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Super Monkey Ball 2



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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.
CodeIcon.png This game has unused code.
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.
ModelsIcon.png This game has unused models.
MusicIcon.png This game has unused music.
DebugIcon.png This game has debugging material.
SoundtestIcon.png This game has a hidden sound test.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.




PrereleaseIcon.pngThis game has a prerelease article


Super Monkey Ball 2 is the sequel to the popular GameCube puzzle game and release title Super Monkey Ball.



Contents




  • 1 Sub-Pages


  • 2 Unused Music


  • 3 Unused ADX Sound Files


  • 4 Unused Graphics


    • 4.1 Early Logo


    • 4.2 Monkey Dogfight Item Icons


    • 4.3 Monkey Target Item Icons


    • 4.4 Super Monkey Ball Menu Background


    • 4.5 Super Monkey Ball Menu Text




  • 5 Unused Models


    • 5.1 NEW_GOAL


    • 5.2 GameCube Controller


    • 5.3 NODISP


    • 5.4 NODISP_COLORS


    • 5.5 Roll Floor


    • 5.6 Super Monkey Ball Leftovers




  • 6 Hidden Developer Messages


    • 6.1 Beginner Stage 3 / Library 203


    • 6.2 Test Level Messages




  • 7 Regional Differences


    • 7.1 Alterations






Sub-Pages





Smb2 195.png

Unused Levels
Unused levels ranging from early versions of existing ones, test maps, and levels that never saw the light of day.




MonkeyBall2-Debug2.png

Debug Menu
Stage Select, Bitmap Viewer, Sound Player, you named it.

Unused Music


grep R



An unused track that sounds like some sort of victory theme. It matches the final game's music style. It was later used in Super Monkey Ball Adventure for the party game results.


Unused ADX Sound Files


Present in the adx directory are seven unused ADX sound files which can be played in the debug menu. The final game doesn't use ADX sound files anywhere in the normal game.


music48a



A three-and-a-half minute track used for a video intended to demonstrate the capabilities of the Sofdec codec. This is also unused in Sonic Mega Collection, which was released at around the same time.


music48b



An almost three minute track with an unknown purpose. As it doesn't match the final game's music style, it's possible it's a test track.


music48c



An adventurous sounding track that doesn't fit the musical style of the final game. Based on the progression, it could have been for a cutscene.


sel_world



An unused copy of the story mode level select theme which sounds identical to the used one.























Sound Text Translation
Unused Track_voice48a


とどろき つばさ、16歳!
無事に任務を完了いたしました!
初めてのことばっかりで、ものすごく緊張しちゃいましたけど、
なんとか無事におわりました。
これもお二人のおかげです。
どうもありがとうございました。


Tsubasa Todoroki, 16 years old!
We have successfully completed the assignment!
It was only my first time and I was really nervous,
I managed to finish it safely.
This is also thanks to the two of you.
Thank you very much.

Unused Track_voice48b


ふん、まだまだ甘いな。
あれくらいで、大喜びしてもらっては先が思いやられる。
しかし、初めてにしては音を上げず、最後までよくがんばったな。
これは、ご褒美だ。


Hmm, it is still sweet. It is about that, and you are 
overjoyed, your thoughts are ahead. However,
for the first time, I did not raise the sound,
I did a good job till the end. This is a reward.

Unused Track_voice48c


つばさちゃん、お疲れ様!
初めてにしてはなかなかよかったわよ~


Tsubasa-chan, You must be tired.
It was quite good for the first time.


Three Japanese voice clips.


Unused Graphics



SuperMonkeyBall2-OldLogo.png


An early version of the logo can still be found on the disc.


Monkey Dogfight Item Icons


SMB2-dogfightitem1.pngSMB2-dogfightitem2.png


A couple of unused icons for Monkey Dogfight that look similar to the Monkey Target item icons.


Monkey Target Item Icons


SMB2-targetitem1.pngSMB2-targetitem2.pngSMB2-targetitem3.pngSMB2-targetitem4.pngSMB2-targetitem5.png


The Monkey Target item icons from Super Monkey Ball.


Super Monkey Ball Menu Background


SMB2-smb1background.png


The main menu background from Super Monkey Ball.


Super Monkey Ball Menu Text


SMB2-smb1menutext.png


The menu text from Super Monkey Ball.


Unused Models


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


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.


GameCube Controller


SMB2-controller.png


A 3D GameCube controller with glitchy textures.


NODISP


SMB2-nodisp.png


An unused model that appears in the files of each stage.


NODISP_COLORS


SMB2-nodispcolors1.pngSMB2-nodispcolors2.pngSMB2-nodispcolors3.pngSMB2-nodispcolors4.pngSMB2-nodispcolors5.pngSMB2-nodispcolors6.png


Six differently textured squares that appear in the files of each stage.


Roll Floor


SMB2-rollfloor.png


A small rectangular platform.


Super Monkey Ball Leftovers


SMB2-smb1circleplatform.pngSMB2-smb1hammer.png


The circular platform and hammer from Expert Extra 10.



SMB2-smb1creditsgoal.pngSMB2-smb1creditsplatform.png


The goal and platform from the credits level.



SMB2-smb1grassgoal.pngSMB2-smb1watergoal.pngSMB2-smb1spacegoal.pngSMB2-smb1widegoal.png


Four goal models.



SMB2-smb1roulette.png


The name entry roulette.



SMB2-asteroids.png


The asteroids from the space background.



SMB2-oceanbackground.png


The ocean background from Super Monkey Ball.



SMB2-avlogostage.png


The Amusement Vision platform from Beginner Extra 3/Advanced Extra 4/Expert Extra 8.


SMB2-smb1squareplatform.png


A small square platform that was used in Beginner Extra 2 and Advanced Extra 2/Expert Extra 3.


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)

Regional Differences


Alterations











Japan International
SMB2 Leaderboard Japan.png SMB2 Leaderboard USA.png

  • 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, the katakana for "AIAI" is used instead.










Japan International
SMB2 Stage Select Japan.png SMB2 Stage Select USA.png

  • 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 in the NTSC-J and PAL versions. 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.

The code for this was not removed in the NTSC-U version of the game - the percentage is still calculated, but not displayed in the Practice Mode screen. Why it isn't displayed is unknown, but the calculated percentages can be accessed via the debug menu.











Japan International
SMB2 Entry Japan.png SMB2 Entry USA.png

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










PAL International
SuperMonkeyBall2 Stage Results PAL.png SuperMonkeyBall2 Stage Results USA.png


  • One of the game's fonts was changed in the PAL version. This font is used for the title screen, level score results, replay text, and more.

  • The text for Stage Score and Clear Score were flipped for the PAL version.















































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