Monkey Ball
Monkey Ball
Monkey Ball |
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Developer: This game has unused areas. |
To do: The narrator has more unused voice takes. Rip those sounds. |
Monkey Ball is basically Marble Madness, except in 3D with improved graphics and lots of monkeys. And a banana-shaped joystick.
Contents
1 Unused Graphics
1.1 Master Difficulty Graphics
1.2 Unused Select Screen Background
1.3 Debug Font
2 Unused Models
2.1 Debug Axis
2.2 Coins
2.3 Tex Test Model
3 Unused Levels
4 Unused Strings
5 Debug Mode
5.1 Debug Pause
5.2 In-Game Commands
5.3 Test Mode
5.4 In-Game Debug Menu
5.5 Stage Select
Unused Graphics
Master Difficulty Graphics
Graphics for a Master difficulty exist, but are never implemented aside from one Master floor. While Super Monkey Ball added nine more Master floors, you still couldn't start at the Master stages from the difficulty select until Super Monkey Ball Jr. and Super Monkey Ball 2.
Whether they planned to make Master an actual difficulty setting in the original game, or something to expand on much more than they did while porting to the GameCube, is hard to tell.
Unused Select Screen Background
This background was found in the select game graphics. The final game uses a 3-D blue sky.
Debug Font
A debug font.
Unused Models
Debug Axis
A debug axis.
Coins
Coins for gold and sliver.
Tex Test Model
A model for testing textures.
Unused Levels
To do: GIFs of moving parts where applicable. |
Stage 21
Stage 26 - Despite appearing smooth, the floor here is actually quite bumpy.
Stage 48 - Beginner 7 with different textures.
Stage 56 - Seems to be similar in concept to Expert EX9.
Stage 61 - A decorated version of Advanced 2.
Stage 62 - A decorated version of Advanced 27.
Stage 66 - Expert 22 with Beginner's stage textures.
Stage 67 - The Hard version of Beginner 9 without a bumper on the second slope.
Stage 69 - An exact copy of Expert 41.
Stage 71 - Given the number of access points to the main path and the size of the two main platforms, this was probably going to be either a Beginner or early Advanced floor.
Stage 72 - Most likely an area for testing various modular shapes.
Stage 81 - An exact copy of the Hard version of Beginner 2
A copy of Stage 26, but with a black floor texture. This stage exists in Super Monkey Ball as well, where it also goes unused.
Unused Strings
These are the strings used during gameplay, including indicators if a level is a Bonus level or the final level, and the number of the floor. Among them is a string that describes "MASTER EXTRA", and "EXTRA 2". The string "SELECT A STAGE" is used in the Debug Mode's Stage Select. Extra 2 and Extra are used in the Debug Mode's Stage Select, with Extra 2 being appended to Expert to refer to the Master floor.
SELECT A STAGE
STAGE
SELECT LEVEL
SELECT YOUR LEVEL
SELECT BY LEVER
EXTRA 2 FLOOR LIB.
EXTRA FLOOR LIB.
SELECT A MONKEY
MASTER EXTRA
FLOOR
BONUS FLOOR
FINAL FLOOR
Debug Mode
A debug mode in does exist in Monkey Ball, and can be turned on by setting address 2C228084 to 1. This must be on in order to access the stage select and the ingame debug menu.
Debug Pause
While address 2C228084 is set to 1, setting address 2C228080 will put the game in a pause like state. Pressing P1 START advances the game by a single frame.
In-Game Commands
While debug mode is on , pressing P2 PUSH1 + P2 PUSH2 + P2 PUSH4 will instantly complete the current level.
Test Mode
A debug menu, called Test Mode, can be accessed by setting address 2C223609 to 3 and address 2C223611 to 67.
- STAGE NUM - Adjusts what level is currently selected in the debug level select.
- BACKGROUND - Adjusts what BG is used when selecting a level from the debug stage select.
- OBJECT TEST - A model viewer.
- LOD OBJ TEST - Tests switching out models for low-poly counterparts based on the model's distance from the camera.
- SPRITE TEST - A sprite viewer.
- MOTION TEST - An animation viewer.
- FONT TEST - Displays "HELLO, WORLD" in all fonts, or in the case of the fonts consisting only of number, all numbers from 0 to 9.
- SOUND TEST - Plays all types of audio in the game, from music to voice clips to sound effects.
- TEXTURE TEST - A texture viewer.
- INPUT TEST - Shows what inputs are being pressed.
- REPLAY TEST - Plays the replays that are normally reserved for the game's attract mode.
- BG TEST - A background viewer.
- CALIBRATION - Analog stick calibration.
- BOOKKEEPING - A menu where various statistics can be viewed, such as floor clear rates and average play duration.
- BACKUP CLEAR - Deletes all saved data.
- DIP SWITCH - Allows various DIP switches to be toggled on and off.
- DIP_DEBUG - Debug mode.
- DIP_DISP - Shows the Lib No. of the stage currently being played, as well as the route being taken.
- DIP_STCOLI - Shows stage collision.
- DIP_TRIANGLE - Turns the stage and its collision into a triangle.
- DIP_BALL_TGT - Indicates what object the character is looking at.
- DIP_JOINT_OFF - Detatches the clothing of each character from their waists.
- DIP_APE_IK - Causes the character to start warping in and out of the ball.
- DIP_TIME_STOP - Freezes the timer.
- DIP_KARAKUCHI - Seemingly does nothing.
- DIP_NAMEENTRY - Forces the name entry screen to appear after a game over, regardless of score.
- DIP_SHADOW_TEST - Makes the stage's floor and walls the same darkness as the shadows.
- DIP_FALL_DISP - Shows the boundary that triggers a Fall Out, but strangely only on certain stages.
- DIP_SWITCH12 - Nothing.
- DIP_SWITCH13 - Nothing.
- DIP_SWITCH14 - Nothing.
- DIP_SWITCH15 - Nothing.
In-Game Debug Menu
There is another debug menu, this one seemingly intended for monitoring various stats. The only real notable things that can be done here are adjusting the ball size (which has no effect on its collision) and the slant angle (which not only adjusts the visual tilt, but also the angle of the gravity), as well as tweaking lighting. To access this, have have address 2C228080 set to 3, and then press P2 PUSH2 + P2 PUSH4. Once the menu appears, address 2C228080 can be set back to 0 to unpause the game.
Stage Select
While Debug Mode is active, pressing P2 Start during the attract mode will access the Stage Select.
Pressing P1 Start starts the selected stage with Aiai, pressing P1 Button 1 starts the selected stage with Meemee, and pressing P1 Button 2 starts the selected stage with Baby. P2 Start can be used to switch between difficulties.
The Monkey Ball series | |
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Arcade | Monkey Ball |
GameCube | Super Monkey Ball • Super Monkey Ball 2 • Super Monkey Ball Adventure |
Game Boy Advance | Super Monkey Ball Jr. |
N-Gage | Super Monkey Ball |
PlayStation 2 | Super Monkey Ball Deluxe (Prototype) • Super Monkey Ball Adventure |
Xbox | Super Monkey Ball Deluxe |
Nintendo DS | Super Monkey Ball: Touch & Roll |
PlayStation Portable | Super Monkey Ball Adventure |
Wii | Super Monkey Ball: Banana Blitz • Super Monkey Ball: Step & Roll |
Nintendo 3DS | Super Monkey Ball 3D |
Categories:
- Games developed by Amusement Vision
- Games published by Sega
- Arcade games
- Games released in 2001
- Games with unused areas
- Games with unused graphics
- Games with unused models
- Games with unused text
- Games with debugging functions
- Games with hidden sound tests
- Games with hidden level selects
- To do
- Monkey Ball series
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden level selects
Games > Games by content > Games with hidden sound tests
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused models
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Sega > Games developed by Amusement Vision
Games > Games by platform > Arcade games
Games > Games by publisher > Games published by Sega
Games > Games by release date > Games released in 2001
Games > Games by series > Monkey Ball series
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