Toy Story 2 (Game Boy Color)

Toy Story 2 is only lacking a Super Game Boy soundtrack unlike the first one.

Unused Music
Three songs end prematurely because cutsenes automatically transition to the next screen after certain periods of time. Gameshark code will play the selected songs anywhere.

Level Scene
ID

Game Over
ID

Ending
ID

Planned Super Game Boy Soundtrack
Every last Super Game Boy song from A Bug's Life remains inside the game, probably because Tiertex was going to give Toy Story 2 an enhanced soundtrack for when played using a Super Game Boy. Probably because of time and how other games were in development during the same time, chances were not possible. A Bug's Life Super Game Boy music data is located at.

Unused Super Game Boy Functions
Several Super Game Boy functions are unused. No one knows what purpose either could have served or intended, maybe leftover from testing, or were in planning stages and had to be cut back due to time or space reasons.

SOUND
A single packet can be found in the listing located at  and is never called. SOUND calls  SPC700 ports allowing Game Boy games to use the internal Super Game Boy sound effects and even more rarely, music or custom small sampling areas loaded into the Super Game Boy via SOU_TRN command, and in some cases, the JUMP command as seen in Nekketsu! Beach Volley dayo Kunio-kun. Games that use Super Game Boy internal sound effects include Kirby's Dream Land 2, The Pagemaster (Game Boy) and others. Games that contain Super Game Boy soundtracks include Donkey Kong (Game Boy), Animaniacs (Game Boy), Hercules, Small Soldiers, A Bug's Life, Pro Mahjong Kiwame GB, and others. Game Genie code will replace the PAL_PRI command with the unused SOUND command, and the Game Genie codes  will control the internal Super Game Boy sounds. Setting the BGM bit will not play the unused A Bug's Life music since it is not inited via the SOU_TRN commands.

JUMP
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 is never called and doesn't have any function. Examples of JUMP can be seen in Nekketsu! Beach Volley dayo Kunio-kun and GB Memory. Game Genie code will replace the PAL_PRI command with the unused JUMP command. This still needs to be tested to see if loading JUMP in the wrong place will hang the Super Game Boy BIOS, otherwise an alternate access method will need to be made.

ICON_EN
Super Game Boy command packet disables in-game palette and or controller selection schemes which can be disabled by the game developer; however border selection cannot be disabled. Palette disabling would serve games like Uno 2: Small World where custom Super Game Boy palettes are required in order to play. Games may have overlayed the action window with a custom SNES object or in certain instances where switching away from the intricate palette set would make certain elements of the game look glitched-out or distorted. Disabling controller menu selection schemes could have been used to prevent the player from abusing the A-button and cheating in certain games, or may benefit the player preventing them from skipping over answers in quiz games such as Tokimeki Memorial Pocket: Culture-hen: Komorebi no Melody and Tokimeki Memorial Pocket: Sports-hen: Koutei no Photograph, the only two games that solely disable controller selection schemes. Alternatively, palettes can be set to revert back to the original once changed by using Super Game Boy command packet and bit set to. Toy Story 2 has the Super Game Boy command packet with bit set to  though it is never called. Game Genie code will replace the PAL_PRI command with the unused ICON_EN command.

PAL_PRI
PAL_PRI. Super Game Boy packet, 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 and referenced twice in the game's packet ordering. Since palette settings are disabled by the game, the function is useless and unused either way. Game Genie codes loads the first instance of PAL_PRI instead of the second one secondarily setting the bit to, and the Game Genie codes  will set the second PAL_PRI bit to.

Debug Features
Several debugging features exist and are quite useful too. Enable them by using the Game Genie code or Gameshark code.

Level skip
Once the debugging features are enabled, level skipping features become accessible. Pause and Press Start and Select to skip the level, password included. Secondly, level-segments can also be skipped by pausing and pressing Start and A.

Free Movement Mode
Enabled along with level skipping, a free-movement mode is activated. Hold Select, and press Up, Right, Left or Down to move anywhere onscreen. Keep in mind that obstacles cannot be phased through and enemies still hurt you. Let go of the buttons to drop and resume normal controls.

Level Select and Cutscene Viewing
Level Select and a Cutscene Viewing can be accessed via Main Menu selection modifier Gameshark code (values  and up) will allow you to select from any level in incomplete and complete forms.

Leftover Placeholder Levels
Several placeholder levels exist though they will be black. Appearing as indefinitely scrolling levels with garbage graphics and no music, they were probably used as a space-filler. Game Shark code with values  will load the placeholder levels on the next screen.