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beatmania GB

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Title Screen

beatmania GB

Developer: Konami Computer Entertainment Kobe
Publisher: Konami
Platforms: Game Boy, Super Game Boy, Game Boy Color
Released in JP: March 11, 1999

CodeIcon.png This game has unused code.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.

Become the best DJ... on the go!

Featuring an interface based on the original beatmania for the Playstation, with 10 chiptune renditions of tracks from 1st through 3rdMIX, plus 10 original songs (including the main theme from Rakugakids).

Debug Menu

Beatmania GB J GBC DEBUG.png Beatmania GB-player no.png Beatmania GB map no.png

Use Game Genie code 011-75B-E65, then at the title screen press Start to access a simple debug menu. Upon selecting any of the options the next two common screens will appear where you can select "player no" and "map no" accordingly.

However, only the first two options are functional. The first one is used for debugging a single player game, the second one will be waiting for a linked player for "VERSUS" game.

When one of the valid options is selected the game will be started using "player no" and "map no" values as current game settings.

The rest of the options will cause the game to crash after selecting the "map no".

While playing in this debug mode, you may return back to the title screen by pressing A + B + Select + Start which is not available during normal gameplay. Instead, there are no proper score calculation when a debugged stage is complete and the game will just hang.


Beatmania GB-link0.png
There is another debug leftover sitting in the ROM. While using the same Game Genie code as for Debug Menu, additionally use 081‑79B‑C4E to access "COM CHECK" mode upon pressing Start at the title screen.

This test is fully functional and when enabled on both linked consoles. First, it will detect the master/slave units when one of the players press a button. Then display a corresponding info on the screen along with a two-digit number. When pressing A button on a console the numbers will count up on the opposite console.

When communication appears to be lost the corresponding message should be displayed on the screen. However, this test does not detect losing connection properly and just continues to work as usual.