A Bug's Life (Game Boy)

Another surprisingly well-made game based off of an above-average quality film by the same title. Also notable for being the only Game Boy Color game to play an alternate soundtrack for the Super Game Boy, this is because the game was originally in development for the original Game Boy as a known prototype exists.

Debug Features
Several debugging features exist and are quite useful too. Enable them by using the Game Genie codes  or Gameshark codes. Once the the debug features are enabled the Super Game Boy Title Card changes to a sepia palette, this is used to notify the player that debug features are enabled. There is no Game Boy Color equivalent.

Normal version shown when debugging features are disabled when played using a Super Game Boy.

Shown when debugging features are enabled only when played using a Super Game Boy. Gameshark code will display the screen and attempting to load the screen on any Game Boy other than the Super Game Boy will crash the game.



Refill Ammo
Need more rocks but don't want to lose life getting hit with them? By holding Select and pressing A the amount of ammo you have will steadily increase until it hits 99.

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, using the password 99BB will enable full and segmented level skipping.

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.

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 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.