Super Monkey Ball 2

Super Monkey Ball 2 is the sequel to the popular GameCube puzzle game and release title Super Monkey Ball.

Early Logo


An early version of the logo can still be found on the disc.

Debug Mode
Just like the first game, Super Monkey Ball 2 features a debug mode. The debug mode includes a stage selector, full-fledged model viewer, effects testing, sound player, bitmap reader, and more. The debug menu can be accessed via the following Action Replay codes:

Early Options Menu
A very early version of the options menu is accessible through the main debug menu. It appears to be the version from Super Monkey Ball. The text is in Romaji (Japanese in Roman letters). However, since the SMB options menu was designed for English/Kanji, the Romaji breaks the layout and falls off the box or clutters up with other text. The options menu performs all the functions of the normal Super Monkey Ball options menu, except it doesn't load the old Replay manager because it was scrapped.

Video
A full-length tour of the Debug Menu for Super Monkey Ball 2: D28xrmpISuA

Hidden Developer Messages
Super Monkey Ball 2 has various hidden developer messages within it.

Beginner Stage 3 / Library 203
Beginner Stage 3 (named Bumpy) is named after its seemingly random bumps spewed across the stage. Except it turns out that these bumps may not be so random, because they appear to be in Braille. Here is the message translated:

''Hi! This is Jamad.'' That is right. Braille Alphabet. I respect you !!

Test Level Messages


In several multi-stage test levels, a board with Kanji on it can be found, with Japanese writing in the foreground and a texture map in the background. These messages are signed by Jamad. Jamad is most likely a nickname of Junichi Yamada, the Stage Design Director of Super Monkey Ball 2.

Hope that there's a texture map here created from a buffer. by JAMAD

Unused Models
A lot of unused models were left over from both the arcade edition and its sequel.

NEW_GOAL


This appears to be a planned design for a new goal. Its resources can be found within the various test levels.

Alterations
In the NTSC-U version, when the 5th position in the leaderboard is not filled, the placeholder name "BANANA" is used. In the NTSC-J version, "AIAI" is used instead.

When selecting a stage for Practice Mode, a percentage value is displayed above the stage preview window which displays the rate of completion for the level. For example, if a player completed a stage successfully twice and did not complete it once, the value will read 66%. The value is also shown under the score counter when playing a level in Practice mode. The code for this was not removed in other version of the game - the percentage is still calculated but not displayed in the Practice Mode screen. Why it isn't displayed is unknown, but the calculated percentages can be accessed via the debug menu, The end-game name entry in the Japanese version uses a keyboard, whereas the US version features a rotary letter selector instead.