADE.XBE
** Executable checksum (MD5): 5dbd905b3ae68937ff998366c96a8e7b
* Miscellaneous Notes:
** Game is emulatable: No (as of September 12, 2021).
** Game contains dongle protection: No.
==Screenshots==
1394392277.png
1394392489.png
1394392503.png
1394392687.png
1394392922.png
1394409482.png
1394409539.png
1394409733.png
1394410081.png
1394410269.png
1394410294.png
1394410372.png
1394410438.png
1394410539.png
==Origin==
Xbox - Seablade pre-alpha.jpeg|Disc front.
==Files==
==Acknowledgments==
A huge thanks to 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)
Sea Life Safari (Apr 7, 2008 prototype)

A prototype of Sea Life Safari for the Xbox 360.
==Notes==
* Predates the final build by 15 days.
* Original filename: Sealife Safari (Apr 07 2008).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)