Game & Watch Gallery 2
|Game & Watch Gallery 2|
Also known as: Game Boy Gallery 2 (JP), Game Boy Gallery 3 (AU)
This game has unused modes / minigames.
The second/third game in the Game & Watch / Game Boy Gallery series.
- 1 Unused Pause Sequence
- 2 Unused Graphics
- 3 Ball
- 4 Very Hard Modern Ball
- 5 Classic Very Hard Mode
- 6 Early Title Screen
- 7 Debug Menu
- 8 Super Game Boy Palette Masking
- 9 Regional Differences
- 10 Virtual Console Changes
Unused Pause Sequence
Create a GIF or video showing this.
A lot of surprises in here.
A font that says "BGM".
Two out of three blocks that comprise the locked Ball game panel are used.
An unused lowercase font. The Credits names are in all-caps for both the Cast and Staff Rolls.
Ball might have been a last-minute addition, as there's quite a few unused graphics. Game Genie code ??A-04C-E6A (where "??" is one of the below) will access some of these elements, although it'll cause graphical glitches outside of Ball.
An unused sprite of Bowser where he appears to be wincing, as if he lost.
Planned Peach Stage
There is a full tilemapping for a mostly completed Peach Stage. A Mode Select icon also exists hinting that a Modern Ball stage for Peach was planned. Game Genie codes 911-37B-A20 911-78B-A20 C21-34B-F75 will allow you to access the remnants of the Peach Stage. There are a few graphical glitches, aside it works as it should.
Three of the cookies from Yoshi's Cookie. The "Check" cookie has two parts used for animating the ball-like object. The "Flower" and "Circle" cookies also have both a single stationary and animation set, but neither would display in-game. Game Genie code ??A-04C-E6A (where "??" is one of the following) will replace the "Check" cookie with either "Flower" (09) or "Circle" (10).
Here is the complete tileset for a Peach stage, which is rendered before each stage's tilemapping.
Very Hard Modern Ball
Ball has a fully-coded Very Hard mode for all stages. Game Genie codes 01E-52B-E62 00C-7DB-E62 (01E-2FB-E62 for Game Boy Gallery 2) will allow you to access a fully-coded Very Hard mode for all stages. Because of the way character selection is programmed by pressing Up, you have to select your character and then exit the mode select menu. Turn the code on, then enter the menu. You can select Very Hard mode with the currently selected stage.
Hell, the interrupt save was entirely programmed.
Classic Very Hard Mode
GameShark code 010202C2 or Game Genie code 021-61A-E6A will allow you to access Very Hard mode in all classic games. While the games are mostly completed and the interrupt save graphic was completely programmed, there are a few problems:
- Games will not be labeled GAME C, as this graphic does not exist.
- Parachute, Vermin, and Ball have no noticeable speed increases.
- High scores do not save.
Early Title Screen
Present in all Game Boy versions, and can be accessed with Game Genie code 0F1-EEF-B3A or the debug menu (see below). It is unknown when this title screen was scrapped, probably early on as the Game Boy Color features were added as the monochrome US version was released...although it's interesting that Game Boy Color palettes were implemented for this title screen as well.
|Game Boy Color||Super Game Boy|
Pressing Start takes you to the normal title screen.
GameShark code 0101A6C0 0120A7C0 or Game Genie code 201-EEF-B3A (201-DBF-B3A for Game Boy Gallery 2) will start you in a debug menu, although if you use the GameShark code be sure to turn it off when the debug menu is accessed.
While not as extensive as the debug menu of Game & Watch Gallery 3, there's still some usable stuff in here.
- Game, Music, and Demo have their own menus.
- Screen: Select what screen you want to play.
- 00: N/A
- 01: Classic Parachute.
- 02: Modern Parachute.
- 03: Classic Helmet.
- 04: Modern Helmet, screen #1.
- 05: Modern Helmet, screen #3.
- 06: Modern Helmet, screen #2.
- 07: N/A
- 08: N/A
- 09: Classic Chef.
- 0A: Modern Chef.
- 0B: Classic Donkey Kong, top screen.
- 0C: Classic Donkey Kong, bottom screen.
- 0D: N/A
- 0E: N/A
- 0F: Placeholder title screen.
- 10: Classic Ball.
- 11: Classic Vermin.
- 12: Modern Vermin.
- 13: Modern Donkey Kong, screen #2.
- 14: Title screen.
- 15: Game select.
- 16: Mode select.
- 17: Note board.
- 18: Modern Ball.
- 19: Music Room.
- 1A: Gallery Corner.
- 1B: N/A
- 1C: N/A
- 1D: Credits.
- 1E: Modern Donkey Kong, screen #1.
- 1F: Modern Donkey Kong, screen #3.
- 20: Debug Menu main screen (after pressing Left on screen 00).
- Flag: Adjust game flags. These do not serve any real function, aside from setting RAM counters to either 00 or 01.
- Title: Select what game to play, and press A to play it.
- Mode: The difficulty, of Kinoko (Normal), Flower (Hard), or Star (Very Hard).
- Score: Should set your score, but doesn't seem to work.
- Miss: Should set your miss count, but doesn't seem to work.
- Table: Disabled.
- CHR: Also disabled. There is still code to display CHR data, but it is entirely broken.
- Save: This isn't even selectable!
- BGM: This should probably set the Music variable on/off, but it never seems to save a value either way.
- BGM No: Play music tracks. Pressing Left/Right will automatically play the selected track. (Default tempo in parenthesis)
- 0F: N/A (Stops music)
- 00: Title music (7)
- 04: Modern Parachute (9)
- 13: Modern Helmet, screen #1 (8)
- 0F: N/A (Stops music)
- 0F: N/A (Stops music)
- 0F: N/A (Stops music)
- 17: Modern Helmet, screen #3 (8)
- 58: Modern Ball (6)
- 5C: Modern Chef (6)
- 60: Modern Helmet, screen #2 (9)
- 64: Mode Select (4)
- 68: Gallery (5)
- 6C: Game Select (7)
- 70: Square Reveal Screen (The screen shown as you're working your way toward earning Ball) (7)
- 74: Earn New Gallery Corner Space (7)
- 78: Note Board (8)
- 7C: View Message (7)
- 80: Museum (6)
- 84: Museum Item View (6)
- 88: Music Room Music (7)
- 8C: Modern Vermin (8)
- 90: Modern Donkey Kong (9)
- C7: Staff Roll (9)
- FF: N/A (Has no effect)
- Temp: Changes the tempo of the current track. Ranges from 0-F, with 0 being the fastest and F being the slowest.
- SE No: Play sound effects.
- Demo: Select which demo you want to see.
- Title: Title screen.
- Game Select: Game select.
- Mode Select: Mode select.
- Message Box: Note Board.
- Music Room: Music Room.
- Gall Basic: Gallery Corner.
- Staff Roll: Credits.
- Musiam: Museum.
Super Game Boy Palette Masking
When Game & Watch Gallery 2 was localized to the US, the SNES controller's A and B-button palettes were not changed to reflect the US blue and purple buttons. Rather than update the palette completely, they forgot to update the attraction attributes, leaving the original code assigned to the palettes visible.
This can be seen by exploiting a Super Game Boy BIOS palette glitch which involves clicking on the camera icon in the custom palette menu, then wait for the palettes to change, and exit the menu with L and R buttons.
|Japan||Australia (SGB)||Australia (GBC)||Europe, US (SGB)||Europe, US (GBC)|
Game Boy Color support was added outside Japan as well as an early US version released in extremely small quantities. The Australian release was known as Game Boy Gallery 3, due to Game Boy Gallery being the first title in the series.
While the Japanese version displays the copyright for the game itself, the international versions display the copyright for the Game & Watch games included in the collection.
The messages feature a quaint border around the top in the Japanese version.
Virtual Console Changes
Due to different regions getting different versions of the game, the same applies to the Virtual Console release. Japan got the original Game Boy version, whereas everyone else got the Game Boy Color version. The Japanese release is locked in Game Boy mode, so Super Game Boy borders are inaccessible, and international versions are locked in Game Boy Color mode, so both the Super Game Boy borders and monochrome Game Boy mode are inaccessible.
|The Game & Watch series|
|Game Boy (Color)||Game Boy Gallery • Game & Watch Gallery • Game & Watch Gallery 2 • Game & Watch Gallery 3|
|Game Boy Advance||Game & Watch Gallery 4|
|Nintendo DS||Game & Watch Collection • Game & Watch Collection 2|