nyuuzyou/wikis huggingface dataset:
Super Fire Pro Wrestling 2 (Late prototype)

A late prototype of Super Fire Pro Wrestling 2 for the Nintendo SNES.
==Origin==
SFPW2_cart-front-small.jpg|Cart front
SFPW2_cart-back-small.jpg|Cart back
SFPW2_cart-top-small.jpg|Cart top
SFPW2_pcb-small.jpg|PCB front
==See also==
* Original release article at Snes Central.
Super Full Metal (Prototype A)

A prototype of the unreleased Super Full Metal for the SNES.
==Notes==
* Developed by Infogrames
* Only Italian and Swedish languages available
==Origin==
Full4mb.txt
 
 Fullmetal - SNES 4mb
 --------------------
 
 This is the correct file size version of Fullmetal.
 
 -----------
==See also==
* No-intro entry.
Super Full Metal (Prototype B)

A prototype of Super Full Metal for the SNES.
==Notes==
*Unreleased turn based strategy SNES game by Infogrames. This game is based off a French board game called Full Métal Planète. The game was previewed in late 1992 for a possible 1993 release before quietly being cancelled for unknown reasons. The game was leaked sometime before the Fall of 1992 initially by an unknown scene group before being leaked again by another. The version that was leaked only had Swedish and Italian languages selectable, even though text existed for other languages inside the ROM.
*English language build.
*Doesn't contain a language selector.
==Screenshots==
File:Super Full Metal (Prototype B).2021-07-19 12.19.02.png
File:Super Full Metal (Prototype B).2021-07-19 12.19.28.png
File:Super Full Metal (Prototype B).2021-07-19 12.19.45.png
File:Super Full Metal (Prototype B).2021-07-19 12.19.48.png
File:Super Full Metal (Prototype B).2021-07-19 12.19.54.png
File:Super Full Metal (Prototype B).2021-07-19 12.20.09.png
File:Super Full Metal (Prototype B).2021-07-19 12.20.43.png
File:Super Full Metal (Prototype B).2021-07-19 12.20.49.png
File:Super Full Metal (Prototype B).2021-07-19 12.20.54.png
File:Super Full Metal (Prototype B).2021-07-19 12.21.21.png
File:Super Full Metal (Prototype B).2021-07-19 12.22.15.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)
Super Full Metal (Prototype C)

A prototype of Super Full Metal for the SNES.
==Notes==
*Unreleased turn based strategy SNES game by Infogrames. This game is based off a French board game called Full Métal Planète. The game was previewed in late 1992 for a possible 1993 release before quietly being cancelled for unknown reasons. The game was leaked sometime before the Fall of 1992 initially by an unknown scene group before being leaked again by another. The version that was leaked only had Swedish and Italian languages selectable, even though text existed for other languages inside the ROM.
*Contains a language selector (English and Italian).
==Screenshots==
File:Super Full Metal (Prototype C).2021-07-19 12.22.24.png
File:Super Full Metal (Prototype C).2021-07-19 12.22.45.png
File:Super Full Metal (Prototype C).2021-07-19 12.23.03.png
File:Super Full Metal (Prototype C).2021-07-19 12.23.38.png
File:Super Full Metal (Prototype C).2021-07-19 12.23.45.png
File:Super Full Metal (Prototype C).2021-07-19 12.23.49.png
File:Super Full Metal (Prototype C).2021-07-19 12.24.00.png
File:Super Full Metal (Prototype C).2021-07-19 12.24.08.png
File:Super Full Metal (Prototype C).2021-07-19 12.24.13.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)
Super Full Metal (Prototype D)

A prototype of Super Full Metal for the SNES.
==Notes==
*Unreleased turn based strategy SNES game by Infogrames. This game is based off a French board game called Full Métal Planète. The game was previewed in late 1992 for a possible 1993 release before quietly being cancelled for unknown reasons. The game was leaked sometime before the Fall of 1992 initially by an unknown scene group before being leaked again by another. The version that was leaked only had Swedish and Italian languages selectable, even though text existed for other languages inside the ROM.
*Contains a language selector (English and Italian).
==Screenshots==
File:Super Full Metal (Prototype D).2021-07-19 12.25.33.png
File:Super Full Metal (Prototype D).2021-07-19 12.25.39.png
File:Super Full Metal (Prototype D).2021-07-19 12.25.55.png
File:Super Full Metal (Prototype D).2021-07-19 12.26.05.png
File:Super Full Metal (Prototype D).2021-07-19 12.26.12.png
File:Super Full Metal (Prototype D).2021-07-19 12.26.15.png
File:Super Full Metal (Prototype D).2021-07-19 12.26.25.png
File:Super Full Metal (Prototype D).2021-07-19 12.26.34.png
File:Super Full Metal (Prototype D).2021-07-19 12.26.50.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)
Super Glove Ball (Prototype)

A prototype of Super Glove Ball for the NES.
==Notes==
* Late prototype.
* There's a flickering bar above the HUD at the bottom that's not present in the final. It appears to be glitch.
* Pressing PAUSE leaves one music channel unmuted.
==Screenshots==
Super Glove Ball (Prototype).2021-07-28 12.31.50.png
Super Glove Ball (Prototype).2021-07-28 12.32.02.png
Super Glove Ball (Prototype).2021-07-28 12.32.53.png
Super Glove Ball (Prototype).2021-07-28 12.33.17.png
Super Glove Ball (Prototype).2021-07-28 12.33.32.png
Super Glove Ball (Prototype).2021-07-28 12.34.02.png
==Acknowledgments==
A huge thanks to Frank Cifaldi at the Video Game History Foundation and the Nolan brothers for this release!
==See also==
* The Cutting Room Floor (TCRF)
* Internet Archive (IA)
Super Hang-On (Aug 18, 1989 build)

An altered final ROM of Super Hang-On for the Sega Mega Drive.
== Notes ==
* Same as final, except without a header memo.
== Screenshots ==
File:S-HANGON000.png
File:S-HANGON001.png
File:S-HANGON002.png
File:S-HANGON003.png
File:S-HANGON004.png
== Header ==
00000100 53 45 47 41 20 4d 45 47 41 20 44 52 49 56 45 20 SEGA MEGA DRIVE 
00000110 28 43 29 53 45 47 41 20 31 39 38 39 2e 4a 55 4c (C)SEGA 1989.JUL
00000120 53 55 50 45 52 20 48 41 4e 47 2d 4f 4e 20 20 20 SUPER HANG-ON 
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 53 55 50 45 52 20 48 41 4e 47 2d 4f 4e 20 20 20 SUPER HANG-ON 
00000160 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 
00000170 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 
00000180 47 4d 20 30 30 30 30 34 30 31 31 2d 30 30 bc e0 GM 00004011-00..
00000190 4a 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 J 
000001a0 00 00 00 00 00 07 ff ff 00 ff 00 00 00 ff ff ff ................
000001b0 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 
000001c0 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 
000001d0 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 
000001e0 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 
000001f0 4a 55 45 20 20 20 20 20 20 20 20 20 20 20 20 20 JUE 
== Files ==
Super Hydlide (Oct 16, 1989 prototype)

A localization prototype of Super Hydlide for the Sega Mega Drive.
== Notes ==
* The ROM is dated two months before the final release
* Contains a few text and code differences. 
* Contains a different title screen.
== Screenshots ==
File:S-HYDLDE000.png
File:S-HYDLDE002.png
File:S-HYDLDE003.png
File:S-HYDLDE004.png
== Videos ==
<youtube width="320" height="240">Xc3WHA8N4k4</youtube>
== Header ==
00000100 53 45 47 41 20 4d 45 47 41 20 44 52 49 56 45 20 SEGA MEGA DRIVE 
00000110 28 43 29 53 45 47 41 20 31 39 38 39 2e 53 45 50 (C)SEGA 1989.SEP
00000120 bd b0 ca df b0 20 ca b2 c4 de d7 b2 c4 de 20 20 ..... ........ 
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 53 55 50 45 52 20 48 59 44 4c 49 44 45 20 20 20 SUPER HYDLIDE 
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 31 33 30 30 20 2d 30 30 a0 62 GM MK-1300 -00.b
00000190 4a 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 J 
000001a0 00 00 00 00 00 07 ff ff 00 ff 00 00 00 ff ff ff ................
000001b0 52 41 e0 20 00 20 00 00 00 20 3f ff 20 20 20 20 RA. . ... ?. 
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 55 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 U 
== Files ==
Super Mario 3D Land (May 26, 2011 kiosk demo)

A demo that was first used in show floor kiosks at E3 2011, Gamescom 2011, Gamesweek 2011, Comic-Con 2011 and allegedly a Russian event in 2012. It isn't known what events the actual carts the ROM was dumped from were used at, if they were used at events. See also: this 3drew edit.
==Notes==
==Origin==
Super Mario 3D Land (E3 2011 kiosk demo)-front.jpg |Cartridge front
Super Mario 3D Land (E3 2011 kiosk demo)-back.jpg |Cartridge back
==Video==
<youtube>Es1z-EsZTfY</youtube>
==See also==
* GBATemp thread
* No-Intro entry
Super Mario 64 (Nintendo 64DD Prototype)

A prototype of the unreleased Super Mario 64 for the Nintendo 64DD.
==Notes==
* Different title screen.
* Different sound engine.
* Entering the inside of the island in Tiny-Huge Island, where Wiggler and red coins reside, will crash the game. This makes collecting all 120 Stars impossible on this version. When Wiggler is initialized, his health value is 2048 for a single frame before being reset to 4. Wiggler uses his health to index into a table to get his speed (to move faster when at lower health); 2048 causes it to index out of range and read a denormalized floating-point number as his health, which causes an unimplemented operation exception since the N64 does not implement any operations on denormalized floats except comparisons.
Super Mario Bros. + Duck Hunt + World Class Track Meet (Prototype)

A prototype of Super Mario Bros. + Duck Hunt + World Class Track Meet for the NES.
==Notes==
* Seems to be a late prototype with few differences. 
* Selecting Duck Hunt's "Clay Shooting" mode seems to crash the game.
==Screenshots==
Super Mario Bros. + Duck Hunt + World Class Track Meet (Prototype) 2021-07-25 23-32-46.png|Title screen 
Super Mario Bros. + Duck Hunt + World Class Track Meet (Prototype) 2021-07-25 23-32-53.png|Title screen (Super Mario Bros.)
Super Mario Bros. + Duck Hunt + World Class Track Meet (Prototype) 2021-07-25 23-33-01.png|Title screen (Duck Hunt)
Super Mario Bros. + Duck Hunt + World Class Track Meet (Prototype) 2021-07-25 23-33-12.png|Title screen (World Class Track Meet) 
Super Mario Bros. + Duck Hunt + World Class Track Meet (Prototype) 2021-07-25 23-34-26.png|Gameplay (Super Mario Bros.)
Super Mario Bros. + Duck Hunt + World Class Track Meet (Prototype) 2021-07-25 23-37-28.png|Gameplay (Super Mario Bros.)
Super Mario Bros. + Duck Hunt + World Class Track Meet (Prototype) 2021-07-25 23-39-15.png|Gameplay (Duck Hunt)
Super Mario Bros. + Duck Hunt + World Class Track Meet (Prototype) 2021-07-25 23-39-26.png|Gameplay (Duck Hunt)
Super Mario Bros. + Duck Hunt + World Class Track Meet (Prototype) 2021-07-26 00-04-34.png|Gameplay (World Class Track Meet) 
Super Mario Bros. + Duck Hunt + World Class Track Meet (Prototype) 2021-07-26 00-04-42.png|Gameplay (World Class Track Meet) 
Super Mario Bros. + Duck Hunt + World Class Track Meet (Prototype) 2021-07-26 00-05-11.png|Gameplay (World Class Track Meet) 
==Acknowledgments==
A huge thanks to Frank Cifaldi at the Video Game History Foundation and the Nolan brothers for this release!
==See also==
* The Cutting Room Floor (TCRF)
* Internet Archive (IA)
Super Mario Land 2: 6 Golden Coins (Oct 21, 1992 build)

A final build development cart for Super Mario Land 2.
==Screenshots==
SML2 Title.png|Title screen.
File_select.png|File select.
In_game.png|Gameplay.
==Origin==
Mario_Land_2_title.png|Cartridge
==Acknowledgments==
Special thanks to MarioDS64, Frank Cifaldi, Techokami, and DRX for making this release possible!
Super Mario Maker (EU Media)

A build of Super Mario Maker for the Wii U.
==Notes==
* This version of Super Mario Maker made it to Critics and Livestreamers weeks before the game came out. Despite this, the build is practically the same as the base version, the only differences being the executable being slightly smaller and the meta.xml being slightly larger.
* This version connected to a now-defunct server for this version of this game only. 
* The game's special servers was shut down and the game was delisted when the game officially came out to the public.
Warning: Do not add this prototype to the wiki as it is a Nintendo game.
Super Mario Maker (JP Media)

A build of Super Mario Maker for the Wii U.
==Notes==
* This version of Super Mario Maker made it to Critics and Livestreamers weeks before the game came out. Despite this, the build is practically the same as the base version, the only differences being the executable being slightly smaller and the meta.xml being slightly larger.
* This version connected to a now-defunct server for this version of this game only. 
* The game's special servers was shut down and the game was delisted when the game officially came out to the public.
Warning: Do not add this prototype to the wiki as it is a Nintendo game.
Super Mario Maker (USA Media)

A build of Super Mario Maker for the Wii U.
==Notes==
* This version of Super Mario Maker made it to critics and livestreamers weeks before the game came out. Despite this, the build is practically the same as the base version, the only differences being the executable being slightly smaller and the meta.xml being slightly larger.
* This version connected to a now-defunct server for this version of this game only. 
* The game's special servers was shut down and the game was delisted when the game officially came out to the public.
Warning: Do not add this prototype to the wiki as it is a Nintendo game.
Super Mario World 2: Yoshi's Island (Aug 21, 1995 prototype)

A build of the second Japanese revision of Super Mario World 2: Yoshi's Island, dated August 21, 1995.
==Notes==
To fix header:
* 0x7FBD => 0x05
* 5 bytes starting at 0x7FD5 => 0x20 0x15 0x0B 0x00 0x00.
Super Mario World 2: Yoshi's Island (Dec 19, 1994 - ys rom 0 D2 prototype)

A prototype of Super Mario World 2: Yoshi's Island (under the name Super Mario Bros 5: Yoshi's Island), dated December 19th, 1994, approximately six months before the final build.
While this prototype ostensibly has the same build date as the ys_rom_0_D build, there are code differences that indicate a slightly later compile.
==Notes==
To fix header:
* 0x7FBD => 0x05
* 5 bytes starting at 0x7FD5 => 0x20 0x15 0x0B 0x00 0x00.
Super Mario World 2: Yoshi's Island (Dec 19, 1994 - ys rom 0 D prototype)

A prototype of Super Mario World 2: Yoshi's Island (under the name Super Mario Bros 5: Yoshi's Island), dated December 19th, 1994, approximately six months before the final build.
==Notes==
To fix header:
* 0x7FBD => 0x05
* 5 bytes starting at 0x7FD5 => 0x20 0x15 0x0B 0x00 0x00.
Super Mario World 2: Yoshi's Island (Dec 6, 1994 prototype)

A prototype of Super Mario World 2: Yoshi's Island (under the name Super Mario Bros 5: Yoshi's Island), dated December 6th, 1994, approximately seven months before the final build.
==Notes==
To fix header:
* 0x7FBD => 0x05
* 5 bytes starting at 0x7FD5 => 0x20 0x15 0x0B 0x00 0x00.
Super Mario World 2: Yoshi's Island (Jun 26, 1995 - yos edit prototype)

A prototype of Super Mario World 2: Yoshi's Island, dated June 26th, 1995. It is compiled in debug mode and has the final game's debug features as well as the features accessible in the Super Mario World 2: Yoshi's Island (Jun 26, 1995 - ys rom 16 0 prototype). 
==Notes==
To fix header:
* 0x7FBD => 0x05
* 5 bytes starting at 0x7FD5 => 0x20 0x15 0x0B 0x00 0x00.
Super Mario World 2: Yoshi's Island (Jun 26, 1995 - ys main db prototype)

A prototype of Super Mario World 2: Yoshi's Island , dated June 26th, 1995. It has a few minor, unknown code changes from the final build.
==Notes==
To fix header:
* 0x7FBD => 0x05
* 5 bytes starting at 0x7FD5 => 0x20 0x15 0x0B 0x00 0x00.
Super Mario World 2: Yoshi's Island (Jun 26, 1995 - ys rom * prototype)

A prototype of Super Mario World 2: Yoshi's Island, dated June 26th, 1995, and stored in the form of four 512KB ROM files, probably intended for a prototype EPROM cartridge. A working ROM is produced by combining the four files and fixing the header.
==Notes==
To fix header:
* 0x7FBD => 0x05
* 5 bytes starting at 0x7FD5 => 0x20 0x15 0x0B 0x00 0x00.
Super Mario World 2: Yoshi's Island (Jun 26, 1995 - ys rom 16 0 prototype)

A debug final build of Super Mario World 2: Yoshi's Island, dated June 26, 1995.
==Notes==
To fix header:
* 0x7FBD => 0x05
* 5 bytes starting at 0x7FD5 => 0x20 0x15 0x0B 0x00 0x00.
Super Mario World 2: Yoshi's Island (Jun 26, 1995 - ys rom 16 0 save prototype)

A debug final build of Super Mario World 2: Yoshi's Island, dated June 26, 1995. Presumably a slightly earlier version of Super Mario World 2: Yoshi's Island (Jun 26, 1995 (ys rom 16 0).
==Notes==
To fix header:
* 0x7FBD => 0x05
* 5 bytes starting at 0x7FD5 => 0x20 0x15 0x0B 0x00 0x00.
Super Mario World 2: Yoshi's Island (Oct 2, 1995 prototype)

A prototype of Super Mario World 2: Yoshi's Island, dated October 2, 1995, and stored in the form of four 512KB ROM files, probably intended for a prototype EPROM cartridge. A working ROM is produced by combining the four files and fixing the header. Most likely a prototype of the third revision of the Japanese version of the game.
==Notes==
To fix header:
* 0x7FBD => 0x05
* 5 bytes starting at 0x7FD5 => 0x20 0x15 0x0B 0x00 0x00.
Super Meat Boy (Sep 16, 2010 prototype)

A prototype of Super Meat Boy for the Xbox 360.
==Notes==
* Predates the final build by 6 days.
* Original filename: Super Meat Boy (Sep 16 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)
Super Meat Boy (Sep 18, 2015 prototype)

A prototype of Super Meat Boy for PlayStation Vita.
==Notes==
* This build appears to be near final, if not final.
* To work: "install the 3.600.011 PTEL Test Kit firmware PUP under safe mode, re-hack using Henkaku and enso ex or enso dex, and finally install the 0syscall6 plugin".
* Original filename: Super Meat Boy (2015-09-18).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
Super Monaco GP Sega Master System (Jul 18, 1990 prototype)

A prototype of Super Monaco GP for the Sega Master System.
==Notes==
* Only three byte changes in the header.
==Origin==
super_monaco_gp__01_130.jpg
super_monaco_gp__02_138.jpg
==See also==
* No-intro entry.
* Original release thread on SMSPower.org.
Super Monkey Ball Deluxe (Dec 14, 2004 prototype)

A prototype of Super Monkey Ball Deluxe for the Sony PlayStation 2.
==Notes==
* The title screen images are in lower quality.
* Uses placeholder images for the loading screens.
* The level select balls are a different color.
* Performance is less optimized in comparison to the final version.
* Message bubbles are incomplete.
==Origin==
File:PS2 - Super Monkey Ball 12-14-04.jpeg|PCB front.
Super Monkey Ball Deluxe (Nov 12, 2004 prototype)

A prototype of Super Monkey Ball Deluxe for the Xbox.
==Notes==
* A build dated about three months before the final.
** Cutscenes don't render, is this a version difference or an emulation issue?
* Features some "NOW LOADING" text on loading screens that is not seen in the final.
* A few of the levels have different names - for example, "BENT FLOOR" is instead called "FLOOR BENT".
* Some text boxes are written slightly differently.
* XBE information:
** Internal Name: SuperMonkeyBallDX
** Maker ID and Product Number: \x00\x00-0
** Executable Name: Default.xbe
** Executable checksum (MD5): 4d8f5b050f611ddbc31b1b5e68451b2d
* Miscellaneous Notes:
** Game is emulatable: Yes (CXBX) (as of September 12, 2021).
** Game contains dongle protection: No.
==Screenshots==
SuperMonkeyBallDX-Xbox-Nov12-1.png|Title screen
SuperMonkeyBallDX-Xbox-Nov12-2.png|Gameplay
SuperMonkeyBallDX-Xbox-Nov12-3.png|Gameplay
SuperMonkeyBallDX-Xbox-Nov12-4.png|Gameplay
SuperMonkeyBallDX-Xbox-Nov12-5.png|Gameplay
SuperMonkeyBallDX-Xbox-Nov12-6.png|Gameplay
SuperMonkeyBallDX-Xbox-Nov12-7.png|Gameplay
SuperMonkeyBallDX-Xbox-Nov12-8.png|Gameplay
SuperMonkeyBallDX-Xbox-Nov12-9.png|Gameplay
SuperMonkeyBallDX-Xbox-Nov12-10.png|Gameplay
SuperMonkeyBallDX-Xbox-Nov12-11.png|Gameplay
SuperMonkeyBallDX-Xbox-Nov12-12.png|Gameplay
SuperMonkeyBallDX-Xbox-Nov12-13.png|Gameplay
SuperMonkeyBallDX-Xbox-Nov12-14.png|Gameplay
SuperMonkeyBallDX-Xbox-Nov12-15.png|Gameplay
SuperMonkeyBallDX-Xbox-Nov12-16.png|Gameplay
SuperMonkeyBallDX-Xbox-Nov12-17.png|Gameplay
==Origin==
Xbox - Super Monkeyball DX preview.jpeg|Disc front.
==Files==
==Acknowledgments==
A huge thanks to Hwd45 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)
Super Nazo Puyo Tsuu: Rulue no Tetsuwan Hanjyouki (Satellaview)

Super Nazo Puyo Tsuu: Rulue no Tetsuwan Hanjyouki (which shall henceforth be referred to as "Super Nazo Puyo Tsuu (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, Super Nazo Puyo Tsuu (BS) is modified from the original game for demonstration purposes. It features a new attract demo that features CG art with the words "for Satellaview" engraved on it as well as a screen with info about the game's release date and price.
The JRPG campaign mode progresses for some point before finishing, and many areas are locked out.
The other puzzle modes also lock out after some time of play.
==Videos==
<youtube width=320 height=240>6sTotHZvjw8</youtube>
==See also==
* New ROM dump Puyowned! Is this a milestone? | Satellablog
Super Nazo Puyo Tsuu: Rulue no Tetsuwan Hanjyouki (Tokyo Toy Show build)

A Tokyo Toy Show build of Super Nazo Puyo Tsuu: Rulue no Tetsuwan Hanjyouki for the Super Famicom.
==Notes==
* Compared to the Satellaview version, besides an alternate checksum, there is only a one byte difference in the ROM (located at 0x04EAA0). This value controls which type of banner to display.
==See also==
Read the original release article on Elude Divisibility here.
Super Ninja Boy (PAL prototype)

This is a late prototype of Super Ninja Boy. The PCB uses a PAL lockout chip (D413), even though the game itself was only ever released in NTSC regions.
==Notes==
Content-wise, this is much closer to the final US build compared to the other prototype that's out there, but there are still a few text differences here and there (e.g. Mr. ABC is still called "Preacher ABC" in this version). It's likely that these differences are just changes made due to Nintendo's content guidelines.
The title screen copyright also refers to "Culture Brain" instead of "Culture Brain USA" as in the US build.
==Origin==
20201212_152806.jpg
20201212_153057.jpg