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Mobile Golf (Game Boy Color)

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Title Screen

Mobile Golf

Developer: Camelot Software Planning
Publisher: Nintendo
Platform: Game Boy Color
Released in JP: May 11, 2001


AreasIcon.png This game has unused areas.
CharacterIcon.png This game has unused playable characters.
ItemsIcon.png This game has unused items.
DebugIcon.png This game has debugging material.


NotesIcon.png This game has a notes page

See, this is why server preservation is important.
This game's online features are no longer supported.
While this game's online features were once accessible, they are (as of December 14, 2002) no longer officially supported and online-exclusive features may be documented as now-unseen content.

Take Mario Golf, add support for the GB Mobile Adapter, and what do you get? Mobile Golf, a Japan-only entry in the Mario Golf series.

Hmmm...
To do:
Given that it uses the same engine (and is likely based off of it), there might be some leftovers from Mario Golf.

Sub-Pages

Miscellaneous tidbits that are interesting enough to point out here.
Notes

Mobile Adapter GB Content

Mobile Golf was one of a handful of Game Boy Color and Game Boy Advance games that supported the Japan-only Mobile Adapter GB peripheral, which allowed supported games to connect to the internet for online play and DLC, among other things. In this game's case, multiple characters (Mario, Peach, Yoshi, and Foreman Spike), courses (Atlantic, Pacific, Snow Land, and Halloween Night), and clubs were able to be unlocked by connecting to the internet. With the shutdown of the online service in December 2002, all of this content can no longer be accessed legitimately, however GameShark codes and a save file that unlock all of this content can be found here.

Debug Menu

Mobile Golf GBC Debug Menu.png

A debug menu exists in the game and can be accessed in story mode. The options, starting at the top, are described below.

Access

  1. Open Mobile Golf in VBA.
  2. Start the story mode (bottom left option in the main menu) by creating a new character.
  3. Go through the intro until you can move around freely.
  4. Change RAM address FF9E to 01 in VBA's memory editor.
  5. Press A to open the debug menu.

Alternatively, use GameShark code 01019EFF.

Scene

Mobile Golf GBC Scene Debug.png

Map Select. The top line simply says, "Net Clubhouse". Choose a map with the D-Pad, then press A, B to go to the chosen map.

Hmmm...
To do:
Figure out what "- ENTER NO -" does.

Unknown

Not sure what this option is supposed to do. Pressing any button just closes the window.

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.
Hmmm...
To do:
Figure out what this option is supposed to do.

Palette

Mobile Golf GBC Palette Editor.png

Edits the palette of the current room. Use the D-Pad to choose a color, A to display the chosen color's RGB values, and the D-Pad to edit them.

Flag

Mobile Golf GBC Flag Editor.png

Flag editor. Use the D-Pad to select a flag and A to enable/disable it.

Hmmm...
To do:
Find out what each flag enables.

Development Room

Mobile Golf GBC Dev Room.png

Choose 1 in the scene menu described above. The player will be redirected to a room with two rows of seven characters on the top right of the map. Outside of this area, it is completely empty, with nothing but glitched star scrolling animations and a single solid mushroom that doesn't do anything.

Left Row:

  • Mario - Goes to the story mode character name-entry screen.
  • Foreman Spike - Goes to a course records screen. Resetting is the only way out.
  • Yoshi - Starts a round on the Marion Course.
  • Toad - Shows Foreman Spike's cutscene, then crashes.
  • Peach - Shows Ken's cutscene.
  • Kid - Same as Peach.
  • Grace - Shows a cutscene, then crashes.

Right Row:

  • Mario - Re-loads the room.
  • Foreman Spike - Goes to the Pro Shop.
  • Yoshi - Goes to the Marion Club's orange receptionist's desk.
  • Wario - Goes to the Marion Club's entrance.
  • Red Bob-Omb - Goes to the Marion Club's green receptionist's desk.
  • Baby Mario - The sepia effect is turned on, followed by a series of beeps. Dialogue boxes retain the sepia effect.
  • Purple Bowser - The player is taken to a character animation test screen; touching Mario and Kid goes back and forth between different characters, while touching Peach and Toad cause the player to do his putting animation.
Hmmm...
To do:
Document this more thoroughly. Kind of hard with everything in Japanese!