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Super Monkey Ball 2

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Title Screen

Super Monkey Ball 2

Developer: Amusement Vision
Publisher: Sega
Platform: GameCube
Released in JP: November 21, 2002
Released in US: August 25, 2002
Released in EU: March 13, 2003

AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
DevMessageIcon.png This game has a hidden developer message.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MusicIcon.png This game has unused music.
DebugIcon.png This game has debugging material.
SoundtestIcon.png This game has a hidden sound test.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.

ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

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


Smb2 195.png
Unused Levels
Unused levels ranging from early versions of existing ones, test maps, and levels that never saw the light of day.
Debug Menu
Stage Select, Bitmap Viewer, Sound Player, you named it.

Unused Music

grep R

An unused track that sounds like some sort of victory theme. It matches the final game's music style. It was later used in Super Monkey Ball Adventure for the party game results.

Unused Jingle

Tennis Theme Unused A

Tennis Theme Unused B

Tennis Theme Unused C

Found in the MusyX Samp sound fx file, in the Snd > Mkb directory for Tennis, potentially are for victory or start themes for Tournament Mode. Note: The game uses ADP files instead for themes, none specifically for tournament mode

Unused ADX Sound Files

Present in the adx directory are seven unused ADX sound files which can be played in the debug menu. The final game doesn't use ADX sound files anywhere in the normal game.


A three-and-a-half minute track used for a video intended to demonstrate the capabilities of the Sofdec codec. This is also unused in Sonic Mega Collection, which was released at around the same time.


An almost three minute track with an unknown purpose. As it doesn't match the final game's music style, it's possible it's a test track.


An adventurous sounding track that doesn't fit the musical style of the final game. Based on the progression, it could have been for a cutscene.


An unused copy of the story mode level select theme which sounds identical to the used one.

Sound Text Translation
Unused Track_voice48a
とどろき つばさ、16歳!
Tsubasa Todoroki, 16 years old!
We have successfully completed the assignment!
It was only my first time and I was really nervous,
I managed to finish it safely.
This is also thanks to the two of you.
Thank you very much.
Unused Track_voice48b
Hmm, it is still sweet. It is about that, and you are 
overjoyed, your thoughts are ahead. However, 
for the first time, I did not raise the sound, 
I did a good job till the end. This is a reward.
Unused Track_voice48c
Tsubasa-chan, You must be tired.
It was quite good for the first time.

Three Japanese voice clips. This leftover sound from Aero Dancing F: Todoroki Tsubasa no Hatsu Hikou (Japanese AeroWings series).

Unused Graphics


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

Monkey Dogfight Item Icons


A couple of unused icons for Monkey Dogfight that look similar to the Monkey Target item icons.


An unused variant of the AV logo displayed after the credit game. The text reads 'Created by' in-game.

Unused Commend Texture


This texture is found with files relating to the 'commend' scene - where all the monkey participants in a party game stand on a ranking podium in accordance to the position they achieved during the game. The purpose of this texture is unknown - it likely was a placeholder. The text is apparently in English, and is quite difficult to read.

How can you g?? such
great splendid
extravagant gigantic

Super Monkey Ball Leftovers


The Monkey Target item icons from Super Monkey Ball.


The main menu background from Super Monkey Ball.


The emblem displayed on the ranking board when a player reached the Master levels in Super Monkey Ball. In this game, the letters 'MA' are displayed vertically next to the stage number in this case, or 'MX' if the extra stages are reached.

Super Monkey Ball Menu Resources


The menu text from Super Monkey Ball.


The button used on the main menus of Super Monkey Ball.

Unused Models

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



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



A red warp goal, themed for the Jungle Island stages. No stage in the Jungle Island world has a red warp goal, so this asset is never used.

GameCube Controller


A 3D GameCube controller with glitchy textures.



An unused model that appears in the files of each stage.



Six differently textured squares that appear in the files of each stage. The specific textures that appear vary based on the stage, sometimes leaving certain squares without textures.

Roll Floor


A small rectangular platform.

Super Monkey Ball Leftovers


The circular platform and hammer from Expert Extra 10.


The goal and platform from the credits level.


Four goal models.


The name entry roulette.


The asteroids from the space background.


The ocean background from Super Monkey Ball.


The Amusement Vision platform from Beginner Extra 3/Advanced Extra 4/Expert Extra 8.


A small square platform that was used in Beginner Extra 2 and Advanced Extra 2/Expert Extra 3.

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

(Translation: Divingkataetheweirdo)

Regional Differences


Japan International
SMB2 Leaderboard Japan.png SMB2 Leaderboard USA.png
  • 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, the katakana for "AIAI" is used instead.
Japan International
SMB2 Stage Select Japan.png SMB2 Stage Select USA.png
  • 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 in the NTSC-J and PAL versions. 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 the NTSC-U 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.

Japan International
SMB2 Entry Japan.png SMB2 Entry USA.png
  • The end-game name entry in the Japanese version uses a keyboard, whereas the US version features a rotary letter selector instead.
PAL NTSC Japanese
SuperMonkeyBall2 Stage Results PAL.png] SuperMonkeyBall2 Stage Results USA.png SuperMonkeyBall2-StageResultsJP.png
  • Some of the game's fonts was changed in the PAL version. This font is used for the title screen, level score results, replay text, and more.
  • The text for Stage Score and Clear Score were flipped for the US version. In the Japanese and PAL versions, 'Stage Score' is on top.