Super Monkey Ball 2/Unused Levels
This is a sub-page of Super Monkey Ball 2.
Using the debugger's level select, you can access a variety of unused levels.
- 1 Super Monkey Ball Leftovers
- 2 Early Levels
- 3 Test Levels
- 4 Filler Level
Super Monkey Ball Leftovers
Levels leftover from Super Monkey Ball.
The tutorial level complete with updated textures.
A textureless version of the Jungle Circuit race track from Monkey Race.
These levels were likely used to test moving objects within levels. Most of these levels are identical to the final versions of the levels, but there are a few that are slightly different. In most of these levels, you start out on the large circular platform from Spinning Top which contains a couple of warps that rotate around the platform. There are also five switches on the platform that control all moving objects in the level.
Early version of Hoppers which only has one hopper instead of two.
Early version of Arthropod which has a singular cylinder instead of five rings. The goal is also in a different position.
Early version of Flat Maze which has the goal on the right side of the maze. In the final version, it was moved to the upper left corner of the maze with four banana bunches taking its original spot.
Early version of Grid Bridge which has smaller walls on the left and right sides of the map.
Early version of Exciting Puzzle Ring from Monkey Fight 2.
Early version of Amazing Flower Ring from Monkey Fight 2.
Early version of Square Jungle Ring from Monkey Fight 2.
Early version of Nintendo. The GameCube model is much larger and doesn't animate.
Early version of Linear Seesaws which has a basin underneath the level along with a second goal. Both of these were removed from the final version.
An early level which doesn't appear in the final game. It consists of three long seesaw platforms, each with a goal at the end.
Early version of URL where the letters are individually rendered. The final uses a texture to represent the URL instead.
A multi-stage test map.
Another multi-stage test map.
A very large, obstacle course like test map.
Some buildings along with a model of a cow that was later used in F-Zero GX's Mute City.
Another test map and a large one at that. This one can't be explored normally since the game crashes as soon as you land; The reason why this happens is that the level's .gma and .tpl (model and texture files respectively) combined go over 2 MB, which is the maximum that can fit into the game. Upon landing, the .lz (the collision information) causes the game to run out of memory and hang. Deleting the level's .tpl will allow you to play through the level. The various numbers on the ground represent the mipmapping, some of which you can see by changing the zoom on the minimap. Every so often, the sky will flash white, making it impossible to see anything for a few seconds.
Another multi-stage test map.
This level has many goals since Coin Slots is mixed in with several other levels. When you fall out here, a debug message is very briefly (~2-4 frames) shown that mentions the level has over 16 goals, which is the max number allowed.
A small test map most likely used for testing various graphical effects.
A simple filler level that occupies any unused level ID slots.