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Talk:Super Monkey Ball 2

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Debug Menu Completion Percentages

Is there a way to actually view completion percentages from the debug menu? I was excited to try with my completed SMB2 save file, but it only displays NaNs (not a number) instead of any actual values. Knowingest (talk) 00:03, 18 August 2016 (EDT)

On the NTSC version, the stage completion percentages are only stored in memory, and don't get saved to any save file, unfortunately. TheBombSquad (talk) 05:55, 12 August 2019 (EDT)

Interesting Unused Levels

I went through all of the stages using the debug mode and here are the interesting ones:
Stage 69 - Early version of Hoppers, only has one hopper instead of two like in the final version.
Stage 80 - Early version of Arthropod, has a large cylinder instead of five rings. The goal moves back and forward across the cylinder.
Stage 87 - Early version of Flat Maze, the goal is further back. In the final, the goal was moved closer to the start with four banana bunches taking its original spot.
Stage 96 - Early version of Grid Bridge, the two walls are much smaller than they are in the final version.
Stage 104 - A white square with a goal from the first Super Monkey Ball.
Stage 137 - Jungle Circuit monkey race track from the first Super Monkey Ball. Has no textures or background.
Stage 141 - Same as 103 but with the asteroids background from the first game. It also has a goal from the first game
Stage 142 - Same as 103 but with the underwater background from the first game. Uses a goal from the first game.
Stage 146, 147, & 148 - Early versions of the monkey fight arenas.
Stage 150 - Tutorial stage from the first game.
Stage 181, 182, 183 - Multi-stage test areas. 181 has early versions of sieve, warp, and curve bridge. 182 doesn't seem to display correctly.
Stage 184 - Big obstacle course like test level consisting of many sections which never appeared in the final game. Theres a single banana near the start and an Aiai statue further down. Theres also a rotating bridge which is like the one seen in the first game. There are certain sections which are impossible to pass without a moon jump code. The middle section contains an early version of curve bridge.
Stage 186 - An odd test level which can't be explored normally since it freezes the game as soon as you land, it can explored using the free look in dolphin. In the stage are floating Aiai heads, and other objects. An rgb thing, a spinning rectangle with 522 above it, and Japanese characters in different fonts. There's a model of a cow which was later used in F-Zero GX.
Stage 187 & 188 - Multi-stage test areas where everything is the same color as the background except for the goals.
Stage 189 - Multi-stage Test level containing early versions of Birth, Soft Cream, Hoppers which only has one hopper, Totters, Cylinders, Mountain where the goal is completely flat instead of at a 45 degree angle, and Brandished where it has two spinning things and a completely different layout that's impossible to beat. Theres also a rotating cube.
Stage 190 - A pink area with nothing in it, you just fall infinitely.
Stage 191, 192, 193, & 194 - Test levels where everything is black except for the goals.
Stage 195 - Test level containing early versions of Obstacle, Free Throw which only has one goal, and Spasmodic where the squares only rotate once before pausing. There are also some odd shapes which morph and change color, a spinning rectangle, a weird upside down goal, and some shiny objects where one looks like a banana and Aiai's head.
Stage 354 - Black area with 5 A buttons and two goals.
Stage 355 - Same as 354 but with one goal that bounces up and down.
Stage 369 - Early version of Nintendo, the Gamecube is less detailed, much larger, and doesn't rotate.
Stage 376 - Early version of Linear Seesaws, has a half pipe below the seesaws with a goal in it.
Stage 378 - Test stage with three really long seesaws which never made it into the final game.
Ferrox (talk) 14:08, 26 July 2014 (EDT)

Unused?

https://www.youtube.com/watch?v=8iA6maVjCMI --Jimbo1qaz (talk) 18:14, 18 October 2014 (EDT)

Yes, this is unused. However, the level that this leads to is a filler stage which occurs 30+ times in the game itself, so it's not really worth documenting. --PatSter21 (talk) 18:16, 18 October 2014 (EDT)

Unused Stage Parts?

There are many interesting things in the existing stages, that don't appear when playing normally. They can only be seen viewing the models externally (TODO: can they be seen in the debug menu too?).

I.E., the buttons call the unused "city" texture for some reason, even though it doesn't show (TODO: is it just distorted?) The preceding unsigned comment was added by Yoshimaster96 2 (talk • contribs)

Unused warp goals

Jungle Island is the only world/backdrop in the game without a red warp goal in any of its stages. However, it does exist in the game's coding, and can be seen in this level hack of Super Monkey Ball 2.

Also, another custom level showcased warp goals in the bonus stage backdrop (which are normally unused), but I don't remember what video that was. Still, these warp goals are unused, and should be added to this page. ShootingStar7X (talk) 15:56, 22 May 2018 (EDT)

So? Anyone want to add these unused goals? ShootingStar7X (talk) 15:34, 30 May 2018 (EDT)
I added the Jungle Island red warp goal model. However, there are no warp goal models for the bonus world in the files for the bonus world background. There's only 'BNS_GOAL' and 'BNS_GOAL_B', which appear identical in texture and model. TheBombSquad (talk) 05:28, 12 August 2019 (EDT)