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Unused Super Game Boy Features
Located at 0x619B is an unused ATTR_CHR (39000001000000000000000000000000) Super Game Boy command. Additional palette may have been planned, likely assigned to specific areas of the screen showing more than four palettes. Game Genie code 9B0-9AD-6E9 will load ATTR_CHR instead of ATTR_TRN. ATTR_CHR is actually loaded once at 0x619B so this feature may have been in active development.
Internal Super Game Boy sound effects were planned to play at some point, or an idea for a Super Game Boy soundtrack was planned very early on. Game Genie codes AB0-9AD-6E9 + ??1-AC9-E6A + ??1-AD9-E6A + ??1-AE9-E6A + ??1-AF9-E6A will load SOUND instead of ATTR_TRN and will play any selected sound. SOUND is actually located at 0x61AB (41000000000000000000000000000000) and loaded once at 0x1369 so this feature may have been in active development.
Honkaku Shougi - Shougi Ou was at some point going to support 4-Player Shougi as seen by the presence of an unused MLT_REQ command (89030000000000000000000000000000) located at 0x6210. Game Genie codes 100-9AD-6E9 + 620-9BD-6EF will load MLT_REQ 03.
One extra CHR_TRN with an invalid/unused bit setting (9B should be 99) exists and is located at 0x6220. Not a clue what this was intended to display, could have been an early idea for an OBJ_TRN to be displayed at the title screen even though no CHR exists in the ROM. Game Genie codes 200-9AD-6E9 + 620-9BD-6EF will load CHR_TRN instead of ATTR_TRN. No additional CHR will be loaded into the SNES's VRAM because the pointers are not set, nor is there any additional CHR to point toward.