Monkey Puncher

Pretty much the best game ever.

Unused Text
Located at is a string that may refer the game's early working title. PROJECT SARDIS

Debug graphics
Both the European and Japanese (Saru Puncher) versions contain graphics for a menu with the options "GAME START", "DEBUG MODE" and "ANIME". The code to display these options was removed from the final game.

Debug Menu
The debug menu can be accessed from the title screen via the following Game Genie code: 032-C4B-E62.

Options: BGM will play background music. SE will play sound effects. キャラ (Chara) will select a character. アニメ (Animation) will display the selected animation.

Navigation: Use up/down to navigate to each option. Use left/right to change the numbers for each option. Use A to use selected option. Use B to get back to the start menu.

Stats Editor
Use Game Genie code 152-A9F-E6A, then start the game.

Navigation: Use Select to switch between page 1 and page 2. Use A/B to increase/decrease numbers. Use up/down to change between stats. Start would return to the last menu if the menu was accessed the correct way.

First Page, Left Column Ability to move　（こうどうりょく）  Obedience　（すなおさ）  Rage Level　（きょうぼうせい）  Curiosity (こうきしん)  Belligerence （とうそうしん）  Danger　(きけん) 

First Page, Right Column  Friendship Level　（しんみつど）  Health Level　（まんぷくど）  Concentration　（しゅうちゅうりょく）  Drowsiness　（ねむけ）  Drowsiness Level　（ひろうど）  Ranking　(ランキング) 

Second Page, Left Column  Power　L(evel)　(パワーL)  Cleverness L(evel)　(かしこさL) <br/ > Stamina L(evel)　(スタミナL) <br/ > Speed M　（スピードM） <br/ > Physical Strength M (たいりょくM) <br/ > Physical Strength N (たいりょくN) <br/ >

Second Page, Right Column <br/ > Speed L(evel)　(スピードL) <br/ > Physical Strength M (たいりょくM) <br/ > Power　M　(パワーM) <br/ > Cleverness M　(かしこさM) <br/ > Stamina M　(スタミナM) <br/ > Stamina N　(スタミナN) <br/ >

String Debugger
The string debugger has to be started from inside the main menu while playing. Use Game Genie code 249-C9B-91A, then navigate to System → Comm. to access this menu.

The current text bank and number will be displayed in the top left box after you changed it at least once.

Navigation: Use up/down to increase/decrease the text bank and left/right to increase/decrease text number. A will display the text string, B will exit to the previous menu.

Unused mode
Use Game Genie code to access some kind of unused scene from the title screen.

This might have been the "Anime" option on the title screen, as this character looks somewhat different in style than other stuff that is used in game.

Navigation: Use A or B to return to the previous menu.

Unused scene
Use Game Genie code 0E9-C9B-91A, then navigate to System → Comm. to access this scene.

Hey, Kenta, how are ya? In monkey boxing, strength is everything! Well, there's nothing left but training, so do your best...

This scene might be an early version of the introduction of the Hero's uncle, as the usual text after the uncle showed up the first time is shown after this scene.

Unused Super Game Boy Functions
A few super Game Boy functions would suggest that additional palettes were planned, along with a few other surprises.

Unfinished Super Game Boy Palette
Game Genie codes replaces PAL_TRN and PAL_SET the palette set with an unfinished black setting, which was an early idea to include an additional palette.

ATTR_SET
Game Genie codes MASK_EN with ATTR_SET.

PAL_SET
Located at.

PAL_TRN
Located at.

MASK_EN
Game Genie codes or  will set the unused MASK_EN attributes to either  or  freezing the screen to avoid displaying border transfer CHR garbage.

ATTR_EN
Game Genie code will replace MASK_EN with ATTR_EN, disabling the user's ability to watch Super Game Boy screensavers.

ICON_EN
Game Genie code will replace MASK_EN with ICON_EN, disabling the user's ability to edit Super Game Boy palettes. The command presence also hints toward the early idea of an unfinished palette.

PAL_PRI
Game Genie code will replace MASK_EN with ICON_EN, forcing user-defined Super Game palettes to swap back to the enhanced palette anytime a palette or associated attribute changes. This command presence also hints toward the early idea of an unfinished palette.