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Madden '96 (Game Boy)

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Title Screen

Madden '96

Developer: Halestorm
Publisher: Black Pearl
Platforms: Game Boy, Super Game Boy
Released in US: October 1995
Released in EU: 1995

CodeIcon.png This game has unused code.
DebugIcon.png This game has debugging material.

Hut-hut-hut-hut-hut-hut-hut-hut! Fee-Fi-Fo-Fumble! (Madden sounds)

Debug Leftovers

Crash Handler

Madden '96 (Game Boy)-lockup.png Madden 96 SGB Debug 1.png Madden 96 SGB Debug 2.png

There is a working crash handler in this game. When triggered during the game in GB mode, it changes palette in a dead loop causing a specific screen effect. When played in SGB mode, it displays two information screens with current game statistics, then jumps to the regular "INSTANT REPLAY" mode normally accessible during the game on pause. Once you exit from it, it goes to the same palette lock up as in GB only mode. To trigger the crash handler in a normal game after the title screen, use the Game Genie code 004‑0FF‑F7E.

Sound Effects Menu

Madden '96 (Game Boy)-sound.png

The Game Genie code 803‑D78‑809 replaces the "START GAME" menu option of any game mode with "SOUND EFFECTS MENU". The same menu can be found in Madden '95, but in this version it seems more like a leftover: the screen is not initialized properly which causes some graphical glitches, and the actual sound play commands are disabled, meaning all you can do is change menu items.

Field Debug

The code A14‑8B8‑C44 replaces the "INSTANT REPLAY" option in the "EXHIBITION" game mode with its debug version, which works mostly the same (scroll cursor through the play field, point to any player to see the info about it), but instead of replaying the currently played game, it's used to play the current game frame by frame when Select is pressed.

Planned Super Game Boy Soundtrack

A Super Game Boy soundtrack was planned and was ultimately canned very early on in development. Located at 0xD6D8 is the SOU_TRN command, the last remaining piece of evidence. The DATA_SND commands were not yet implemented suggesting that this was a very early idea. Attempting to load the function will hang the Super Game Boy BIOS indefinitely without loading any sound code into the Super Nintendo's ARAM.

(Source: nensondubois)