I've elected to call it the "Namco Serial Checker Interface" for the time being. The software receives data from $4017.d3 (joypad 2 /D3) and sends data to $4016.d0 (joypad 1 /OE). The interface likely contained a FIFO buffer/shift register that is 4 bits wide (4 padding + 8 data bits = 12 reads by the software). Unlike the later IPL interface, the software expects the received data to be inverted from what it sent.
Most games supporting the interface appear to use a 32-byte string (rarely 64) consisting of the developer credits "HARUHISA.UDAGAWA & KUMI.HANAOKA ", often XOR'd with $FF. If all of the bytes were transferred correctly, routines to calculate partial checksums of the PRG/CHR data are executed (setting the screen colour to magenta/green during the process) before performing a reset. Otherwise, the normal reset handler is executed.
Here's a Mesen2 Lua script I've whipped up to simulate the interface: https://gist.github.com/TakuikaNinja/cf ... 1753ffa76f
It's been successfully tested on a few games including Babel no Tou, Super Xevious, and Family Jockey. The script should be game-agnostic since it directly simulates the $4016/$4017 interface - I just haven't tested it with all supported games yet. The specific checking code seems to differ somewhat between them, too.