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Super Monkey Ball 2

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This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.


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.
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.
MusicIcon.png This game has unused music.
DebugIcon.png This game has debugging material.
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. This sequel is a complete rework of the original game. Along with the normal modes, a new mode known as Story Mode is added. This features a 'campaign' with cutscenes (rendered by the game engine rather than being a video file). However, the basic premise of the game in both modes is the same: guide the monkey in the ball to the goal. The game also includes several new Party Games which can be unlocked by obtaining Play Points. Six party games are already unlocked, three are remasters from the original game, and the rest are completely new.

Sub-Pages

MonkeyBall2-EarlyPrototype.png
Development
Notes about the development and history of Super Monkey Ball 2.

The game still has the file for the old logo.

SuperMonkeyBall2-OldLogo.png

Hmmm...
To do:
Expand of merge this section.


Debug Mode

Introduction

Just like the first game, Super Monkey Ball 2 features a debug mode. The debug mode includes a stage selector, full-fledged model viewer, effects testing, sound player, bitmap reader, and more. The debug menu can be accessed via the following Action Replay codes:

Region Code
NTSC-U
BY50-BFRX-BGGNR
RBUA-FCGP-K7FVV
F8XP-P5GY-JPBJQ
NTSC-J
13QN-UBG7-FKBHQ
NPDM-4XAU-005MD
3R7R-Z1KT-YGDFU
PAL
KXC6-KNG5-FDZX0
81RZ-X9U5-Z3VR2
A40E-9BDK-C7QM5


(Source: Ralf (PAL Code), PatSter21 (NTSC-J Code))

Images

Test Mode

Images

Early Options Menu

A very early version of the options menu is accessible through the main debug menu. It appears to be the version from Super Monkey Ball. The text is in Romaji (Japanese in Roman letters). However, since the SMB options menu was designed for English/Kanji, the Romaji breaks the layout and falls off the box or clutters up with other text. The options menu performs all the functions of the normal Super Monkey Ball options menu, except it doesn't load the old Replay manager because it was scrapped.

Gallery

Video

A full-length tour of the Debug Menu for Super Monkey Ball 2:

(Source: PatSter21)

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

SuperMonkeyBall2-TestLevelTextureMessage.png


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)

Unused Models

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

NEW_GOAL

MonkeyBall2-OldGoal.png

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

Regional Differences

Alterations

Hmmm...
To do:
Pictures!

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, "AIAI" is used instead.

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. 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. Why this was removed from the American and European versions is unknown.

The end-game name entry in the Japanese version uses a keyboard, whereas the US version features a rotary letter selector instead.