elude visibility
BS-X, Prototype, Unreleased & Other Unique ROMs
GK Writer / GK Terminal - NP Carts Sales Sheet
- - Matthew Callis

This is a sales sheet for the tentativly named Game Kiosk, which was the working name for the Nintendo Power rewriteable cart service. This breaks down what it is, or was planned to be, how it works, how partners would work withit, and various technical details for the GK Writer, the GK Terminal and F Carts, the white Nintendo Power carts.

I’ve scanned the pages and attempted to extract the text and added machine translations for the contents. If you can translate them better please let me know and I will update the text below. I’ve also collected them into a single PDF for easier grouping.


Page 1 Japanese

ゲームキオスク(仮称)説明資料 平成9年4月 任天堂株式会社

Page 1 English

Game kiosk (tentative name) explanatory material April 1997 Nintendo Co., Ltd

Page 1


Page 2 Japanese

1. 目的

スーパーファミコンは、日本国内で1,700万台(平成8年12月末)の販売実績を持つ家庭用テレビゲームの標準機であります。

任天堂は、圧倒的多数のスーパーファミコンユーザーに対し、引続きスーパーファミコンソフトを供給し続ける為に、ソフトの書込/書換サービス「ゲームキオスク(仮称)」を提案致します。 このサービスを実施することによりスーパーファミコン市場をさらに発展させたいと考えます。

「ゲームキオスク(仮称)」は、新作ゲームを従来のマスクロムではなく書込可能なフラッシュメモリーを利用し、ユーザーに対して安価に提供するシステムです。 ソフトメーカーにとっては開発コストの効率化が可能となり販売店におかれましては在庫リスクが無く、パッケージ化(生産)の期間が無い為に売り逃しの無い安心できるビジネスが実現致します。 ひいては中古問題の解決にもつながるものと考えております。

Page 2 English

1. Purpose

Super Nintendo is the standard home video game console with a sales record of 17 million units in Japan (end of December 1996).

Nintendo proposes a software writing / rewriting service “game kiosk (tentative name)” to continue to supply Super Nintendo software to an overwhelmingly many NES users. By implementing this service, we would like to further develop the SNES market.

The “game kiosk (provisional name)” is a system that uses a writable flash memory instead of conventional cartridges to provide new games at low cost to users. For software manufacturers, development costs can be made more efficient, and there is no inventory risk at retailers, and there is no packaging (production) period. We believe that it will eventually lead to the solution of used problems.

Page 2


Page 3 Japanese

2. 概 要

< ゲームキオスク(仮称)ソフト供給のフロー >

ソフトメーカー

ゲームソフトを供給

任天堂

ゲームソフトを

マスターCDに収録し供給

書込データの送信

販売店

書込みサービス

書込み代金の支払

ユーザー

3. 広告宣伝・販売促進

販売促進、広告宣伝は弊社が主体者となって実施致します。企画、および内容についてはソフトメーカーの協力をお願いし、実施する予定です。

● 広告宣伝

1. TV宣伝はスポット、および提供番組での広告。

2. 雑誌宣伝はゲーム誌、コミック誌等。

● 販売促進

1. 店頭でのパンフレット、チラシの配布。

2. 「NINTENDOマガジン(仮称)」の様なコミュニケーション誌を発刊致します。

3. 小学館、アスキーリクルートの既刊誌と連動した総合的な広告、パブリシティを展開致します。

4. 様々なイベントを実施致します。

Page 3 English

2. Overview

< Flow of game kiosk (tentative name) software supply >

Software maker

Supply game software

Nintendo

Game software

Recorded and supplied on master CD

Transmission of write data

Sales outlet

Write service

Payment of writing fee

user

3. Advertising and Sales Promotion

Sales promotion and advertising will be conducted by our company. We will ask for the cooperation of the software maker for the planning and content, and will implement it.

● Advertising

1. TV advertising is advertising in spots and offered programs.

2. Magazine advertisements include game magazines and comic magazines.

● Sales promotion

1. Distribution of pamphlets and flyers at stores.

2. We will publish a communication magazine like “NINTENDO Magazine (tentative name)”.

3. We will develop comprehensive advertising and publicity linked to the previously published magazines of Shogakukan and ASCII Recruit.

4. We carry out various events.

Page 3


Page 4 Japanese

4. システム構成

任天堂サーバー

ショップ A, B, C, D, E, Y

GKコントローラ

GKライター(マスター)

GKライター(スレーブ)

5. スケジュール等

● 書換えサービスの開始

今秋(11月頃)を予定。

● スタート時のソフト

新作を中心に、既発売ソフトを含めて約100タィトルを予定。

● 設置店の募集

7月頃にGKコントローラ、GKライターの量産品、およびスタート時のソフトの展示説明会を開催致します。その際、併せて募集要項も発表致します。

Page 4 English

4. System configuration

Nintendo server

Shops A, B, C, D, E, Y

GK Controller

GK Writer (Master)

GK Writer (Slave)

5. Schedule etc.

● Start of rewriting service

This fall (around November) is scheduled.

● Software at the start

Approximately 100 titles, including newly released software, are planned.

● Recruitment of setting store

An exhibition briefing will be held around July for GK controllers, GK writer mass-produced products, and software at the start. At that time, we will also announce the application guidelines.

Page 4


Page 5 Japanese

イメージ図

Page 5 English

Image

Page 5


Page 6 Japanese

■ GK端末仕様

表示: 10.4インチカラーLCDスクリーン

操作キー: 赤外線タッチスクリーン(640×480ドット)

プリンター: 58mm 幅サーマルプリンター内蔵

I/O: PCMCIA スロット内蔵

SR-232Cポート: 2個(GKライター接続用)

ソフト: WINDOW95

外寸: 305(幅)× 320(奥行き)× 300(高さ)mm

重量: 4.8Kg

電力ケーブル: 100VAC 50/60Hz

消費電力: 0.23KVA(160W)

■ GKライター仕様

表示: 24文字×2行(1文字は8×5ドット)LCDスクリーン

LED表示: 赤色LED×1、緑色LED×2(動作表示用)

操作キー: パネルキー×4(スタート取り消し、▲、▼)

機構: カセットロック、EJECT、カセットシャッター機構付き

CD-ROM: CD-ROM(8倍速)×1内蔵(ゲームソフト供給用)

カウンター: 電子カウンター内蔵(書き換え回数カウント用)

I/O: RS-232C×1、子機との接続用コネクター×1

ソフト: DOS-V

外寸: 230(幅)× 340(奥行き)× 180(高さ)mm

専重: 約2.0Kg

電力ケーブル: 100VAC 50/60Hz

消費電力: 未定

■ Fカセット仕様

メモリー: Fメモリー32Mb(16Mbx2): ゲームプログラム用 S-RAM 256Kb: バックアップ用(バッテリー付き)

その他IC: ASIC×1、CIC×1

PCB: 両面 62 ピン端子金メッキ仕様

外寸: スーパーファミコンカセットと同仕様

消費電流: 5V-200mA 以下

備考: シングルゲーム:ユーザーエリア 32Mb マルチゲーム:ューザーエリア 28Mb、メニューエリア 4Mb

Page 6 English

■ GK Terminal Specifications

Display: 10.4 inch color LCD screen

Operation keys: infrared touch screen (640 x 480 dots)

Printer: Built-in 58mm width thermal printer

I / O: Built-in PCMCIA slot

SR-232C port: 2 (for connecting GK writer)

Software: WINDOW95

Outside dimensions: 305 (width) x 320 (depth) x 300 (height) mm

Weight: 4.8Kg

Power cable: 100VAC 50 / 60Hz

Power consumption: 0.23KVA (160W)

■ GK Writer Specification

Display: 24 characters x 2 lines (1 character is 8 x 5 dots) LCD screen

LED display: Red LED x 1, Green LED x 2 (for operation display)

Operation keys: Panel keys x 4 (Start cancel, ▲, ▼)

Mechanism: Cassette lock, EJECT, with cassette shutter mechanism

CD-ROM: Built-in CD-ROM (8x speed) x 1 (for game software supply)

Counter: Built-in electronic counter (for counting rewrites)

I / O: RS-232C x 1, Connector for connection with slave unit x 1

Software: DOS-V

Outside dimensions: 230 (W) x 340 (D) x 180 (H) mm

Weight: About 2.0Kg

Power cable: 100VAC 50 / 60Hz

Power consumption: TBD

■ F Cassette Specification

Memory: F memory 32Mb (16Mbx2): For game program   S-RAM 256Kb: For backup (with battery)

Other IC: ASIC × 1, CIC × 1

PCB: Double-sided 62-pin terminal gold-plated specification

Outside dimensions: same specifications as Super Nintendo cassette

Current consumption: 5V-200mA or less

Remarks: Single game: User area 32Mb   Multi-game: user area 28Mb, menu area 4Mb

Page 6

Super Noah's Ark 3D (USA) (Source Code)
- - Matthew Callis

This is the source code to the unlicensed Super Noah’s Ark 3D SNES game by Wisdom Tree, known for their unlicensed NES games. The game is notably “the only commercially released SNES game in the U.S. that was not officially sanctioned by Nintendo”, as well as using the same game engine for the Super Nintendo version of Wolfenstein 3D under license from id Software.

Origin

I bought this off of eBay in November of 2018 and got 4 diskettes and an official seal of authenticity (deep irony) for the disks on official Wisdom Tree letterhead. The disks were zipped using PKZIP, an old version that split it across 4 3.5 inch disks. This was a huge pain to unzip, given no modern tools support this specific format and required old software on old hardware to successfully extract. The disks were zipped sometime on of after November 13th 1994, 10:31AM, which is the latest date on any files in the disks. The original files from the diskettes are included as well as an extractable archive of the contents. All files are available on GitHub as well.

Interesting Contents

There were a few notable items in the archives I will share below. First (not below) is the full set of tools provided by id Software to extract and repackage the contents of Wolfenstein 3D, as well as the C source code for it.

There are several emails from John Carmack himself as well as code he wrote for the sole purpose of cloning Wolfenstein. The sound driver was written by John Carmack and Rebecca Heineman credited as Bill Heineman. If you dig in and find more interesting items, please update on the Super Famicom Development Wiki and TCRF Super 3D Noah’s Ark (SNES) article.

Updates:

Rebecca Heineman: The sound code was originally written for RPM Racing, using the Apple IIgs Merlin assembler with macros to build for the custom Sony SPC700 CPU. It was improved over time for Wolf3D.

Rebecca Heineman: Kewl. I found the source to my old audio tools for the SNES. At the time they were written, I had no docs to the SNES because of licensing issues with Sony. This code was created by reverse engineering the audio hardware and figuring out how it worked.

Rebecca Heineman: I even learned Japanese, so I could read the patents, Sony docs on the SPC 700 CPU I found “elsewhere” and other bits I could gather to complete the sound driver. Sugoi!

Rebecca Heineman: I think for the xmas break, I’ll get the game to compile with my current 65816 build tools.

John Carmack: I gave you huge respect for learning enough Japanese back then to get through the tech docs!

From johnc@idcube.idsoftware.com Fri Aug 19 13:46:52 1994
Date: Thu, 18 Aug 94 20:21:29 -0600
From: John Carmack <johnc@idcube.idsoftware.com>
To: Vance Kozik <vance@crl.com>
Subject: Re: SNES snds

Ok, here is the code for the utility that generated SNES sounds (a
tiny NeXT program).  I wrote this, but only because the original
development plan fell apart.  I make no claim that the sound code in
wolf is worth a damn.

John Carmack
From johnc@idcube.idsoftware.com Thu Aug 25 14:48:29 1994
Date: Wed, 24 Aug 94 19:38:27 -0600
From: John Carmack <johnc@idcube.idsoftware.com>
To: jimt@crl.com
Subject: sndlink

I think the sounds were all 22khz 16 bit samples, but it has been a
LOOOONG time since I looked at that stuff.

I think you have the cmdlib.[ch] files from other stuff.  Here is
sndlink.c:
printf ("sndlink 0.1 by John Carmack\n");

printf ("Sndlink (v0.1) by John Carmack\n\n");

//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
//						   WOLFENSTEIN 3D
//						   by John Carmack
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

=============================================================================

							  SNESGRAB

						  by John Carmack

=============================================================================

=============================================================================

							  WALLGRAB

						  by John Carmack

=============================================================================
;--------------------------------------------------------------------
; Id's SNES sound driver - decoded from 'driver.s' provided by Id in
; an 'encoded' state (simply and each character with $7F to get in
; ASCII range - for some reason this was the ONLY file provided by
; Id that was encoded...).  It includes 'SPC700.MACS' which was not
; provided by Id but it appears to be only a macro file so the SNES
; sound chip code could be compiled by their regular 65816 assembler!
;--------------------------------------------------------------------


		LST	OFF
		TR	ON
		USE	SPC700.MACS	;Write this in SPC700
		REL

**************************************************
*
*
*  SuperFamicom Music Low Level Sound Driver     *
*
      By Bill Heineman and John Carmack          *
*
*
**************************************************

// JAPVERSION has mission pics instead if briefing

//#define	JAPVERSION


// If PALCHECK is defined, aborts on NTSC version, else abort on PAL

//#define	PALCHECK

Assets and other files all seem in place, as well as some tools I was not able to find anything for online, which I believe could be the iD assembler mentioned in the file above as regular 65816 assembler:

MSD RomEm(R)-PLUS Interactive Control Program --
Copyright (C) 1988-1993,
Microsystems Development, San Jose, California, USA,
ALL RIGHTS RESERVED --
Copyright (C) 1988-1993,
John Golini, Los Gatos, California, USA,
ALL RIGHTS RESERVED
***************************************
**   Zardoz 65C816 Macro Assembler   **
**                                   **
**     Version%s- %s    **
***************************************

  2.0h Aug 11 1994
2.0h Aug 11 199404:58:09       Copyright (C) 1992,1993 by Zardoz Software, Inc.

Screenshots

Screenshot Screenshot Screenshot Screenshot

Street Fighter 2 Zero (Japan) (Prototype)
- - Matthew Callis

This is an early Street Fighter Alpha 2 / Street Fighter Zero 2 (ストリートファイターZERO 2) prototype, notable due to the fact is does not yet use the special chip and is very early in development. There were several auctions sold by safestuff1 and I bought 2 copies and decided not to buy any more after they were identical and board images were not posted and showed more final character select screens. The date on the first auction has the EEPROMs labeled with the date 6/11, while the date from the other board is 9/15.

HELP WANTED: There are several items I know I will never get to, if you can help with this game or any other with any of the following items, [please contribute on GitHub! Think of this as more of a living wiki (without spam) and contribute in any way that you can. Feel free to reach out to me on Twitter if you need help or want to contribute but aren’t sure where to start.

  • Check music against the retail version
  • Check sprites against the retail version
  • Check character move set against retail version
  • Animated GIF to compare

Screenshots

Starting with the title screen, it actually looks better in the prototype and now squished like in the final, a larger and nice typeface for Push Start Button!! and slightly different, less detailed background:

Title - Prototype
Title - Final
2-Up Swipe Onion Skin

Screenshot Screenshot Screenshot Screenshot Screenshot Screenshot Screenshot Screenshot Screenshot Screenshot Screenshot Screenshot Screenshot Screenshot Screenshot Screenshot Screenshot

Characters & Sprites

This section is thanks to Kiddo Cabbusses / サテラビュー好きの外人さん. I don’t know if I got this well in this image (below) but the short of it is; Zangief’s stance has more frames of animation in the prototype compared to the final, and by golly it looks a LOT better for it. The final game looks jank in comparison. His stance is the only thing in the prototype, he’s otherwise nothing - not even able to attack or get hurt like Ken who is also buggy.

Screenshot

Chun-Li and Dhalsim are actually SURPRISINGLY close to completion. They have some missing graphical effects (Chun-Li’s Kikoushou, Dhalsim’s Yoga Fire/Flame/Breath/Inferno) and sometimes crash the game. But every now and then you can play through a whole match with them. They may had been intended to be playable by the time this was put out, but the few missing things got in the way. Ken is buggy. Rolento has a stance like Zangief and otherwise does nothing. The buggy Nash-Akuma is crash-prone.

On that note, trivial commentary on the development from what I can perceive: From the characters ready to demo and the ones close to being ready to being demoed, we have 4 SF2 vets, an Alpha 1 character (Charlie) that’s basically a reskin of a SF2 vet, and the only “new” character introduced in Alpha 2. Likewise, of the incomplete characters, the ones furthest in are SF2 vets and a character whose first SF appearance is Alpha 2. This gives me an impression that characters were intentionally prioritized - I’m assuming likely in case space issues required them to outright cut someone.

If you win a round with Ken in the SFZ2 proto it will crash. Also it looks like for some reason Ken has programming that’s meant to be for Akuma’s Teleport move. If you do quarter-circle back + punch he’ll move towards the other player at the same speed as the teleport, but he can’ phase through and there’s no graphical effects.

As reported by Josh Smith, Sakura has all three of her jump kick animations from the arcade version in this prototype. The release version removes the animation from the medium kick and replaces it with the weak kick animation.

Stages

The stage layouts are different than the final version, some drastically different.

Adon Stage - Prototype
Adon Stage - Final
2-Up Swipe Onion Skin
Dan Stage - Prototype
Dan Stage - Final
2-Up Swipe Onion Skin
Gouki / Akuma Stage - Prototype
Gouki / Akuma Stage - Final
2-Up Swipe Onion Skin
Ryu Stage - Prototype
Ryu Stage - Final
2-Up Swipe Onion Skin
Vega / Bison Stage - Prototype
Vega / Bison Stage - Final
2-Up Swipe Onion Skin
Zangeif Stage - Prototype
Zangeif Stage - Final
2-Up Swipe Onion Skin

Player Portraits

Portraits have small to noticeable alterations, and there are more complete portraits than stages. Ryu, Chun Li and Sakura have the most changes.

Vega / Bison Portraits - Prototype
Vega / Bison Portraits - Final
2-Up Swipe Onion Skin
Charlie Portraits - Prototype
Charlie Portraits - Final
2-Up Swipe Onion Skin
Chun Li Portraits - Prototype
Chun Li Portraits - Final
2-Up Swipe Onion Skin
Dhalsim Portraits - Prototype
Dhalsim Portraits - Final
2-Up Swipe Onion Skin
Ken Portraits - Prototype
Ken Portraits - Final
2-Up Swipe Onion Skin
Rolento Portraits - Prototype
Rolento Portraits - Final
2-Up Swipe Onion Skin
Ryu Portraits - Prototype
Ryu Portraits - Final
2-Up Swipe Onion Skin
Sakura Portraits - Prototype
Sakura Portraits - Final
2-Up Swipe Onion Skin
Zangeif Portraits - Prototype
Zangeif Portraits - Final
2-Up Swipe Onion Skin

Hacking & How-To Explore

All of this is with the most amazing thanks to Revenant for literally making all this extraction possible. Below you will find notes on how to explore the various functions in the game and possibly find more! These codes are included in the download below as a CHT file.


Notes: Each character slot on the select screen has 4 bytes that determine which slot to move to when pressing a direction on the D-pad, and some of the unfinished characters are "still there", sort of, in that they will skip over other adjacent characters if you are actually able to select them- if that makes any sense. So it seems like more characters may have been planned to/close to actually being included on the select screen.

Sprite Debug Controls:
  Controller 1:
    Y: Step Pose Frame
    X: Animate Pose Infinite
    B: Reset Pose
    A: Animate Pose to End
    Start: Change Table
  Controller 2:
    L: Previous Palette
    R: Next Palette
    X: Previous Pose
    Y: Hold to orient sprite / hitbox
    B: Next Pose
    A: Hold to orient sprite / hitbox
    Start: Toggle Hit Boxes

There is a dummied 6th option on the stage select to play on Zangief's stage, but it doesn't have background animation. All characters' theme music seems to be intact.

Pro Action Replay Codes:
  9FA6C1xx - char select music modifier

  C0367005 + C0368C06 = add zangief stage to menu
  (invisible + displays glitched banner but otherwise works)

  DFA7EFxx - ryu stage modifier
      00 = ryu
      02 = akuma
      05 = adon
      0a = bison
      0c = dan
      10 = zangief
      other stages up through 10 have music but no background

  C031A4xx - replace ryu with character on menu
      00 - ryu
      01 - ken
      03 - charlie
      04 - chun li
      0a - bison
      0d - sakura
      0e - rolento
      0f - dhalsim
      10 - zangief
      (values are actually the same as stage values above, but usable ones differ)

      other characters use wrong sprites/portrait, but possibly correct palette?
      (i.e. 02 is akuma, and appears to still use his palette)
      not sure how any of the missing characters actually behave if selected

  7E0492 - p1 char ingame
  7E0712 - p2 char ingame
  7E00C7 = 08 -> character debug

  C0201608 - enable during match (uses current p1 character)

  7E00C4 = 04 -> stage debug

  C01DF504 - enable on boot
      for some reason, loads stage number from address normally used for p1 input
      so holding down R button (value $10) goes to zangief stage.
      only values of $10, $20, $30 etc. can be entered this way, so most stages can't be
      but if button X ($40) is held down it will specifically load $05 (adon stage) instead

  C03B5800 + C03B5Axx - debug stage modifier (see above for values)

ROM Information

The ROM information (below) also has a different internal title, the retail title is STREET FIGHTER ALPHA2:

---------------------Internal ROM Info----------------------
       File: sf2z.sfc
       Name: Super Street Fighter2    Company: Capcom
     Header: None                        Bank: HiROM
Interleaved: None                        SRAM: 0 Kb
       Type: Normal                       ROM: 32 Mb
    Country: Japan                      Video: NTSC
  ROM Speed: 120ns (FastROM)         Revision: 1.0
   Checksum: Bad 0xE210 != 0x0000   Game Code:
---------------------------Hashes---------------------------
      CRC32: 349D8084
        MD5: 1BDF3D1524794B36745FDE718E2BA646
      SHA-1: CC4CC2F858D25280FD984F5A9F8164DC120860EB

Board / Cartridge Images

Images from the auction itself until I have time to update them.

Auction 1 Cart Auction 2 Cart Back Auction 2 Cart Front

Playthrough Video

A gameplay video play through played by Kiddo Cabbusses | サテラビュー好きの外人さん:

Super Nazo Puyo Tsuu - Rulue no Tetsuwan Hanjouki (Japan) ('96 Tokyo Toy Show)
- - Matthew Callis

This is a version of the game that was used at the ‘96 Tokyo Toy Fair / ‘96東京おもちゃショー and very closely resembles the Satellaview release. So closely in fact that only 1 non-header byte is different. At 0x04EAA0 the Satellaview copy has 0x02 and the Tokyo Toy Fair version has 0x09. Both ROMs actually contain both banners, the value at 0x7FF4 controls the for banner image, with 0x00 being the Tokyo Toy Fair, 0x01 or any other value being the Satellaview banner. Other than that the game is the same as the Satellaview version. The very cute Act Against AIDS banner is present in all versions of the game.

On a more personal level, I lost a copy of this at auction many years ago, and felt terrible about it. Finding it was a my white whale moment, and belated birthday present. 🌺

For Screen - '96 Tokyo Toy Show
For Screen - Satellaview
2-Up Swipe Onion Skin

Screenshots

Town Scene 1 Town Scene 2 Title Screen for '96東京おもちゃショー Game Info Contact Screen Story Act Against AIDS

Transcriptions & Translations

Game Info

ジャンル … パズル 対応機種 … スーパーファミコン メディア … ROMカートリッジ 12M+BB 発売日 … 96-6-26 価格 … 6800

Genre … Puzzle Compatible Model … Super Famicom Media … ROM Cartridge 12M+BB Release Date … 96-6-26 (June 26th, 1996) Price … 6800


Contact Screen

?? Promotion 期間:1996年6月28 ~ 12月28 抽選で: 3000名榚 (?500?)に ★オリジナ儿テレカ★を プレゼント!!

詳しくは 取扱説明書を 読んでねv

?? Campaign Period: 1996-06-28 - 12-28 Lottery: 3000 People ★ Original Phone Card ★ Present!!

For details, [game] please read [game’s] the instruction manual♡

Playthrough Video

A gameplay video play through played by Kiddo Cabbusses | サテラビュー好きの外人さん:

Shin Nippon Pro Wrestling - Toukon Sanjushi (Japan) (Sample)
- - Matthew Callis

新日本プロレスリング 闘魂三銃士

A Varie / プロレス Gameboy sample. No differences checked for. The title is also seen as Shin Nihon Pro Wrestling Tokon Sanjushi (J).

The string TOUKONSANJYUUSHI is found very early in the ROM, also present in the final ROM.

Shin Nippon Pro Wrestling - Toukon Sanjushi (Japan) (Sample) Shin Nippon Pro Wrestling - Toukon Sanjushi (Japan) (Sample) Shin Nippon Pro Wrestling - Toukon Sanjushi (Japan) (Sample) Shin Nippon Pro Wrestling - Toukon Sanjushi (Japan) (Sample) Shin Nippon Pro Wrestling - Toukon Sanjushi (Japan) (Sample) Shin Nippon Pro Wrestling - Toukon Sanjushi (Japan) (Sample) Shin Nippon Pro Wrestling - Toukon Sanjushi (Japan) (Sample) Shin Nippon Pro Wrestling - Toukon Sanjushi (Japan) (Sample) Shin Nippon Pro Wrestling - Toukon Sanjushi (Japan) (Sample) Shin Nippon Pro Wrestling - Toukon Sanjushi (Japan) (Sample)

MD5 (Shin Nihon Pro Wrestling Tokon Sanjushi (J).gb) = 037fcc5f7d7750b9dfd1c8946b64cf4f
MD5 (Shin Nippon Pro Wrestling - Toukon Sanjushi (Japan) (Sample).gb) = edfd07c3e47abffaae2441d75110d4a7