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Super Monkey Ball Adventure/Revision Differences

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This is a sub-page of Super Monkey Ball Adventure.

Loading Differences

PS2 GameCube/PSP
SMBA-ps2loadscreen.png SMBA-gcnloadscreen.png
  • The PS2 port displays a blue loading bar during the startup. The GameCube and PSP ports display "Loading" instead.
  • In the PS2 port, you can skip the Traveller's Tales logo FMV.


PS2 GameCube/PSP
SMBA-ps2challengemode.png SMBA-gcnchallengemode.png
  • The Challenge Mode loading screen was given a background in the GameCube and PSP ports. The Camera Monkey was also removed
  • Incidentally, UI in general is dimmer on PS2. Crash Bandicoot: Twinsanity has the same issue


PS2 NPC Wind Up Key
SMBA-ps2winder1.png SMBA-ps2winder2.png


  • In an attempt to mask the load times in the PS2 port, the game has loading rooms where you have to press a switch around ten times to open the door to the next part of the world for Jungle Island and Zootopia. This mechanic was removed from the GameCube and PSP ports where accessing a loading area will display a standard loading screen instead
  • Incidentally, the wind up key function and related NPC text about it are unused in the other versions, with stage mesh lacking collision at the area.



  • The Monorail's function in Monkitropolis is exclusive to the PS2 version, along with elevators, roughly taking about a min. Controls are locked until you reach the destination
  • Oddly collision for other monorails in the area are still in the other ports unlike the wind key rooms, noted here



  • MoonHaven has two unique Loading zone minigames related to cranking gears
  • Interestingly if cheated, it shows that the loading zones only need about 20 seconds, similar to the other ports

Screen Differences

PS2 Save GC Save
SMBA PS2 Save.png SMBA GC Save.png


  • The PS2 version shows the warning for manually saving much longer than other ports, and before the save selection unlike other versions
  • GC also lays out the save files horizontally instead of vertically like PSP/PS2


PS2 Stereo Options GC Lack of Options
SMBA PS2 Stereo.png SMBA GC Stereo.png


  • The GC version strangely is lacking Stereo/Mono options. It's in the PS2/PSP version


Graphical Differences

PS2 Greyscale GC Greyscale
SMBA PS2 Naysayer.png SMBA GC Naysayer.png


  • The PS2/PSP version handles the greyscale toning differently than GC versions. In those versions, AiAi and the Naysayer are still saturated, but in GC, the entire screen is greyed out


PS2 Minimap PSP Minimap GC Minimap
SMBA PS2 crossroad.png SMBA PSP Minimap.png SMBA GC Minimap.png


  • GC's Minimap is noticeably more opaque than PSP's, which is slightly more opaque than PS2's. Incidentally, the PSP version has fog still affect the Minimap when zooming in/out with the X Button
  • The icon in the Minimap for AiAi's head is incorrectly squished for PS2/GC in 4:3 mode
  • Lighting in general is brighter on the PSP port, with ambient colors being more saturated


PS2 Facial Expressions GC Lack of Expressions
SMBA PS2 Face.png SMBA GC Face.png
SMBA PS2 Bee.png SMBA GC Bee.png


  • For whatever reason, all facial expressions were drastically reduced in the GC/PSP port. Characters are unable to blink, and any mouth animation that takes advantage of fangs are gone. Even the main characters have simplified facial animations, at max opening/closing the mouth with no scaling for lips
  • Two sided transparency also is broken for some NPCs on GC
  • Oddly, legs are incorrect for some NPCs on PS2


PS2 Foliage GC Foliage


  • The Foliage is animated in the PS2 version. They're static in the GC/PSP port
  • Oddly for the model for the PRESS START screen, it's static in all versions


PS2 Picture GC Picture
SMBA PS2 Camera.png SMBA GC Camera.png


  • The Camera Monkey (SiSi) Missions in the GC/PSP port have the picture of the entire screen fully in greyscale. In the PS2 version it's treated the same way as AiAi when near Naysayers
  • Oddly in Kongri La, the camera mission and Naysayer's don't cause greyscale in all ports


PS2 Invisible Ball GC Invisible Ball
SMBA PS2 Invis.png SMBA GC Invis.png
PS2 Pump GC Pump
SMBA PS2 Pump.png SMBA GC Pump.png
PS2 Glass GC Glass
SMBA PS2 fatcatglass.png SMBA GC fatcatglass.png
PS2 Lens GC Lens
SMBA PS2 Lens.png SMBA GC Lens.png


  • Faux refraction and environment maps on glass in general was removed in the GC and PSP port
  • The lens in Kongri La also are one sided for rendering in the GC/PSP port


PS2 Ice PSP Ice GC Ice
SMBA PS2 Ice.png SMBA PSP Ice.png SMBA GC Ice.png
PS2 Ice PSP Ice GC Ice
SMBA PS2 Pump.png SMBA PSP Ice2.png SMBA GC Pump.png


  • Ice in general looks different in all versions, with PSP being blatantly yellow


GC Robot Monkey PSP Robot Monkey
SMBA GC Robot.png SMBA PSP Robot.png


  • For some reason, the discarded robots in Zootopia are bright pink in the PSP version
  • This is more puzzling given the same robot model used in Monkitropolis is correctly shaded/colored


PS2 Platform PSP Platform GC Platform
SMBA PS2 Automaton.png SMBA PSP Automaton.png SMBA GC Automaton.png


  • The color of the tilting platforms are different across all versions
  • For PSP in particular this extends even to the Fire/Flying section for all moving metal platforms


PS2 ID Tag PSP ID Tag GC ID Tag
SMBA PS2 ID.png SMBA PSP ID.png SMBA GC ID.png


  • The ID tag to bring to the door is noticeably a lot more detailed in the PS2 version, while it's a solid color in the other versions
  • For PSP it's also white (shading causes it to look blue)


PS2 Paper GC Paper
SMBA PS2 Papers.png SMBA GC Paper.png


  • After a couple of seconds, the paper randomly becomes bright in the GC/PSP versions



  • The Heat haze and smoke effect in Monkitropolis/Kongri La mid section is missing in the GC/PSP port. It also makes the area seem yellower with slight bloom
  • Omni lights are positioned differently on GC. For PSP the ambient isn't black like here

Porting Leftovers

As all ports were made relatively around the same time, assets from the PS2 version weren't completely removed

SMBA SPLINES PSP.png

  • In the PSP version, the splines for the PS2 exclusive monorail are still in the files, in addition to other loading areas exclusive
  • Other linker segments for loading zones are also still in the game unused

Other Porting Differences

  • Fog is strongest in the PSP version, with PS2 being less as effective, and GC even less
  • In party games, framerate is cut in half on PSP
  • Particle effects for collision is lower in other ports compared to PS2
  • The PSP version has lower draw distance and LODs for objects
  • Flying is far harder on the PSP version to minimize sequence breaking
  • Present in throughout the four worlds in the PSP port are collectible cards which can be used to play the PSP exclusive mini game, Monkey Trumps.
  • The PSP and PS2 ports can be linked together to transfer save files.
  • The Time Traveler is exclusive to PSP after finishing the game. He tells the player extra lore connecting Adventure to Super Monkey Ball 2
  • Future Aiai is an unlockable character in the PSP port, after talking to the Time Traveler in the 4 worlds, then getting all cards with each character (without the cheat code), in addition to 100% a save file. He can be transferred to the PS2 version

-This incidentally means he's the most obnoxious character to unlock

  • The PSP port has an exclusive series of levels featured in Challenge Mode which can be unlocked after completing the expert difficulty.