Game & Watch Gallery 2

The second / third game in the Game & Watch / Game Boy Gallery series.

Unused Pause Sequence
Game Genie code will allow you to select an additional pause animation directly after the final disco ellipse animation. Press B button again to reset to the first.

Unused Graphics
A lot of surprises, most notably the planed Peach Modern Ball stage.

Note Board


A font that says BGM.



Message


Two out of three blocks that comprise the locked Ball game panel are used.

Credits


An unused lowercase font. The Credits names were all written in capital letters for both Cast and Staff Rolls.

Koopa Ball


An unused sprite of Koopa where he appears to be wincing as if he lost.

Peach Ball


A Mode Select icon hinting that a Modern Ball stage for Peach was planned.



Each of cookies from Yoshi's Cookie. The Check cookie has two parts used for animating the ball-like object. The doughnut also has an animation set however it would never display in game. The rest of the cookies would never make an appearance... that's the way the cookie crumbles.





There is also an entirely completed tileset for a Peach stage which is rendered before each stage's tilemapping. The palette for the tilemapping is a guess.

Very Hard Modern Ball




Ball has a fully coded very hard mode for all stages. Game Genie codes ( Game Boy Gallery 2) will allow you to access this unused mode. Because the way character selection is programmed by pressing UP, you have to select your character and then exit the mode select menu. Turn the code on, then enter the menu and you can select very hard mode with the currently selected stage. Hell, the interrupt save was entirely programmed as well!

Early Title Screen
An early title screen is still in the game in all Game Boy forms, and can be accessed with the Game Genie code or the debug menu (see below). It is unknown when the original title screen was scrapped, probably early on as the Game Boy Color features were added later on, as the monochrome US version was released. Knowing that, it is interesting that Game Boy Color palettes were implemented for the early title screen. Pressing Start takes you to the normal title screen.

Debug Menu


An extensive debug menu remains in the game. It's not as complete as the debug menu in Game & Watch Gallery 3, but there's still some usable stuff in here.

Use GameShark code or Game Genie code  ( Game Boy Gallery 2) to access start in the debug menu. Be sure to turn the Gameshark code off when you enter the debug menu.


 * Game, Music, and Demo have their own menus.
 * Screen: Select what screen you want to play.
 * 00: N/A
 * 01: Classic Parachute.
 * 02: Modern Parachute.
 * 03: Classic Helmet.
 * 04: Modern Helmet -- Screen #1.
 * 05: Modern Helmet -- Screen #3.
 * 06: Modern Helmet -- Screen #2.
 * 07: N/A
 * 08: N/A
 * 09: Classic Chef.
 * 0A: Modern Chef.
 * 0B: Classic Donkey Kong -- Top screen.
 * 0C: Classic Donkey Kong -- Bottom screen.
 * 0D: N/A
 * 0E: N/A
 * 0F: Placeholder title screen.
 * 10: Classic Ball.
 * 11: Classic Vermin.
 * 12: Modern Vermin.
 * 13: Modern Donkey Kong -- Screen #2.
 * 14: Title screen.
 * 15: Game select.
 * 16: Mode select.
 * 17: Note board.
 * 18: Modern Ball.
 * 19: Music Room.
 * 1A: Gallery Corner.
 * 1B: N/A
 * 1C: N/A
 * 1D: Credits.
 * 1E: Modern Donkey Kong -- Screen #1.
 * 1F: Modern Donkey Kong -- Screen #3.
 * 20: Debug menu main screen (After pressing Left on screen ).
 * Flag: Adjust game flags. These do not serve any real function aside from setting RAM counters to either or.

Game



 * Title: Select what game to play. Obviously. Press A to play that game.
 * Mode: What difficulty you want: Kinoko (Normal), Flower (Hard), or Star (Very Hard)
 * Score: This should set your score, but this doesn't seem to work.
 * Miss: Should set your miss count, but this doesn't seem to work either.
 * Table: This is disabled.
 * CHR: This is disabled as well. There is still code to display CHR data but it is entirely broken.
 * Save: This isn't even selectable!

Music



 * BGM: This should probably set the Music variable on/off, but it never seems to save a value either way.
 * BGM No: Play music tracks. Hitting left / right will automatically play the track you select.
 * Temp: Changes the tempo of the current track. Ranges from 0-F, with 0 being the fastest and F being the slowest.
 * SE No: Play sound effects.

Demo



 * Demo: Select which Demo you want to see.
 * Title: Title screen.
 * Game Select: Game select.
 * Mode Select: Mode select.
 * Message Box: Note Board.
 * Music Room: Music Room.
 * Gall Basic: Gallery Corner.
 * Staff Roll: Credits.
 * Musiam: Museum.

Super Game Boy Palette Masking


When Game & Watch Gallery 2 was localized to the US, the SNES controller's A and B-button palettes were not changed to reflect the US blue and purple buttons. Rather than update the palette completely, they forgot to update the attraction attributes, leaving the original code assigned to the palettes visible.

This can be seen by exploiting a Super Game Boy BIOS palette glitch which involves clicking on the camera icon in the custom palette menu, then wait for the palettes to change, and exit the menu with L and R buttons.

Regional Differences
Game Boy Color support was added outside Japan.