nyuuzyou/wikis huggingface dataset:
Need for Speed: V-Rally 2 (Sep 27, 1999 prototype)

A prototype of Need for Speed: V-Rally 2 for the PlayStation.
==Notes==
* Compiled a month before US retail version, but over 6 months after the initial EU retail. Possibly a US localization intermediate preview.
* It seems like the same car is always shown on the loading screen, which is different from final
* 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 - V-Rally 2 10-5-99-0001.png
PSX - V-Rally 2 10-5-99-0002.png
==Origin==
PSX - V-Rally 2 10-5-99.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)
Need for Speed 2 (Feb 24, 1997 prototype)

A prototype of Need for Speed 2 (also known as Over Drivin' 2 in Japan) for the Sony PlayStation.
==Notes==
* The game is multi language.
* Intro video is missing, the video is the showroom video from McLaren
* The PAL password codes from final version do not work with this version.
* Number of Counters on the top screen (restart the track, the numbers are incorrect)
* It is possible to play and drive with any camera angle, this is not possible in the final version
* The Video for Ferrari F50 is missing Ford GT Jaguar
* Track differences :
** Outback - The HITBOX is missing in the second big corner in the beginning, possible to drive outside the street. Outside the city the tunnel' is complete missing.
** North Country - The water effects are unfinished. Only 1 music track, restart for second music sample not working.
** Pacific Spirit - need more testing
** Mediterraneo - Many unfinished textures in the beginning, very dark picture.
** Mystic Peaks - Only 1 music track, restart for second music sample not working.
** Monolith Studios - need unlock, password SHOTME not working from final PAL version. password : LILZIP also not working
==See also==
Original release thread on ObscureGamers.com. (Archive)
Need for Speed III: Hot Pursuit (Feb 24, 1998 prototype)

A prototype of Need for Speed III: Hot Pursuit for the PlayStation.
==Notes==
* Compiled 2 days before US and EU retail versions.
* No voice over on the EA screen saying "Electronic Arts"
* Different main menu music
* Different set of cars shown on loading screen before race
* 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 - Need For Speed III Hot Pursuit 2-24-98 Beta Reviewable-0001.png
PSX - Need For Speed III Hot Pursuit 2-24-98 Beta Reviewable-0002.png
==Origin==
PSX - Need For Speed III Hot Pursuit 2-24-98 Beta Reviewable.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)
Need for Speed Rivals (Dec 18, 2013 Patch Data prototype)

A prototype of Need for Speed Rivals for Sony PlayStation 3.
==Notes==
* Europe Build Prototype Patch Data.
* Original filename: Need for Speed Rivals (Dec 18, 2013 BLES01894 ) [PATCH DATA].rar
==Acknowledgments==
A huge thanks to Obscure Gamers and all who have contributed over the years to these Tera Releases! Thanks also to FrostWolf for preserving and making this build available on the Wiki!
Need for Speed Rivals (Dec 2, 2013 prototype)

A prototype of Need for Speed Rivals for PlayStation 3.
==Notes==
* Contains Patch Data.
* Original filename: Need for Speed Rivals (Dec 02, 2013 + PATCH DATA) UP0006-NPUB31252_00-NFS14000PS3000NA.pkg
==Acknowledgments==
A huge thanks to Obscure Gamers and all who have contributed over the years to these Tera Releases! Thanks also to FrostWolf for preserving and making this build available on the Wiki!
Need for Speed Rivals (Dec 4, 2013 Patch Data prototype)

A prototype of Need for Speed Rivals for PlayStation 3.
==Notes==
* Postdates the final release.
* Contains Patch Data.
* Original filename: Need for Speed Rivals (Dec 04, 2013 + PATCH DATA BLUS31201) [GD DATA WITH EBOOT].rar
==Acknowledgments==
A huge thanks to Obscure Gamers and all who have contributed over the years to these Tera Releases! Thanks also to FrostWolf for preserving and making this build available on the Wiki!
Need for Speed Rivals (Jan 20, 2014 prototype)

A prototype of Need for Speed Rivals for Sony PlayStation 3.
==Notes==
* Europe Build Prototype.
* Contains Patch Data and DLC Data ("I didn't see what DLC it was").
* Original filename: Need for Speed Rivals (Jan 20, 2014 PATCH+DLC DATA BLES01894) [GD DATA].rar
==Acknowledgments==
A huge thanks to Obscure Gamers and all who have contributed over the years to these Tera Releases! Thanks also to FrostWolf for preserving and making this build available on the Wiki!
Need for Speed Rivals (Nov 27, 2013 prototype)

A prototype of Need for Speed Rivals for PlayStation 3.
==Notes==
* Original filename: Need for Speed Rivals (Nov 27, 2013) JP0006-NPJB00433_00-NFS14000PS3000JA.pkg
==Acknowledgments==
A huge thanks to Obscure Gamers and all who have contributed over the years to these Tera Releases! Thanks also to FrostWolf for preserving and making this build available on the Wiki!
Need for Speed Rivals (Nov 8, 2013 prototype)

A prototype of Need for Speed Rivals for PlayStation 3.
==Notes==
* Original filename: Need for Speed Rivals (Nov 08, 2013) EP0006-NPEB01412_00-NFS14000PS3000EU.pkg
==Acknowledgments==
A huge thanks to Obscure Gamers and all who have contributed over the years to these Tera Releases! Thanks also to FrostWolf for preserving and making this build available on the Wiki!
Need for Speed Underground (Oct 12, 2003 prototype)

A late prototype of Need for Speed Underground for the Sony PlayStation 2.
==Notes==
* Compiled 4 days before the final PAL build and 3 days before the final NTSC build.
* With the exception of the LANGUAGES folder, all of the files matches the final game.
* SYSTEM.CNF reads version 1.00 instead of the final PAL 1.01.
* The message when entering the PLAY ONLINE option without a network hardware is slightly different between this protoype and the final game.
Prototype	Final
⚠ SCE/Ethernet (Network Adaptor)
Supported network hardware is not correctly connected to the 
PlayStation®2 console. You will not be able to access the online 
features of this game.	⚠
Supported network hardware is not correctly connected to the 
console. You will not be able to access the online features of this game.
==Screenshots==
Gsdx 20230713164835.png|Language select
Gsdx 20230713164924.png
Gsdx 20230713164933.png
Gsdx 20230713164949.png|Car select
Gsdx 20230713170034.png|Gameplay
Need for Speed Underground (Sep 10, 2003 prototype)

A prototype of Need For Speed Underground for the Nintendo GameCube.
==Notes==
*Debug is enabled. Go to the pause menu during a race, then Options -> Debug to access debug features.
*Attempting to access Event 26 crashes the game.
*Two copies of the disc exist, supplied to different magazine reviewers, both dumps match.
==Screenshots==
File:Psa Nfs Ug.png
File:Main Menu.png
File:Pause Debug Menu.png
File:Finish Race Stats.png
==Origin==
NFSUGC+.png|Consoles + disc
NFSUGJoypad.png|Joypad disc
*Names of the reviewers have been removed from the supplied scans.
==See also==
*Redump.org entry
Need for Speed Underground (Sep 2, 2003 prototype)

A prototype of Need for Speed Underground for the Sony PlayStation 2.
==Notes==
* The language selection shows car instead of flag.
* Press R2 on the car selection screen to unlock all cars.
* Press Select on any locked part from the customize car menu to unlock all of them.
* Press Select to skip any event during Underground Mode.
* Time Trial events on Underground Mode crashes the game, press Select to skip them.
* To use the debug menu, pause the game during a race and select DEBUG from the options menu.
==Screenshots==
Gsdx_20200524071858.png|Language Select
Gsdx 20200521190248.png|Title Screen
Gsdx_20200524073328.png|Profile Manager
Gsdx_20200529160312.png|Main Menu
Gsdx_20200524024903.png|Unused Tournament Mode
Gsdx_20200524024706.png|Paint Menu
Gsdx_20200506222326.png|Car Select
Gsdx_20200524030439.png|Gameplay
Gsdx_20200524030656.png|Removed starting grid
Gsdx_20200524030721.png|200px|thumb|Debug Menu
==See also==
Release thread on ObscureGamers.com.
NeoGeo Battle Coliseum (Dec 14, 2009 prototype)

A prototype of NeoGeo Battle Coliseum for the Xbox 360.
==Notes==
* Predates the final build by 4 months.
* Original filename: NEOGEO BATTLE COLISEUM (Dec 14 2009).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)
Neo Contra (Apr 23, 2004 prototype)

E3 preview demo of Neo Contra. It was originally sold by DreamTR and the preview was later found in Buyatari's collection.
==Notes==
*The options menu is greyed and locked out.
*Levels 3 and 4 are inaccessible from the level select menu whereas they should be available from the start in the final; it is unknown if they're present in the data of this preview, though.
==Origin==
PS2 - Neo Contra E3 Preview (2).jpeg|Disc front.
NConE3.jpg|Separate copy.
Ncone32.jpeg|Third disc.
Neo_Contra_preview.jpg|Maybe reused for a different preview.
Neopets: The Darkest Faerie (Oct 13, 2005 prototype)

A prototype of Neopets: The Darkest Faerie for the PlayStation 2.
==Notes==
* Compiled just two days before final.
* Miscellaneous Notes:
** Game is emulatable (in PCSX2): Yes (as of March 17, 2021).
** Game contains dongle protection: No.
==Screenshots==
PS2 - Neopets The Darkest Faerie Review Code (1).png
PS2 - Neopets The Darkest Faerie Review Code (2).png
PS2 - Neopets The Darkest Faerie Review Code (3).png
PS2 - Neopets The Darkest Faerie Review Code (4).png
==Origin==
PS2 - Neopets The Darkest Faerie Review Code.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)
Neopets Puzzle Adventure (Oct 13, 2008 prototype)

A prototype of Neopets Puzzle Adventure for the Wii.
==Notes==
* No visible differences noticed
* Disc information:
** Header Product Code: R52E08
** Header Version Number: 0
** Header Title: Neopets Puzzle Adventure
** Executable Name: /main.dol
** Latest date in DOL: 6/16/2008 6:35:00 PM
** Latest date in DOL (final build): 9/24/2008 18:18
** Apploader date: 10/3/2007
** Apploader date (final build): 10/3/2007 0:00
** Errors (Data Blocks): 0
** Errors (Unused Blocks): 0
* Miscellaneous Notes:
** Game is emulatable in Dolphin: Yes (as of December 25, 2022).
*** Issues: None.
** Debug enabled: No
==Screenshots==
R52E08_2022-12-24_16-41-41.png
R52E08_2022-12-24_16-41-56.png
R52E08_2022-12-24_16-42-00.png
R52E08_2022-12-24_16-42-03.png
R52E08_2022-12-24_16-42-11.png
R52E08_2022-12-24_16-42-41.png
R52E08_2022-12-24_16-42-51.png
R52E08_2022-12-24_16-42-59.png
R52E08_
==Origin==
Neopets 10-13-08.JPG|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)
NeverEnd (Jun 24, 2004 prototype)

A disc containing two press demo prototypes of NeverEnd for the PC from 2004-06-24, featuring builds of the game from over two years before the game was released.
==Notes==
* At this stage of development, the title was stylized as "Neverend" without the capitalized "E".
* Development house Mayhem Studios began work on NeverEnd in 2001, and originally announced a release date in 2002. In 2003, the studio indicated that the release had slipped to 2004, but that there would be versions for both PC and the original Xbox. In 2005, Dusk2Dawn Interactive announced acquisition of the title, and it was finally released on June 30, 2006.
* The demos on this disc have timestamps from 2004-03-30 (demo 1) and 2004-04-06 (demo 2), both about two years before the release build, and about two years and three months before the game was released.
* Both demos require 3D accelerator hardware support to run. Attempting to launch them on a device without hardware acceleration will result in a crash immediately after the settings dialog.
* CVLT OF OSIRIS recommends running the demos on Windows XP for the best compatibility. They will sort of work under newer versions of Windows, but text and graphics will likely be corrupted.
==Origin==
Neverend-Demos-2004-06-24-01-Disc-Small.png|Disc front
==See also==
* Original release page on Archive.org
* Associated asset disc release page on Archive.org
New Ghostbusters II (USA Prototype)

A prototype of the unreleased USA version of New Ghostbusters II for the NES.
==Notes==
==Origin==
new ghostbusters 2 proto cart front.jpg|Cart front.
new ghostbusters 2 proto cart back.jpg|Cart back.
new ghostbusters 2 proto pcb back.jpg|PCB back.
new ghostbusters pcb front.jpg|PCB front.
==See also==
* Release thread at Lost Levels.
* Read the article on Nintendo Player here! (Archive)
New Super Mario Bros. (Oct 23, 2009 JP Kiosk demo)

A demo build of New Super Mario Bros. for the Nintendo DSi.
==Notes==
* At least get to the menu in melonDS 0.9.5.
==Original Information on Internet Archive==
The following is a Japanese store demo of New Super Mario Bros. Unlike the other demos for this game, there is no time limit and you are still able to save your progress. This specific version was created in late 2009 for use with Nintendo DSi XL kiosks.
Differences
* Minigames are inaccessible.
* The game will automatically boot past the DS home menu.
* Various files have been removed from the demo.
* There are minor changes within files relating to bonus stages.
* BUILDTIME file reads the following: JROM2009-10-23 16:23:25soejima
Special Thanks
Massive thanks to XX_750000 for sending this in for release!
==Files==
System: Nintendo - Nintendo DS
File: NEW_MARIO_Y7QJ01_00.nds
BitSize: 256 Mbit
Size (Bytes): 33554432
CRC32: 0AE615D9
MD5: D46EEF9567A9DBC23C9D8B0E09F934A8
SHA1: 46F68D668C269E9CC45B7E4121C27CAC105FF079
SHA256: C0EAE76487F0ED295A895D2D1DEC7A570CFBD520D211F5969E7DEB6AEFA6769A
==Header==
Game Title: NEW MARIO
Game Serial: Y7QJ (Japan)
Maker Code: 01 (Nintendo)
Unit Code: 0x00
Encryption Seed: 0x00
Device Size: 0x08 (Ok; 256 Mbit; 33554432 Bytes)
Asian Region: 0x00
Reserved 1: 0x000000000000000000
Version: 0x00 (v1.0)
Autostart: 0x04 (Yes)
ARM9 ROM Offset: 0x00004000
ARM9 Entry Address: 0x02000800
ARM9 RAM Offset: 0x02000000
ARM7 ROM Offset: 0x0014A000
ARM7 Entry Address: 0x02380000
ARM7 RAM Offset: 0x02380000
FNT Offset: 0x00170F28
FNT Size: 0x00009EBD
FAT Offset: 0x0017ADE8
FAT Size: 0x00003F80
ARM9 Overlay Offset:0x0005AFA8
ARM9 Overlay Size: 0x00000FC0
ARM7 Overlay Offset:0x00000000
ARM7 Overlay Size: 0x00000FC0
Normal CMD Setting: 0x00416657
Key1 CMD Setting: 0x081808F8
Icon Address: 0x0017EE00
Secure CRC16: 0x6F75 (Bad; 0xD750; Decrypted)
Secure Timeout: 0x0D7E
ARM9 Autoload Address:0x02000AAC
ARM7 Autoload Address:0x02380188
Secure Disable: 0x0000000000000000
Used Rom Size: 0x010E0B0C (17697548 Bytes)
Header Size: 0x00004000 (16384 Bytes)
Logo CRC16: 0xCF56 (Ok)
Header CRC16: 0xE987 (Bad; 0x2F80)
New Super Mario Bros. U (DLC New Super Luigi U prototype)

A prototype DLC of the New Super Mario Bros. U for the Wii U.
==Original Information on Internet Archive==
Pre-release DLC version of New Super Luigi U for Wii U. Most of the files seem to have minor differences when put in comparison with the released version. Please note that to run correctly, the DLC must be applied to the retail Japanese New Super Mario Bros. U with the latest updates applied.
==Screenshots==
File:New Super Mario Bros. U (DLC New Super Luigi U prototype) photo 1.jpg
New Yatterman: Nandai Kandai Yajirobee (Satellaview)

New Yatterman: Nandai Kandai Yajirobee (which shall henceforth be referred to as "New Yatterman (BS)" to disambiguate it from the standard release of the same name) is a downloadable Satellaview demo to promote the Super Famicom cartridge release of the same name. 
While many Satellaview demos were simple final retail releases with DRM locks, New Yatterman (BS) is modified from the original game for demonstration purposes. It features a slice of gameplay from the cartridge version that includes 1 game board and 1 minigame.
==Notes==
* Downloaded on May 5, 1996.
* The 8M Pack dump was recovered from a 8M pack where the data was flagged for deletion. As such, there is missing header data, thus it is uncertain whether the ROM is without corruption. That said, no obvious errors are present.
==Videos==
<youtube width=320 height=240>V-LpNw68pLI</youtube>
==See also==
Satellablog article: http://superfamicom.org/blog/2013/04/new-rom-dump-8ms-will-find-no-place-to-hide-in-a-world-with-satellablog/
New Year Blessing (Prototype)

A prototype of New Year Blessing for the Xbox 360.
==Notes==
*Might be an early prototype of "New Year Countdown".
*Build date is unknown.
*Original filename: New Year Blessing [58410856].rar
*(*) Putting both files into the console shows build date as November 22, 2005
*The hardware does not recognize the files, and does not execute them in any way.
==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)
Newman-Haas IndyCar featuring Nigel Mansell (prototype)

A US review build of Newman-Haas IndyCar featuring Nigel Mansell (SNES).
==Notes==
* Largely the same as the US retail ROM, though some of the code and data is slightly shifted around.
* Some of the track descriptions were changed in the final build, including to remove references to crashes/accidents.
* The last four characters of the ROM header title field were replaced with "BBUS" in this build.
==Origin==
20240402_190006.jpg|PCB front.
20240402_185943.jpg|PCB back.
20240402_190402.jpg|Cartridge front and top.
20240402_190418.jpg|Cartridge back.
News/15th Anniversary of Resident Evil

Something for the Resident Evil fans among you, here's two Biohazard prototype builds someone donated anonymously. 
File:1-0804TS-1-.png|Aug 4, 1995|link=Biohazard (Aug 4, 1995 prototype)
File:1-1004TS-1-.png|Oct 4, 1995|link= Biohazard_(Oct_4,_1995_prototype)
File:2-0804CS-1-.png|Aug 4, 1995|link=Biohazard (Aug 4, 1995 prototype)
File:2-1004CS-1-.png|Oct 4, 1995|link= Biohazard_(Oct_4,_1995_prototype)
A message from the donator:In the words of Barry Burton: What is this?
Celebrating the 15th Anniversary of the Resident Evil franchise, The Honorable Internet Associates and the Hidden Palace proudly presents a pair of early builds of the original Resident Evil for you all to enjoy.Enjoy! It's an order! 
The prototypes:
* Biohazard (Aug 4, 1995 prototype)
* Biohazard (Oct 4, 1995 prototype)
News/A Merry Eidos Christmas

__NOTOC__
gex3protodebug.png
tombraider3prototitle.png
Gex 3: Deep Cover Gecko (Dec 30, 1998 prototype)
Tomb Raider III (Oct 5, 1998 prototype)
 Discuss this release on the boards here!
Merry Christmas! It’s been a while huh?
Today I have two prototypes to share with you. One is a nice prototype of Gex 3: Deep Cover Gecko for the Sony PlayStation. A nice debugger is enabled to help play through the unfinished content. Secondly, we have a late prototype of Tomb Raider III for the Sony PlayStation. This one has its oddities, but thankfully also has a level select enabled to help you play through the entire prototype. We made very lengthy videos covering a little bit of everything as well so be sure to take a look!
Until next time (which might be sooner than you think)!
News/A Proto Sandwich

__NOTOC__
	
Resident Evil (Climax Game Boy prototype)
Psycho Pinball (Prototype)
Robin Hood: Prince of Thieves (May 16, 1991 prototype)
Flux (Apr 25, 1995 prototype)
 Discuss this release on the boards here!
It’s that time again for some more prototypes courtesy of Radar! 
	
Resident Evil (Climax Game Boy prototype)
First up, a small tech demo of Resident Evil for the Gameboy Color. This is not the same prototype that’s floating around and is instead a completely new take of the first game done by Climax Entertainment. Unlike the well-known prototypes, this was aiming for a mixture of traditional side scrolling action with fixed camera angles. However, it’s not playable and only features select scenes from the foyer area. The game itself only takes up 128Kb in size, so there’s not a whole lot to see. It’s a very interesting curiosity though, as it means that several other companies were proposing Gameboy ports of the first game. It does have a nice soundtrack though!
	
Robin Hood: Prince of Thieves (May 16, 1991 prototype)
Next, a relatively late prototype of Robin Hood: Prince of Thieves for the NES. This prototype has some minor differences in comparison to the first available retail release of the game. Thankfully, this game does have a cheat menu that can be activated with a cheat code combination at the title screen (the same code that’s used in the final game) so it’s possible to explore everything this prototype has to offer.
	
Psycho Pinball (Prototype)
A prototype of Psycho Pinball for the Sega Mega Drive. There are a few differences in comparison to the final version of the game. Note, this is one does not come from the Virgin lot and instead comes from Radar’s personal collection. 
Flux (Apr 25, 1995 prototype)
A prototype of Flux for the Sega Mega Drive and...Sega CD? This was one of the only games that utilized both the Sega Mega Drive and the Sega CD simultaneously. It’s not really a game per se, as it’s more of a sound visualizer that uses the Sega Mega Drive as a “boot rom” that utilizes the Sega CD’s disc drive to play back audio CDs with cool visuals. As such, this game doesn’t isn’t exactly “playable” as it’s a very rare exception in the Sega Mega Drive/Sega CD line-up. 
That’s all for now! Until next time! 
feb 2019 2.png