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	<id>http://hiddenpalace.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Bo102010</id>
	<title>Hidden Palace - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://hiddenpalace.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Bo102010"/>
	<link rel="alternate" type="text/html" href="http://hiddenpalace.org/Special:Contributions/Bo102010"/>
	<updated>2026-04-10T07:02:27Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=User:Bo102010&amp;diff=130145</id>
		<title>User:Bo102010</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=User:Bo102010&amp;diff=130145"/>
		<updated>2025-01-01T13:01:05Z</updated>

		<summary type="html">&lt;p&gt;Bo102010: MSR&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Saturn prototypes on demo discs==&lt;br /&gt;
* &#039;&#039;&#039;Anarchy in the Nippon&#039;&#039;&#039;&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/anarchy-in-the-nippon-extended-prototype-demo.349/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/extending-the-demo-anarchy-in-the&lt;br /&gt;
* Burning Rangers&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/flash-sega-saturn-vol-25-take-control-of-the-burning-rangers-auto-demo.372/&lt;br /&gt;
** Writeup: [https://segaxtreme.net/resources/flash-sega-saturn-vol-25-take-control-of-the-burning-rangers-auto-demo.372/ https://32bits.substack.com/p/burning-rangers-the-1997-12-20-build]&lt;br /&gt;
* &#039;&#039;&#039;Dark Savior&#039;&#039;&#039;&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/dark-savior-extended-prototype-demo.341/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/extending-the-demo-dark-savior&lt;br /&gt;
* &#039;&#039;&#039;Fighting Force&#039;&#039;&#039; (unreleased)&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/fighting-force-playable-saturn-prototype-from-core-demo-disc.295/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/fighting-force-unbound&lt;br /&gt;
* &#039;&#039;&#039;Panzer Dragoon&#039;&#039;&#039;&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/prelude-to-panzer-dragoon&lt;br /&gt;
** Patch 1: https://segaxtreme.net/resources/panzer-dragoon-extended-prototype-1995-01-06.292/&lt;br /&gt;
** Patch 2: https://segaxtreme.net/resources/panzer-dragoon-extended-prototype-1995-01-30.293/&lt;br /&gt;
* &#039;&#039;&#039;Rabbit&#039;&#039;&#039;:&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/rabbit-mihonhin-extended-prototype-demo.303/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/extending-the-demo-rabbit&lt;br /&gt;
* &#039;&#039;&#039;Saturn Bomberman&#039;&#039;&#039;:&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/saturn-bomberman-extended-prototype.280/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/the-longest-fuse&lt;br /&gt;
* &#039;&#039;&#039;Silhouette Mirage&#039;&#039;&#039;:&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/silhouette-mirage-extended-prototype.289/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/hidden-treasure-silhouette-mirages&lt;br /&gt;
* &#039;&#039;&#039;Swagman&#039;&#039;&#039;:&lt;br /&gt;
** Patch 1: https://segaxtreme.net/resources/extended-prototype-swagman-playable-demo.309/&lt;br /&gt;
** Patch 2: https://segaxtreme.net/resources/extended-prototype-swagman-core-demo-disc.310/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/extending-the-demo-swagman&lt;br /&gt;
* &#039;&#039;&#039;Touge King the Spirits 2&#039;&#039;&#039;&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/extended-prototype-touge-king-the-spirits-2.320/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/extending-the-demo-touge-king-the&lt;br /&gt;
* &#039;&#039;&#039;Vatlva&#039;&#039;&#039;&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/vatlva-prototype-demo-extensions.335/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/extending-the-demos-vatlva&lt;br /&gt;
&lt;br /&gt;
== Dreamcast prototypes on demo discs ==&lt;br /&gt;
* &#039;&#039;&#039;SoulCalibur&#039;&#039;&#039;&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/soulcalibur-tokubetsu-taikenban-extended-prototype-demo.365/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/extending-the-demo-soulcalibur-dreamcast&lt;br /&gt;
* &#039;&#039;&#039;Metropolis Street Racer&#039;&#039;&#039;&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/metropolis-street-racer-prototype-demo-extensions.376/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/extending-the-demos-metropolis-street&lt;/div&gt;</summary>
		<author><name>Bo102010</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=User:Bo102010&amp;diff=127784</id>
		<title>User:Bo102010</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=User:Bo102010&amp;diff=127784"/>
		<updated>2024-12-22T17:31:02Z</updated>

		<summary type="html">&lt;p&gt;Bo102010: Even more, plus Dreamcast&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Saturn prototypes on demo discs==&lt;br /&gt;
* &#039;&#039;&#039;Anarchy in the Nippon&#039;&#039;&#039;&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/anarchy-in-the-nippon-extended-prototype-demo.349/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/extending-the-demo-anarchy-in-the&lt;br /&gt;
* Burning Rangers&lt;br /&gt;
** Patch: &amp;lt;nowiki&amp;gt;https://segaxtreme.net/resources/flash-sega-saturn-vol-25-take-control-of-the-burning-rangers-auto-demo.372/&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
** Writeup: &amp;lt;nowiki&amp;gt;https://32bits.substack.com/p/burning-rangers-the-1997-12-20-build&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Dark Savior&#039;&#039;&#039;&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/dark-savior-extended-prototype-demo.341/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/extending-the-demo-dark-savior&lt;br /&gt;
* &#039;&#039;&#039;Fighting Force&#039;&#039;&#039; (unreleased)&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/fighting-force-playable-saturn-prototype-from-core-demo-disc.295/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/fighting-force-unbound&lt;br /&gt;
* &#039;&#039;&#039;Panzer Dragoon&#039;&#039;&#039;&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/prelude-to-panzer-dragoon&lt;br /&gt;
** Patch 1: https://segaxtreme.net/resources/panzer-dragoon-extended-prototype-1995-01-06.292/&lt;br /&gt;
** Patch 2: https://segaxtreme.net/resources/panzer-dragoon-extended-prototype-1995-01-30.293/&lt;br /&gt;
* &#039;&#039;&#039;Rabbit&#039;&#039;&#039;:&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/rabbit-mihonhin-extended-prototype-demo.303/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/extending-the-demo-rabbit&lt;br /&gt;
* &#039;&#039;&#039;Saturn Bomberman&#039;&#039;&#039;:&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/saturn-bomberman-extended-prototype.280/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/the-longest-fuse&lt;br /&gt;
* &#039;&#039;&#039;Silhouette Mirage&#039;&#039;&#039;:&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/silhouette-mirage-extended-prototype.289/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/hidden-treasure-silhouette-mirages&lt;br /&gt;
* &#039;&#039;&#039;Swagman&#039;&#039;&#039;:&lt;br /&gt;
** Patch 1: https://segaxtreme.net/resources/extended-prototype-swagman-playable-demo.309/&lt;br /&gt;
** Patch 2: https://segaxtreme.net/resources/extended-prototype-swagman-core-demo-disc.310/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/extending-the-demo-swagman&lt;br /&gt;
* &#039;&#039;&#039;Touge King the Spirits 2&#039;&#039;&#039;&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/extended-prototype-touge-king-the-spirits-2.320/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/extending-the-demo-touge-king-the&lt;br /&gt;
* &#039;&#039;&#039;Vatlva&#039;&#039;&#039;&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/vatlva-prototype-demo-extensions.335/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/extending-the-demos-vatlva&lt;br /&gt;
&lt;br /&gt;
== Dreamcast prototypes on demo discs ==&lt;br /&gt;
* &#039;&#039;&#039;SoulCalibur&#039;&#039;&#039;&lt;br /&gt;
** Patch: &amp;lt;nowiki&amp;gt;https://segaxtreme.net/resources/soulcalibur-tokubetsu-taikenban-extended-prototype-demo.365/&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
** Writeup: &amp;lt;nowiki&amp;gt;https://32bits.substack.com/p/extending-the-demo-soulcalibur-dreamcast&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bo102010</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=User:Bo102010&amp;diff=125447</id>
		<title>User:Bo102010</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=User:Bo102010&amp;diff=125447"/>
		<updated>2024-10-24T11:34:10Z</updated>

		<summary type="html">&lt;p&gt;Bo102010: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Saturn prototypes on demo discs==&lt;br /&gt;
* Anarchy in the Nippon&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/anarchy-in-the-nippon-extended-prototype-demo.349/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/extending-the-demo-anarchy-in-the&lt;br /&gt;
* &#039;&#039;&#039;Dark Savior&#039;&#039;&#039;&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/dark-savior-extended-prototype-demo.341/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/extending-the-demo-dark-savior&lt;br /&gt;
* &#039;&#039;&#039;Fighting Force&#039;&#039;&#039; (unreleased)&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/fighting-force-playable-saturn-prototype-from-core-demo-disc.295/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/fighting-force-unbound&lt;br /&gt;
* &#039;&#039;&#039;Panzer Dragoon&#039;&#039;&#039;&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/prelude-to-panzer-dragoon&lt;br /&gt;
** Patch 1: https://segaxtreme.net/resources/panzer-dragoon-extended-prototype-1995-01-06.292/&lt;br /&gt;
** Patch 2: https://segaxtreme.net/resources/panzer-dragoon-extended-prototype-1995-01-30.293/&lt;br /&gt;
* &#039;&#039;&#039;Rabbit&#039;&#039;&#039;:&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/rabbit-mihonhin-extended-prototype-demo.303/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/extending-the-demo-rabbit&lt;br /&gt;
* &#039;&#039;&#039;Saturn Bomberman&#039;&#039;&#039;:&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/saturn-bomberman-extended-prototype.280/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/the-longest-fuse&lt;br /&gt;
* &#039;&#039;&#039;Silhouette Mirage&#039;&#039;&#039;:&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/silhouette-mirage-extended-prototype.289/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/hidden-treasure-silhouette-mirages&lt;br /&gt;
* &#039;&#039;&#039;Swagman&#039;&#039;&#039;:&lt;br /&gt;
** Patch 1: https://segaxtreme.net/resources/extended-prototype-swagman-playable-demo.309/&lt;br /&gt;
** Patch 2: https://segaxtreme.net/resources/extended-prototype-swagman-core-demo-disc.310/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/extending-the-demo-swagman&lt;br /&gt;
* &#039;&#039;&#039;Touge King the Spirits 2&#039;&#039;&#039;&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/extended-prototype-touge-king-the-spirits-2.320/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/extending-the-demo-touge-king-the&lt;br /&gt;
* &#039;&#039;&#039;Vatlva&#039;&#039;&#039;&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/vatlva-prototype-demo-extensions.335/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/extending-the-demos-vatlva&lt;/div&gt;</summary>
		<author><name>Bo102010</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=User:Bo102010&amp;diff=121865</id>
		<title>User:Bo102010</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=User:Bo102010&amp;diff=121865"/>
		<updated>2024-08-22T01:01:41Z</updated>

		<summary type="html">&lt;p&gt;Bo102010: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Saturn prototypes on demo discs==&lt;br /&gt;
* &#039;&#039;&#039;Dark Savior&#039;&#039;&#039;&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/dark-savior-extended-prototype-demo.341/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/extending-the-demo-dark-savior&lt;br /&gt;
* &#039;&#039;&#039;Fighting Force&#039;&#039;&#039; (unreleased)&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/fighting-force-playable-saturn-prototype-from-core-demo-disc.295/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/fighting-force-unbound&lt;br /&gt;
* &#039;&#039;&#039;Panzer Dragoon&#039;&#039;&#039;&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/prelude-to-panzer-dragoon&lt;br /&gt;
** Patch 1: https://segaxtreme.net/resources/panzer-dragoon-extended-prototype-1995-01-06.292/&lt;br /&gt;
** Patch 2: https://segaxtreme.net/resources/panzer-dragoon-extended-prototype-1995-01-30.293/&lt;br /&gt;
* &#039;&#039;&#039;Rabbit&#039;&#039;&#039;:&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/rabbit-mihonhin-extended-prototype-demo.303/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/extending-the-demo-rabbit&lt;br /&gt;
* &#039;&#039;&#039;Saturn Bomberman&#039;&#039;&#039;:&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/saturn-bomberman-extended-prototype.280/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/the-longest-fuse&lt;br /&gt;
* &#039;&#039;&#039;Silhouette Mirage&#039;&#039;&#039;:&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/silhouette-mirage-extended-prototype.289/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/hidden-treasure-silhouette-mirages&lt;br /&gt;
* &#039;&#039;&#039;Swagman&#039;&#039;&#039;:&lt;br /&gt;
** Patch 1: https://segaxtreme.net/resources/extended-prototype-swagman-playable-demo.309/&lt;br /&gt;
** Patch 2: https://segaxtreme.net/resources/extended-prototype-swagman-core-demo-disc.310/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/extending-the-demo-swagman&lt;br /&gt;
* &#039;&#039;&#039;Touge King the Spirits 2&#039;&#039;&#039;&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/extended-prototype-touge-king-the-spirits-2.320/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/extending-the-demo-touge-king-the&lt;br /&gt;
* &#039;&#039;&#039;Vatlva&#039;&#039;&#039;&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/vatlva-prototype-demo-extensions.335/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/extending-the-demos-vatlva&lt;/div&gt;</summary>
		<author><name>Bo102010</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=User:Bo102010&amp;diff=120932</id>
		<title>User:Bo102010</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=User:Bo102010&amp;diff=120932"/>
		<updated>2024-08-06T17:49:11Z</updated>

		<summary type="html">&lt;p&gt;Bo102010: More Saturn demos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User stats|{{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
==Saturn prototypes on demo discs==&lt;br /&gt;
* Dark Savior&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/dark-savior-extended-prototype-demo.341/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/extending-the-demo-dark-savior&lt;br /&gt;
* Fighting Force (unreleased)&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/fighting-force-playable-saturn-prototype-from-core-demo-disc.295/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/fighting-force-unbound&lt;br /&gt;
* Panzer Dragoon&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/prelude-to-panzer-dragoon&lt;br /&gt;
** Patch 1: https://segaxtreme.net/resources/panzer-dragoon-extended-prototype-1995-01-06.292/&lt;br /&gt;
** Patch 2: https://segaxtreme.net/resources/panzer-dragoon-extended-prototype-1995-01-30.293/&lt;br /&gt;
* Rabbit:&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/rabbit-mihonhin-extended-prototype-demo.303/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/extending-the-demo-rabbit&lt;br /&gt;
* Saturn Bomberman:&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/saturn-bomberman-extended-prototype.280/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/the-longest-fuse&lt;br /&gt;
* Silhouette Mirage:&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/silhouette-mirage-extended-prototype.289/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/hidden-treasure-silhouette-mirages&lt;br /&gt;
* Swagman:&lt;br /&gt;
** Patch 1: https://segaxtreme.net/resources/extended-prototype-swagman-playable-demo.309/&lt;br /&gt;
** Patch 2: https://segaxtreme.net/resources/extended-prototype-swagman-core-demo-disc.310/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/extending-the-demo-swagman&lt;br /&gt;
* Touge King the Spirits 2&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/extended-prototype-touge-king-the-spirits-2.320/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/extending-the-demo-touge-king-the&lt;br /&gt;
* Vatlva&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/vatlva-prototype-demo-extensions.335/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/extending-the-demos-vatlva&lt;/div&gt;</summary>
		<author><name>Bo102010</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=User_talk:Bo102010&amp;diff=120931</id>
		<title>User talk:Bo102010</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=User_talk:Bo102010&amp;diff=120931"/>
		<updated>2024-08-06T17:45:53Z</updated>

		<summary type="html">&lt;p&gt;Bo102010: /* Saturn prototypes on demo discs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bo102010</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Chip%27s_Challenge_(v0.924B_prototype)&amp;diff=119459</id>
		<title>Chip&#039;s Challenge (v0.924B prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Chip%27s_Challenge_(v0.924B_prototype)&amp;diff=119459"/>
		<updated>2024-07-20T12:55:16Z</updated>

		<summary type="html">&lt;p&gt;Bo102010: Fixed link to TCRF&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|titlescreen=Chip&#039;s Challenge (NES)-title.png&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=Frank Cifaldi&lt;br /&gt;
|releasedby=Lost Levels&lt;br /&gt;
|buildname=v0.924B&lt;br /&gt;
|filereleasedate=Nov 13, 2015&lt;br /&gt;
|game=Chip&#039;s Challenge&lt;br /&gt;
|system=NES&lt;br /&gt;
|genre=Puzzle&lt;br /&gt;
|unreleased=Yes&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Chip&#039;s Challenge.zip&lt;br /&gt;
}}&lt;br /&gt;
An unreleased port of Chip&#039;s Challenge for the NES. &lt;br /&gt;
==Notes==&lt;br /&gt;
{{Tcrf link|Chip&#039;s Challenge (NES)}}&lt;br /&gt;
==See also==&lt;br /&gt;
[https://datomatic.no-intro.org/index.php?page=show_record&amp;amp;s=45&amp;amp;n=2691 No-intro entry.]&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Chip&#039;s Challenge}}}}&lt;/div&gt;</summary>
		<author><name>Bo102010</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=User_talk:Bo102010&amp;diff=116194</id>
		<title>User talk:Bo102010</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=User_talk:Bo102010&amp;diff=116194"/>
		<updated>2024-05-20T17:16:01Z</updated>

		<summary type="html">&lt;p&gt;Bo102010: Add Saturn Bomberman&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Saturn prototypes on demo discs==&lt;br /&gt;
* Rabbit:&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/rabbit-mihonhin-extended-prototype-demo.303/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/extending-the-demo-rabbit&lt;br /&gt;
* Swagman:&lt;br /&gt;
** Patch 1: https://segaxtreme.net/resources/extended-prototype-swagman-playable-demo.309/&lt;br /&gt;
** Patch 2: https://segaxtreme.net/resources/extended-prototype-swagman-core-demo-disc.310/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/extending-the-demo-swagman&lt;br /&gt;
* Touge King the Spirits 2&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/extended-prototype-touge-king-the-spirits-2.320/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/extending-the-demo-touge-king-the&lt;br /&gt;
* Silhouette Mirage:&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/silhouette-mirage-extended-prototype.289/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/hidden-treasure-silhouette-mirages&lt;br /&gt;
* Panzer Dragoon&lt;br /&gt;
** Patch 1: https://segaxtreme.net/resources/panzer-dragoon-extended-prototype-1995-01-06.292/&lt;br /&gt;
** Patch 2: https://segaxtreme.net/resources/panzer-dragoon-extended-prototype-1995-01-30.293/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/prelude-to-panzer-dragoon&lt;br /&gt;
* Fighting Force (unreleased)&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/fighting-force-playable-saturn-prototype-from-core-demo-disc.295/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/fighting-force-unbound&lt;br /&gt;
* Saturn Bomberman:&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/saturn-bomberman-extended-prototype.280/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/the-longest-fuse&lt;/div&gt;</summary>
		<author><name>Bo102010</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=User_talk:Bo102010&amp;diff=116193</id>
		<title>User talk:Bo102010</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=User_talk:Bo102010&amp;diff=116193"/>
		<updated>2024-05-20T17:13:40Z</updated>

		<summary type="html">&lt;p&gt;Bo102010: Saturn demo disc patches&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
==Saturn prototypes on demo discs==&lt;br /&gt;
* Rabbit:&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/rabbit-mihonhin-extended-prototype-demo.303/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/extending-the-demo-rabbit&lt;br /&gt;
* Swagman:&lt;br /&gt;
** Patch 1: https://segaxtreme.net/resources/extended-prototype-swagman-playable-demo.309/&lt;br /&gt;
** Patch 2: https://segaxtreme.net/resources/extended-prototype-swagman-core-demo-disc.310/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/extending-the-demo-swagman&lt;br /&gt;
* Touge King the Spirits 2&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/extended-prototype-touge-king-the-spirits-2.320/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/extending-the-demo-touge-king-the&lt;br /&gt;
* Silhouette Mirage:&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/silhouette-mirage-extended-prototype.289/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/hidden-treasure-silhouette-mirages&lt;br /&gt;
* Panzer Dragoon&lt;br /&gt;
** Patch 1: https://segaxtreme.net/resources/panzer-dragoon-extended-prototype-1995-01-06.292/&lt;br /&gt;
** Patch 2: https://segaxtreme.net/resources/panzer-dragoon-extended-prototype-1995-01-30.293/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/prelude-to-panzer-dragoon&lt;br /&gt;
* Fighting Force (unreleased)&lt;br /&gt;
** Patch: https://segaxtreme.net/resources/fighting-force-playable-saturn-prototype-from-core-demo-disc.295/&lt;br /&gt;
** Writeup: https://32bits.substack.com/p/fighting-force-unbound&lt;/div&gt;</summary>
		<author><name>Bo102010</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=NiGHTS_into_Dreams_(May_14,_1996_prototype)&amp;diff=99431</id>
		<title>NiGHTS into Dreams (May 14, 1996 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=NiGHTS_into_Dreams_(May_14,_1996_prototype)&amp;diff=99431"/>
		<updated>2023-09-21T18:41:25Z</updated>

		<summary type="html">&lt;p&gt;Bo102010: More items that aren&amp;#039;t in the final game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|titlescreen=NiGHTs into Dreams E3 (2).png&lt;br /&gt;
|builddate=May 14, 1996 18:32:35&lt;br /&gt;
|status=Released, redump needed&lt;br /&gt;
|dumper=Drx&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|origin_labels=NiGHTS 40%&lt;br /&gt;
|origin_ownership=drx (2007) TRAViS (2007-present?)&lt;br /&gt;
|game=NiGHTS into Dreams&lt;br /&gt;
|system=Sega Saturn&lt;br /&gt;
|genre=Platformer&lt;br /&gt;
|final_builddate={{RegionDate|JP|Jun 17, 1996}} {{RegionDate|US|Jun 19, 1996}} {{RegionDate|EU|Jul 2, 1996}}&lt;br /&gt;
|release_date={{RegionDate|JP|Jul 5, 1996}} {{RegionDate|US|Aug 20, 1996}} {{RegionDate|EU|Oct 7, 1996}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=NiGHTS_into_Dreams_(May_14,_1996_prototype).zip&lt;br /&gt;
}}&lt;br /&gt;
A prototype of &#039;&#039;NiGHTS into Dreams&#039;&#039; for the Sega Saturn built for E3 1996.&lt;br /&gt;
==Notes==&lt;br /&gt;
* Disc claims the disk is &amp;quot;40%&amp;quot; complete (60% scribbled off), possibly indicating that 40% of the final game&#039;s content is present.&lt;br /&gt;
* There are some sector errors on this disc.&lt;br /&gt;
* CD file time stamps appear to be using a fake date of May 13, 1996. The volume creation date is May 14, 1996. The main executable states the game was built &amp;quot;FOR SHOP&amp;quot; on May 12, 1996.&lt;br /&gt;
* Spring Valley and Frozen Bell are playable. Puffy is used as the boss for Frozen Bell rather than Clawz.&lt;br /&gt;
* The mirror effect in Puffy&#039;s stage is not implemented.&lt;br /&gt;
* The power panel effects are not implemented.&lt;br /&gt;
* Object placement differs from the final build, e.g. there are fewer star objects available.&lt;br /&gt;
* Trick names do not appear when using the Trick Ribbon. The game data only has names for the loop tricks.&lt;br /&gt;
* Elliot and Claris cannot hatch Nightopian eggs; only NiGHTS can.&lt;br /&gt;
* A sleeping version of the Hollow enemy is present in Frozen Bell. It wakes up when it is approached.&lt;br /&gt;
* A debug menu display routine and button handler is present in the game data. It is missing the &amp;quot;Dream Config&amp;quot; items that are present in the final game. It has a &#039;&#039;FIRST&#039;S-PRIDES&#039;&#039; item that is not present in other builds. The debug menu flags can be set by altering address &#039;&#039;060FFC1C&#039;&#039;.&lt;br /&gt;
* The lighting on the Dreams screen can be changed by holding the second controller&#039;s left trigger and pressing up, down, left, or right on the second controller&#039;s D-pad.&lt;br /&gt;
* The game data contains models for what appear to be character [https://nights.fandom.com/wiki/Unnamed_Scrapped_Heads heads/helmets].&lt;br /&gt;
* An unused time-extension item that uses the alarm egg model is present in the game data ([https://twitter.com/memory_fallen/status/1696504573651812807 video]).&lt;br /&gt;
* An incomplete Options menu is present in the game data. It contains listings for the scrapped &amp;quot;Self&amp;quot; boss and an unused &amp;quot;Reala returns&amp;quot; battle ([https://twitter.com/memory_fallen/status/1698068113562939397 details]).&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;gallery mode=nolines heights=168 widths=240&amp;gt;&lt;br /&gt;
File:NiGHTs into Dreams E3 (2).png|Title Screen&lt;br /&gt;
File:NiGHTs into Dreams E3 (3).png|Character Select - Claris&lt;br /&gt;
File:NiGHTs into Dreams E3 (4).png|Character Select - Elliot&lt;br /&gt;
File:NiGHTs into Dreams E3 (5).png|Loading Spring Valley&lt;br /&gt;
File:NiGHTs into Dreams E3 (6).png|Spring Valley Gameplay 1&lt;br /&gt;
File:NiGHTs into Dreams E3 (7).png|Spring Valley Gameplay 2&lt;br /&gt;
File:NiGHTs into Dreams E3 (8).png|Spring Valley Gameplay 3&lt;br /&gt;
File:NiGHTs into Dreams E3 (9).png|Spring Valley Gameplay 4&lt;br /&gt;
File:NiGHTs into Dreams E3 (10).png|Spring Valley Gameplay 5&lt;br /&gt;
File:NiGHTs into Dreams E3 (11).png|Spring Valley Gameplay 6&lt;br /&gt;
File:NiGHTs into Dreams E3 (12).png|Opening Movie Credit for Yuji Naka&lt;br /&gt;
File:NiGHTs into Dreams E3 (13).png|Opening Movie Credit for Naoto Ohshima&lt;br /&gt;
File:NiGHTs into Dreams E3 (14).png|Elliot Gameplay 1&lt;br /&gt;
File:NiGHTs into Dreams E3 (15).png|Elliot Gameplay 2&lt;br /&gt;
File:NiGHTs into Dreams E3 (16).png|Elliot Gameplay 3&lt;br /&gt;
File:NiGHTs into Dreams E3 (17).png|Elliot Gameplay 4&lt;br /&gt;
File:NiGHTs into Dreams E3 (18).png|Elliot Gameplay 5&lt;br /&gt;
File:NiGHTs into Dreams E3 (19).png|Elliot Gameplay 6&lt;br /&gt;
File:NiGHTs into Dreams E3 (20).png|Elliot Gameplay 7&lt;br /&gt;
File:NiGHTs into Dreams E3 (21).png|Beating the Boss&lt;br /&gt;
File:NiGHTs into Dreams E3 (22).png|Boss&lt;br /&gt;
File:NiGHTs into Dreams E3 (1).png|Results&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Files==&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry |i=1|icon=file|indent=0|filename=NiGHTSBeta.bin|type=File|date=2007-12-07 22:26:14|size=193207392|crc32=bbb1cc36|md5=7b5084cf131847bd42174505b45a2c84|sha1=56bc4ed94121f9575ead1e0452cbe4fb01a91fef|comment=}}&lt;br /&gt;
{{filelistentry |i=2|icon=file|indent=0|filename=NiGHTSBeta.cue|type=File|date=2008-02-04 06:01:54|size=1485|crc32=2ea9d823|md5=568c855a777f3ecd2b3b2ef9095bd2e8|sha1=a3de0f98e9b8496c85aa4aa69d5698e03b4e3793|comment=}}&lt;br /&gt;
|date=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Disc contents==&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry |i=1|icon=file|indent=0|filename=0NIGHTS|type=File|date=1996-05-13 04:01:00|size=437667|crc32=4028a3a6|md5=22c9a522e71d38e8a88e301d2e8c6122|sha1=b4b986ede886a73de59f60d3b8582d076a0986da|comment=}}&lt;br /&gt;
{{filelistentry |i=2|icon=file|indent=0|filename=ACROBATN.SFD|type=File|date=1996-05-13 04:01:00|size=0|crc32=0|md5=d41d8cd98f00b204e9800998ecf8427e|sha1=da39a3ee5e6b4b0d3255bfef95601890afd80709|comment=}}&lt;br /&gt;
{{filelistentry |i=3|icon=file|indent=0|filename=ACROBATO.SFD|type=File|date=1996-05-13 04:01:00|size=0|crc32=0|md5=d41d8cd98f00b204e9800998ecf8427e|sha1=da39a3ee5e6b4b0d3255bfef95601890afd80709|comment=}}&lt;br /&gt;
{{filelistentry |i=4|icon=file|indent=0|filename=AL1P.PRS|type=File|date=1996-05-13 04:01:00|size=21384|crc32=c3db1cd8|md5=75f10a57a58e05677e9e12863aaee587|sha1=eb8bfdcac2413646fd576a6fb935afe4fd513a63|comment=}}&lt;br /&gt;
{{filelistentry |i=5|icon=file|indent=0|filename=AL2P.PRS|type=File|date=1996-05-13 04:01:00|size=21443|crc32=93fd263|md5=b243c9660f7bd8bf0d9cadc3d3112882|sha1=0379111482d2d47d43ae37d8bd81c50804702569|comment=}}&lt;br /&gt;
{{filelistentry |i=6|icon=file|indent=0|filename=ALPSSEQ.PRS|type=File|date=1996-05-13 04:01:00|size=46335|crc32=88205843|md5=27800a7a3bcb4f9a48b84acfe86c93b9|sha1=adbd2cd970940d0092a2bbf8750156c3a32a8fcd|comment=}}&lt;br /&gt;
{{filelistentry |i=7|icon=file|indent=0|filename=ALPSSND.PRS|type=File|date=1996-05-13 04:01:00|size=355538|crc32=84af8811|md5=b77e00010af33ac4e2fb2033f792cc4f|sha1=cf9ec6846a10429226d3a7cdad9c68238408c37f|comment=}}&lt;br /&gt;
{{filelistentry |i=8|icon=file|indent=0|filename=CLAWZ.SFD|type=File|date=1996-05-13 04:01:00|size=0|crc32=0|md5=d41d8cd98f00b204e9800998ecf8427e|sha1=da39a3ee5e6b4b0d3255bfef95601890afd80709|comment=}}&lt;br /&gt;
{{filelistentry |i=9|icon=file|indent=0|filename=DEMO00.PRS|type=File|date=1996-05-13 04:01:00|size=767|crc32=68fa9471|md5=0cc2ef100eaa50b3041201ae2f8eb00e|sha1=96e11e6a0fc76b6e741428dc8ee93185df841b22|comment=}}&lt;br /&gt;
{{filelistentry |i=10|icon=file|indent=0|filename=DEMO01.PRS|type=File|date=1996-05-13 04:01:00|size=685|crc32=bb9f72c6|md5=bcdd14ae0ea0aaecb95505d1f7742ef4|sha1=ee179186b4b7e64959ef70fd55d44ad66a72a276|comment=}}&lt;br /&gt;
{{filelistentry |i=11|icon=file|indent=0|filename=DEMO02.PRS|type=File|date=1996-05-13 04:01:00|size=858|crc32=b274cb51|md5=1593232261b74435308bff0b38826bd7|sha1=737682c4de8fc6ce058a2009866f277146eb0156|comment=}}&lt;br /&gt;
{{filelistentry |i=12|icon=file|indent=0|filename=DEMO03.PRS|type=File|date=1996-05-13 04:01:00|size=655|crc32=9326a6bb|md5=a0ea0760dac524a69b50b99c3a06c0ad|sha1=bc42168100eb909c404089c98c5411d31983c332|comment=}}&lt;br /&gt;
{{filelistentry |i=13|icon=file|indent=0|filename=ENDING.SFD|type=File|date=1996-05-13 04:01:00|size=0|crc32=0|md5=d41d8cd98f00b204e9800998ecf8427e|sha1=da39a3ee5e6b4b0d3255bfef95601890afd80709|comment=}}&lt;br /&gt;
{{filelistentry |i=14|icon=file|indent=0|filename=FATSND.PRS|type=File|date=1996-05-13 04:01:00|size=340273|crc32=a07215ce|md5=643fa1a60019cfa30d42c38ab92bf755|sha1=85c4def891a661fe4aab3507308439aaca63810e|comment=}}&lt;br /&gt;
{{filelistentry |i=15|icon=file|indent=0|filename=FROGSND.PRS|type=File|date=1996-05-13 04:01:00|size=343528|crc32=8fde0dc5|md5=872b61a50fc28f3ee87d32ad3c6594be|sha1=88b778e7b5a2d39645ab6ec148cceb7f0d4af839|comment=}}&lt;br /&gt;
{{filelistentry |i=16|icon=file|indent=0|filename=GILLWING.SFD|type=File|date=1996-05-13 04:01:00|size=0|crc32=0|md5=d41d8cd98f00b204e9800998ecf8427e|sha1=da39a3ee5e6b4b0d3255bfef95601890afd80709|comment=}}&lt;br /&gt;
{{filelistentry |i=17|icon=file|indent=0|filename=GRDALPS.PRS|type=File|date=1996-05-13 04:01:00|size=356632|crc32=1eddf123|md5=9854e9c447c1f42cd6aa11dd26f90cee|sha1=f0eb6d20daa84c7fe3f18c343ec08333a2715b90|comment=}}&lt;br /&gt;
{{filelistentry |i=18|icon=file|indent=0|filename=GRDSNOW.PRS|type=File|date=1996-05-13 04:01:00|size=199870|crc32=7cfd065a|md5=16cb9521453cd6f208e9f0f18804b7b5|sha1=e28b76112ea1278cbb1260202ea2cca4210e141e|comment=}}&lt;br /&gt;
{{filelistentry |i=19|icon=file|indent=0|filename=GTXALPS.PRS|type=File|date=1996-05-13 04:01:00|size=71742|crc32=82a52435|md5=6dbd095d9f5c917beba052e7b9ed967c|sha1=69b696d8f36944c5c7f01609b290f5ff17058c9d|comment=}}&lt;br /&gt;
{{filelistentry |i=20|icon=file|indent=0|filename=GTXSNOW.PRS|type=File|date=1996-05-13 04:01:00|size=66769|crc32=118b7df8|md5=ed4bab36790a9fd561c6feb684c1b783|sha1=59060b28d307397636bb46a75296d1c442d55443|comment=}}&lt;br /&gt;
{{filelistentry |i=21|icon=file|indent=0|filename=GULPO.SFD|type=File|date=1996-05-13 04:01:00|size=0|crc32=0|md5=d41d8cd98f00b204e9800998ecf8427e|sha1=da39a3ee5e6b4b0d3255bfef95601890afd80709|comment=}}&lt;br /&gt;
{{filelistentry |i=22|icon=file|indent=0|filename=HINT.PRS|type=File|date=1996-05-13 04:01:00|size=97688|crc32=e4367f74|md5=d46de3f342e0e06cb00c7545535043a8|sha1=6b38ab08c5c78d9ea662bad6dfa54c2dbe758dff|comment=}}&lt;br /&gt;
{{filelistentry |i=23|icon=file|indent=0|filename=HINT_E.PRS|type=File|date=1996-05-13 04:01:00|size=98882|crc32=d214301f|md5=03e8cd23f3a9b5a330320c19613198dd|sha1=4f7f8f90e3fb88aaecd94298b37683ca8124000d|comment=}}&lt;br /&gt;
{{filelistentry |i=24|icon=file|indent=0|filename=JACKLE.SFD|type=File|date=1996-05-13 04:01:00|size=0|crc32=0|md5=d41d8cd98f00b204e9800998ecf8427e|sha1=da39a3ee5e6b4b0d3255bfef95601890afd80709|comment=}}&lt;br /&gt;
{{filelistentry |i=25|icon=file|indent=0|filename=M01.ADP|type=File|date=1996-05-13 04:01:00|size=1617920|crc32=cd0bb324|md5=8c4caeeb6d17234432d0fe3fa7d32362|sha1=8112b809fd8791f3ad08a613f8e7658e66fd837a|comment=}}&lt;br /&gt;
{{filelistentry |i=26|icon=file|indent=0|filename=M01.CPK|type=File|date=1996-05-13 04:01:00|size=8970240|crc32=14be051|md5=2c0ceef865122311605126abdde69dee|sha1=fb4c2e5cf68cdcbb7bcf2a27d914fd655ad6e862|comment=}}&lt;br /&gt;
{{filelistentry |i=27|icon=file|indent=0|filename=M02.ADP|type=File|date=1996-05-13 04:01:00|size=3389440|crc32=8d8dc7d7|md5=1c24c30a5ad36d3b916208a223ba812b|sha1=10822510852d941bc526e1a284c0f4bf6ab7354b|comment=}}&lt;br /&gt;
{{filelistentry |i=28|icon=file|indent=0|filename=M02.CPK|type=File|date=1996-05-13 04:01:00|size=20080640|crc32=326e76f7|md5=070fcc5390f7cd7f2b208c6e2b84e67f|sha1=15255a3e17738551ff8e2dcb9de14cddef245df8|comment=}}&lt;br /&gt;
{{filelistentry |i=29|icon=file|indent=0|filename=M03.ADP|type=File|date=1996-05-13 04:01:00|size=3291136|crc32=b8653bd0|md5=3d7f487baa47bb62eb50758bc0372bc3|sha1=479939138ed6d2ba51d8cd7daa533237cbdf6976|comment=}}&lt;br /&gt;
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|date=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;gallery mode=nolines heights=168 widths=240&amp;gt;&lt;br /&gt;
File:NiGHTS e3 photo.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
* Released with the help of TRAViS and the [http://nightsintodreams.com NiGHTSintoDreams.com] community.&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|NiGHTS into Dreams}}}}&lt;/div&gt;</summary>
		<author><name>Bo102010</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=NiGHTS_into_Dreams_(May_14,_1996_prototype)&amp;diff=99365</id>
		<title>NiGHTS into Dreams (May 14, 1996 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=NiGHTS_into_Dreams_(May_14,_1996_prototype)&amp;diff=99365"/>
		<updated>2023-09-21T00:55:38Z</updated>

		<summary type="html">&lt;p&gt;Bo102010: Add details about differences from the final&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|titlescreen=NiGHTs into Dreams E3 (2).png&lt;br /&gt;
|builddate=May 14, 1996 18:32:35&lt;br /&gt;
|status=Released, redump needed&lt;br /&gt;
|dumper=Drx&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|origin_labels=NiGHTS 40%&lt;br /&gt;
|origin_ownership=drx (2007) TRAViS (2007-present?)&lt;br /&gt;
|game=NiGHTS into Dreams&lt;br /&gt;
|system=Sega Saturn&lt;br /&gt;
|genre=Platformer&lt;br /&gt;
|final_builddate={{RegionDate|JP|Jun 17, 1996}} {{RegionDate|US|Jun 19, 1996}} {{RegionDate|EU|Jul 2, 1996}}&lt;br /&gt;
|release_date={{RegionDate|JP|Jul 5, 1996}} {{RegionDate|US|Aug 20, 1996}} {{RegionDate|EU|Oct 7, 1996}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=NiGHTS_into_Dreams_(May_14,_1996_prototype).zip&lt;br /&gt;
}}&lt;br /&gt;
A prototype of &#039;&#039;NiGHTS into Dreams&#039;&#039; for the Sega Saturn built for E3 1996.&lt;br /&gt;
==Notes==&lt;br /&gt;
* Disc claims the disk is &amp;quot;40%&amp;quot; complete (60% scribbled off), possibly indicating that 40% of the final game&#039;s content is present.&lt;br /&gt;
* There are some sector errors on this disc.&lt;br /&gt;
* CD file time stamps appear to be using a fake date of May 13, 1996. The volume creation date is May 14, 1996. The main executable states the game was built &amp;quot;FOR SHOP&amp;quot; on May 12, 1996.&lt;br /&gt;
* Spring Valley and Frozen Bell are playable. Puffy is used as the boss for Frozen Bell rather than Clawz.&lt;br /&gt;
* The mirror effect in Puffy&#039;s stage is not implemented.&lt;br /&gt;
* The power panel effects are not implemented.&lt;br /&gt;
* Object placement differs from the final build, e.g. there are fewer star objects available.&lt;br /&gt;
* Trick names do not appear when using the Trick Ribbon. The game data only has names for the loop tricks.&lt;br /&gt;
* Elliot and Claris cannot hatch Nightopian eggs; only NiGHTS can.&lt;br /&gt;
* A sleeping version of the Hollow enemy is present in Frozen Bell. It wakes up when it is approached.&lt;br /&gt;
* A debug menu display routine and button handler is present in the game data. It is missing the &amp;quot;Dream Config&amp;quot; items that are prent in the final game. It has a &#039;&#039;FIRST&#039;S-PRIDES&#039;&#039; item that is not present in other builds. The debug menu flags can be set by altering address &#039;&#039;060FFC1C&#039;&#039;.&lt;br /&gt;
* An unused time-extension item that uses the alarm egg model is present in the game data ([https://twitter.com/memory_fallen/status/1696504573651812807 video]).&lt;br /&gt;
* An incomplete Options menu is present in the game data. It contains listings for the scrapped &amp;quot;Self&amp;quot; boss and an unused &amp;quot;Reala returns&amp;quot; battle ([https://twitter.com/memory_fallen/status/1698068113562939397 details]).&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;gallery mode=nolines heights=168 widths=240&amp;gt;&lt;br /&gt;
File:NiGHTs into Dreams E3 (2).png|Title Screen&lt;br /&gt;
File:NiGHTs into Dreams E3 (3).png|Character Select - Claris&lt;br /&gt;
File:NiGHTs into Dreams E3 (4).png|Character Select - Elliot&lt;br /&gt;
File:NiGHTs into Dreams E3 (5).png|Loading Spring Valley&lt;br /&gt;
File:NiGHTs into Dreams E3 (6).png|Spring Valley Gameplay 1&lt;br /&gt;
File:NiGHTs into Dreams E3 (7).png|Spring Valley Gameplay 2&lt;br /&gt;
File:NiGHTs into Dreams E3 (8).png|Spring Valley Gameplay 3&lt;br /&gt;
File:NiGHTs into Dreams E3 (9).png|Spring Valley Gameplay 4&lt;br /&gt;
File:NiGHTs into Dreams E3 (10).png|Spring Valley Gameplay 5&lt;br /&gt;
File:NiGHTs into Dreams E3 (11).png|Spring Valley Gameplay 6&lt;br /&gt;
File:NiGHTs into Dreams E3 (12).png|Opening Movie Credit for Yuji Naka&lt;br /&gt;
File:NiGHTs into Dreams E3 (13).png|Opening Movie Credit for Naoto Ohshima&lt;br /&gt;
File:NiGHTs into Dreams E3 (14).png|Elliot Gameplay 1&lt;br /&gt;
File:NiGHTs into Dreams E3 (15).png|Elliot Gameplay 2&lt;br /&gt;
File:NiGHTs into Dreams E3 (16).png|Elliot Gameplay 3&lt;br /&gt;
File:NiGHTs into Dreams E3 (17).png|Elliot Gameplay 4&lt;br /&gt;
File:NiGHTs into Dreams E3 (18).png|Elliot Gameplay 5&lt;br /&gt;
File:NiGHTs into Dreams E3 (19).png|Elliot Gameplay 6&lt;br /&gt;
File:NiGHTs into Dreams E3 (20).png|Elliot Gameplay 7&lt;br /&gt;
File:NiGHTs into Dreams E3 (21).png|Beating the Boss&lt;br /&gt;
File:NiGHTs into Dreams E3 (22).png|Boss&lt;br /&gt;
File:NiGHTs into Dreams E3 (1).png|Results&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Files==&lt;br /&gt;
{{filelist|&lt;br /&gt;
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{{filelistentry |i=2|icon=file|indent=0|filename=NiGHTSBeta.cue|type=File|date=2008-02-04 06:01:54|size=1485|crc32=2ea9d823|md5=568c855a777f3ecd2b3b2ef9095bd2e8|sha1=a3de0f98e9b8496c85aa4aa69d5698e03b4e3793|comment=}}&lt;br /&gt;
|date=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Disc contents==&lt;br /&gt;
{{filelist|&lt;br /&gt;
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{{filelistentry |i=34|icon=text|indent=0|filename=NITS_ABS.TXT|type=Text file|date=1996-05-13 04:01:00|size=20|crc32=ab4efb33|md5=5abd3f9339d94c7bc5240895dc592368|sha1=e5591162d73a19227f2acaa8dfdd50d54490b1a1|comment=}}&lt;br /&gt;
{{filelistentry |i=35|icon=text|indent=0|filename=NITS_BIB.TXT|type=Text file|date=1996-05-13 04:01:00|size=26|crc32=f5504efe|md5=bc8db5c850425205f7632b4fac56cfaa|sha1=b01e9b37f6bc889f942f1ff584bd1231f7e07427|comment=}}&lt;br /&gt;
{{filelistentry |i=36|icon=text|indent=0|filename=NITS_CPY.TXT|type=Text file|date=1996-05-13 04:01:00|size=45|crc32=ea8bbb92|md5=2d0ab9d1a465ee50f6870293e235c08b|sha1=4636e4a049d1746d42691a3750dd073b9da3308e|comment=}}&lt;br /&gt;
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{{filelistentry |i=63|icon=file|indent=0|filename=SEGALOGO.PRS|type=File|date=1996-05-13 04:01:00|size=14856|crc32=13a750b1|md5=3d69f90e273aebe1908da573f8c1c13c|sha1=4bce0e6647ee14ac61fae853a8271eae641374ad|comment=}}&lt;br /&gt;
{{filelistentry |i=64|icon=file|indent=0|filename=SEL.PRS|type=File|date=1996-05-13 04:01:00|size=8591|crc32=167bb1fb|md5=f2d7934f3309a7c6524ff6e00872a8e4|sha1=72b9cea6619c73ccad6dc3517698efab9b858212|comment=}}&lt;br /&gt;
{{filelistentry |i=65|icon=file|indent=0|filename=SELECT.PRS|type=File|date=1996-05-13 04:01:00|size=326294|crc32=da2c9135|md5=5890f8da2b5160cc96078b3f820e0ace|sha1=19d34b4ec19268b3225e07f5cfc01aca2af2a622|comment=}}&lt;br /&gt;
{{filelistentry |i=66|icon=file|indent=0|filename=SELECTH.PRS|type=File|date=1996-05-13 04:01:00|size=98086|crc32=b99c6c84|md5=4221804263406aa80c04046a5707b19d|sha1=6e3e9ee7d51406c963a5d714f3385a6878ce5859|comment=}}&lt;br /&gt;
{{filelistentry |i=67|icon=file|indent=0|filename=SELF.SFD|type=File|date=1996-05-13 04:01:00|size=0|crc32=0|md5=d41d8cd98f00b204e9800998ecf8427e|sha1=da39a3ee5e6b4b0d3255bfef95601890afd80709|comment=}}&lt;br /&gt;
{{filelistentry |i=68|icon=file|indent=0|filename=SNOWSEQ.PRS|type=File|date=1996-05-13 04:01:00|size=79349|crc32=3de50da2|md5=a1dd6590d8c1be1c2dba8e430c1476c7|sha1=55ef8db65561353762911648dd03938580979c75|comment=}}&lt;br /&gt;
{{filelistentry |i=69|icon=file|indent=0|filename=SNOWSND.PRS|type=File|date=1996-05-13 04:01:00|size=364672|crc32=3cd5e474|md5=165f588cceeacb9edfc8d8a526c610b5|sha1=8b5178cc5b2cb56e0574d8d3c29b3372f95c5bc1|comment=}}&lt;br /&gt;
{{filelistentry |i=70|icon=file|indent=0|filename=SONIC.ADP|type=File|date=1996-05-13 04:01:00|size=157696|crc32=5eeb9e99|md5=0b65d088bd108d56c2ed86e0058af536|sha1=c234d16a72478e8b88cfc12259972377e397e369|comment=}}&lt;br /&gt;
{{filelistentry |i=71|icon=file|indent=0|filename=SONIC.CPK|type=File|date=1996-05-13 04:01:00|size=319488|crc32=12bd5d6c|md5=d47e476ddd24b0a3455b50dcf9e6326b|sha1=5f0ee15d91be251fbb57f6d2885fa83bcea3ed25|comment=}}&lt;br /&gt;
{{filelistentry |i=72|icon=file|indent=0|filename=TIMEUP.SFD|type=File|date=1996-05-13 04:01:00|size=0|crc32=0|md5=d41d8cd98f00b204e9800998ecf8427e|sha1=da39a3ee5e6b4b0d3255bfef95601890afd80709|comment=}}&lt;br /&gt;
{{filelistentry |i=73|icon=file|indent=0|filename=TITLE.PRS|type=File|date=1996-05-13 04:01:00|size=122084|crc32=790c275e|md5=bfbba983348bcdce03b3ab9c4fbc2adf|sha1=f2f2f09f20e98c187fac1b850c04f659e7da59c5|comment=}}&lt;br /&gt;
{{filelistentry |i=74|icon=file|indent=0|filename=TOMARE.SFD|type=File|date=1996-05-13 04:01:00|size=0|crc32=0|md5=d41d8cd98f00b204e9800998ecf8427e|sha1=da39a3ee5e6b4b0d3255bfef95601890afd80709|comment=}}&lt;br /&gt;
{{filelistentry |i=75|icon=file|indent=0|filename=TTLSND.PRS|type=File|date=1996-05-13 04:01:00|size=156993|crc32=ac93885c|md5=38e4a0153c5212c90eec956832366751|sha1=ed3a35c69dba5a9010ab99893ea4b26576b756d4|comment=}}&lt;br /&gt;
{{filelistentry |i=76|icon=file|indent=0|filename=WIZEMAN1.SFD|type=File|date=1996-05-13 04:01:00|size=0|crc32=0|md5=d41d8cd98f00b204e9800998ecf8427e|sha1=da39a3ee5e6b4b0d3255bfef95601890afd80709|comment=}}&lt;br /&gt;
{{filelistentry |i=77|icon=file|indent=0|filename=WIZEMAN2.SFD|type=File|date=1996-05-13 04:01:00|size=0|crc32=0|md5=d41d8cd98f00b204e9800998ecf8427e|sha1=da39a3ee5e6b4b0d3255bfef95601890afd80709|comment=}}&lt;br /&gt;
|date=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;gallery mode=nolines heights=168 widths=240&amp;gt;&lt;br /&gt;
File:NiGHTS e3 photo.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
* Released with the help of TRAViS and the [http://nightsintodreams.com NiGHTSintoDreams.com] community.&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|NiGHTS into Dreams}}}}&lt;/div&gt;</summary>
		<author><name>Bo102010</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Burning_Rangers_(Dec_1,_1997_prototype)&amp;diff=88514</id>
		<title>Burning Rangers (Dec 1, 1997 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Burning_Rangers_(Dec_1,_1997_prototype)&amp;diff=88514"/>
		<updated>2023-03-30T18:42:37Z</updated>

		<summary type="html">&lt;p&gt;Bo102010: Update information about debug screen flags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=Burning Rangers (Dec 1, 1997 prototype)&lt;br /&gt;
|titlescreen=Burning Rangers 1997-12-1 Alpha-0005.png&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=Sazpaimon&lt;br /&gt;
|releasedby=Hidden Palace&lt;br /&gt;
|filereleasedate=July 24, 2021&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|origin_labels=BURNING RANGERS 1/12/97 Japan NTSC Alpha&lt;br /&gt;
|origin_dumpmethod=DiscImageCreator (DICUI) - PX-W4012A&lt;br /&gt;
|origin_ownership=Unknown (1997-2021), Sazpaimon (2021-Present)&lt;br /&gt;
|game=Burning Rangers&lt;br /&gt;
|system=Sega Saturn&lt;br /&gt;
|genre=Action&lt;br /&gt;
|final_builddate={{RegionDate|JP|Jan 27, 1998}} {{RegionDate|EU|May 6, 1998}} {{RegionDate|US|May 6, 1998}}&lt;br /&gt;
|release_date={{RegionDate|EU|Jun 16, 1998}} {{RegionDate|JP|Feb 26, 1998}} {{RegionDate|US|May 31, 1998}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Burning Rangers (Dec 1, 1997 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Burning Rangers for the Sega Saturn.&lt;br /&gt;
==Notes==&lt;br /&gt;
*There are no extra files on the disc (like wallpapers, etc).&lt;br /&gt;
*Load times are actually shorter in the prototype in comparison to the final game.&lt;br /&gt;
*Despite the game being in Japanese, most of the text and menus are in English already. The opening FMV is different as it features a preliminary English version, while using a rough demo version of the Short Track version of the main theme.&lt;br /&gt;
*The title screen is using a lower quality background in comparison to the final. The copyright year in the prototype is 1997 while the final was changed to 1998.&lt;br /&gt;
*Game starts with a demo of Stage 3 with Shou in this build, followed by a demo of Stage 2 with Tillis. The main theme of the game plays instead of the character themes. When the demo is over it goes back to the title screen. After the Tillis demo, it’ll try and load up the Sega logo but it will be corrupt.&lt;br /&gt;
*There’s no Data Select menu in the prototype. Instead it goes right to the Mode Select.&lt;br /&gt;
*A VS MODE option is available from the main menu that was removed from the final.&lt;br /&gt;
*VS MODE, OPTIONS, and SUB-GAME are not selectable in the prototype. SUB-GAME becomes available after completing the stage that uses it in the final, and isn’t available at the start. MAIL is selectable even before playing the game for the first time.&lt;br /&gt;
*The lighting is slightly different on the characters on the player select screen. There’s a faint white bar that runs across the CHOOSE YOUR PLAYER text that isn’t present in the final. This might be a graphical bug.&lt;br /&gt;
*Selecting a character doesn’t cause them to speak in the prototype.&lt;br /&gt;
*Selecting Tillis on the character select screen continues to show Shou as the character name&lt;br /&gt;
*There’s no sound effect when canceling or going back a menu.&lt;br /&gt;
*The Training Space, while selectable in the prototype, loads the last map loaded in memory instead. The map data for the Training Space level hasn’t been implemented yet.&lt;br /&gt;
*The mission title isn’t present when starting a stage.&lt;br /&gt;
*The temperature increases at a much faster rate in this prototype, making it noticeably more difficult.&lt;br /&gt;
*Missing dialog.&lt;br /&gt;
*Different HUD.&lt;br /&gt;
*No PAUSE graphic.&lt;br /&gt;
*Debugging features are enabled in this prototype:&lt;br /&gt;
**You can step a frame by pressing the A button while the game is paused.&lt;br /&gt;
**Pressing Z while the game is paused will bring up a small debugging menu. You can edit the gouraud shading or adjust the palette lighting. You can activate a free camera while editing the light settings.&lt;br /&gt;
**If you press X on the title screen, you can bring up a small sound test menu.&lt;br /&gt;
*The retry/gameover screen is preliminary in this prototype, using plaintext instead of graphics.&lt;br /&gt;
*The Game Over screen is partially corrupt in the prototype. Otherwise, the graphics and animation is the same as the one used in the final.&lt;br /&gt;
*The results screen is also preliminary in this prototype, using plaintext instead of graphics as well. In the final, the mission result displays a replay of your gameplay including a functioning password system.&lt;br /&gt;
*Survivors are chosen at random in the prototype. In the final game, your first complete playthrough will have survivors be part of a fixed set.&lt;br /&gt;
*There’s a game mechanic where item cards can be awarded for destroying explosive containers. Collecting the cards decreases the temperature temporarily. This was removed from the final.&lt;br /&gt;
*Mission 1 differences:&lt;br /&gt;
**Unlike the final game where the map is broken up into segments, the game stores the entire first stage into one file.&lt;br /&gt;
**The room following the first room is more simplistic in this prototype.&lt;br /&gt;
**The room following the hall after the room with the first survivor has a robot in it. This was removed from the final.&lt;br /&gt;
&lt;br /&gt;
*Mission 2 differences:&lt;br /&gt;
**The first switch is replaced with a loading zone in the prototype&lt;br /&gt;
**The skybox does not properly load in the tube tunnels and is instead just a white background&lt;br /&gt;
**The room with the vent duct requires a switch to open&lt;br /&gt;
**The area where the first victim is in the final is very different. The victim is missing, and to the left of where they would be is an area labeled “Staff Quarters 14”, containing several small rooms with crystals or fire&lt;br /&gt;
**The room labeled “Elevator Hall 14” is different&lt;br /&gt;
**The hallway leading to the dolphin tank has a partition&lt;br /&gt;
**The dolphin tank cannot be interacted with, and the dolphin’s water is not overheating&lt;br /&gt;
**Control Room 14 is much less destroyed in the prototype&lt;br /&gt;
**Walkway Area 15 is completely different and leads to an area called “Boiler Room 15”&lt;br /&gt;
**The area leading to the elevator is completely different. It contains extra rooms, survivors, and puzzles&lt;br /&gt;
**A door blocked by a blue robot is missing&lt;br /&gt;
**The room containing the man who gives you the ID card is replaced with a simple door switch&lt;br /&gt;
**The entire section containing the area with the dolphin plays differently, with an entire section before the Contuit Control area added&lt;br /&gt;
**The room leading to the boss arena does not have a loading zone, making it impossible to progress to the boss.&lt;br /&gt;
**The boss has a much larger health bar that goes off screen&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Mission 4 differences:&lt;br /&gt;
**The robots that shoot lasers and generate fire are significantly more aggressive and take many more hits to kill&lt;br /&gt;
**The switch allowing you to progress to the second area is missing, and instead, two fire barriers guard the exit above a wireframe platform. You can damage-boost through them instead of defeating them&lt;br /&gt;
**The second area also contains more fire barriers guarding the exit, which can again be bypassed.&lt;br /&gt;
**In the area with falling rocks, the exit to the room loops back to the start of the room, making it impossible to go to the boss map&lt;br /&gt;
**The first boss map contains several robots from earlier in the level that shoot fire at you.&lt;br /&gt;
**Once you reach the top of the first boss arena, the boss does not activate making it impossible to finish the map&lt;br /&gt;
**The burning ship minigame is missing&lt;br /&gt;
**The map where Big Landman assists you freezes at the start, possibly due to not being able to load his model.&lt;br /&gt;
**The final boss map loads you into a black void. There is some part of the level elsewhere on the map, but it appears copied from a different map and corrupted&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*A debug menu can be activated from the title screen. Hold Z and D-pad up, then press the left trigger.&lt;br /&gt;
&lt;br /&gt;
*The debug menu contains the following options:&lt;br /&gt;
**&amp;lt;code&amp;gt;START STAGE&amp;lt;/code&amp;gt;: Will start on the selected map when selecting the training option.&lt;br /&gt;
**&amp;lt;code&amp;gt;KEY ASSIGN&amp;lt;/code&amp;gt;: Switches between control schemes. This was moved to the options menu in the final.&lt;br /&gt;
**&amp;lt;code&amp;gt;PL NODISP&amp;lt;/code&amp;gt;: Disables drawing the player model.&lt;br /&gt;
**&amp;lt;code&amp;gt;PLAYER-2&amp;lt;/code&amp;gt;: Loads a second player during the main game. This character can be controlled by the second player controller.&lt;br /&gt;
**&amp;lt;code&amp;gt;NO OBJECT&amp;lt;/code&amp;gt;: Disables object generation in the level.&lt;br /&gt;
**&amp;lt;code&amp;gt;GENERATE&amp;lt;/code&amp;gt;: Not implemented. In the final game this is used to determine whether the original map and object locations are used when replaying a mission.&lt;br /&gt;
**&amp;lt;code&amp;gt;INFO OFF&amp;lt;/code&amp;gt;: Disables the HUD.&lt;br /&gt;
**&amp;lt;code&amp;gt;TIME LIMIT&amp;lt;/code&amp;gt;: Unused.&lt;br /&gt;
**&amp;lt;code&amp;gt;ENV. LIGHT&amp;lt;/code&amp;gt;: Unknown.&lt;br /&gt;
**&amp;lt;code&amp;gt;IMM GOUR&amp;lt;/code&amp;gt;: Crashes the game when using the Pause screen&#039;s &amp;quot;SET LIGHT&amp;quot; feature.&lt;br /&gt;
**&amp;lt;code&amp;gt;MAP EDIT&amp;lt;/code&amp;gt;: Crashes the game upon loading a map. Possibly looking for development hardware connection.&lt;br /&gt;
**&amp;lt;code&amp;gt;DEMO NUMBER&amp;lt;/code&amp;gt;: Selects which demo to show on the title screen.&lt;br /&gt;
**&amp;lt;code&amp;gt;CRYSTAL ALL&amp;lt;/code&amp;gt;: Unused.&lt;br /&gt;
**&amp;lt;code&amp;gt;CRYSTAL 20&amp;lt;/code&amp;gt;: Caps the number of crystals at 20.&lt;br /&gt;
**&amp;lt;code&amp;gt;LIGHT ONCE&amp;lt;/code&amp;gt;: Causes some unknown debugging information to appear at the start of a stage.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery heights=&amp;quot;352&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0000.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0001.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0002.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0003.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0004.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0005.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0006.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0007.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0008.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0009.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0010.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0011.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0012.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0013.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0014.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0015.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0016.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0017.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0018.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0019.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0020.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0021.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0022.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0023.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0024.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0025.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0026.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0027.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0028.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0029.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0030.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0031.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0032.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0033.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0034.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0035.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0036.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0037.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0038.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0039.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0040.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0041.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0042.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0043.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;youtube heights=&amp;quot;352&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;MeIb5hXagkY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Files==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry |i=1|icon=file|indent=0|filename=Burning Rangers 1997-12-1 Alpha (Track 1).bin|type=File|date=2021-06-05 02:02:21|size=292513536|crc32=a17203c6|md5=f2ac9a07f001765dd4e8903ee7f0d6f4|sha1=3d4490842097abe6ce75cea2e74b1952badce283|comment=}}&lt;br /&gt;
{{filelistentry |i=2|icon=file|indent=0|filename=Burning Rangers 1997-12-1 Alpha (Track 2).bin|type=File|date=2021-06-05 01:50:59|size=42006720|crc32=99f709d8|md5=859b9cc63cbb54bd473bbdfe1a7b222e|sha1=ec433007742cdfe2144a4a172b37f19ae482449e|comment=}}&lt;br /&gt;
{{filelistentry |i=3|icon=file|indent=0|filename=Burning Rangers 1997-12-1 Alpha (Track 3).bin|type=File|date=2021-06-05 01:51:00|size=45104304|crc32=3a727dcf|md5=15b3aba861a54e211e74bb3e42bcf8ad|sha1=fb5d18ac87e9193365cfbac78e1cb269f197803c|comment=}}&lt;br /&gt;
{{filelistentry |i=4|icon=file|indent=0|filename=Burning Rangers 1997-12-1 Alpha (Track 4).bin|type=File|date=2021-06-05 01:51:00|size=1284192|crc32=24f5eddb|md5=f99506f5580b9cccb39730ad9f289687|sha1=a2a26b463a9b8f8fa160f37aa4cf32f4f6d31256|comment=}}&lt;br /&gt;
{{filelistentry |i=5|icon=file|indent=0|filename=Burning Rangers 1997-12-1 Alpha (Track 5).bin|type=File|date=2021-06-05 01:51:00|size=48413568|crc32=3fbf549|md5=d51245e7c083ad31ae0d2428c38b208f|sha1=6ab3d95b8c1b710e63e9f643b0d960d6d8e4b267|comment=}}&lt;br /&gt;
{{filelistentry |i=6|icon=file|indent=0|filename=Burning Rangers 1997-12-1 Alpha.cue|type=File|date=2021-06-05 01:50:58|size=515|crc32=852ca5c2|md5=3ce37fb8069e49ce622308c3458877e8|sha1=f403e040d85eb9bce968505a08920942a44f946f|comment=}}&lt;br /&gt;
{{filelistentry |i=7|icon=file|indent=0|filename=Burning Rangers 1997-12-1 Alpha.img|type=File|date=2021-06-05 01:50:53|size=429322320|crc32=445bc7ce|md5=124e9027c2caae4ddb737ec2bc1ffcfa|sha1=1c0ad55c61a4b5fc1701a87572e8c24b23e60804|comment=}}&lt;br /&gt;
{{filelistentry |i=8|icon=file|indent=0|filename=Burning Rangers 1997-12-1 Alpha.scm|type=File|date=2021-06-05 01:50:50|size=429322320|crc32=f576420d|md5=6a2aae69ae7ecd332f931fd639d8b2b2|sha1=57e31c01ddac2a5d96fb357e80bde05b14650a7d|comment=}}&lt;br /&gt;
{{filelistentry |i=9|icon=archive|indent=0|filename=Burning Rangers 1997-12-1 Alpha_logs.zip|type=ZIP file|date=2021-06-05 01:55:42|size=6472014|crc32=5ffe5e06|md5=7f2ecee4ebe924e477d64573295c7722|sha1=868e1dc503b14cce75ce6ba072df3fcc98197003|comment=}}&lt;br /&gt;
|date=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Br alpha front.jpg|CD front.&lt;br /&gt;
File:Br alpha back.jpg|CD back.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
We’d like to take this opportunity to thank site admin Sazpaimon for acquiring and generously allow us the opportunity to preserve this one of a kind prototype. We’d also like to thank ndiddy and Andreas Scholl for going through and researching this prototype in the effort to find all the hidden goodies that could be still be in this build.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[News/Angels with Burning Hearts: Burning Rangers Prototype|Original announcement article for this prototype.]]&lt;br /&gt;
*[https://tcrf.net/The_Cutting_Room_Floor The Cutting Room Floor (comparisons coming soon)]&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Burning Rangers}}}}&lt;/div&gt;</summary>
		<author><name>Bo102010</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Burning_Rangers_(Jan_3,_1998_prototype)&amp;diff=86382</id>
		<title>Burning Rangers (Jan 3, 1998 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Burning_Rangers_(Jan_3,_1998_prototype)&amp;diff=86382"/>
		<updated>2023-02-27T14:10:32Z</updated>

		<summary type="html">&lt;p&gt;Bo102010: More corrections on the debug menu&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=Burning Rangers (Jan 3, 1998 prototype)&lt;br /&gt;
|titlescreen=B_RANGERS98-0000.png&lt;br /&gt;
|status=Released, redump needed&lt;br /&gt;
|dumper=iGREKKESS&lt;br /&gt;
|releasedby=Bo Bayles Annex&lt;br /&gt;
|filereleasedate=January 8, 2023&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|origin_dumpmethod=CloneCD&lt;br /&gt;
|origin_ownership=Unknown (1998-2023)&lt;br /&gt;
|game=Burning Rangers&lt;br /&gt;
|system=Sega Saturn&lt;br /&gt;
|genre=Action&lt;br /&gt;
|final_builddate={{RegionDate|JP|Jan 27, 1998}} {{RegionDate|EU|May 6, 1998}} {{RegionDate|US|May 6, 1998}}&lt;br /&gt;
|release_date={{RegionDate|EU|Jun 16, 1998}} {{RegionDate|JP|Feb 26, 1998}} {{RegionDate|US|May 31, 1998}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Burning Rangers (Jan 3, 1998 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Burning Rangers for the Sega Saturn.&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*This build of the game is mostly complete but is still unfinished in a few areas. While all the missions are present, most of them are missing certain sections and are buggy.&lt;br /&gt;
*Unlike the December 1, 1997 build, the wallpapers and sound files in the EXTRA folder are present.&lt;br /&gt;
*Debug features enabled.&lt;br /&gt;
**There is positioning information as you play the game.&lt;br /&gt;
**When you press the navigation button, you go into a free camera mode. The camera can be controlled with the D-pad and the character can be moved into any location that you want.&lt;br /&gt;
**A sound test is available from the title screen.&lt;br /&gt;
**You can skip to the next round (sub-section of a mission) by pausing and pressing the navigation button.&lt;br /&gt;
**The debug menu present in the earlier prototype can be activated with the same button code: hold Z and D-pad up, then press the left trigger. Activating the debug menu causes graphical glitches on the title screen.&lt;br /&gt;
*Versus mode is present from the main menu, which was removed late from the final game. Unlike the December 1, 1997 prototype, the Versus Mode is actually selectable and playable.&lt;br /&gt;
**You choose between either Shou or Tillis and then are dropped into a room that looks similar to the Training Space map.&lt;br /&gt;
**You can run around and shoot at the other character. When you hit then, they fall back. A second player can control the other character with a second controller, but the camera has trouble focusing on them.&lt;br /&gt;
**&#039;&#039;Angels With Burning Hearts&#039;&#039; is set has the background music.&lt;br /&gt;
**None of the relevant voice clips that seem related to the Versus Mode that are present in the sound test seem to be used here.&lt;br /&gt;
**There are two other adjacent rooms located on this map.&lt;br /&gt;
**Very buggy.&lt;br /&gt;
*Co-operative multiplayer is still present from the December 1, 1997 prototype.&lt;br /&gt;
**Starting from Versus Mode, use the round skip option. This will begin Mission 2.&lt;br /&gt;
**The default second player is Shou, so if your Versus Mode character was Shou there will be two versions of him.&lt;br /&gt;
**If a round has a second ranger present in it, that ranger will be used for the second player. For example, Big appears in the first section Mission 3, so he is used there.&lt;br /&gt;
**The two players can still attack each other, as in Versus mode.&lt;br /&gt;
**&#039;&#039;Angels With Burning Hearts&#039;&#039; is the background music.&lt;br /&gt;
*Unlike the December 1, 1997 prototype, the Training Space map exists.&lt;br /&gt;
**The charge shot doesn&#039;t properly destroy crystals.&lt;br /&gt;
**A textureless &amp;quot;dummy&amp;quot; character model is used for the rescue NPC instead of a fully textured NPC.&lt;br /&gt;
*Mission 1 is close to completion&lt;br /&gt;
**There are no crystals in front of the mandatory rescue for the doctor&#039;s assistant, Peter Smith. As such, you don&#039;t need 5 crystals to rescue him like in the final game.&lt;br /&gt;
**Some of the rooms that were built to hold certain NPCs are present but are missing certain survivors.&lt;br /&gt;
**After the second &amp;quot;lights out&amp;quot; sequence, you don&#039;t get the cutscene with Lead; you just hear his dialogue.&lt;br /&gt;
*Mission 2 is slightly less finished than Mission 1.&lt;br /&gt;
**The last rooms of the map are completely empty.&lt;br /&gt;
**Some sections are very buggy, such as the swimming sections. The water controls aren&#039;t finalized yet. You can&#039;t ascend by pressing jump, so you have to float. You can swim with the dolphin and orcas by using placement mode, though.&lt;br /&gt;
**The Claris and Elliot cameos use knock-off, dummy models. In the final they use their original models from NiGHTs.&lt;br /&gt;
**In one section, there are fuel cylinders that roll back and forth aggressively. This was cut from the final.&lt;br /&gt;
*Mission 3 differences.&lt;br /&gt;
**Mission 3 is missing the section where you carry Neal Belmondo, and doesn&#039;t have survivors in their expected locations.&lt;br /&gt;
**You don&#039;t need to have two ID cards to get into Ami Shibata&#039;s room; it is unlocked. She isn&#039;t in it, however. A version of her with a different model is in the Starlight Lounge room, however.&lt;br /&gt;
**The hallway with four doors that&#039;s just before Neal (Stick Canyon Path) has the room with a central tower open. Yuji Naka is in this area in the final game, but he&#039;s not there in this build.&lt;br /&gt;
**One of the other four doors leads to an anti-gravity switch. After toggling it, the player&#039;s character can walk on the ceiling.&lt;br /&gt;
**Another of the four doors leads to a spinning fan. While it&#039;s running, the player&#039;s character can float upward with its air current.&lt;br /&gt;
**Neal is just standing there when you encounter him. You don&#039;t pick him up, and instead proceed to the rescue pod alone.&lt;br /&gt;
**The boss can only be damaged after all its armor has been knocked off (similar to the December 1 build), so it is much harder.&lt;br /&gt;
*Mission 4 differences.&lt;br /&gt;
**You don&#039;t get to play the Burning Ship part. The later sections aren&#039;t finished, and are missing various objects.&lt;br /&gt;
**You also don&#039;t team up with Lead or Big in the area with Iria&#039;s stasis chamber. in fact, that chamber is missing from its room.&lt;br /&gt;
**The &amp;quot;burning sun&amp;quot; enemies (that sometimes appears in Mission 1 in the final) are much more aggressive, as in the December 1 alpha.&lt;br /&gt;
**There is a weird red fuel tank that acts as an elevator into the final boss area.&lt;br /&gt;
**The bosses are all incomplete. Sometimes you can&#039;t damage the floating crystal boss, but sometimes on later attempts it can fall after several charge shots. The final one only has a single attack pattern. Its damage meter doesn&#039;t change with hits, but you can still beat it.&lt;br /&gt;
*Misc differences.&lt;br /&gt;
**There&#039;s a 99 crystal limit. Pink flames are also very generous with crystals. Crystal colors are the opposite of what they&#039;re supposed to be; red when idle, pink when being acquired.&lt;br /&gt;
**You can&#039;t save your game yet. There is a spot for game data in the Options menu, but it doesn&#039;t work.&lt;br /&gt;
**You can select the Burning Ship sub game from the Mode screen. It&#039;s really broken, with text scattered across the screen (including RINGCOUNT), but you can sort of play it.&lt;br /&gt;
**The Mail system isn&#039;t implemented yet. The messages that were in MAIL.BIN in the December 1 alpha aren&#039;t there anymore. If you open a message in the Rescue List, the graphics are corrupt.&lt;br /&gt;
**The survivor names are the ones from the December 1 alpha. Their models and animations are definitely improved in the final version.&lt;br /&gt;
**There are no passwords on the results screens. And if you try to put one in from the mission select screen, you just start Mission 1.&lt;br /&gt;
**Ami Shibata doesn&#039;t appear in the credits. In the final version she is given &amp;quot;greatest gratitude.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery heights=&amp;quot;352&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:Br 1-3-98 1.png&lt;br /&gt;
File:Br 1-3-98 2.png&lt;br /&gt;
File:Br 1-3-98 3.png&lt;br /&gt;
File:Br 1-3-98 4.png&lt;br /&gt;
File:Br 1-3-98 5.png&lt;br /&gt;
File:Br 1-3-98 7.png&lt;br /&gt;
File:Br 1-3-98 8.png&lt;br /&gt;
File:Br 1-3-98 9.png&lt;br /&gt;
File:Br 1-3-98 10.png&lt;br /&gt;
File:Br 1-3-98 11.png&lt;br /&gt;
File:Br 1-3-98 12.png&lt;br /&gt;
File:Br 1-3-98 13.png&lt;br /&gt;
File:Br 1-3-98 14.png&lt;br /&gt;
File:Br 1-3-98 15.png&lt;br /&gt;
File:Br 1-3-98 16.png&lt;br /&gt;
File:Br 1-3-98 17.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Files==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry |i=1|icon=file|indent=0|filename=B_RANGERS.IMG|type=File|date=2023-01-05 21:45:20|size=389049024|crc32=5257e30b|md5=1dfde72c618277dd41d5d93079bae452|sha1=3cc3322a1d388be34bc982c1a42ec1015c5ad073|comment=}}&lt;br /&gt;
{{filelistentry |i=2|icon=file|indent=0|filename=B_RANGERS.CUE|type=File|date=2023-01-05 21:45:21|size=178|crc32=bd3ee38f|md5=0bf17dda01ef300c1693c79a9a165d10|sha1=ffc8db183d5d45d2238399b9bd678e32b46d84ae|comment=}}&lt;br /&gt;
|date=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
We&#039;d like to thank Bo Bayles and his excellent write up and for seeking this long forgotten prototype! We&#039;d also like to thank iGREKKESS for kindly redumping and sharing the prototype for everyone to enjoy once again! Finally, we&#039;d like to thank Andreas Scholl on his research on the various formats and internal workings of Burning Rangers as well as other Sega Saturn games, and as well on his work on the Burning Rangers remake.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
*[https://www.bbayles.com/index/burning-rangers/br-beta-2023 Excellent write-up on Bo Bayles Annex!]&lt;br /&gt;
*[https://twitter.com/andreasscholl09 Andreas Scholl&#039;s twitter]&lt;br /&gt;
*[https://tcrf.net/The_Cutting_Room_Floor The Cutting Room Floor (comparisons coming soon)]&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Burning Rangers}}}}&lt;/div&gt;</summary>
		<author><name>Bo102010</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Burning_Rangers_(Jan_3,_1998_prototype)&amp;diff=86359</id>
		<title>Burning Rangers (Jan 3, 1998 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Burning_Rangers_(Jan_3,_1998_prototype)&amp;diff=86359"/>
		<updated>2023-02-27T03:01:02Z</updated>

		<summary type="html">&lt;p&gt;Bo102010: Update comment about debug menu&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=Burning Rangers (Jan 3, 1998 prototype)&lt;br /&gt;
|titlescreen=B_RANGERS98-0000.png&lt;br /&gt;
|status=Released, redump needed&lt;br /&gt;
|dumper=iGREKKESS&lt;br /&gt;
|releasedby=Bo Bayles Annex&lt;br /&gt;
|filereleasedate=January 8, 2023&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|origin_dumpmethod=CloneCD&lt;br /&gt;
|origin_ownership=Unknown (1998-2023)&lt;br /&gt;
|game=Burning Rangers&lt;br /&gt;
|system=Sega Saturn&lt;br /&gt;
|genre=Action&lt;br /&gt;
|final_builddate={{RegionDate|JP|Jan 27, 1998}} {{RegionDate|EU|May 6, 1998}} {{RegionDate|US|May 6, 1998}}&lt;br /&gt;
|release_date={{RegionDate|EU|Jun 16, 1998}} {{RegionDate|JP|Feb 26, 1998}} {{RegionDate|US|May 31, 1998}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Burning Rangers (Jan 3, 1998 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Burning Rangers for the Sega Saturn.&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*This build of the game is mostly complete but is still unfinished in a few areas. While all the missions are present, most of them are missing certain sections and are buggy.&lt;br /&gt;
*Unlike the December 1, 1997 build, the wallpapers and sound files in the EXTRA folder are present.&lt;br /&gt;
*Debug features enabled.&lt;br /&gt;
**There is positioning information as you play the game.&lt;br /&gt;
**When you press the navigation button, you go into a free camera mode. The camera can be controlled with the D-pad and the character can be moved into any location that you want.&lt;br /&gt;
**A sound test is available from the title screen.&lt;br /&gt;
**You can skip to the next round (sub-section of a mission) by pausing and pressing the navigation button.&lt;br /&gt;
**The debug menu present in the earlier prototype has been removed; the function that checks for the button code is empty.&lt;br /&gt;
*Versus mode is present from the main menu, which was removed late from the final game. Unlike the December 1, 1997 prototype, the Versus Mode is actually selectable and playable.&lt;br /&gt;
**You choose between either Shou or Tillis and then are dropped into a room that looks similar to the Training Space map.&lt;br /&gt;
**You can run around and shoot at the other character. When you hit then, they fall back. A second player can control the other character with a second controller, but the camera has trouble focusing on them.&lt;br /&gt;
**&#039;&#039;Angels With Burning Hearts&#039;&#039; is set has the background music.&lt;br /&gt;
**None of the relevant voice clips that seem related to the Versus Mode that are present in the sound test seem to be used here.&lt;br /&gt;
**There are two other adjacent rooms located on this map.&lt;br /&gt;
**Very buggy.&lt;br /&gt;
*Co-operative multiplayer is still present from the December 1, 1997 prototype.&lt;br /&gt;
**Starting from Versus Mode, use the round skip option. This will begin Mission 2.&lt;br /&gt;
**The default second player is Shou, so if your Versus Mode character was Shou there will be two versions of him.&lt;br /&gt;
**If a round has a second ranger present in it, that ranger will be used for the second player. For example, Big appears in the first section Mission 3, so he is used there.&lt;br /&gt;
**The two players can still attack each other, as in Versus mode.&lt;br /&gt;
**&#039;&#039;Angels With Burning Hearts&#039;&#039; is the background music.&lt;br /&gt;
*Unlike the December 1, 1997 prototype, the Training Space map exists.&lt;br /&gt;
**The charge shot doesn&#039;t properly destroy crystals.&lt;br /&gt;
**A textureless &amp;quot;dummy&amp;quot; character model is used for the rescue NPC instead of a fully textured NPC.&lt;br /&gt;
*Mission 1 is close to completion&lt;br /&gt;
**There are no crystals in front of the mandatory rescue for the doctor&#039;s assistant, Peter Smith. As such, you don&#039;t need 5 crystals to rescue him like in the final game.&lt;br /&gt;
**Some of the rooms that were built to hold certain NPCs are present but are missing certain survivors.&lt;br /&gt;
**After the second &amp;quot;lights out&amp;quot; sequence, you don&#039;t get the cutscene with Lead; you just hear his dialogue.&lt;br /&gt;
*Mission 2 is slightly less finished than Mission 1.&lt;br /&gt;
**The last rooms of the map are completely empty.&lt;br /&gt;
**Some sections are very buggy, such as the swimming sections. The water controls aren&#039;t finalized yet. You can&#039;t ascend by pressing jump, so you have to float. You can swim with the dolphin and orcas by using placement mode, though.&lt;br /&gt;
**The Claris and Elliot cameos use knock-off, dummy models. In the final they use their original models from NiGHTs.&lt;br /&gt;
**In one section, there are fuel cylinders that roll back and forth aggressively. This was cut from the final.&lt;br /&gt;
*Mission 3 differences.&lt;br /&gt;
**Mission 3 is missing the section where you carry Neal Belmondo, and doesn&#039;t have survivors in their expected locations.&lt;br /&gt;
**You don&#039;t need to have two ID cards to get into Ami Shibata&#039;s room; it is unlocked. She isn&#039;t in it, however. A version of her with a different model is in the Starlight Lounge room, however.&lt;br /&gt;
**The hallway with four doors that&#039;s just before Neal (Stick Canyon Path) has the room with a central tower open. Yuji Naka is in this area in the final game, but he&#039;s not there in this build.&lt;br /&gt;
**One of the other four doors leads to an anti-gravity switch. After toggling it, the player&#039;s character can walk on the ceiling.&lt;br /&gt;
**Another of the four doors leads to a spinning fan. While it&#039;s running, the player&#039;s character can float upward with its air current.&lt;br /&gt;
**Neal is just standing there when you encounter him. You don&#039;t pick him up, and instead proceed to the rescue pod alone.&lt;br /&gt;
**The boss can only be damaged after all its armor has been knocked off (similar to the December 1 build), so it is much harder.&lt;br /&gt;
*Mission 4 differences.&lt;br /&gt;
**You don&#039;t get to play the Burning Ship part. The later sections aren&#039;t finished, and are missing various objects.&lt;br /&gt;
**You also don&#039;t team up with Lead or Big in the area with Iria&#039;s stasis chamber. in fact, that chamber is missing from its room.&lt;br /&gt;
**The &amp;quot;burning sun&amp;quot; enemies (that sometimes appears in Mission 1 in the final) are much more aggressive, as in the December 1 alpha.&lt;br /&gt;
**There is a weird red fuel tank that acts as an elevator into the final boss area.&lt;br /&gt;
**The bosses are all incomplete. Sometimes you can&#039;t damage the floating crystal boss, but sometimes on later attempts it can fall after several charge shots. The final one only has a single attack pattern. Its damage meter doesn&#039;t change with hits, but you can still beat it.&lt;br /&gt;
*Misc differences.&lt;br /&gt;
**There&#039;s a 99 crystal limit. Pink flames are also very generous with crystals. Crystal colors are the opposite of what they&#039;re supposed to be; red when idle, pink when being acquired.&lt;br /&gt;
**You can&#039;t save your game yet. There is a spot for game data in the Options menu, but it doesn&#039;t work.&lt;br /&gt;
**You can select the Burning Ship sub game from the Mode screen. It&#039;s really broken, with text scattered across the screen (including RINGCOUNT), but you can sort of play it.&lt;br /&gt;
**The Mail system isn&#039;t implemented yet. The messages that were in MAIL.BIN in the December 1 alpha aren&#039;t there anymore. If you open a message in the Rescue List, the graphics are corrupt.&lt;br /&gt;
**The survivor names are the ones from the December 1 alpha. Their models and animations are definitely improved in the final version.&lt;br /&gt;
**There are no passwords on the results screens. And if you try to put one in from the mission select screen, you just start Mission 1.&lt;br /&gt;
**Ami Shibata doesn&#039;t appear in the credits. In the final version she is given &amp;quot;greatest gratitude.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery heights=&amp;quot;352&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:Br 1-3-98 1.png&lt;br /&gt;
File:Br 1-3-98 2.png&lt;br /&gt;
File:Br 1-3-98 3.png&lt;br /&gt;
File:Br 1-3-98 4.png&lt;br /&gt;
File:Br 1-3-98 5.png&lt;br /&gt;
File:Br 1-3-98 7.png&lt;br /&gt;
File:Br 1-3-98 8.png&lt;br /&gt;
File:Br 1-3-98 9.png&lt;br /&gt;
File:Br 1-3-98 10.png&lt;br /&gt;
File:Br 1-3-98 11.png&lt;br /&gt;
File:Br 1-3-98 12.png&lt;br /&gt;
File:Br 1-3-98 13.png&lt;br /&gt;
File:Br 1-3-98 14.png&lt;br /&gt;
File:Br 1-3-98 15.png&lt;br /&gt;
File:Br 1-3-98 16.png&lt;br /&gt;
File:Br 1-3-98 17.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Files==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry |i=1|icon=file|indent=0|filename=B_RANGERS.IMG|type=File|date=2023-01-05 21:45:20|size=389049024|crc32=5257e30b|md5=1dfde72c618277dd41d5d93079bae452|sha1=3cc3322a1d388be34bc982c1a42ec1015c5ad073|comment=}}&lt;br /&gt;
{{filelistentry |i=2|icon=file|indent=0|filename=B_RANGERS.CUE|type=File|date=2023-01-05 21:45:21|size=178|crc32=bd3ee38f|md5=0bf17dda01ef300c1693c79a9a165d10|sha1=ffc8db183d5d45d2238399b9bd678e32b46d84ae|comment=}}&lt;br /&gt;
|date=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
We&#039;d like to thank Bo Bayles and his excellent write up and for seeking this long forgotten prototype! We&#039;d also like to thank iGREKKESS for kindly redumping and sharing the prototype for everyone to enjoy once again! Finally, we&#039;d like to thank Andreas Scholl on his research on the various formats and internal workings of Burning Rangers as well as other Sega Saturn games, and as well on his work on the Burning Rangers remake.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
*[https://www.bbayles.com/index/burning-rangers/br-beta-2023 Excellent write-up on Bo Bayles Annex!]&lt;br /&gt;
*[https://twitter.com/andreasscholl09 Andreas Scholl&#039;s twitter]&lt;br /&gt;
*[https://tcrf.net/The_Cutting_Room_Floor The Cutting Room Floor (comparisons coming soon)]&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Burning Rangers}}}}&lt;/div&gt;</summary>
		<author><name>Bo102010</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Burning_Rangers_(Dec_1,_1997_prototype)&amp;diff=86012</id>
		<title>Burning Rangers (Dec 1, 1997 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Burning_Rangers_(Dec_1,_1997_prototype)&amp;diff=86012"/>
		<updated>2023-02-18T16:43:28Z</updated>

		<summary type="html">&lt;p&gt;Bo102010: Add button code for debug menu&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=Burning Rangers (Dec 1, 1997 prototype)&lt;br /&gt;
|titlescreen=Burning Rangers 1997-12-1 Alpha-0005.png&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=Sazpaimon&lt;br /&gt;
|releasedby=Hidden Palace&lt;br /&gt;
|filereleasedate=July 24, 2021&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|origin_labels=BURNING RANGERS 1/12/97 Japan NTSC Alpha&lt;br /&gt;
|origin_dumpmethod=DiscImageCreator (DICUI) - PX-W4012A&lt;br /&gt;
|origin_ownership= Unknown (1997-2021), Sazpaimon (2021-Present)&lt;br /&gt;
|game=Burning Rangers&lt;br /&gt;
|system=Sega Saturn&lt;br /&gt;
|genre=Action&lt;br /&gt;
|final_builddate={{RegionDate|JP|Jan 27, 1998}} {{RegionDate|EU|May 6, 1998}} {{RegionDate|US|May 6, 1998}}&lt;br /&gt;
|release_date={{RegionDate|EU|Jun 16, 1998}} {{RegionDate|JP|Feb 26, 1998}} {{RegionDate|US|May 31, 1998}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Burning Rangers (Dec 1, 1997 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Burning Rangers for the Sega Saturn.&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*There are no extra files on the disc (like wallpapers, etc).&lt;br /&gt;
*Load times are actually shorter in the prototype in comparison to the final game.&lt;br /&gt;
*Despite the game being in Japanese, most of the text and menus are in English already. The opening FMV is different as it features a preliminary English version, while using a rough demo version of the Short Track version of the main theme.&lt;br /&gt;
*The title screen is using a lower quality background in comparison to the final. The copyright year in the prototype is 1997 while the final was changed to 1998.&lt;br /&gt;
*Game starts with a demo of Stage 3 with Shou in this build, followed by a demo of Stage 2 with Tillis. The main theme of the game plays instead of the character themes. When the demo is over it goes back to the title screen. After the Tillis demo, it’ll try and load up the Sega logo but it will be corrupt.&lt;br /&gt;
*There’s no Data Select menu in the prototype. Instead it goes right to the Mode Select.&lt;br /&gt;
*A VS MODE option is available from the main menu that was removed from the final.&lt;br /&gt;
*VS MODE, OPTIONS, and SUB-GAME are not selectable in the prototype. SUB-GAME becomes available after completing the stage that uses it in the final, and isn’t available at the start. MAIL is selectable even before playing the game for the first time.&lt;br /&gt;
*The lighting is slightly different on the characters on the player select screen. There’s a faint white bar that runs across the CHOOSE YOUR PLAYER text that isn’t present in the final. This might be a graphical bug.&lt;br /&gt;
*Selecting a character doesn’t cause them to speak in the prototype.&lt;br /&gt;
*Selecting Tillis on the character select screen continues to show Shou as the character name&lt;br /&gt;
*There’s no sound effect when canceling or going back a menu.&lt;br /&gt;
*The Training Space, while selectable in the prototype, loads the last map loaded in memory instead. The map data for the Training Space level hasn’t been implemented yet.&lt;br /&gt;
*The mission title isn’t present when starting a stage.&lt;br /&gt;
*The temperature increases at a much faster rate in this prototype, making it noticeably more difficult.&lt;br /&gt;
*Missing dialog.&lt;br /&gt;
*Different HUD.&lt;br /&gt;
*No PAUSE graphic.&lt;br /&gt;
*Debugging features are enabled in this prototype:&lt;br /&gt;
**You can step a frame by pressing the A button while the game is paused.&lt;br /&gt;
**Pressing Z while the game is paused will bring up a small debugging menu. You can edit the gouraud shading or adjust the palette lighting. You can activate a free camera while editing the light settings.&lt;br /&gt;
**If you press X on the title screen, you can bring up a small sound test menu.&lt;br /&gt;
*The retry/gameover screen is preliminary in this prototype, using plaintext instead of graphics.&lt;br /&gt;
*The Game Over screen is partially corrupt in the prototype. Otherwise, the graphics and animation is the same as the one used in the final.&lt;br /&gt;
*The results screen is also preliminary in this prototype, using plaintext instead of graphics as well. In the final, the mission result displays a replay of your gameplay including a functioning password system.&lt;br /&gt;
*Survivors are chosen at random in the prototype. In the final game, your first complete playthrough will have survivors be part of a fixed set.&lt;br /&gt;
*There’s a game mechanic where item cards can be awarded for destroying explosive containers. Collecting the cards decreases the temperature temporarily. This was removed from the final.&lt;br /&gt;
*Mission 1 differences:&lt;br /&gt;
**Unlike the final game where the map is broken up into segments, the game stores the entire first stage into one file.&lt;br /&gt;
**The room following the first room is more simplistic in this prototype.&lt;br /&gt;
**The room following the hall after the room with the first survivor has a robot in it. This was removed from the final.&lt;br /&gt;
&lt;br /&gt;
*Mission 2 differences:&lt;br /&gt;
**The first switch is replaced with a loading zone in the prototype&lt;br /&gt;
**The skybox does not properly load in the tube tunnels and is instead just a white background&lt;br /&gt;
**The room with the vent duct requires a switch to open&lt;br /&gt;
**The area where the first victim is in the final is very different. The victim is missing, and to the left of where they would be is an area labeled “Staff Quarters 14”, containing several small rooms with crystals or fire&lt;br /&gt;
**The room labeled “Elevator Hall 14” is different&lt;br /&gt;
**The hallway leading to the dolphin tank has a partition&lt;br /&gt;
**The dolphin tank cannot be interacted with, and the dolphin’s water is not overheating&lt;br /&gt;
**Control Room 14 is much less destroyed in the prototype&lt;br /&gt;
**Walkway Area 15 is completely different and leads to an area called “Boiler Room 15”&lt;br /&gt;
**The area leading to the elevator is completely different. It contains extra rooms, survivors, and puzzles&lt;br /&gt;
**A door blocked by a blue robot is missing&lt;br /&gt;
**The room containing the man who gives you the ID card is replaced with a simple door switch&lt;br /&gt;
**The entire section containing the area with the dolphin plays differently, with an entire section before the Contuit Control area added&lt;br /&gt;
**The room leading to the boss arena does not have a loading zone, making it impossible to progress to the boss.&lt;br /&gt;
**The boss has a much larger health bar that goes off screen&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Mission 4 differences:&lt;br /&gt;
**The robots that shoot lasers and generate fire are significantly more aggressive and take many more hits to kill&lt;br /&gt;
**The switch allowing you to progress to the second area is missing, and instead, two fire barriers guard the exit above a wireframe platform. You can damage-boost through them instead of defeating them&lt;br /&gt;
**The second area also contains more fire barriers guarding the exit, which can again be bypassed.&lt;br /&gt;
**In the area with falling rocks, the exit to the room loops back to the start of the room, making it impossible to go to the boss map&lt;br /&gt;
**The first boss map contains several robots from earlier in the level that shoot fire at you.&lt;br /&gt;
**Once you reach the top of the first boss arena, the boss does not activate making it impossible to finish the map&lt;br /&gt;
**The burning ship minigame is missing&lt;br /&gt;
**The map where Big Landman assists you freezes at the start, possibly due to not being able to load his model.&lt;br /&gt;
**The final boss map loads you into a black void. There is some part of the level elsewhere on the map, but it appears copied from a different map and corrupted&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*A debug menu can be activated from the title screen. Hold Z and D-pad up, then press the left trigger.&lt;br /&gt;
&lt;br /&gt;
*The debug menu contains the following options:&lt;br /&gt;
**&amp;lt;code&amp;gt;START STAGE&amp;lt;/code&amp;gt;: Will start on the selected map when selecting the training option.&lt;br /&gt;
**&amp;lt;code&amp;gt;KEY ASSIGN&amp;lt;/code&amp;gt;: Switches between control schemes. This was moved to the options menu in the final.&lt;br /&gt;
**&amp;lt;code&amp;gt;PL NODISP&amp;lt;/code&amp;gt;: Disables drawing the player model.&lt;br /&gt;
**&amp;lt;code&amp;gt;PLAYER-2&amp;lt;/code&amp;gt;: Loads a second player during the main game. This character can be controlled by the second player controller.&lt;br /&gt;
**&amp;lt;code&amp;gt;NO OBJECT&amp;lt;/code&amp;gt;: Disables object generation in the level.&lt;br /&gt;
**&amp;lt;code&amp;gt;GENERATE&amp;lt;/code&amp;gt;: Unknown.&lt;br /&gt;
**&amp;lt;code&amp;gt;INFO OFF&amp;lt;/code&amp;gt;: Disables the HUD.&lt;br /&gt;
**&amp;lt;code&amp;gt;TIME LIMIT&amp;lt;/code&amp;gt;: Unknown.&lt;br /&gt;
**&amp;lt;code&amp;gt;ENV. LIGHT&amp;lt;/code&amp;gt;: Unknown.&lt;br /&gt;
**&amp;lt;code&amp;gt;IMM GOUR&amp;lt;/code&amp;gt;: Unknown.&lt;br /&gt;
**&amp;lt;code&amp;gt;MAP EDIT&amp;lt;/code&amp;gt;: Crashes the game upon loading a map. Possibly looking for development hardware connection.&lt;br /&gt;
**&amp;lt;code&amp;gt;DEMO NUMBER&amp;lt;/code&amp;gt;: Selects which demo to show on the title screen.&lt;br /&gt;
**&amp;lt;code&amp;gt;CRYSTAL ALL&amp;lt;/code&amp;gt;: Unknown.&lt;br /&gt;
**&amp;lt;code&amp;gt;CRYSTAL 20&amp;lt;/code&amp;gt;: Unknown.&lt;br /&gt;
**&amp;lt;code&amp;gt;LIGHT ONCE&amp;lt;/code&amp;gt;: Causes some unknown debugging information to appear at the start of a stage.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery heights=&amp;quot;352&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0000.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0001.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0002.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0003.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0004.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0005.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0006.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0007.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0008.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0009.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0010.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0011.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0012.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0013.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0014.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0015.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0016.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0017.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0018.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0019.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0020.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0021.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0022.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0023.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0024.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0025.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0026.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0027.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0028.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0029.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0030.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0031.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0032.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0033.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0034.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0035.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0036.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0037.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0038.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0039.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0040.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0041.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0042.png&lt;br /&gt;
File:Burning Rangers 1997-12-1 Alpha-0043.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;youtube heights=&amp;quot;352&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;MeIb5hXagkY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Files==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry |i=1|icon=file|indent=0|filename=Burning Rangers 1997-12-1 Alpha (Track 1).bin|type=File|date=2021-06-05 02:02:21|size=292513536|crc32=a17203c6|md5=f2ac9a07f001765dd4e8903ee7f0d6f4|sha1=3d4490842097abe6ce75cea2e74b1952badce283|comment=}}&lt;br /&gt;
{{filelistentry |i=2|icon=file|indent=0|filename=Burning Rangers 1997-12-1 Alpha (Track 2).bin|type=File|date=2021-06-05 01:50:59|size=42006720|crc32=99f709d8|md5=859b9cc63cbb54bd473bbdfe1a7b222e|sha1=ec433007742cdfe2144a4a172b37f19ae482449e|comment=}}&lt;br /&gt;
{{filelistentry |i=3|icon=file|indent=0|filename=Burning Rangers 1997-12-1 Alpha (Track 3).bin|type=File|date=2021-06-05 01:51:00|size=45104304|crc32=3a727dcf|md5=15b3aba861a54e211e74bb3e42bcf8ad|sha1=fb5d18ac87e9193365cfbac78e1cb269f197803c|comment=}}&lt;br /&gt;
{{filelistentry |i=4|icon=file|indent=0|filename=Burning Rangers 1997-12-1 Alpha (Track 4).bin|type=File|date=2021-06-05 01:51:00|size=1284192|crc32=24f5eddb|md5=f99506f5580b9cccb39730ad9f289687|sha1=a2a26b463a9b8f8fa160f37aa4cf32f4f6d31256|comment=}}&lt;br /&gt;
{{filelistentry |i=5|icon=file|indent=0|filename=Burning Rangers 1997-12-1 Alpha (Track 5).bin|type=File|date=2021-06-05 01:51:00|size=48413568|crc32=3fbf549|md5=d51245e7c083ad31ae0d2428c38b208f|sha1=6ab3d95b8c1b710e63e9f643b0d960d6d8e4b267|comment=}}&lt;br /&gt;
{{filelistentry |i=6|icon=file|indent=0|filename=Burning Rangers 1997-12-1 Alpha.cue|type=File|date=2021-06-05 01:50:58|size=515|crc32=852ca5c2|md5=3ce37fb8069e49ce622308c3458877e8|sha1=f403e040d85eb9bce968505a08920942a44f946f|comment=}}&lt;br /&gt;
{{filelistentry |i=7|icon=file|indent=0|filename=Burning Rangers 1997-12-1 Alpha.img|type=File|date=2021-06-05 01:50:53|size=429322320|crc32=445bc7ce|md5=124e9027c2caae4ddb737ec2bc1ffcfa|sha1=1c0ad55c61a4b5fc1701a87572e8c24b23e60804|comment=}}&lt;br /&gt;
{{filelistentry |i=8|icon=file|indent=0|filename=Burning Rangers 1997-12-1 Alpha.scm|type=File|date=2021-06-05 01:50:50|size=429322320|crc32=f576420d|md5=6a2aae69ae7ecd332f931fd639d8b2b2|sha1=57e31c01ddac2a5d96fb357e80bde05b14650a7d|comment=}}&lt;br /&gt;
{{filelistentry |i=9|icon=archive|indent=0|filename=Burning Rangers 1997-12-1 Alpha_logs.zip|type=ZIP file|date=2021-06-05 01:55:42|size=6472014|crc32=5ffe5e06|md5=7f2ecee4ebe924e477d64573295c7722|sha1=868e1dc503b14cce75ce6ba072df3fcc98197003|comment=}}&lt;br /&gt;
|date=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Br alpha front.jpg|CD front.&lt;br /&gt;
File:Br alpha back.jpg|CD back.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
We’d like to take this opportunity to thank site admin Sazpaimon for acquiring and generously allow us the opportunity to preserve this one of a kind prototype. We’d also like to thank ndiddy and Andreas Scholl for going through and researching this prototype in the effort to find all the hidden goodies that could be still be in this build.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
*[[News/Angels with Burning Hearts: Burning Rangers Prototype|Original announcement article for this prototype.]]&lt;br /&gt;
*[https://tcrf.net/The_Cutting_Room_Floor The Cutting Room Floor (comparisons coming soon)]&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Burning Rangers}}}}&lt;/div&gt;</summary>
		<author><name>Bo102010</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Burning_Rangers_(Jan_3,_1998_prototype)&amp;diff=84680</id>
		<title>Burning Rangers (Jan 3, 1998 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Burning_Rangers_(Jan_3,_1998_prototype)&amp;diff=84680"/>
		<updated>2023-01-18T14:10:00Z</updated>

		<summary type="html">&lt;p&gt;Bo102010: Add info on co-operative multiplayer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=Burning Rangers (Jan 3, 1998 prototype)&lt;br /&gt;
|titlescreen=B_RANGERS98-0000.png&lt;br /&gt;
|status=Released, redump needed&lt;br /&gt;
|dumper=iGREKKESS&lt;br /&gt;
|releasedby=Bo Bayles Annex&lt;br /&gt;
|filereleasedate=January 8, 2023&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|origin_dumpmethod=CloneCD&lt;br /&gt;
|origin_ownership=Unknown (1998-2023)&lt;br /&gt;
|game=Burning Rangers&lt;br /&gt;
|system=Sega Saturn&lt;br /&gt;
|genre=Action&lt;br /&gt;
|final_builddate={{RegionDate|JP|Jan 27, 1998}} {{RegionDate|EU|May 6, 1998}} {{RegionDate|US|May 6, 1998}}&lt;br /&gt;
|release_date={{RegionDate|EU|Jun 16, 1998}} {{RegionDate|JP|Feb 26, 1998}} {{RegionDate|US|May 31, 1998}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Burning Rangers (Jan 3, 1998 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Burning Rangers for the Sega Saturn.&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*This build of the game is mostly complete but is still unfinished in a few areas. While all the missions are present, most of them are missing certain sections and are buggy.&lt;br /&gt;
*Unlike the December 1, 1997 build, the wallpapers and sound files in the EXTRA folder are present.&lt;br /&gt;
*Debug features enabled.&lt;br /&gt;
**There is positioning information as you play the game.&lt;br /&gt;
**When you press the navigation button, you go into a free camera mode. The camera can be controlled with the D-pad and the character can be moved into any location that you want.&lt;br /&gt;
**A sound test is available from the title screen.&lt;br /&gt;
**You can skip to the next round (sub-section of a mission) by pausing and pressing the navigation button.&lt;br /&gt;
**The debug menu present in the earlier prototype doesn&#039;t seem to exist anymore.&lt;br /&gt;
*Versus mode is present from the main menu, which was removed late from the final game. Unlike the December 1, 1997 prototype, the Versus Mode is actually selectable and playable.&lt;br /&gt;
**You choose between either Shou or Tillis and then are dropped into a room that looks similar to the Training Space map.&lt;br /&gt;
**You can run around and shoot at the other character. When you hit then, they fall back. A second player can control the other character with a second controller, but the camera has trouble focusing on them.&lt;br /&gt;
**&#039;&#039;Angels With Burning Hearts&#039;&#039; is set has the background music.&lt;br /&gt;
**None of the relevant voice clips that seem related to the Versus Mode that are present in the sound test seem to be used here.&lt;br /&gt;
**There are two other adjacent rooms located on this map.&lt;br /&gt;
**Very buggy.&lt;br /&gt;
*Co-operative multiplayer is still present from the December 1, 1997 prototype.&lt;br /&gt;
**Starting from Versus Mode, use the round skip option. This will begin Mission 2.&lt;br /&gt;
**The default second player is Shou, so if your Versus Mode character was Shou there will be two versions of him.&lt;br /&gt;
**If a round has a second ranger present in it, that ranger will be used for the second player. For example, Big appears in the first section Mission 3, so he is used there.&lt;br /&gt;
**The two players can still attack each other, as in Versus mode.&lt;br /&gt;
**&#039;&#039;Angels With Burning Hearts&#039;&#039; is the background music.&lt;br /&gt;
*Unlike the December 1, 1997 prototype, the Training Space map exists.&lt;br /&gt;
**The charge shot doesn&#039;t properly destroy crystals.&lt;br /&gt;
**A textureless &amp;quot;dummy&amp;quot; character model is used for the rescue NPC instead of a fully textured NPC.&lt;br /&gt;
*Mission 1 is close to completion&lt;br /&gt;
**There are no crystals in front of the mandatory rescue for the doctor&#039;s assistant, Peter Smith. As such, you don&#039;t need 5 crystals to rescue him like in the final game.&lt;br /&gt;
**Some of the rooms that were built to hold certain NPCs are present but are missing certain survivors.&lt;br /&gt;
**After the second &amp;quot;lights out&amp;quot; sequence, you don&#039;t get the cutscene with Lead; you just hear his dialogue.&lt;br /&gt;
*Mission 2 is slightly less finished than Mission 1.&lt;br /&gt;
**The last rooms of the map are completely empty.&lt;br /&gt;
**Some sections are very buggy, such as the swimming sections. The water controls aren&#039;t finalized yet. You can&#039;t ascend by pressing jump, so you have to float. You can swim with the dolphin and orcas by using placement mode, though.&lt;br /&gt;
**The Claris and Elliot cameos use knock-off, dummy models. In the final they use their original models from NiGHTs.&lt;br /&gt;
**In one section, there are fuel cylinders that roll back and forth aggressively. This was cut from the final.&lt;br /&gt;
*Mission 3 differences.&lt;br /&gt;
**Mission 3 is missing the section where you carry Neal Belmondo, and doesn&#039;t have survivors in their expected locations.&lt;br /&gt;
**You don&#039;t need to have two ID cards to get into Ami Shibata&#039;s room; it is unlocked. She isn&#039;t in it, however. A version of her with a different model is in the Starlight Lounge room, however.&lt;br /&gt;
**The hallway with four doors that&#039;s just before Neal (Stick Canyon Path) has the room with a central tower open. Yuji Naka is in this area in the final game, but he&#039;s not there in this build.&lt;br /&gt;
**One of the other four doors leads to an anti-gravity switch. After toggling it, the player&#039;s character can walk on the ceiling.&lt;br /&gt;
**Another of the four doors leads to a spinning fan. While it&#039;s running, the player&#039;s character can float upward with its air current.&lt;br /&gt;
**Neal is just standing there when you encounter him. You don&#039;t pick him up, and instead proceed to the rescue pod alone.&lt;br /&gt;
**The boss can only be damaged after all its armor has been knocked off (similar to the December 1 build), so it is much harder.&lt;br /&gt;
*Mission 4 differences.&lt;br /&gt;
**You don&#039;t get to play the Burning Ship part. The later sections aren&#039;t finished, and are missing various objects.&lt;br /&gt;
**You also don&#039;t team up with Lead or Big in the area with Iria&#039;s stasis chamber. in fact, that chamber is missing from its room.&lt;br /&gt;
**The &amp;quot;burning sun&amp;quot; enemies (that sometimes appears in Mission 1 in the final) are much more aggressive, as in the December 1 alpha.&lt;br /&gt;
**There is a weird red fuel tank that acts as an elevator into the final boss area.&lt;br /&gt;
**The bosses are all incomplete. Sometimes you can&#039;t damage the floating crystal boss, but sometimes on later attempts it can fall after several charge shots. The final one only has a single attack pattern. Its damage meter doesn&#039;t change with hits, but you can still beat it.&lt;br /&gt;
*Misc differences.&lt;br /&gt;
**There&#039;s a 99 crystal limit. Pink flames are also very generous with crystals. Crystal colors are the opposite of what they&#039;re supposed to be; red when idle, pink when being acquired.&lt;br /&gt;
**You can&#039;t save your game yet. There is a spot for game data in the Options menu, but it doesn&#039;t work.&lt;br /&gt;
**You can select the Burning Ship sub game from the Mode screen. It&#039;s really broken, with text scattered across the screen (including RINGCOUNT), but you can sort of play it.&lt;br /&gt;
**The Mail system isn&#039;t implemented yet. The messages that were in MAIL.BIN in the December 1 alpha aren&#039;t there anymore. If you open a message in the Rescue List, the graphics are corrupt.&lt;br /&gt;
**The survivor names are the ones from the December 1 alpha. Their models and animations are definitely improved in the final version.&lt;br /&gt;
**There are no passwords on the results screens. And if you try to put one in from the mission select screen, you just start Mission 1.&lt;br /&gt;
**Ami Shibata doesn&#039;t appear in the credits. In the final version she is given &amp;quot;greatest gratitude.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery heights=&amp;quot;352&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:Br 1-3-98 1.png&lt;br /&gt;
File:Br 1-3-98 2.png&lt;br /&gt;
File:Br 1-3-98 3.png&lt;br /&gt;
File:Br 1-3-98 4.png&lt;br /&gt;
File:Br 1-3-98 5.png&lt;br /&gt;
File:Br 1-3-98 7.png&lt;br /&gt;
File:Br 1-3-98 8.png&lt;br /&gt;
File:Br 1-3-98 9.png&lt;br /&gt;
File:Br 1-3-98 10.png&lt;br /&gt;
File:Br 1-3-98 11.png&lt;br /&gt;
File:Br 1-3-98 12.png&lt;br /&gt;
File:Br 1-3-98 13.png&lt;br /&gt;
File:Br 1-3-98 14.png&lt;br /&gt;
File:Br 1-3-98 15.png&lt;br /&gt;
File:Br 1-3-98 16.png&lt;br /&gt;
File:Br 1-3-98 17.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Files==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry |i=1|icon=file|indent=0|filename=B_RANGERS.IMG|type=File|date=2023-01-05 21:45:20|size=389049024|crc32=5257e30b|md5=1dfde72c618277dd41d5d93079bae452|sha1=3cc3322a1d388be34bc982c1a42ec1015c5ad073|comment=}}&lt;br /&gt;
{{filelistentry |i=2|icon=file|indent=0|filename=B_RANGERS.CUE|type=File|date=2023-01-05 21:45:21|size=178|crc32=bd3ee38f|md5=0bf17dda01ef300c1693c79a9a165d10|sha1=ffc8db183d5d45d2238399b9bd678e32b46d84ae|comment=}}&lt;br /&gt;
|date=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
We&#039;d like to thank Bo Bayles and his excellent write up and for seeking this long forgotten prototype! We&#039;d also like to thank iGREKKESS for kindly redumping and sharing the prototype for everyone to enjoy once again! Finally, we&#039;d like to thank Andreas Scholl on his research on the various formats and internal workings of Burning Rangers as well as other Sega Saturn games, and as well on his work on the Burning Rangers remake.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
*[https://www.bbayles.com/index/burning-rangers/br-beta-2023 Excellent write-up on Bo Bayles Annex!]&lt;br /&gt;
*[https://twitter.com/andreasscholl09 Andreas Scholl&#039;s twitter]&lt;br /&gt;
*[https://tcrf.net/The_Cutting_Room_Floor The Cutting Room Floor (comparisons coming soon)]&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Burning Rangers}}}}&lt;/div&gt;</summary>
		<author><name>Bo102010</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Burning_Rangers_(Jan_3,_1998_prototype)&amp;diff=84568</id>
		<title>Burning Rangers (Jan 3, 1998 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Burning_Rangers_(Jan_3,_1998_prototype)&amp;diff=84568"/>
		<updated>2023-01-15T03:08:00Z</updated>

		<summary type="html">&lt;p&gt;Bo102010: Additional differences from final&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=Burning Rangers (Jan 3, 1998 prototype)&lt;br /&gt;
|titlescreen=B_RANGERS98-0000.png&lt;br /&gt;
|status=Released, redump needed&lt;br /&gt;
|dumper=iGREKKESS&lt;br /&gt;
|releasedby=Bo Bayles Annex&lt;br /&gt;
|filereleasedate=January 8, 2023&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|origin_dumpmethod=CloneCD&lt;br /&gt;
|origin_ownership=Unknown (1998-2023)&lt;br /&gt;
|game=Burning Rangers&lt;br /&gt;
|system=Sega Saturn&lt;br /&gt;
|genre=Action&lt;br /&gt;
|final_builddate={{RegionDate|JP|Jan 27, 1998}} {{RegionDate|EU|May 6, 1998}} {{RegionDate|US|May 6, 1998}}&lt;br /&gt;
|release_date={{RegionDate|EU|Jun 16, 1998}} {{RegionDate|JP|Feb 26, 1998}} {{RegionDate|US|May 31, 1998}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Burning Rangers (Jan 3, 1998 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Burning Rangers for the Sega Saturn.&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*This build of the game is mostly complete but is still unfinished in a few areas. While all the missions are present, most of them are missing certain sections and are buggy.&lt;br /&gt;
*Unlike the December 1, 1997 build, the wallpapers and sound files in the EXTRA folder are present.&lt;br /&gt;
*Debug features enabled.&lt;br /&gt;
**There is positioning information as you play the game.&lt;br /&gt;
**When you press the navigation button, you go into a free camera mode. The camera can be controlled with the D-pad and the character can be moved into any location that you want.&lt;br /&gt;
**A sound test is available from the title screen.&lt;br /&gt;
**You can skip to the next round (sub-section of a mission) by pausing and pressing the navigation button.&lt;br /&gt;
**The debug menu present in the earlier prototype doesn&#039;t seem to exist anymore.&lt;br /&gt;
*Versus mode is present from the main menu, which was removed late from the final game. Unlike the December 1, 1997 prototype, the Versus Mode is actually selectable and playable.&lt;br /&gt;
**You choose between either Shou or Tillis and then are dropped into a room that looks similar to the Training Space map.&lt;br /&gt;
**You can run around and shoot at the other character. When you hit then, they fall back. A second player can control the other character with a second controller, but the camera has trouble focusing on them.&lt;br /&gt;
**Angels With Burning Hearts is set has the background music.&lt;br /&gt;
**None of the relevant voice clips that seem related to the Versus Mode that are present in the sound test seem to be used here.&lt;br /&gt;
**There are two other adjacent rooms located on this map.&lt;br /&gt;
**Very buggy.&lt;br /&gt;
*Unlike the December 1, 1997 prototype, the Training Space map exists.&lt;br /&gt;
**The charge shot doesn&#039;t properly destroy crystals.&lt;br /&gt;
**A textureless &amp;quot;dummy&amp;quot; character model is used for the rescue NPC instead of a fully textured NPC.&lt;br /&gt;
*Mission 1 is close to completion&lt;br /&gt;
**There are no crystals in front of the mandatory rescue for the doctor&#039;s assistant, Peter Smith. As such, you don&#039;t need 5 crystals to rescue him like in the final game.&lt;br /&gt;
**Some of the rooms that were built to hold certain NPCs are present but are missing certain survivors.&lt;br /&gt;
**After the second &amp;quot;lights out&amp;quot; sequence, you don&#039;t get the cutscene with Lead; you just hear his dialogue.&lt;br /&gt;
*Mission 2 is slightly less finished than Mission 1.&lt;br /&gt;
**The last rooms of the map are completely empty.&lt;br /&gt;
**Some sections are very buggy, such as the swimming sections. The water controls aren&#039;t finalized yet. You can&#039;t ascend by pressing jump, so you have to float. You can swim with the dolphin and orcas by using placement mode, though.&lt;br /&gt;
**The Claris and Elliot cameos use knock-off, dummy models. In the final they use their original models from NiGHTs.&lt;br /&gt;
**In one section, there are fuel cylinders that roll back and forth aggressively. This was cut from the final.&lt;br /&gt;
*Mission 3 differences.&lt;br /&gt;
**Mission 3 is missing the section where you carry Neal Belmondo, and doesn&#039;t have survivors in their expected locations.&lt;br /&gt;
**You don&#039;t need to have two ID cards to get into Ami Shibata&#039;s room; it is unlocked. She isn&#039;t in it, however. A version of her with a different model is in the Starlight Lounge room, however.&lt;br /&gt;
**The hallway with four doors that&#039;s just before Neal (Stick Canyon path) has the room with a central tower open. Yuji Naka is in this area in the final game, but he&#039;s not there in this build.&lt;br /&gt;
**One of the other four doors leads to an anti-gravity switch. After toggling it, the player&#039;s character can walk on the ceiling.&lt;br /&gt;
**Another of the four doors leads to a spinning fan. While it&#039;s running, the player&#039;s character can float upward with its air current.&lt;br /&gt;
**Neal is just standing there when you encounter him. You don&#039;t pick him up, and instead proceed to the rescue pod alone.&lt;br /&gt;
**The boss can only be damaged after all its armor has been knocked off (similar to the December 1 build), so it is much harder.&lt;br /&gt;
*Mission 4 differences.&lt;br /&gt;
**You don&#039;t get to play the Burning Ship part. The later sections aren&#039;t finished, and are missing various objects.&lt;br /&gt;
**You also don&#039;t team up with Lead or Big in the area with Iria&#039;s stasis chamber. in fact, that chamber is missing from its room.&lt;br /&gt;
**The &amp;quot;burning sun&amp;quot; enemies (that sometimes appears in Mission 1 in the final) are much more aggressive, as in the December 1 alpha.&lt;br /&gt;
**There is a weird red fuel tank that acts as an elevator into the final boss area.&lt;br /&gt;
**The bosses are all incomplete. Sometimes you can&#039;t damage the floating crystal boss, but sometimes on later attempts it can fall after several charge shots. The final one only has a single attack pattern. Its damage meter doesn&#039;t change with hits, but you can still beat it.&lt;br /&gt;
*Misc differences.&lt;br /&gt;
**There&#039;s a 99 crystal limit. Pink flames are also very generous with crystals. Crystal colors are the opposite of what they&#039;re supposed to be; red when idle, pink when being acquired.&lt;br /&gt;
**You can&#039;t save your game yet. There is a spot for game data in the Options menu, but it doesn&#039;t work.&lt;br /&gt;
**You can select the Burning Ship sub game from the Mode screen. It&#039;s really broken, with text scattered across the screen (including RINGCOUNT), but you can sort of play it.&lt;br /&gt;
**The Mail system isn&#039;t implemented yet. The messages that were in MAIL.BIN in the December 1 alpha aren&#039;t there anymore. If you open a message in the Rescue List, the graphics are corrupt.&lt;br /&gt;
**The survivor names are the ones from the December 1 alpha. Their models and animations are definitely improved in the final version.&lt;br /&gt;
**There are no passwords on the results screens. And if you try to put one in from the mission select screen, you just start Mission 1.&lt;br /&gt;
**Ami Shibata doesn&#039;t appear in the credits. In the final version she is given &amp;quot;greatest gratitude.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery heights=&amp;quot;352&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:Br 1-3-98 1.png&lt;br /&gt;
File:Br 1-3-98 2.png&lt;br /&gt;
File:Br 1-3-98 3.png&lt;br /&gt;
File:Br 1-3-98 4.png&lt;br /&gt;
File:Br 1-3-98 5.png&lt;br /&gt;
File:Br 1-3-98 7.png&lt;br /&gt;
File:Br 1-3-98 8.png&lt;br /&gt;
File:Br 1-3-98 9.png&lt;br /&gt;
File:Br 1-3-98 10.png&lt;br /&gt;
File:Br 1-3-98 11.png&lt;br /&gt;
File:Br 1-3-98 12.png&lt;br /&gt;
File:Br 1-3-98 13.png&lt;br /&gt;
File:Br 1-3-98 14.png&lt;br /&gt;
File:Br 1-3-98 15.png&lt;br /&gt;
File:Br 1-3-98 16.png&lt;br /&gt;
File:Br 1-3-98 17.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Files==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry |i=1|icon=file|indent=0|filename=B_RANGERS.IMG|type=File|date=2023-01-05 21:45:20|size=389049024|crc32=5257e30b|md5=1dfde72c618277dd41d5d93079bae452|sha1=3cc3322a1d388be34bc982c1a42ec1015c5ad073|comment=}}&lt;br /&gt;
{{filelistentry |i=2|icon=file|indent=0|filename=B_RANGERS.CUE|type=File|date=2023-01-05 21:45:21|size=178|crc32=bd3ee38f|md5=0bf17dda01ef300c1693c79a9a165d10|sha1=ffc8db183d5d45d2238399b9bd678e32b46d84ae|comment=}}&lt;br /&gt;
|date=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
We&#039;d like to thank Bo Bayles and his excellent write up and for seeking this long forgotten prototype! We&#039;d also like to thank iGREKKESS for kindly redumping and sharing the prototype for everyone to enjoy once again! Finally, we&#039;d like to thank Andreas Scholl on his research on the various formats and internal workings of Burning Rangers as well as other Sega Saturn games, and as well on his work on the Burning Rangers remake.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
*[https://www.bbayles.com/index/burning-rangers/br-beta-2023 Excellent write-up on Bo Bayles Annex!]&lt;br /&gt;
*[https://twitter.com/andreasscholl09 Andreas Scholl&#039;s twitter]&lt;br /&gt;
*[https://tcrf.net/The_Cutting_Room_Floor The Cutting Room Floor (comparisons coming soon)]&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Burning Rangers}}}}&lt;/div&gt;</summary>
		<author><name>Bo102010</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Burning_Rangers_(Jan_3,_1998_prototype)&amp;diff=84567</id>
		<title>Burning Rangers (Jan 3, 1998 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Burning_Rangers_(Jan_3,_1998_prototype)&amp;diff=84567"/>
		<updated>2023-01-15T02:48:29Z</updated>

		<summary type="html">&lt;p&gt;Bo102010: Remove screenshot of final game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=Burning Rangers (Jan 3, 1998 prototype)&lt;br /&gt;
|titlescreen=B_RANGERS98-0000.png&lt;br /&gt;
|status=Released, redump needed&lt;br /&gt;
|dumper=iGREKKESS&lt;br /&gt;
|releasedby=Bo Bayles Annex&lt;br /&gt;
|filereleasedate=January 8, 2023&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|origin_dumpmethod=CloneCD&lt;br /&gt;
|origin_ownership=Unknown (1998-2023)&lt;br /&gt;
|game=Burning Rangers&lt;br /&gt;
|system=Sega Saturn&lt;br /&gt;
|genre=Action&lt;br /&gt;
|final_builddate={{RegionDate|JP|Jan 27, 1998}} {{RegionDate|EU|May 6, 1998}} {{RegionDate|US|May 6, 1998}}&lt;br /&gt;
|release_date={{RegionDate|EU|Jun 16, 1998}} {{RegionDate|JP|Feb 26, 1998}} {{RegionDate|US|May 31, 1998}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Burning Rangers (Jan 3, 1998 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Burning Rangers for the Sega Saturn.&lt;br /&gt;
==Notes==&lt;br /&gt;
* This build of the game is mostly complete but is still unfinished in a few areas. While all the missions are present, most of them are missing certain sections and are buggy.&lt;br /&gt;
* Unlike the December 1, 1997 build, the wallpapers and sound files in the EXTRA folder are present.&lt;br /&gt;
* Debug features enabled.&lt;br /&gt;
** There is positioning information as you play the game.&lt;br /&gt;
** When you press the navigation button, you go into a free camera mode. The camera can be controlled with the D-pad and the character can be moved into any location that you want.&lt;br /&gt;
** A sound test is available from the title screen.&lt;br /&gt;
** You can skip to the next round (sub-section of a mission) by pausing and pressing the navigation button.&lt;br /&gt;
** The debug menu present in the earlier prototype doesn&#039;t seem to exist anymore.&lt;br /&gt;
* Versus mode is present from the main menu, which was removed late from the final game. Unlike the December 1, 1997 prototype, the Versus Mode is actually selectable and playable.&lt;br /&gt;
** You choose between either Shou or Tillis and then are dropped into a room that looks similar to the Training Space map.&lt;br /&gt;
** You can run around and shoot at the other character. When you hit then, they fall back. A second player can control the other character with a second controller, but the camera has trouble focusing on them.&lt;br /&gt;
** Angels With Burning Hearts is set has the background music.&lt;br /&gt;
** None of the relevant voice clips that seem related to the Versus Mode that are present in the sound test seem to be used here.&lt;br /&gt;
** There are two other adjacent rooms located on this map. &lt;br /&gt;
** Very buggy.&lt;br /&gt;
* Unlike the December 1, 1997 prototype, the Training Space map exists.&lt;br /&gt;
** The charge shot doesn&#039;t properly destroy crystals.&lt;br /&gt;
** A textureless &amp;quot;dummy&amp;quot; character model is used for the rescue NPC instead of a fully textured NPC.&lt;br /&gt;
* Mission 1 is close to completion&lt;br /&gt;
** There are no crystals in front of the mandatory rescue for the doctor&#039;s assistant, Peter Smith. As such, you don&#039;t need 5 crystals to rescue him like in the final game.&lt;br /&gt;
** Some of the rooms that were built to hold certain NPCs are present but are missing certain survivors.&lt;br /&gt;
** After the second &amp;quot;lights out&amp;quot; sequence, you don&#039;t get the cutscene with Lead; you just hear his dialogue. &lt;br /&gt;
* Mission 2 is slightly less finished than Mission 1.&lt;br /&gt;
** The last rooms of the map are completely empty.&lt;br /&gt;
** Some sections are very buggy, such as the swimming sections. The water controls aren&#039;t finalized yet. You can&#039;t ascend by pressing jump, so you have to float. You can swim with the dolphin and orcas by using placement mode, though.&lt;br /&gt;
** The Claris and Elliot cameos use knock-off, dummy models. In the final they use their original models from NiGHTs.&lt;br /&gt;
** In one section, there are fuel cylinders that roll back and forth aggressively. This was cut from the final.&lt;br /&gt;
* Mission 3 differences.&lt;br /&gt;
** Mission 3 is missing the section where you carry Neal Belmondo, and doesn&#039;t have survivors in their expected locations.&lt;br /&gt;
** The Boss is very buggy. The boss needs to have all its armor knocked off before you can inflict damage, making it much harder. This is similar to how it is in the December 1 alpha.&lt;br /&gt;
** In the last part of the level, Ami Shibata&#039;s room is unlocked; you don&#039;t need ID cards. She&#039;s not there, though.&lt;br /&gt;
** Yuji Naka&#039;s room is open, but he&#039;s not there either.&lt;br /&gt;
** Neal is just standing there when you encounter him. You don&#039;t pick him up, and instead proceed to the rescue pod alone.&lt;br /&gt;
** You can also find switches that invert the gravity. The character walks on the ceiling until you toggle the switch again. This was cut from the final.&lt;br /&gt;
* Mission 4 differences.&lt;br /&gt;
** You don&#039;t get to play the Burning Ship part. The later sections aren&#039;t finished, and are missing various objects.&lt;br /&gt;
** You also don&#039;t team up with Lead or Big in the area with Iria&#039;s stasis chamber. in fact, that chamber is missing from its room.&lt;br /&gt;
** The &amp;quot;burning sun&amp;quot; enemies (that sometimes appears in Mission 1 in the final) are much more aggressive, as in the December 1 alpha. &lt;br /&gt;
** There is a weird red fuel tank that acts as an elevator into the final boss area.&lt;br /&gt;
** The bosses are all incomplete. Sometimes you can&#039;t damage the floating crystal boss, but sometimes on later attempts it can fall after several charge shots. The final one only has a single attack pattern. Its damage meter doesn&#039;t change with hits, but you can still beat it.&lt;br /&gt;
* Misc differences.&lt;br /&gt;
** There&#039;s a 99 crystal limit. Pink flames are also very generous with crystals. Crystal colors are the opposite of what they&#039;re supposed to be; red when idle, pink when being acquired.&lt;br /&gt;
** You can&#039;t save your game yet. There is a spot for game data in the Options menu, but it doesn&#039;t work.&lt;br /&gt;
** You can select the Burning Ship sub game from the Mode screen. It&#039;s really broken, with text scattered across the screen (including RINGCOUNT), but you can sort of play it.&lt;br /&gt;
** The Mail system isn&#039;t implemented yet. The messages that were in MAIL.BIN in the December 1 alpha aren&#039;t there anymore. If you open a message in the Rescue List, the graphics are corrupt.&lt;br /&gt;
** The survivor names are the ones from the December 1 alpha. Their models and animations are definitely improved in the final version.&lt;br /&gt;
** There are no passwords on the results screens. And if you try to put one in from the mission select screen, you just start Mission 1.&lt;br /&gt;
** Ami Shibata doesn&#039;t appear in the credits. In the final version she is given &amp;quot;greatest gratitude.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery heights=&amp;quot;352&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
br 1-3-98 1.png&lt;br /&gt;
br 1-3-98 2.png&lt;br /&gt;
br 1-3-98 3.png&lt;br /&gt;
br 1-3-98 4.png&lt;br /&gt;
br 1-3-98 5.png&lt;br /&gt;
br 1-3-98 7.png&lt;br /&gt;
br 1-3-98 8.png&lt;br /&gt;
br 1-3-98 9.png&lt;br /&gt;
br 1-3-98 10.png&lt;br /&gt;
br 1-3-98 11.png&lt;br /&gt;
br 1-3-98 12.png&lt;br /&gt;
br 1-3-98 13.png&lt;br /&gt;
br 1-3-98 14.png&lt;br /&gt;
br 1-3-98 15.png&lt;br /&gt;
br 1-3-98 16.png&lt;br /&gt;
br 1-3-98 17.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Files==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry |i=1|icon=file|indent=0|filename=B_RANGERS.IMG|type=File|date=2023-01-05 21:45:20|size=389049024|crc32=5257e30b|md5=1dfde72c618277dd41d5d93079bae452|sha1=3cc3322a1d388be34bc982c1a42ec1015c5ad073|comment=}}&lt;br /&gt;
{{filelistentry |i=2|icon=file|indent=0|filename=B_RANGERS.CUE|type=File|date=2023-01-05 21:45:21|size=178|crc32=bd3ee38f|md5=0bf17dda01ef300c1693c79a9a165d10|sha1=ffc8db183d5d45d2238399b9bd678e32b46d84ae|comment=}}&lt;br /&gt;
|date=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
We&#039;d like to thank Bo Bayles and his excellent write up and for seeking this long forgotten prototype! We&#039;d also like to thank iGREKKESS for kindly redumping and sharing the prototype for everyone to enjoy once again! Finally, we&#039;d like to thank Andreas Scholl on his research on the various formats and internal workings of Burning Rangers as well as other Sega Saturn games, and as well on his work on the Burning Rangers remake.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [https://www.bbayles.com/index/burning-rangers/br-beta-2023 Excellent write-up on Bo Bayles Annex!]&lt;br /&gt;
* [https://twitter.com/andreasscholl09 Andreas Scholl&#039;s twitter]&lt;br /&gt;
* [https://tcrf.net/The_Cutting_Room_Floor The Cutting Room Floor (comparisons coming soon)]&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Burning Rangers}}}}&lt;/div&gt;</summary>
		<author><name>Bo102010</name></author>
	</entry>
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		<title>File:Br 1-3-98 13.png</title>
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		<updated>2023-01-15T02:48:00Z</updated>

		<summary type="html">&lt;p&gt;Bo102010: Bo102010 uploaded a new version of File:Br 1-3-98 13.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Bo102010</name></author>
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		<title>File:Br 1-3-98 4.png</title>
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		<updated>2023-01-15T02:46:39Z</updated>

		<summary type="html">&lt;p&gt;Bo102010: Bo102010 uploaded a new version of File:Br 1-3-98 4.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Bo102010</name></author>
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		<id>http://hiddenpalace.org/w/index.php?title=User:Bo102010&amp;diff=84564</id>
		<title>User:Bo102010</title>
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		<updated>2023-01-15T02:38:41Z</updated>

		<summary type="html">&lt;p&gt;Bo102010: create user page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User stats|{{PAGENAME}}}}&lt;/div&gt;</summary>
		<author><name>Bo102010</name></author>
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