Small Soldiers

Platform game developed by Tiertex and published by THQ for the Game Boy, based off the movie of the same name.

Unused Music
There are two unused songs; both likely to have been used. Both songs were accessible in the music test, and enhanced when the game is played using a Super Game Boy, so it is likely that they were removed at the last minute.





This song was likely the boss battle with Chip, and is song 5 in the music test.





The other unused song that can be accessed in the music test using the GameShark code may have served for the ending sequence. Game Boy Game Genie code will enable song 07 to be selectable in the sound test.

Placeholder Screens
Three placeholders screens were likely going to be used as in-game cutscenes, but the first one was probably not since it had the word kill in it. A title screen placeholder exists as well; all complete with Super Game Boy palettes. Access the unused screens via Game Genie code.



Could have been intended for when your location was discovered by the Commandos.



May have been intended for when Chip is Electrocuted then explodes during the chase battle.



Could have been intended for anywhere. Because of the location following the previous screen, it may have been intended for a scene where all of the soldiers come out of hiding after Chip's defeat as the first cutscene.



Just a placeholder Title Screen.

Development Related text
Located at

Unused Text
Found at is some text that may have been for an early cutscene.

Unused Levels
A Roof area was planned and text can be found referring to the room not present anywhere in the game.

Bathroom


Entering the Game Boy Game Genie code or modifying the ROM address  to  will start you off in an almost finished Bathroom level. Music from the Dumpster area is played and a custom palette setting is shown. Three enemies will shoot at you, there is a sink with frozen water and a toilet that you can walk on. Accessing the upper-leftmost area is impossible since you cannot jump far enough with a running leap. Exiting from either the left side or from the incomplete collision from the far left will lead you out into the Upper Hallway where the door is closed. Oddly, pressing up at the doorway entrance will display the word ENGAGED.

Removed Super Game Boy Commands
Starting at is empty space for additional packets. No call functions exist, nor are they loaded anywhere in the code. It is unknown during what development stages these empty packets were placed.

Unused Super Game Boy Functions
Tiertex may have planned extra Super Game Boy features and may have cut back on a few likely due to time constraints, or other reasons.

DATA_SND
Small Soldiers loads custom sound data in the SNES WRAM, in addition to the default set since the game is supplemented with an enhanced soundtrack. Altering any of the bits will cause the Super Game Boy BIOS to hang indefinitely upon loading SOU_TRN packets. Located at is the new listing.

JUMP
Super Game Boy command packet Used to set the SNES Prgram Counter to a specified address. Alternatively, the JUMP can be used to set a new address for the SNES NMI handler, the NMI handler remains unchanged if all bytes 4-6 are zero. shows a JUMP Super Game Boy Packet that is loaded during startup though it does nothing since bytes 4-6 are set to zero. Examples of setting JUMP bit 6 to can be seen in Space Invaders and Nekketsu! Beach Volley dayo Kunio-kun.

ICON_EN
Game Boy Game Genie codes will disable palette and controller settings where they should be, however the SOUND  will be constantly set. Game Boy Game Genie codes will achieve a playable effect, assuming this is what would have been disabled judging by the other Tiertex games that disable functions.

SOUND
A single SOUND command can be found in the packet listing, located at. Likely a placeholder for internal Super Game Boy sounds, had the reference and call bits been set.

PAL_PRI
PAL_PRI. Command. when bit is set to, palettes are switched back to default when directed to by the game, and since palettes are disabled by the game, this is unnecessary and leftover from a probable early idea to merely have them switch back instead of disabling them as seen in Kirby's Dream Land 2, Donkey Kong (Game Boy), Donkey Kong Land and others. Loaded after PAL_SET with all bits set to. Game Genie code will enable this feature.

SOUND Oddities
There are two seperate routines that load two distinct mute flags when pausing the game. Game Genie code will set the BGM flag for the first instance, and  for the second. Do note that setting the second instance will be one value higher ( is mute)).

It is also likely that internal Super Game Boy sound effects were planned as with Olympic Summer Games (Game Boy). Game Genie code will set both A and B sounds because they are both referenced under the same routine.

Super Game Boy Debug Modes
By setting you can disable specific Super Game Boy functions that were likely used to test certain features, likely normal Game Boy sound.
 * - No Super Game Boy SOUND commands or palettes will load. Normal Game Boy music will play.
 * - Normal Super Game Boy functions.
 * - SOUND command will load at startup and whenever the song changes. Likely used to set a specific song for testing.  can be used to set the BGM flag.