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Game & Watch Gallery

From The Cutting Room Floor
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Title Screen

Game & Watch Gallery

Also known as: Game Boy Gallery (JP), Game Boy Gallery 2 (AU)
Developers: Nintendo R&D1, TOSE
Publisher: Nintendo
Platforms: Game Boy, Super Game Boy
Released in JP: February 1, 1997
Released in US: May 1997
Released in EU: August 28, 1997
Released in AU: 1997


CodeIcon.png This game has unused code.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
RegionIcon.png This game has regional differences.


The first game in the Game & Watch Gallery series, but the second game in the Game Boy Gallery series. Except in Japan, where it's the first game in the Game Boy Gallery series.

It's like this for the entire run, folks.

Unused Graphics

But there's not any music to speed up!

This graphic is found with the rest of the Interrupt Save graphics. Looks like they were toying with the idea of a Very Hard version of Classic Mode (Game C?). This appears to be all that's left of that idea in this game.

Game-and-Watch-Gallery-Octopus-Alarm.png

The tileset for Classic Octopus includes this graphic of the alarm from the original handheld game. Perhaps the developers originally intended to implement the clock and alarm features, as done later in Game & Watch Collection for the DS, or perhaps the graphic would show up when the player achieved a certain score.

Unused Music

Game Genie code ??0-58A-F74 will play any track IDs at the mode select screens in all versions of the game.

ID 5E

An alternate version of the Game Over theme with an added bass-line.

ID 0A

Possibly an early pause sound. A slightly different version was used in Game & Watch Gallery 4 as the pause jingle.

(Source: nensondubois)

Regional Differences

Japan Australia US/Europe
GBGJapanTitle.png GBG2AUTitle.png GWG1GBTitle.png

As the game was released under three different titles, each one has a different title screen. The Japanese and Australian versions feature a museum-like building in the background which is slightly more detailed in the Japanese version; palettes were changed to reflect a less saturated tone in the Japanese version.

The building was replaced with overhead spotlights in the American and European versions, and Mario's sprite was lowered slightly in the international versions.

Japan International
GBGJapanGameSelect.png GWGGameSelect.png

The font was changed, and the katakana was removed for the releases outside of Japan.

Japan Europe/Australia US
Game Watch Gallery J SGB Controller.png Game Watch Gallery E SGB Controller.png Game Watch Gallery U SGB Controller.png

Each regional release displays their respective SNES/Super Famicom controller design and button palette. Still, only the used buttons are highlighted. Fonts were also changed.

Japan International
GWG Gallery Panel J.png GWG Gallery Panel U E.png

The Gallery Corner panels had added initial retail price information. This might have been removed from the international versions due to the large font, or they were too lazy to find the retail prices for each region.

Super Game Boy Border Routines

Every screen has a routine to load either a specific border or the default sunset. The game select screen and the mode select screens will transfer the default border. GameShark code 016419C1 will load purely random borders on every screen.

Virtual Console Changes

Because the game is locked in Game Boy mode, the Super Game Boy borders are inaccessible.