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Hot Wheels: Stunt Track Driver

Mattel Media CD-ROM cover: a blue car on orange track, Windows 95 and Windows 98 text, ESRB Everyone and product number 20781.
Box art source · The PC box cover, showing a blue car on orange track. Mattel Media, product 20781; listed as North American. Its match to the v1.0 disc is unconfirmed.

Windows · 1998

Hot Wheels: Stunt Track Driver

Developer
Semi Logic Entertainments, Inc.
Publisher
Mattel Media (examined packaging)
Version
1.0 (shipped ReadMe)

One of the most formative and meaningful games to have ever graced my own history with the medium, Stunt Track Driver might genuinely occupy the earliest conscious memory I have as a human being. From the visuals and FMVs, to the soundtrack and car roster, it's all stuck with me viscerally for my entire life, and the genuine passion and art that went into creating this game often goes massively underappreciated.

One day, I WILL find and preserve the original stereo studio masters of this game's soundtrack... "Towards thee I roll, thou all-destroying but unconquering whale; to the last I grapple with thee; from hell's heart I stab at thee; for hate's sake I spit my last breath at thee."... or whatever whale man said

Evidence key: Confirmed means traced code or byte/hash proof. Strong means converging evidence or recognition supports the identification. Each card keeps its specific limits visible. Images and audio are decoded directly from the retail disc; they are not screenshots or gameplay recordings.

Disc leftovers

Browse the 1 findings in this section

Confirmed

A car workspace shipped on the disc

Link to this discovery ↗

The retail disc includes the car working directory, with named models, textures and copy scripts.

What remains unknown: Describes shipped authoring material; no claim that every file is a complete development source.

Read about how this was found: A car workspace shipped on the disc

Inspect the named car models, textures and copy scripts on the retail disc; compare palette bytes and disc inventory totals.

The retail disc includes the car working directory, with named models, textures and copy scripts. Limit: Describes shipped authoring material; no claim that every file is a complete development source.

The recorded ISO inventory identifies a retail disc with 1,694 files and no nonzero payload in the documented tail-slack sweep. Limit: Historical inventory and extraction comparison; the document review does not re-read every ISO sector. Mastering metadata is not a commercial release date.

The recorded executable sweep identifies a Watcom runtime banner but no source paths or debug-symbol residue. Limit: A bounded printable-string/PE inspection; absence of readable residue is not proof that the executable contains no dormant code.

The disc’s car directory contains a JUNK folder holding a duplicate THEPAL.BMP. Limit: The folder name is original; it does not prove deletion intent.

Recorded check

Historical research and audit records support the statements above. This assembly verifies mapping and media hashes; it does not rerun the excavation or establish a new gameplay observation.

How to check this finding

  1. Use the evidence record to identify the examined files and their hashes. Compare your disc and executable SHA-256 hashes with the examined_inputs in this evidence record before following its addresses. Different builds may have different addresses or behavior.
  2. Inspect the named car models, textures and copy scripts on the retail disc; compare palette bytes and disc inventory totals.

Open the evidence record (JSON)

Examined release and shared evidence scope · Back to section

Cars

Models are shown as plain renders of their shape; the in-game colours and textures aren't shown.

Browse the 4 findings in this section

Confirmed

Two scripts preserve different car mappings

Link to this discovery ↗

The shipped CAR.BAT replaces the earlier script’s effective slots 10–12 with TWINCOM, SPECIAL and WAY2FAST.

What remains unknown: No date, author or motive for the roster change is established.

Read about how this was found: Two scripts preserve different car mappings

Read CAR.BAK and CAR.BAT in order, comparing active copy commands and overwritten car slots.

The shipped CAR.BAT replaces the earlier script’s effective slots 10–12 with TWINCOM, SPECIAL and WAY2FAST. Limit: No date, author or motive for the roster change is established.

Recorded check

Historical research and audit records support the statements above. This assembly verifies mapping and media hashes; it does not rerun the excavation or establish a new gameplay observation.

How to check this finding

  1. Use the evidence record to identify the examined files and their hashes. Compare your disc and executable SHA-256 hashes with the examined_inputs in this evidence record before following its addresses. Different builds may have different addresses or behavior.
  2. Read CAR.BAK and CAR.BAT in order, comparing active copy commands and overwritten car slots.

Open the evidence record (JSON)

Examined release and shared evidence scope · Back to section

Confirmed

Six SPECIAL names, one shared geometry

Link to this discovery ↗

Four SPECIAL variants never appear in any car slot. The six SPECIAL filenames share the same local triangle geometry.

What remains unknown: Visual appearance and chronology are not inferred from the filenames. Associated BMP textures can still differ, so equal model state does not imply equal textured appearance.

Read about how this was found: Six SPECIAL names, one shared geometry

Compare the SPECIAL models and their textures, then load their records with the original game code to compare geometry and state.

Four SPECIAL variants never appear in any car slot. Limit: Visual appearance and chronology are not inferred from the filenames.

The SPECIAL family shares its coordinate floats but differs in attributes, including metadata at record offset 0x74. Limit: 0x74 is neither Z3 nor an established material selector; differences elsewhere include UV, mode, animation and an overwritten texture pointer.

Six SPECIAL-family filenames represent five source byte streams, four loaded states and one local triangle geometry. Limit: Associated BMP textures can still differ, so equal model state does not imply equal textured appearance.

Each model record supplies a real triangle from coordinate arrays at offsets 0x44, 0x54 and 0x64. Limit: The recovered vertex path is confirmed; the diagnostic preview is not a retail screenshot.

The start of each model record contains draw state, integer coordinate caches, UVs and animation state. Limit: The independent audit’s empirical read check covers the loader window; later raster/queue readers are supported by the contender trace.

All 32 shipped models use 128-byte records with a four-byte count and a four-byte trailer. Limit: Trailer semantics and several flag/metadata meanings remain unresolved.

Recorded check

Historical research and audit records support the statements above. This assembly verifies mapping and media hashes; it does not rerun the excavation or establish a new gameplay observation.

How to check this finding

  1. Use the evidence record to identify the examined files and their hashes. Compare your disc and executable SHA-256 hashes with the examined_inputs in this evidence record before following its addresses. Different builds may have different addresses or behavior.
  2. Compare the SPECIAL models and their textures, then load their records with the original game code to compare geometry and state.

Open the evidence record (JSON)

Examined release and shared evidence scope · Back to section

Strong

CAR00: a rougher Speed Blaster that never races

Link to this discovery ↗

CAR00 is an alternate Speed Blaster model with different geometry that never appears in normal play.

Interpretation: It appears to be a placeholder or an earlier version.

Read about how this was found: CAR00: a rougher Speed Blaster that never races

Compare CAR00.MMD with the playable Speed Blaster model. Inspect the game’s model-number dispatch and check its selection-record handling with isolated original code.

CAR00 is an alternate Speed Blaster model with different geometry that never appears in normal play.

The 1998 model constructor handles IDs 0–12 and sends out-of-range IDs to the bare stem car. Limit: The bare default has no shipped BMP/MMD.

A modified 1998 selection record can pass model zero through the save-driven selection path. Limit: The demonstration uses an injected selection record.

Recorded check

Historical research and audit records support the statements above. This assembly verifies mapping and media hashes; it does not rerun the excavation or establish a new gameplay observation.

How to check this finding

  1. Use the evidence record to identify the examined files and their hashes. Compare your disc and executable SHA-256 hashes with the examined_inputs in this evidence record before following its addresses. Different builds may have different addresses or behavior.
  2. Compare CAR00.MMD with the playable Speed Blaster model. Inspect the game’s model-number dispatch and check its selection-record handling with isolated original code.

Open the evidence record (JSON)

Examined release and shared evidence scope · Back to section

Confirmed

The loader supports companion files that do not ship

Link to this discovery ↗

The shared model loader constructs an optional .SHR filename, but no .SHR file ships on the disc.

What remains unknown: This is a static code path, not fourteen observed live opens; the corrected MMD trace connects SHR to projected-corner reuse.

Read about how this was found: The loader supports companion files that do not ship

Follow the model loader’s optional SHR filename construction, failure handling and projected-corner reuse in the game code.

The shared model loader constructs an optional .SHR filename, but no .SHR file ships on the disc. Limit: This is a static code path, not fourteen observed live opens; the corrected MMD trace connects SHR to projected-corner reuse.

Recorded check

Historical research and audit records support the statements above. This assembly verifies mapping and media hashes; it does not rerun the excavation or establish a new gameplay observation.

How to check this finding

  1. Use the evidence record to identify the examined files and their hashes. Compare your disc and executable SHA-256 hashes with the examined_inputs in this evidence record before following its addresses. Different builds may have different addresses or behavior.
  2. Follow the model loader’s optional SHR filename construction, failure handling and projected-corner reuse in the game code.

Open the evidence record (JSON)

Examined release and shared evidence scope · Back to section

Sprites

Browse the 6 findings in this section

Confirmed

Eleven missing names survive in inactive tables

Link to this discovery ↗

Eleven absent sprite filenames survive in inactive executable tables, including six records outside the garage table’s counted range.

What remains unknown: A copy-paste error is only a hypothesis; this does not describe the live selection artwork.

Read about how this was found: Eleven missing names survive in inactive tables

Read the counted garage table and the dormant track-name records in the executable; compare their entries with the retail disc.

Eleven absent sprite filenames survive in inactive executable tables, including six records outside the garage table’s counted range.

The dormant track-name table uses track6.asp in both its third and sixth positions and contains no track3.asp. Limit: A copy-paste error is only a hypothesis; this does not describe the live selection artwork.

The missing garage-panel and track-thumbnail names belong to inactive table data.

Recorded check

Historical research and audit records support the statements above. This assembly verifies mapping and media hashes; it does not rerun the excavation or establish a new gameplay observation.

How to check this finding

  1. Use the evidence record to identify the examined files and their hashes. Compare your disc and executable SHA-256 hashes with the examined_inputs in this evidence record before following its addresses. Different builds may have different addresses or behavior.
  2. Read the counted garage table and the dormant track-name records in the executable; compare their entries with the retail disc.

Open the evidence record (JSON)

Examined release and shared evidence scope · Back to section

Strong

Eight sprite files the game never loads

Link to this discovery ↗

Eight sprite files ship on the disc, but the game never loads them. None appear in normal play.

Read about how this was found: Eight sprite files the game never loads

Compare the retail sprite files with the game’s filename construction and loading paths. Decode the stored sprites for inspection.

Eight sprite files ship on the disc, but the game never loads them. None appear in normal play.

The sprite corpus reserves 1,594 slots, of which 625 are empty. Limit: These are declared slots, not 1,594 recovered images.

The recorded 969 decoded sprites reduce to 765 distinct index maps.

Recorded check

Historical research and audit records support the statements above. This assembly verifies mapping and media hashes; it does not rerun the excavation or establish a new gameplay observation.

How to check this finding

  1. Use the evidence record to identify the examined files and their hashes. Compare your disc and executable SHA-256 hashes with the examined_inputs in this evidence record before following its addresses. Different builds may have different addresses or behavior.
  2. Compare the retail sprite files with the game’s filename construction and loading paths. Decode the stored sprites for inspection.

Open the evidence record (JSON)

Examined release and shared evidence scope · Back to section

Strong

A second version of the stunt-score wheel

Link to this discovery ↗

timee.asp is a different-sized, differently anchored version of the used stunt-score wheel animation.

What remains unknown: Different whole-frame hashes do not mean zero matching pixels, and artist/session identity is not established.

Read about how this was found: A second version of the stunt-score wheel

Decode timee.asp and tricke.asp from the retail disc. Compare dimensions, authored anchors and pixels; check all wheel frames against the game’s own drawing routine.

timee.asp is a different-sized, differently anchored version of the used stunt-score wheel animation. Limit: Different whole-frame hashes do not mean zero matching pixels, and artist/session identity is not established.

Each sprite record stores flags, authored hot spots, dimensions and row offsets.

One sprite codec writes indexed runs and leaves skipped destination pixels untouched. Limit: Transparency here means preserving the existing destination.

Sprite hot spots are authored fields read by the blitter rather than calculated from image size. Limit: Single-sprite previews do not apply these anchors; this is a code claim.

Recorded check

Historical research and audit records support the statements above. This assembly verifies mapping and media hashes; it does not rerun the excavation or establish a new gameplay observation.

How to check this finding

  1. Use the evidence record to identify the examined files and their hashes. Compare your disc and executable SHA-256 hashes with the examined_inputs in this evidence record before following its addresses. Different builds may have different addresses or behavior.
  2. Decode timee.asp and tricke.asp from the retail disc. Compare dimensions, authored anchors and pixels; check all wheel frames against the game’s own drawing routine.

Open the evidence record (JSON)

Examined release and shared evidence scope · Back to section

Confirmed

The same eleven firework frames appear twice

Link to this discovery ↗

Eleven firework frames occur identically in the decoded BOLT and FWORKS sets.

What remains unknown: Confirmed decoded-pixel relationship. The codec-A path now matches original-code execution on the wheel files; these firework files were not individually emulated.

Read about how this was found: The same eleven firework frames appear twice

Decode BOLT and FWORKS and compare their indexed pixels frame by frame, separately from palette colours.

Eleven firework frames occur identically in the decoded BOLT and FWORKS sets. Limit: Confirmed decoded-pixel relationship. The codec-A path now matches original-code execution on the wheel files; these firework files were not individually emulated.

Recorded check

Historical research and audit records support the statements above. This assembly verifies mapping and media hashes; it does not rerun the excavation or establish a new gameplay observation.

How to check this finding

  1. Use the evidence record to identify the examined files and their hashes. Compare your disc and executable SHA-256 hashes with the examined_inputs in this evidence record before following its addresses. Different builds may have different addresses or behavior.
  2. Decode BOLT and FWORKS and compare their indexed pixels frame by frame, separately from palette colours.

Open the evidence record (JSON)

Examined release and shared evidence scope · Back to section

Confirmed

Sixteen fade modes, only one selected

Link to this discovery ↗

Every sprite the game draws uses the full-opacity mode; the other fifteen fade modes are never used.

Read about how this was found: Sixteen fade modes, only one selected

Read the sprite fade table and the mode arguments supplied by the game’s drawing calls.

Every sprite the game draws uses the full-opacity mode; the other fifteen fade modes are never used.

Recorded check

Historical research and audit records support the statements above. This assembly verifies mapping and media hashes; it does not rerun the excavation or establish a new gameplay observation.

How to check this finding

  1. Use the evidence record to identify the examined files and their hashes. Compare your disc and executable SHA-256 hashes with the examined_inputs in this evidence record before following its addresses. Different builds may have different addresses or behavior.
  2. Read the sprite fade table and the mode arguments supplied by the game’s drawing calls.

Open the evidence record (JSON)

Examined release and shared evidence scope · Back to section

Confirmed

An unused solid-colour blitter

Link to this discovery ↗

A separate solid-color sprite blitter is never used.

Read about how this was found: An unused solid-colour blitter

Inspect the separate solid-colour sprite drawing routine and the executable’s callers.

A separate solid-color sprite blitter is never used.

Recorded check

Historical research and audit records support the statements above. This assembly verifies mapping and media hashes; it does not rerun the excavation or establish a new gameplay observation.

How to check this finding

  1. Use the evidence record to identify the examined files and their hashes. Compare your disc and executable SHA-256 hashes with the examined_inputs in this evidence record before following its addresses. Different builds may have different addresses or behavior.
  2. Inspect the separate solid-colour sprite drawing routine and the executable’s callers.

Open the evidence record (JSON)

Examined release and shared evidence scope · Back to section

Sound

Browse the 6 findings in this section

Confirmed

Every sound bank carries a 1996 “trip” message

Link to this discovery ↗

All 43 sound banks carry the same preamble mentioning a first pass of “trip” on June 10th, 1996.

This is first pass of trip, started approx 3pm, on June 10th, 1996

What remains unknown: The text is not a recovered creation date for the game or banks.

Read about how this was found: Every sound bank carries a 1996 “trip” message

Read the null-padded ASCII preamble at offset zero in every retail TAD and TID bank and compare the bytes across all 43 banks.

All 43 sound banks carry the same preamble mentioning a first pass of “trip” on June 10th, 1996. Limit: The text is not a recovered creation date for the game or banks.

Recorded check

Historical research and audit records support the statements above. This assembly verifies mapping and media hashes; it does not rerun the excavation or establish a new gameplay observation.

How to check this finding

  1. Use the evidence record to identify the examined files and their hashes. Compare your disc and executable SHA-256 hashes with the examined_inputs in this evidence record before following its addresses. Different builds may have different addresses or behavior.
  2. Read the null-padded ASCII preamble at offset zero in every retail TAD and TID bank and compare the bytes across all 43 banks.

Open the evidence record (JSON)

Examined release and shared evidence scope · Back to section

Confirmed

The lower-resource soundtrack

Link to this discovery ↗

The game ships a second, lower-quality soundtrack that only plays on low-spec machines (low RAM or a slow CD drive). On a normal setup these versions never play.

The standard Living Room music (HOUS.SAG).
The low-spec version of the Living Room music (HOUS.SIG).

What remains unknown: The music relationship checks do not reproduce live playback or mixing.

Read about how this was found: The lower-resource soundtrack

Trace the game’s RAM and CD-speed checks and the audio filenames they select. Decode the retail music and check the decoder against isolated execution of the game’s own routine.

The game ships a second, lower-quality soundtrack that only plays on low-spec machines (low RAM or a slow CD drive). On a normal setup these versions never play. Limit: The music relationship checks do not reproduce live playback or mixing.

The music files use a SLAG-tagged container around ADPCM sample data.

The twelve SAG files declare 22,050 Hz mono audio; the eleven SIG files declare 11,025 Hz mono.

The compressed music payload occupies one quarter of the declared decoded PCM size, subject to the loader’s truncation.

The other twenty TID banks contain 11,025 Hz, 8-bit audio, while garg.tid retains its mixed formats. Limit: The distinction is measured from format fields, not assumed from extensions.

Recorded check

Historical research and audit records support the statements above. This assembly verifies mapping and media hashes; it does not rerun the excavation or establish a new gameplay observation.

How to check this finding

  1. Use the evidence record to identify the examined files and their hashes. Compare your disc and executable SHA-256 hashes with the examined_inputs in this evidence record before following its addresses. Different builds may have different addresses or behavior.
  2. Trace the game’s RAM and CD-speed checks and the audio filenames they select. Decode the retail music and check the decoder against isolated execution of the game’s own routine.

Open the evidence record (JSON)

Examined release and shared evidence scope · Back to section

Confirmed

Different music filenames contain the same bytes

Link to this discovery ↗

Five SIG files are identical, and GARG.SAG is identical to menu.sag.

The music shared by five low-spec tracks, heard here from BASE.SIG.
The garage music (MENU.SAG), also stored as GARG.SAG.
A bark from the standard garage sound bank (GARG.TAD).
The same bark from the low-spec garage sound bank (GARG.TID).

What remains unknown: Hardware selection is explained separately by AUDIT-001.

Read about how this was found: Different music filenames contain the same bytes

Compare complete retail music-file hashes and garage sound-bank bytes; compare extracted samples without changing their levels.

Five SIG files are identical, and GARG.SAG is identical to menu.sag. Limit: Hardware selection is explained separately by AUDIT-001.

garg.tad and garg.tid are byte-identical despite belonging to the two audio-quality sets. Limit: An unconverted low-spec companion is supported; the reason it shipped that way is not established.

Recorded check

Historical research and audit records support the statements above. This assembly verifies mapping and media hashes; it does not rerun the excavation or establish a new gameplay observation.

How to check this finding

  1. Use the evidence record to identify the examined files and their hashes. Compare your disc and executable SHA-256 hashes with the examined_inputs in this evidence record before following its addresses. Different builds may have different addresses or behavior.
  2. Compare complete retail music-file hashes and garage sound-bank bytes; compare extracted samples without changing their levels.

Open the evidence record (JSON)

Examined release and shared evidence scope · Back to section

Confirmed

The ending reuses wire-stage music

Link to this discovery ↗

The latter part of the win cue reuses the wire-stage music with edits and an effects layer.

The ending music (WIN.SAG).
The secret wireframe stage music (WIRE.SAG), for comparison.

What remains unknown: The saved correlation supports reused audio; exact splice coordinates conflict between prose and JSON and are omitted. Composition history and claims that the opening is unique are not established.

Read about how this was found: The ending reuses wire-stage music

Decode the retail ending and wire-stage cues, then compare aligned audio segments and their differences. The residual is not an original audio stem.

The latter part of the win cue reuses the wire-stage music with edits and an effects layer. Limit: The saved correlation supports reused audio; exact splice coordinates conflict between prose and JSON and are omitted. Composition history and claims that the opening is unique are not established.

Recorded check

Historical research and audit records support the statements above. This assembly verifies mapping and media hashes; it does not rerun the excavation or establish a new gameplay observation.

How to check this finding

  1. Use the evidence record to identify the examined files and their hashes. Compare your disc and executable SHA-256 hashes with the examined_inputs in this evidence record before following its addresses. Different builds may have different addresses or behavior.
  2. Decode the retail ending and wire-stage cues, then compare aligned audio segments and their differences. The residual is not an original audio stem.

Open the evidence record (JSON)

Examined release and shared evidence scope · Back to section

Confirmed

The low-resource intro rearranges menu music

Link to this discovery ↗

The low-resource intro cue starts with the logo sting and includes reordered menu-music sections.

The low-spec intro music (INTRO.SIG).
The standard intro music (INTRO.SAG), for comparison.
The garage music (MENU.SAG), also stored as GARG.SAG.

What remains unknown: The reason for its 94.10-second length and the late-region alignment remain unresolved; no blanket “nothing unique” claim is made.

Read about how this was found: The low-resource intro rearranges menu music

Decode the retail intro and menu cues, then compare the logo opening and reordered music segments without retiming the samples.

The low-resource intro cue starts with the logo sting and includes reordered menu-music sections. Limit: The reason for its 94.10-second length and the late-region alignment remain unresolved; no blanket “nothing unique” claim is made.

Recorded check

Historical research and audit records support the statements above. This assembly verifies mapping and media hashes; it does not rerun the excavation or establish a new gameplay observation.

How to check this finding

  1. Use the evidence record to identify the examined files and their hashes. Compare your disc and executable SHA-256 hashes with the examined_inputs in this evidence record before following its addresses. Different builds may have different addresses or behavior.
  2. Decode the retail intro and menu cues, then compare the logo opening and reordered music segments without retiming the samples.

Open the evidence record (JSON)

Examined release and shared evidence scope · Back to section

Confirmed

Some lower-resource sounds occupy different slots

Link to this discovery ↗

The low-resource banks contain displaced crash variants and a byte-level swap between near-silent Bedroom noises.

A crash sound from the low-spec menu bank (MENU.TID).
The corresponding crash sound from the standard menu bank (MENU.TAD).
A near-silent sound from the low-spec Bedroom bank (TOYS.TID).
The corresponding near-silent sound from the standard Bedroom bank (TOYS.TAD).

What remains unknown: No audible computer/toilet substitution is established, and live triggering of each displaced entry was not tested.

Read about how this was found: Some lower-resource sounds occupy different slots

Extract the retail sound banks and compare corresponding crash variants and Bedroom noise entries by bytes and listening.

The low-resource banks contain displaced crash variants and a byte-level swap between near-silent Bedroom noises. Limit: No audible computer/toilet substitution is established, and live triggering of each displaced entry was not tested.

Recorded check

Historical research and audit records support the statements above. This assembly verifies mapping and media hashes; it does not rerun the excavation or establish a new gameplay observation.

How to check this finding

  1. Use the evidence record to identify the examined files and their hashes. Compare your disc and executable SHA-256 hashes with the examined_inputs in this evidence record before following its addresses. Different builds may have different addresses or behavior.
  2. Extract the retail sound banks and compare corresponding crash variants and Bedroom noise entries by bytes and listening.

Open the evidence record (JSON)

Examined release and shared evidence scope · Back to section

These TVGEP channel uploads are linked for viewing; they are not embedded.

  • Secret (wireframe) stage — A 24 FPS presentation of the Secret (wireframe) stage movie; not original timing or a gameplay capture.
  • Sandbox — A 24 FPS presentation of the Sandbox movie; not original timing or a gameplay capture.
  • Basement / Game Room — A 24 FPS presentation of the Basement / Game Room movie; not original timing or a gameplay capture.
  • Greenhouse — A 24 FPS presentation of the Greenhouse movie; not original timing or a gameplay capture.
  • Track editor clips (all) — A 24 FPS presentation of the track editor clips; not original timing or a gameplay capture.
  • Attic — A 24 FPS presentation of the Attic movie; not original timing or a gameplay capture.
  • Living Room — A 24 FPS presentation of the Living Room movie; not original timing or a gameplay capture.
  • Bedroom — A 24 FPS presentation of the Bedroom movie; not original timing or a gameplay capture.

The evidence concerns the 1998 Windows retail disc. The shipped README.TXT identifies version 1.0, Windows 95/98 support and a 1998 Mattel copyright. This is release identification, not a claim that a mastering timestamp is a commercial release date.

The MobyGames Windows release catalogue identifies Semi Logic Entertainments as developer. The displayed archival cover carries Mattel Media, CD-ROM, Windows 95/98, ESRB Everyone and product number 20781. Catalogues differ on exact release dates and publisher editions; only the year is displayed. The scan does not show a version number, so its match to the examined v1.0 disc remains unconfirmed.

The cover is copyrighted game packaging used to identify the subject, not public-domain artwork. No free licence or rights-holder permission is claimed. Scanner attribution was not established by the catalogue.