Super Speed Machines

Super Speed Machines is the game that emerged when Top Gear: Downforce finally escaped from publishing hell.

Unused Splash Screens
One sign of this game's tragic history with publishers is the litany of splash screens left over in /Art/2D/Splash/ in both the Japanese and American versions. The Japanese game already includes four unused splashes:
 * Kemco.rbh, the Kemco logo with ® symbol, likely intended for non-Japanese releases
 * KemcoJ.rbh, an identical Kemco logo but unmarked, for the Japanese release; D3 ultimately published the game in Japan
 * Legal.rbh, where Kemco's properties are laid out, again most likely meant for western versions
 * Selected.rbh, a plain black screen

The US version includes even more unused splash screens:
 * Bold.rbh, the Bold Games logo; one prospective publisher
 * Legal_EU.rbh, the legal screen for the unreleased European Midas version
 * Midas.rbh, the Midas Interactive Entertainment logo; the intended European publisher
 * N3V.rbh</tt>, the N3VRF41L Publishing logo; N3V is credited as copyright owner on the (used) US legal screen, but this splash screen is not shown
 * Nintendo.rbh</tt>, a simple "Licensed by Nintendo" text, this was instead incorporated into the legal screen
 * Selected.rbh</tt>, the same black screen from the Japanese version

Top Gear: Downforce Leftovers
While the west wouldn't see the game for several years, the Japanese budget release, Simple DS Series Vol. 13: Ijoukishou o Tsuppashire: The Arashi no Drift Rally, went to market in 2007. This version of the game includes everything necessary to transform it into the unreleased Top Gear title, from the title screen to English, Dutch, French, German, Italian and Spanish localizations of all menus. A full conversion to Top Gear: Downforce can be accomplished with the above patch or via the following minor edits to the ROM:

The US Super Speed Machines release does still include some Top Gear leftovers like the Logo.rbh</tt> attract mode screen, but lacks some of the other files necessary to convert it to its earlier form like the old menu SWFs.

Test Tracks
Included along with the other tracks in /Art/Tracks/</tt> are the TestQuarry</tt> tracks. These can be accessed by replacing the game's used courses. The map graphics for these tracks (seen above) are in a completely different style to those used by the final game. Here, the graphics are simply renders of the track from far above. The Track3</tt> map notably features none of the decorative "off-road" content included in Track1</tt>'s, though they are present in the course model used when playing.
 * Track1</tt> is a relatively complete and "normal" track, though it lacks a sky.
 * Track2</tt> is very obviously a test track, featuring a green and black checkerboard pattern outside of the course area with some test obstacles like ramps and very low-res assets in the track itself. However, the player's car immediately falls through the track and so it cannot be played. The track map for this course actually depicts Track3</tt>.
 * Track3</tt> is the course depicted in the second graphic below. It has a very wide and simple layout but, like Track1</tt>, is reasonably complete.

Notably, the scale on these early maps is also off, such that the position marker is not able to correctly follow the player's location. In the final game, the map graphics are stylized versions of the track layout against a blue background, with room for position markers, etc. rather than filling the entire lower screen.

Build Dates
Both versions of the game include some build information and dates: