nyuuzyou/wikis huggingface dataset:
Buzz Lightyear of Star Command (May 8, 2000 prototype)

A prototype of Buzz Lightyear of Star Command for the PlayStation.
==Notes==
* No legal disclaimer screen or any cut scenes
* No music plays in this prototype
* The in-game dialogue is simply text boxes, since voice acting isn't in yet
* Mission select screen is different
* If the player idles too long on menu screens, it returns to the title screen
* No briefing monologue for the missions
* The loading screen for the Jo-Ad 1 mission is for Magmar instead
* A different starting mission
* 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 - Buzz Lightyear of Star Command Preview-0001.png
PSX - Buzz Lightyear of Star Command Preview-0002.png
PSX - Buzz Lightyear of Star Command Preview-0003.png
PSX - Buzz Lightyear of Star Command Preview-0004.png
==Origin==
PSX - Buzz Lightyear of Star Command Preview.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)
C-12: Final Resistance (May 5, 2000 prototype)

An early build of C-12 Final Resistance presented at E3 2000.
==Screenshots==
File:C12-Resistance-May5E3Proto-Screenshot01.png
File:C12-Resistance-May5E3Proto-Screenshot02.png
File:C12-Resistance-May5E3Proto-Screenshot03.png
==Origin==
File:C12-Resistance-May5E3-DiscCover.png|Cover front.
C: The Contra Adventure (Apr 22, 1998 prototype)

A prototype of C: The Contra Adventure for the PlayStation.
==Notes==
* Appaloosa logo is different
* Title screen sequence is slightly different, same with associated sound effects
* Lifebar is broken. Many grunt and fodder enemies, as well as minor attacks, in the first stage 1-hit kill the player (whereas they only do some damage in the final).
* Even worse is that the player seems to only have 1 life before a game-over.
* Fortunately, though, the game over system is like the original arcade Contra and Super Contra (continue right where the player last died), instead of every other Contra title (from the start of the stage or a checkpoint). This is extremely interesting, because only the arcade games had this style of Game over.
* You don't lose your powerup weapon after death/game over. This is in no way a compensation for the 1-hit death + game over.
* Ironically, the mines in the 3D stages that are insta-kill in the final instead do very minute damage, taking little off the health bar.
* The player (Ray) has a different voice actor, who sounds both worse and funnier. The spoken lines are different, too.
* One of the mini-bosses in the training mode has a different sound effect.
* Amusingly, the weapon powerup crates from the NES version of Contra are present, as boxes, in the 3D stages. They're empty, however.
* The incoming message sound effect is different from the final
* In the side-view stages, the Crush Missile falcon is purple instead of blue; in the final, purple is reserved for the Grenade Launcher, which is not found in the side-view stages. The Crush Missile projectile sprite is itself the final version's Grenade Launcher projectile sprite.
* The blue falcon now gives the Laser, whereas the Laser is acquired from silver/white falcons in the 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 - C The Contra Adventure 4-23-98-0000.png
PSX - C The Contra Adventure 4-23-98-0002.png
PSX - C The Contra Adventure 4-23-98-0003.png
==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)
* [https://tcrf.net/The_Cutting_Room_Floor Cutting Room Floor (T
==Origin==
PSX - C The Contra Adventure 4-23-98.jpeg|Disc front.
PSX - C The Contra Adventure 4-23-98.jpeg|Disc front.
==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)
C: The Contra Adventure (Jun 12, 1998 prototype)

A prototype of C: The Contra Adventure for the PlayStation.
==Notes==
* Disc is labelled exactly 1 month before retail's build date.
* 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 - C The Contra Adventure Review 6-15-98-0002.png
==Origin==
PSX - C The Contra Adventure Review 6-15-98.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)
Cabbage Patch Kids: Adventures in the Park (Aug 21, 1984 prototype)

A prototype of an unreleased version of Cabbage Patch Kids: Adventures in the Park for the Atari 2600.
==Notes==
* Programmed by Ed Temple for Individeo, was to be published by Coleco.
* The player has infinite lives.
* Scoring was implemented.
* Considerably harder than the other playable prototypes and the final game.
==Origin==
CabbagePatchKidsAdventuresInThePark Jul271984 cart.jpg
==See also==
* ROMs Dumped and Confirmed (archived)
* AtariProtos' article on the prototype.
Cabbage Patch Kids: Adventures in the Park (ColecoVision prototype A)

A prototype of Cabbage Patch Kids: Adventures in the Park for the ColecoVision.
==Notes==
* While it's close to the final release, it contains several bugs, such as the player always having their lives maxed out upon clearing a level.
* Earliest known dump is dated November 16, 2004.
==See also==
* No-intro entry
Cabbage Patch Kids: Adventures in the Park (ColecoVision prototype B)

A prototype of Cabbage Patch Kids: Adventures in the Park for the ColecoVision.
==Notes==
* Labeled as June 30(, 1984), which may or may not be incorrect.
* Functionally the same as the Coleco ADAM 128k version, but on a cartridge.
==Origin==
CabbagePatchKidsAdventuresInThePark ColecoVisionB cart.png
==See also==
* ROMs Dumped and Confirmed (archived)
Cabbage Patch Kids: Adventures in the Park (Jul 27, 1984 prototype)

A prototype of an unreleased version of Cabbage Patch Kids: Adventures in the Park for the Atari 2600.
==Notes==
* Programmed by Ed Temple for Individeo, was to be published by Coleco.
* The player has infinite lives.
* Music was added back in.
* Contains new obstacles.
* Jumping was fixed.
==Origin==
CabbagePatchKidsAdventuresInThePark Jul271984 cart.jpg
==See also==
* ROMs Dumped and Confirmed (archived)
* AtariProtos' article on the prototype.
Cabbage Patch Kids: Adventures in the Park (Jun 14, 1984 prototype)

A prototype of an unreleased version of Cabbage Patch Kids: Adventures in the Park for the Atari 2600.
==Notes==
* Programmed by Ed Temple for Individeo, was to be published by Coleco.
* Similiar to the previous prototype, except now the player can move.
==Origin==
CabbagePatchKidsAdventuresInThePark May241984 cart.jpg
==See also==
* ROMs Dumped and Confirmed (archived)
* AtariProtos' article on the prototype.
Cabbage Patch Kids: Adventures in the Park (Jun 1984 prototype)

A prototype of an unreleased version of Cabbage Patch Kids: Adventures in the Park for the Atari 2600.
==Notes==
* Programmed by Ed Temple for Individeo, was to be published by Coleco.
* Contains a few graphical tweaks compared to the previous prototype.
==Origin==
CabbagePatchKidsAdventuresInThePark REV2.1 cart.png|EPROM
==See also==
* ROMs Dumped and Confirmed (archived)
* AtariProtos' article on the prototype.
Cabbage Patch Kids: Adventures in the Park (Jun 29, 1984 prototype)

A prototype of an unreleased version of Cabbage Patch Kids: Adventures in the Park for the Atari 2600.
==Notes==
* Programmed by Ed Temple for Individeo, was to be published by Coleco.
* Collision and sound effects were added.
* The player has infinite lives.
* There's no music.
* A different EPROM found in the same lot as the other Cabbage Patch Kids prototype, labeled CBPARK2 ATARI 7/3 AD79 RV3 and dated July 3, 1984, contains the same data.
==Origin==
CabbagePatchKidsAdventuresInThePark May241984 cart.jpg
==See also==
* ROMs Dumped and Confirmed (archived)
* AtariProtos' article on the prototype.
Cabbage Patch Kids: Adventures in the Park (Jun 30, 1984 build)

An unreleased revision of Cabbage Patch Kids: Adventures in the Park for the ColecoVision.
==Notes==
* On the title screen, the ColecoVision logo and the text of the game's title are much further apart. Additionally, there's no trademark after "CABBAGE PATCH KIDS", and there's no copyright string for OAA Inc..
* Rather than just choosing the number of players, it's also possible to choose between four difficulty levels.
* The signs that appear upon starting a level read "BabyLand General®" rather than "BabyLand Park".
* The name of the player character, Anna Lee, appears on the bottom left of the screen.
* Earliest known dump is dated March 13, 1998.
==See also==
* No-intro entry
Cabbage Patch Kids: Adventures in the Park (May 24, 1984 prototype)

A prototype of an unreleased version of Cabbage Patch Kids: Adventures in the Park for the Atari 2600.
==Notes==
* Programmed by Ed Temple for Individeo, was to be published by Coleco.
* Consists of a non-interactive slide show.
==Origin==
CabbagePatchKidsAdventuresInThePark May241984 cart.jpg
==See also==
* ROMs Dumped and Confirmed (archived)
* AtariProtos' article on the prototype.
Cabbage Patch Kids: Adventures in the Park (Sep 13, 1984 prototype A)

A prototype of an unreleased version of Cabbage Patch Kids: Adventures in the Park for the Atari 2600.
==Notes==
* Programmed by Ed Temple for Individeo, was to be published by Coleco.
* The only difference between this and the presumed final version is the presence of a 1 in the title screen.
==Origin==
CabbagePatchKidsAdventuresInThePark Sep131984A cart.png|EPROM
==See also==
* ROMs Dumped and Confirmed (archived)
* AtariProtos' article on the prototype.
Cabbage Patch Kids: Adventures in the Park (Sep 13, 1984 prototype B)

A prototype of an unreleased version of Cabbage Patch Kids: Adventures in the Park for the Atari 2600.
==Notes==
* Programmed by Ed Temple for Individeo, was to be published by Coleco.
* Presumed to be the final version.
==Origin==
CabbagePatchKidsAdventuresInThePark May241984 cart.jpg
==See also==
* ROMs Dumped and Confirmed (archived)
* AtariProtos' article on the prototype.
Cabbage Patch Kids: Adventures in the Park (Sep 4, 1984 prototype)

A prototype of an unreleased version of Cabbage Patch Kids: Adventures in the Park for the Atari 2600.
==Notes==
* Programmed by Ed Temple for Individeo, was to be published by Coleco.
* Very close to the presumed final version.
* The player has infinite lives.
* A "1" appears in the title screen, which doesn't appear in the latest build.
==Origin==
CabbagePatchKidsAdventuresInThePark Sep41984 cart.png|EPROM
==See also==
* ROMs Dumped and Confirmed (archived)
* AtariProtos' article on the prototype.
Cabbage Patch Kids: Adventures in the Park (Sep 7, 1984 prototype)

A prototype of an unreleased version of Cabbage Patch Kids: Adventures in the Park for the Atari 2600.
==Notes==
* Programmed by Ed Temple for Individeo, was to be published by Coleco.
* Very close to the presumed final version.
* A "1" appears in the title screen, which doesn't appear in the latest build.
==Origin==
CabbagePatchKidsAdventuresInThePark Sep71984 cart.png
==See also==
* ROMs Dumped and Confirmed (archived)
* AtariProtos' article on the prototype.
Cadillacs and Dinosaurs: The Second Cataclysm (1995 prototype)

A prototype of Cadillacs and Dinosaurs: The Second Cataclysm for the PC (DOS).
==Notes==
* Released in Mega Release 2.0, an internal beta found on eBay during 2020, also contains Wing Nuts preview.
* Original filename: Cadillacs and Dinosaurs The Second Cataclysm (Internal beta 1995).rar
==Origin==
canddd1.png|Original disc 1
canddd2.png|Original disc 2
canddd3.png|Original disc 3
==Acknowledgments==
Thanks also to kabojnk for preserving and making this build available on the Wiki!
Cadillacs and Dinosaurs: The Second Cataclysm (Nov 8, 1994 prototype)

A late beta which appears to be mostly identical to the final release with the exception of the second track which is labeled data on the Beta, but audio on the final release. The contents of this track are different, as well.
==Origin==
Cadillacs & Dinosaurs prototype-1.jpeg|Jewel case.
Cadillacs & Dinosaurs disc-wip.png|Disc front.
Caesar's Palace (Prototype B)

A prototype of Caesar's Palace for the NES.
==Notes==
* Very similar to released prototype with only 11 bytes changed.
* Trademark screen lasts longer in comparison to the final.
* Late prototype.
==Screenshots==
Caesar s Palace (Prototype B).2021-07-21 14.40.27.png
Caesar s Palace (Prototype B).2021-07-21 14.41.41.png
Caesar s Palace (Prototype B).2021-07-21 14.41.51.png
Caesar s Palace (Prototype B).2021-07-21 14.41.54.png
Caesar s Palace (Prototype B).2021-07-21 14.41.59.png
Caesar s Palace (Prototype B).2021-07-21 14.42.02.png
Caesar s Palace (Prototype B).2021-07-21 14.42.07.png
Caesar s Palace (Prototype B).2021-07-21 14.42.12.png
==Files==
==Acknowledgments==
Special thanks to Frank Cifaldi at the Video Game History Foundation and the anonymous donor for this part of the lot! A huge thanks to ehw for researching this prototype! 
==See also==
* New Years 2022 (January 1, 2022)
* The Cutting Room Floor (TCRF)
* Internet Archive (IA)
* Video Game History Foundation (VGHF)
Caesars Palace (Jul 29, 1997 prototype)

A prototype of Caesars Palace for the PlayStation.
==Notes==
* The title screen appears after the PlayStation logo; no company logos/screens. It also shows the build date.
* Title screen has probably the best placeholder clip for the narration, where a voice can be heard saying "Hi, etc. etc."
* Before the main menu, there is a simple title screen, followed by a prompt to enter your name or initials.
* All other voice clips, as well as the game itself, are much more rudimentary.
* Pressing the START button directs to the Controls, rather than pause the game.
* For some reason, the controller button is incorrect.
* Tutorial FMVs is missing.
* 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 - Caeser's Palace 7-30-97-0001.png|Loading screen
PSX - Caeser's Palace 7-30-97-0002.png|Baccarat
==Origin==
PSX - Caeser's Palace 7-30-97.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)
Caesars World of Gambling (Feb 5, 1992 prototype)

A prototype of Caesars World of Gambling for the Philips CD-i.
==Notes==
* Contains only some minor changes done to the two executables and mn.rtf
* Miscellaneous Notes:
** Game is emulatable: Yes (as of April 17, 2021).
==Screenshots==
CDI - Caeser's World of Gambling FPD v 2.08 Testing Phase 2 February 6 1992 (1).png
CDI - Caeser's World of Gambling FPD v 2.08 Testing Phase 2 February 6 1992 (2).png
CDI - Caeser's World of Gambling FPD v 2.08 Testing Phase 2 February 6 1992 (3).png
CDI - Caeser's World of Gambling FPD v 2.08 Testing Phase 2 February 6 1992 (4).png
CDI - Caeser's World of Gambling FPD v 2.08 Testing Phase 2 February 6 1992 (5).png
CDI - Caeser's World of Gambling FPD v 2.08 Testing Phase 2 February 6 1992 (6).png
CDI - Caeser's World of Gambling FPD v 2.08 Testing Phase 2 February 6 1992 (7).png
CDI - Caeser's World of Gambling FPD v 2.08 Testing Phase 2 February 6 1992 (8).png
CDI - Caeser's World of Gambling FPD v 2.08 Testing Phase 2 February 6 1992 (9).png
CDI - Caeser's World of Gambling FPD v 2.08 Testing Phase 2 February 6 1992 (10).png
==Origin==
CDI - Caeser's World of Gambling FPD v 2.08 Testing Phase 2 February 6 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)
Cake-ya San Monogatari: Oishii Sweets o Tsukurou (Prototype A)

A late prototype of Cake-ya San Monogatari: Oishii Sweets o Tsukurou for the Nintendo 3DS.
==Origin==
Cake-ya-san-monogatari-oishii-sweets-o-tsukurou-japan-prototype-cart-front.jpg
Call of Cthulhu: Destiny's End (May 15, 2005 prototype)

A prototype of Call of Cthulhu: Destiny's End for the PlayStation 2.
==Notes==
* This game seems to have been made for E3 2005.
* Has issues in PCSX2. It crashes shortly after loading into the first level.
* Miscellaneous Notes:
** Works on real hardware (in Open-PS2-Loader): Yes (as of June 9, 2024).
** Game is emulatable (in PCSX2): Issues (as of June 7, 2024).
** Game is emulatable (in Play!): Yes,comes with low framerate and artifacts(as of June 9, 2024).
** Game contains dongle protection: No.
Call of Duty: Advanced Warfare (May 3, 2013 Prototype)

A early build of what would become Call of Duty: Advanced Warfare (Internally known as Call of Duty: Blacksmith) Which was forked from a dev build of Call of Duty: Ghosts (Internally known as Call of Duty: Phantoms)
==Notes==
* This build was temporarily made unavailable due to a DMCA takedown request against the original Internet Archive upload filed by Activision. It is generally not advised to reupload the build there.
** Credits go to Vasilii (JC) for reuploading the build to this wiki.
* This build relies on an Xbox Live DevNet authentication check and will refuse to work unless signed on. A patch that disables the authentication check is available here.
** The check may be additionally bypassed under emulation by using the Xenia Canary Netplay fork, with flags offline_mode and stub_xlivebase set to false and true, respectively.
** The XEX has associated debugging symbols.
==Acknowledgments==
As stated by codebound: 
"Thanks to MrPinball64 for dumping and sending this build for release! Additionally, thanks to Taleb for creating the patch to remove the whitelist check, and Alpha Archive for capturing gameplay of this build!"
Call of Duty: Advanced Warfare (Sep 16, 2014 Prototype)

A prototype for Call of Duty: Advance Warfare that is slightly further along compared to the Sep 4 build.
==Notes==
* Even though this build is further along, it has audio issues within its cutscenes, with much of the voices within being too quiet to hear, with the music within covering them up.
* This build was lost for a short time because, for unknown reasons, it was removed from archive.org (perhaps at activision's request?). Do not upload this build there as it is a waste of time. Vasilii (JC) still had this build with him and it is thanks to him that this build can be found on the wiki.
* Since the uploader had difficulty uploading 24GB to the wiki, he chose to split the 24gb into 9 rar files. These files can be downloaded below:
** Part1;
** Part2;
** Part3;
** Part4;
** Part5;
** Part6;
** Part7;
** Part8;
** Part9.
Call of Duty: Advanced Warfare (Sep 4, 2014 Prototype)

A prototype of Call of Duty: Advanced Warfare made 2 months prior to release, built for the Xbox 360.
==Notes==
*This build is mostly finalized, with official release being exactly 2 months from this build date.
*Many of the differences come in the way of cutscenes, voice lines and audio
*The cutscene CGI is finalized, with some differences in visual details mainly not affecting the core CGI
*The cutscene audio is noticeably in a developmental state however, with BGM being missing or sometimes different.
*Some voicelines within are also not finalized, with lines being spoken at different times within, and different voicelines being used sometimes
==See also==
* Internet Archive (IA)
Call of Duty: Black Ops (DLC First Strike prototype)

A prototype DLC of Call of Duty: Black Ops for the Xbox 360.
==Notes==
* This dlc was found on the hdd HITACHI120GB01. This dlc was extracted by funtimeandrefoxy on Dec 24, 2024.
* This version only contains 3 files and they seem to be “empty”.
==Acknowledgments==
A huge thanks to Obscure Gamers and all who have contributed over the years to these Tera Releases!
Call of Duty: Black Ops (Jan 30, 2011 EU demo)

A demo build of Call of Duty: Black Ops for the Playstation 3.
==Notes==
* The serial is NPEB90323.
* Build Date: Call of Duty Singleplayer - Ship COD_T5_S SP CODBODEMO-V6 Sun Jan 30 13:39:29 2011
Call of Duty: Black Ops (Jan 30, 2011 USA demo)

A demo build of Call of Duty: Black Ops for the Playstation 3.
==Notes==
* The serial is NPUB90430.
* Build Date: Call of Duty Singleplayer - Ship COD_T5_S SP CODBODEMO-V6 Sun Jan 30 13:39:29 2011
Call of Duty: Black Ops (Sep 6, 2010 Multiplayer Prototype)

A multiplayer prototype of Call of Duty Black Ops for the Microsoft Xbox 360.
==Notes==
* Original filename: Call of Duty Black Ops [Sep 06, 2010) [4156889D MP Beta Redump].rar
* Are still prompted to connect online. Can likely be bypassed with an RGH.
Call of Duty: Black Ops Declassified (Oct 2, 2015 prototype)

A prototype of Call of Duty: Black Ops: Declassified for Playstation Vita.
==Notes==
* The serial is PCSE00097 (USA Region).
* Contains a unique folder called package that contains the files head.bin, stat.bin, tail.bin and temp.bin. sce_pfs is also exclusive to this version, having the files.db and unicv.db files within this folder.
* For the prototype to work on the Vita 3k, it is necessary to install the retail version and then replace the files from that version with those from this prototype.
* Original filename: Call of Duty Black Ops Declassified (2012-10-02).7z
==Acknowledgments==
A huge thanks to Obscure Gamers and all who have contributed over the years to these Releases!
==See also==
* Original page release on Archive.org
Call of Duty: Black Ops II (Apr 25, 2013 Prototype)

A prototype of Call of Duty: Black Ops II for the Microsoft Xbox 360.
==Notes==
* This build contains no executables. It is recommended to run it with the executables from tu18, however most executables from other builds will work.
* Contains new versions of all zombies maps: Moon (zm_moon), Der Riese (zm_factory), Nacht der Untoten (zm_prototype), Five (zm_pentagon), Ascension (zm_cosmodrome), Verrukt (zm_asylum), Shi No Numa (zm_sumpf), Shangri La (zm_temple), and Kino Der Toten (zm_theater).
* Due to the method of extraction, the date of Moon, Pentagon and Der Riese is unknown. All other maps are dated April 25, 2013.
* Maps must be loaded with ui_zm_mapstartlocation set to default or from the main menu with console, or perks will not load in. To remove the blur on Five, drink a perk or take damage. Some maps have broken HUD's. Easter eggs should work on all maps.
==Screenshots==
File:bo2apr1.png
File:bo2apr2.png
File:bo2apr3.png
File:bo2apr4.png
File:bo2apr5.png
File:bo2apr6.png
File:bo2apr7.png
File:bo2apr8.png
File:bo2apr9.png
==Acknowledgments==
Thanks to LoafX and Heaventh for recovering and releasing these files!