Ballistic (Game Boy Color)

A spiraled version of Bust-A-Move.

Debug Menu
A very broken debug menu exists for Ballistic as well as PuzzLoop. The following Game Genie codes can be used to access the debug menu instead of a single player game:

Ballistic   PuzzLoop 402-A6F-A23 0F2-A9F-E62 002-A5F-E68 002-B0F-C43 0A2-9EF-E62 402-B1F-A2F

The menu wasn't coded to be in a rom bank other than, so most of the options crash badly. You can switch between DMG and CGB mode by using Left/Right. Holding A and using Up, Right or Down can change the RGB component of the background color - which are displayed in the lower left corner of the screen.

You can select an option using Up/Down, enter it using B. Inside menus (if they don't crash), you can exit using Start + Select. Start + Select will also exit from the debug menu altogether.

Sound Test
Apparently one can compose single sound bytes using Up/Down and Left/Right.

Link Cable Test
This prints out info on the game link.

Calc Stat
This menu will multiply the top and bottom numbers (actually, only the lower 8-bit) which can be set using Left/Right and Up/Down respectively. However, since the result is never actually stored in the result register that is printed below the two 16-bit numbers, the result will always be zero. Oh, and of course the multiplication yields 16-bit values...

LYC Test
Probably a test to see if editing the scroll registers per line works correctly. Test crashes though.

Processing Test
Crashes with lots of references to different ROM banks, without storing intermediate results etc. If this ever did work, there is certainly nothing left that would lead one to suspect this fact.

PCG Rewrite Test
This test actively rewrites tiles in VRAM while they're being displayed.

Wada Test
Will advance to the next page for Ballistic. Doesn't work in PuzzLoop. Here you can start options using Start. Most options crash outright.

Asa Test
This will show the credit roll.

Frame Counter


Game Genie code will enable a current frame counter that is glitched in most areas of the game. It will properly display in the Ranking section and in-game overriding part of the score display.

Unknown Counter
There is a second counter appearing at the bottom of the screen that is completely glitched out making it impossible to know the exact function but it is likely an animation frame counter. Game Genie code will enable the unknown counter.

Text
GATEWAY 2000

Alternate Title Screen
There is a complete title screen graphic in Ballistic that has an English PuzzLoop branding.

Super Mario Bros. Deluxe Sprite set


Present only in Blasstic is a complete Mario sprite set carried over from Super Mario Bros. Deluxe. This may have been used for testing purposes as this is the only piece of data remaining.

Other Unused Graphics
There are pieces of weird sprites spread out amongst the entire ROM.

Unused Super Game Boy Features


By enabling the Super Game Boy flag located at and modifying it to, or using the Game Genie code , you can enable long lost palettes and the necessary accompanying Super Game Boy commands. The Japanese version does not have unused Super Game Boy palettes, just the MLT_REQ and  are loaded during startup.

Planned Super Game Boy Border
There are packets that would suggest a border was planned for the Super Game Boy. Located at is the PCT_TRN command. A1000000000000000000000000000000 and at are both CHR_TRN commands. 99000000000000000000000000000000 99010000000000000000000000000000