Men In Black The Series

Black suits, shades and a dental plan better than the FBI's won't even be able to rescue this game.

Unused Music
Every last Super Game Boy song from A Bug's Life (Game Boy) remains inside the game, probably because Tiertex was going to give Men In Black the Series 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. Shortly after starting up, the unused A Bug's Life Super Game Boy music can be accessed via Game Boy Game Genie codes. Alternatively, the Super Nintendo PAR code will also work on emulators.

Oddly, a single SOUND command is called right before the SOU_TRN Super Game Boy packets are sent, providing further evidence that a Super Game Boy music score was planned. Interestingly, the SOUND packet is used to mute all audio by setting the bits to ARAM (SPC700 Write ports, , .) Bit  is not set because the internal Super Game Boy pitch/volume command is only affected directly, so setting and muting the port  would serve no purpose.

The main SOU_TRN command is loaded at along with the required DATA_SND listing. 49000000000000000000000000000000 790009000BADC202C909D01AA9018D00 790B09000B42AFDBFF00F0052073C580 791609000B032076C5A9318D00426868 79210900016000000000000000000000 79000800034C00090000000000000000

Main Theme
ID

Level Theme 1
ID

Level Theme 2
ID

Fight Hopper
ID

Bonus Level
ID

It's Tough to Be a Bug
ID

Compile Information
Starting at is a ton of development-related text, some of it is leftover from A Bug's Life! R_PALETTES 032F1.. INITENGINEFALSE 01DB4.. JAY1_ANIM_TABLE 0750A 16.. JAY1_ANIMATIONS 07546 16.. JAY2_ANIM_TABLE 077FC 17.. JAY2_ANIMATIONS 07840 17.. PLAY_SFX_DRIVER 00EF4.. PLAY_VOICE_FOUR 011DC.. P_COPYXYFROMOLD 020B8.. P_NOREALLOCEVER 020D6.. P_GETLEAFCOORDS 0259B.. P_NEWRESETPOINT 025E0.. SET_PALETTE_SPR 03294.. SFX_FLICK_WATER 04904 04.. SFX_GRASSHOPPER 04957 04.. W_WAVE1_QUIETER 000A4.. INITSUPERGAMEBOY 00947.. GEN_COLL_CORNERS 01DE2.. COLOURDMASPRITES 03200.. CHECK_RAM_BLOCKS 04412 01.. DMA_CLEAR_ATTRIB 036C3.. PLAY_VOICE_THREE 0116A.. P_DEALLOCATEBOTH 022AF.. P_NEWRESETPOINTY 02620.. P_SETBOUNCESUPER 02AA4.. SFX_SKELETON_DIE 04976 04.. SFX_FIRE_EXPLODE 049B0 04.. WAIT_FOR_FADE_OUT 00C3C.. ENEMY1_ANIM_TABLE 053D4 19.. ENEMY1_ANIMATIONS 053F4 19.. SFX_DRAGONFLY_DIE 04968 04.. SFX_FIREBALL_FIRE 04991 04.. SFX_SHADOW_APPEAR 04995 04.. SFX_SKELETON_SWIPE 04971 04.. SETPALETTESINDIRECT 00804.. SETATTRIBUTEINDIRECT 00814..: 00...&.&.........&W&..&9&i$&.......+&_dialog_level..>&..LC&L&..........Q&.........\&~&...w&c&_dialog_action_func ..........&.&....&.&_dialog_type..........&.&....&.&_dialog_row..........&.&....&.&_dialog_col..........&.&....&.&_dialog_size ..........''....'.'_dialog_disp_buf.........%'D'...=','_dialog_data_buf.........I'i'...b'P'_dialog_radio_buf .........n'.'....'u'_dialog_mode..........'.'....'.'_dialog_pb_state..........'.'....'.'_dialog_default_pb ..........'.............'....'....'......(_dialog_exit...(..C.($(......(_dialog_data_buf....5(end_of_line ..:(.(.?(y(.O(..search_fwd....g(<[ .]@\c[FLINSCRP]....p(..............~(....(.(execute_macro.....(.(_dialog_action_func ............(.(....(_exit...........beginning_of_line......_dialog_enter...(....(....)......)_dialog_exit...)..C.)7) .....&)_dialog_data_buf....H)end_of_line..M).).R).).b)..search_fwd....z)<[ .]@\c[FLINSCRP].....).................. beginning_of_line......_dialog_enter...)....)....)......)_dialog_exit...)..C.).)......)_dialog_data_buf...) .*..*K*..*......*up..!*..search_back....9*<[ .]@\c[FLINSCRP]....B*..............P*.....c*top_of_buffer..s*..search_fwd .....*<[ .]@\c[FLINSCRP].....*.................._dialog_enter...*....*....*......*_dialog_exit...*..C.*.*......*_dialog_data_buf .....+top_of_buffer...+@+search_fwd.....+<[ .]@\c[FLINSCRP]....7+.................._dialog_enter

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

Power Weapon
Your Cricket gun will be super-powered for a few shots by holding Select and pressing A. This will destroy any enemy onscreen in with single shot.

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. Alternatively, when the Access Code 2409 is entered in the game's password menu, entire level skipping features and restarting the level with A button is enabled.

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. Alternatively, the access code 0601 will only allow you levitate until Up is released.

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 will load the placeholder levels on the next screen.

Unused Super Game Boy Functions
Several Super Game Boy functions are unused. No one knows what purpose either could have served or intended.

SOUND
A single packet can be found in the listing located at  and never used, though there is actually another SOUND command located at  and called when starting the game. Bits are set.

Game Genie code will replace the loaded command PAL_PRI with SOUND. Additional codes will allow you to play and internal Super Game Boy sound.

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 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. Game Genie code will replace the loaded command PAL_PRI with JUMP. This code will indefinitely hang the Super Game Boy BIOS, so an actual playable code is needed.

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 game's enhanced palette by using Super Game Boy command packet and bit set to. A Bug's Life has the Super Game Boy command packet with bit set to  though not called. Game Genie codes will replace the loaded command PAL_PRI with ICON_EN setting the bit to, disabling palette and controller selections, as suggest by the other Tiertex games that disabled features.

PAL_PRI
PAL_PRI. Command, when bit is set to , palettes are switched back to default when directed to by the game. Kirby's Dream Land 2, Donkey Kong (Game Boy), Donkey Kong Land and other games are examples. Loaded after PAL_SET with all bits set to. Game Genie code will set the loaded PAL_PRI command to. Game Genie codes will load and set the unused PAL_PRI command setting the bit to.