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Bloons Super Monkey 2 (Adobe Flash)

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Title Screen

Bloons Super Monkey 2

Also known as: Bloons Supermonkey 2 (title screen)
Developer: Ninja Kiwi
Publisher: Ninja Kiwi
Platform: Adobe Flash
Released internationally: May 13, 2013

AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.

Cactus 2.0!
This article has just been started and needs the article basics added.
Help us out and add them.
So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?

Bloons Super Monkey 2 is the second Bloons-themed vertical shoot-em-up, in which you play as the titular copyright-infringing Super Monkey as he single-handedly destroys thousands of Bloons with a variety of weapons.

In 2016, a mobile version was released that featured an entirely different set of levels and more playable characters. In 2020, the original game was re-released as part of Ninja Kiwi Archive on Steam, ensuring its continued existence beyond the discontinuation of the Adobe Flash Player at the end of 2020.

To do:
  • Rip the other Altitude graphics (title card, loading screen, level icons).
  • Unused backgrounds.
  • Unused background objects.
  • More unused bloon behaviors (FreePlayLevel, AddEmptyBloon, probably more).
  • Debug material.
  • Version differences.
  • Earlier versions of the game supposedly had pre-stage dialogue from Dr. Monkey for Altitude Stage 1, which was removed in later versions in order to fix a bug.


To do:
Maybe get proper gameplay footage? These videos just show the patterns without any actual gameplay, and they're also in different aspect ratios from each other.

While the game only has four worlds, data exists for a fifth world named "Altitude", which was intended to take place after Mount Magma.

The world is very unfinished: it doesn't have a world map image or sound effect, there's no designated music for it (all its stages use the music from Monkey Lane instead), some stage backgrounds are missing, and only the first two stages were designed. Stages 3, 4, and 5 simply copy the Bloon formations from Stage 2.

None of these levels have defined score targets for Bronze, Silver, Gold, and Diamond trophies, so they use the default values instead (700, 1200, 1500, and 2000, respectively).

Stage 1

Seems to be mostly complete, though it is rather unpolished. This is the longest stage in the game, taking over 3 minutes to complete, and would be one of the most difficult stages to get the Diamond trophy on due to the bizarre patterns and the Bloons that persistently "rain" down over every part of the screen throughout the level.

Stage 2

Very incomplete. Compared to the previous stage, there are fewer Bloons in general, their formations are much more forgiving, the stage abruptly ends after about 2 minutes, and its background is a copy of the background for Stage 1 (presumably a placeholder, as all maps in the final game each have their own backgrounds). The stage mainly features swarms of Bloon "dragonflies" that fly around the screen, though some of them get stuck in the top-left corner due to their paths not being set.

Notably, this stage features Coco Bloons, which are otherwise unused.

Unused Graphics

Altitude Backgrounds

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Which stages use which backgrounds?

Background images for Altitude when running the game in software ("low-quality") mode. While all other worlds use one background for all 5 of their stages in software mode, Altitude has three backgrounds, presumably because it was necessary in order to convey that each level takes place at a different... well, altitude.

Unused Bloons

Coco Bloon

A Bloon that looks like... a coconut? It only appears in the aforementioned Altitude Stage 2. It has 20 HP, but like Shielded Bloons, it "absorbs" extra pierce from projectiles as damage. It has no child Bloons; like Red Bloons, it releases Blops when popped instead.

Purple Bloon

Unlike the Coco Bloon, the Purple Bloon is just a Bloon sprite without any functionality. Purple Bloons later made their debut in Bloons TD 6, where they ironically behave very similar to Glass Bloons, a Bloon type that was introduced in this game.

Unused Bloon Behaviors


CreateFromBitmap is a function that allows for groups of Bloons to be generated from bitmaps. However, this system is only used to create the formations of "fruits" that appear at the beginning of the unused Altitude Stage 2, which leaves both this system and these wonderful drawings of fruits unused by extension.