Toy Story (Game Boy)

Clunky and slightly less colourful than the SNES and Genesis versions of the Woody adventure, still best played using a Super Game Boy.

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.

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. Unlike Olympic Summer Games (Game Boy), the JUMP is never actually loaded. Examples of JUMP can be seen in Nekketsu! Beach Volley dayo Kunio-kun and GB Memory. Game Genie code will replace PAL_PRI with JUMP and will enable the function. 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
Code ICON_EN. Icon Enable. Command. Primarily used to 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. Game Genie code will replace the loaded PAL_PRI with the unused ICON_EN with bit set to. Maybe better level palettes were planned?

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 code  will set the second PAL_PRI bit to.

SOUND
Toy Story uses three SOU_TRN Super Game Boy commands and are required in order to play the enhanced soundtrack, while only one is needed specifically since no extra data  sent per sound bank. SOUND command only serves as a reference pointer requiring a separate call to play a sound or song. Additionally, SOUND is listed in the game's code along with the second and third bits set as (sound effect Type B) and  (plays selected song in ARAM) though neither are called and songs do not exceed 2 in either bank, this was likely used for unknown testing purposes. Keep in mind that there are no duplicate credits music in the Super Game Boy 1 or 2 sound banks after and the rest are silent reserved for games that may have more songs in a single sound bank.

Game Genie code will play the unused River Super Game Boy sound effect replacing the loaded PAL_PRI command. It is unknown where the sound effect could have been used as a water stage does not exist in Toy Story. May have been used for testing purposes, or could be related to the development of Pocahontas (Game Boy) in some way.

NOTE: Two known revisions of the US version exist; Standard and Rev A. Rev A has tons of code and data shifted around showing no instances of game-play changes though there may be some hidden and aesthetic differences not covered. A level select cheat can be found online having no function when attempted, though there is definitely a level-select routine in the game's code. Further investigation is needed in either case.