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Game & Watch Gallery 2

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

Unused Graphics#

A lot of surprises in here.

Note Board#

A font that says "BGM".

Message#

Two out of three blocks that comprise the locked Ball game panel are used.

Credits#

An unused lowercase font. The Credits names are in all-caps for both the Cast and Staff Rolls.

Toad grabbing or hanging onto something?

Unused Code#

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.

Pause Animation#

Game Genie code 16C-749-B3E will allow you to select an additional pause animation directly after the final disco ellipse animation. Press B again to reset to the first.

(Source: nensondubois)

Ball#

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.

Yoshi#

Game_Watch_Gallery_2_Unused_Yoshi_Ball_Graphic_1_1.png Game_Watch_Gallery_2_Unused_Yoshi_Ball_Graphic_1_2.png What appears to be a Conch shell. ID 09.

Game_Watch_Gallery_2_Unused_Yoshi_Ball_Graphic_2_1.png Game_Watch_Gallery_2_Unused_Yoshi_Ball_Graphic_2_2.png What appears to be Birdo's Egg. ID 10.

Koopa#

An unused sprite of Bowser where he appears to be wincing, as if he lost.

Planned Peach Stage#

Game_Watch_Gallery_2_Peach_Ball_Hard_GB.png Game_Watch_Gallery_2_Peach_Ball_Easy_SGB.png Game_Watch_Gallery_2_Peach_Ball_Hard_GBC.png Game_Watch_Gallery_2_Peach_Ball_Very_Hard_GBC.png

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. A few graphical glitches aside, it works as it should.

GWG2_P_BALL_Titles.png

ID FE

GWG2_Unused_Cookie_1_1_Peach_Stage.png GWG2_Unused_Cookie_1_2_Peach_Stage.png GWG2_Unused_Cookie_2_Peach_Stage.png GWG2_Unused_Cookie_3_Peach_Stage.png GWG2_Unused_Cookie_4_1_Peach_Stage.png GWG2_Unused_Cookie_4_2_Peach_Stage.png

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).

GWG2_Unused_Ball_Stage_Peach_Left.png GWG2_Unused_Ball_Stage_Peach_Right.png GWG2_Unused_Ball_Stage_Peach_Game_Over_Shock_Face.png

Here is the complete tileset for a Peach stage, which is rendered before each stage's tilemapping.

(Source: nensondubois)

Very Hard Modern Ball#

Game_Watch_Gallery_2_Ball_Very_Hard_DMG_Mode_Select.png Game_Watch_Gallery_2_Ball_Very_Hard_SGB_Mode_Select.png Game_Boy_Gallery_2_Ball_Very_Hard_SGB_Mode_Select.png very hard balls

Game_Watch_Gallery_2_Ball_Very_Hard_GBC_Yoshi_Stage.png Game_Watch_Gallery_2_Ball_Very_Hard_GBC_Mario_Stage.png Game_Watch_Gallery_2_Ball_Very_Hard_GBC_Wario_Stage.png Game_Watch_Gallery_2_Ball_Very_Hard_GBC_Koopa_Stage.png

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.

(Source: nensondubois)

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.

(Source: nensondubois)

Debug Menu#

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.

(Source: BSFree (Cadohacan), GSCentral (nensondubois) for extra info and Game Genie codes)

Game#

  • 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!

Music#

  • 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#

  • 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.

(Source: nensondubois)

Regional Differences#

Title Screen#

Japan (SGB)

Japan (GBC, Unreleased)

Australia (SGB)

Australia (GBC)

Europe, US (SGB)

Europe, US (GBC)

The Japanese and original US versions of the game (the latter being released in extremely limited quantities) did not have any Game Boy Color support; that was something added for the later, much more common US version and the other international releases. Although the Japanese version never received a Game Boy Color compatible version, one was planned and ended up being discovered in the September 2020 lotcheck leak. 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.

Museum#

Japan

International

Much like in the previous game, the Japanese version shows the initial retail price information of the included games. The International versions, for a change of pace, show instead the name of the system in which the game was included rather than leaving the area blank.

Note Board#

Japan

International

The messages feature a quaint border around the top in the Japanese version.