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Ballistic (Game Boy Color)

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Title Screen


Also known as: Puzz Loop (JP)
Developer: Mitchell
Publishers: Infogrames (US), Capcom (JP)
Platforms: Game Boy, Game Boy Color
Released in JP: March 17, 2000
Released in US: November 1999

CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
DebugIcon.png This game has debugging material.

Ballistic, aka Puzz Loop, is the arcade game that would later be ripped off by none other than PopCap in the game Zuma. The Game Boy Color port is... not as good.

To do:
  • The game was basically reworked when localized to the US. There are new screens, the ability to select music, and tons of differences. Document the changes.
  • There are pieces of weird sprites spread out amongst the entire ROM. Rip these.

Debug Menu

A very broken debug menu exists for Ballistic as well as Puzz Loop. The following Game Genie codes can be used to access the debug menu instead of a single player game:

Ballistic Puzz Loop

The menu wasn't coded to be in a rom bank other than 0x00, so most of the options crash badly. You can switch between DMG and CGB mode by using Left/Right. Holding A and using Up, Right or Down can change the RGB component of the background color - which are displayed in the lower left corner of the screen.

You can select an option using Up/Down, enter it using B. Inside menus (if they don't crash), you can exit using Start + Select. Start + Select will also exit from the debug menu altogether.

Sound Test

Apparently one can compose single sound bytes using Up/Down and Left/Right.

Link Cable Test

This prints out info on the game link.

Calc Stat

This menu will multiply the top and bottom numbers (actually, only the lower 8-bit) which can be set using Left/Right and Up/Down respectively. However, since the result is never actually stored in the result register that is printed below the two 16-bit numbers, the result will always be zero. Oh, and of course the multiplication yields 16-bit values...

LYC Test

Probably a test to see if editing the scroll registers per line works correctly. Test crashes though.

Processing Test

Crashes with lots of references to different ROM banks, without storing intermediate results etc. If this ever did work, there is certainly nothing left that would lead one to suspect this fact.

PCG Rewrite Test

This test actively rewrites tiles in VRAM while they're being displayed.

Wada Test

Will advance to the next page for Ballistic. Doesn't work in Puzz Loop. Here you can start options using Start. Most options crash outright.

Asa Test

This will show the credit roll.

Frame Counter

Ballistic Frame Debug Counter GBC.png Ballistic Frame Debug Counter In Game GBC.png

Game Genie code 044-A5F-C42 will enable a current frame counter that is glitched in most areas of the game. It will properly display in the Ranking section and in-game overriding part of the score display.

Unknown Counter

There is a second counter appearing at the bottom of the screen that is completely glitched out making it impossible to know the exact function but it is likely an animation frame counter. Game Genie code 074-A5F-C42 will enable the unknown counter.

(Source: nensondubois)





Alternate Title Screen

Ballistic contains a complete title screen graphic complete with tilemapping and palette data that is loaded along with the Mitchell logo.

Game Genie code 0F0-2DA-80A code will load the alternate title screen instead. PRESS START awkwardly resides above the menu selection after pressing Start, giving hint that this was an early design.

Puzz Loop Copyright Logos

PuzzLoop Unused Copyright Logos J GBC.png

There are two early Mitchell copyright logo designs directly located above each other loaded along with the used logo.

Super Mario Bros. Deluxe Sprite set

SMBDX Ballistic Mario Spriteset.png

Present only in Ballistic is a complete Mario sprite set carried over from Super Mario Bros. Deluxe. This may have been used for testing purposes as this is the only piece of data remaining.

Other Unused Graphics

Why were these removed?

By enabling the Super Game Boy flag located at 0x146 and modifying it to 03, or using the Game Genie code 031-46F-E6A, you can enable long lost palettes and the necessary accompanying Super Game Boy commands. The Japanese version does not have unused Super Game Boy palettes, just the MLT_REQ 00 and 01 are loaded during startup.

Unused Palettes

There are two additional unused Super Game Boy palettes. Gameshark code 01??14CD will always display either.

Ballistic Unused SGB Palette 1.png

ID 01

Ballistic Unused SGB Palette 2.png

ID 02