We just reached 30,000 articles on this wiki! 🥳
If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Game & Watch Gallery 3

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Game & Watch Gallery 3

Also known as: Game Boy Gallery 3 (JP), Game Boy Gallery 4 (AU)
Developer: TOSE
Publisher: Nintendo
Platforms: Game Boy, Super Game Boy, Game Boy Color
Released in JP: April 8, 1999
Released in US: December 6, 1999
Released in EU: March 23, 2000


MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
DebugIcon.png This game has debugging material.
SoundtestIcon.png This game has a hidden sound test.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


Hmmm...
To do:
More regional differences.

The third/fourth game in the Game & Watch/Game Boy Gallery series.

Classic Mode: Very Hard

Still?

This graphic is found with the rest of the Interrupt Save graphics, as it was in Game & Watch Gallery. They still wanted to do a Very Hard difficulty for the Classic Mode, but alas, it was never finished.

Each of the five starting games will load a partially programmed Classic Very Hard mode. Only the save interrupt was implemented. It is still possible to display the graphic for each game by using the below GameShark codes, though all games will behave exactly like Game B.

Game Code
Egg
010213C7
Greenhouse
010219C7
Turtle Bridge
010215C7
Mario Bros.
01021BC7
Donkey Kong Jr.
010217C7
(Source: GoldS (finding graphic), nensondubois)

Early Title Screen

An early title screen (likely a placeholder) is still in the game in all Game Boy forms, and can be accessed with Game Genie code 0C1-F7F-916 or the debug menu (see below). Pressing Start takes you to the normal title screen.

Game Boy Color

Come on. Look at that Wiggler. That's adorable.

Super Game Boy

I... I think it's moving!! RUuunnn!!

Game Boy Gallery 3.
Push Start.
Game Gallery
This ->
Nintendo (Ni)
Stereo 

DEBUG MODE

So many options!

An extensive debug menu remains in the game, almost completely intact! Use GameShark codes 0101A6C0 0101A7C0 or Game Genie code 011-F7F-916 to access the debug menu. Be sure to turn the GameShark code off when you enter the debug menu.

DATE is the game's build date in YYMMDD format.

Version String Date
Japan 990312 March 12, 1999
International 990721 July 21, 1999

Game, Demo, and Music have their own menus.

GAME

What would you like to play?

GAME

Select what game to play. That's already apparent. Press A to play that game.

MODE

What difficulty you want. Classic modes have Game A and Game B, while Modern modes have Kinoko (Mushroom), Flower (Hard), and Star (Very Hard).

SCORE

This should set your score, but this doesn't seem to work.

MISS

Should set your miss count, but this doesn't seem to work either.

DEMO

These aren't cutscenes. Well, most of them aren't.

DEMO

Select which Demo you want to see.

  • Title: Placeholder title screen.
  • Game Select 1: Main game selection menu.
  • Game Select 2: Unlocked game selection menu.
  • Mode Select: Difficulty / Modern / Classic game menu.
  • Staff Roll: Credits.
  • G Comer: Gallery Corner.
  • G Museum: Museum.
  • G Present: Gift screen.
  • G Message: Note Board.
  • G Message 2: Message screen.
  • G Room 1~0: Fire museum demo (crashes game).
  • G Room 1~1: Mario Bros. museum demo (crashes game).
  • G Room 1~2: Boxing museum demo (crashes game).
  • G Room 1~3: Greenhouse museum demo (crashes game).
  • G Room 1~4: Donkey Kong museum demo (crashes game).
  • G Room 1~5: Life Boat museum demo (crashes game).
  • G Room 1~6: Spitball Sparky museum demo (crashes game).
  • G Room 2~0: Egg museum demo.
  • G Room 2~1: Donkey Kong Hockey museum demo.
  • G Room 2~2: Pinball museum demo.
  • G Room 2~3: Balloon Fight museum demo.
  • G Room 2~4: Donkey Kong Circus museum demo.
  • G Room 2~5: Super Mario Bros. museum demo.
  • G Room 2~6: Climber museum demo.
  • G Room 2~7: Donkey Kong II museum demo.
  • G Music: Music Room.
  • Real Title: Final title screen.
  • Fire 1: Reversed layout Fire.
  • Fire 2: Reversed layout Fire explanation.
  • Fire 3: Reversed layout Fire menu.
  • 150: 150 Stars cutscene.

SCREEN

Select what screen you want to play.

  • 00: Placeholder title screen.
  • 01: Main game selection menu.
  • 02: Unlocked game selection menu.
  • 03: Difficulty / Modern / Classic game menu.
  • 10: Classic Egg.
  • 11: Modern Egg.
  • 12: Classic Turtle Bridge.
  • 13: Modern Turtle Bridge.
  • 14: Classic Donkey Kong Jr.
  • 15: Lion.
  • 16: Classic Greenhouse, Top Screen.
  • 17: Classic Greenhouse, Bottom Screen.
  • 18: Modern Greenhouse.
  • 1A: Classic Mario Bros.
  • 1B: Modern Mario Bros.
  • 1C: Modern Donkey Kong Jr., Screen #1.
  • 1D: Modern Donkey Kong Jr., Screen #2.
  • 1E: Modern Donkey Kong Jr., Screen #3.
  • 1F: Final title screen.
  • 20: Judge.
  • 21: Spitball Sparky.
  • 22: Flagman.
  • 23: Donkey Kong II, Top Screen.
  • 24: Donkey Kong II, Bottom Screen.
  • 25: Credits.
  • 26: Gallery Corner.
  • 27: Museum.
  • 28: Gift screen.
  • 29: Note Board.
  • 2A: Message screen.
  • 2B: Egg museum demo.
  • 2C: Donkey Kong Hockey museum demo.
  • 2D: Pinball museum demo.
  • 2E: Balloon Fight museum demo.
  • 2F: Donkey Kong Circus museum demo.
  • 30: Super Mario Bros. museum demo.
  • 31: Climber museum demo.
  • 32: Donkey Kong II museum demo.
  • 33: Fire museum demo (crashes game).
  • 34: Mario Bros. museum demo (crashes game).
  • 35: Boxing museum demo (crashes game).
  • 36: Greenhouse museum demo (crashes game).
  • 37: Donkey Kong museum demo (crashes game).
  • 38: Life Boat museum demo (crashes game).
  • 39: Spitball Sparky museum demo (crashes game).
  • 3A: Music Room.

OBJ

Hey Yoshi

Displays object graphics. Press Left and Right to cycle through object frames.

V~RAM

Lookin' good, Mario

Displays contents of the appropriate VRAM bank. No controls here, other than pressing B to exit.

MUSIC

Jammin' tunes, my friend.

MUSIC FLAG

This should probably set the Music variable on/off, but it never seems to save a value either way.

SE

Play sound effects.

BGM

Play music tracks. Hitting Left/Right will automatically play the track you select.

TEMPO

Changes the tempo of the current track. Ranges from 0-F, with 0 being the fastest and F being the slowest.

DATA

Game & Watch Gallery 3 Unknown Debug EGG.png

Normally inaccessible from the main debug menu, due to a bad pointer. However, by using Game Genie code 051-F7F-916, you can start at the Save Interrupt screen. Your current game and information is shown. You can erase the save interrupt by setting DATA CLEAR in the Save menu.

RESUME GAME

Starts your currently saved game.

TO THE MENU

Returns to the main debug menu screen.

SAVE

Game Data management has two options, DATA CLEAR and ALL CLEAR. The former will erase your save interrupt status, while the latter will clear your game records, remove all of your unlocked games, and delete your save interrupt session.

DATA

Game Watch Gallery 3 DATA SGB.png

ID 06.

A slightly corrupted screen showing statistic and information about the ROM. The palette was never programmed for the GBC mode; only SGB mode has a proper palette.

(Source: Xkeeper (discovery), Cadohacan (GameShark code), nensondubois (Game Genie code))

Super Game Boy Palette Masking

G&WG 3 U SGB UNUSED JP CONTROLLER PALETTE GLITCH.png

When Game & Watch Gallery 3 was localized to the US, the SNES controller's A/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 palette glitch which involves clicking on the camera icon then waiting for the palettes to change. The easiest way to do this is to pause and exit Classic Flag Man, although it can be done using any game's Classic mode.

(Source: nensondubois)

Unused Graphics

Tons!

Modern Egg

GWG3 EGG Modern Unused text.png

Gallery Corner

There are two unused Star icons and unfinished path.

Game Watch Gallery 3 Complete Gallery Corner Unfinished.png

There is an unfinished path that shows two inaccessible buildings and a few unused graphics. It is unknown what buildings or features may have been planned.

GWG3 Unused GCorner Star 1.png 0C

GWG3 Unused GCorner Star 2.png 0D

GameShark code 01??72C0 will display either unused star icon.

Gift

GWG3 GIFT Unused text 1.png GWG3 GIFT Unused text 2.png GWG3 GIFT Unused text 3.png

Early Title Screen

The early title screen has several unused graphics, and some very strange ones at that.

I choose you to be our dinner. GWG3 PLACEHOLDER TITLE UNUSED GRAPHICS 2.png The Flower Couple GWG3 PLACEHOLDER TITLE UNUSED GRAPHICS 4.png GWG3 PLACEHOLDER TITLE UNUSED GRAPHICS 5.png GWG3 PLACEHOLDER TITLE UNUSED GRAPHICS 6.png GWG3 PLACEHOLDER TITLE UNUSED GRAPHICS 7.png GWG3 PLACEHOLDER TITLE UNUSED GRAPHICS 8.png

Regional Differences

Title Screen

Japan US/Europe Australia
Game Boy Gallery 3 (Japan) title.png Game & Watch Gallery 3 (USA, Europe) title.png Game Boy Gallery 4 (Australia) title.png

Much like Game & Watch Gallery 2, the copyright years for the international versions are that of the original Game & Watch games, rather than the actual release years for the compilation in the Japanese version.

Museum

Japan International
GBG3-JPN Museum2.png GWG3-INT Museum2.png

Much like in the previous two games in the series, some museum panels in the Japanese version display the initial retail price information of the games that were released there. The international versions, meanwhile, once again exclude this information.

Japan International
Bgb00005.png Bgb00004.png

For the games that were not released in Japan, the Japanese version displays かいがいのみ ("overseas only") in place of the initial retail price information, while the international versions (obviously) display the Outside Japan only text.

Staff Credits

In the Japanese version, Yasuo Inoue and Sachiko Nakamichi are credited as artwork designers while programmer Toru Fushimi's surname is spelt Fusimi. The international versions, meanwhile, replace the first two with translators Paul Rush and Bill Trinen.

Cast Credits

Oddly enough, the only change that the international versions made was correcting the spelling of Luigi's name, as it was originally spelt "Luige" in the Japanese version. The other characters, meanwhile, retained their romanized Japanese names.

(Source: Original TCRF research)

Miscellaneous

The 150 congratulations screen does not exist in the original Japanese version.