Super Monkey Ball Deluxe
Super Monkey Ball Deluxe
Super Monkey Ball Deluxe |
---|
Developer: This game has unused music. This game has a prototype article |
To do:
|
Super Monkey Ball Deluxe is basically an updated version of Super Monkey Ball 2 which includes all of the levels from Super Monkey Ball as well as some new levels.
Most of the unused content from the first Super Monkey Ball and Super Monkey Ball 2 can still be found in Super Monkey Ball Deluxe, so this page will cover content only unused in Deluxe.
Contents
1 Debug Mode
2 Unused Text
3 Unused Audio
4 Porting Differences
4.1 Differences From Super Monkey Ball
4.2 Differences From Super Monkey Ball 2
4.3 PS2/Xbox Differences
Debug Mode
The debug mode from Super Monkey Ball 2 is present in Deluxe. It can be activated in the PS2 NTSC version using these raw codes:
NTSC-U | NTSC-J |
---|---|
004C2F04 00000003 | 004D2300 00000003 |
On Xbox, this can be done by setting the value at address 0x892118 to 03, or address 0xD08BE118 on Xbox 360.
Once enabled, the main debug menu can be opened at the title screen by pressing Cross + Circle (PS2) or A + B (Xbox) at the same time. Another menu can be opened by pressing L1 + Start or Left Trigger + Start at any point in the game. This second menu (and anything created by it) can be re-positioned and resized using the thumb sticks, and closed with L1 + Triangle or Left Trigger + Y. Focus between multiple menus can be switched with L1 + Cross or Left Trigger + A.
A few cheat commands are also enabled:
- Pressing D-Pad Up will add 100 seconds to the game's timer, with a maximum time of 360.96.
- Pressing Square + Triangle or X + Y will instantly complete the current level.
- The game can be debug paused with R1 + Start or Right Trigger + Start which will display "DEBUG MODE" in the top right corner of the screen. Unpause with just Start.
- Pressing R2 or White while debug paused will advance the game by one frame.
- Pressing Square + Circle or X + B while debug paused will display a cursor that allows you click on UI elements with X or A and move them around the screen with the Left Stick.
- Pressing Triangle + Circle or Y + B while debug paused will unlock the camera. Pressing again will reset it but it won't take affect until the game is unpaused. Unlocking the camera also disables the above cursor.
A full documentation of the debug mode can be seen here. The debug menu is very prone to crashing in the PS2 version. The Xbox version doesn't have this problem.
Unused Text
Press the POWER button to turn off the Nintendo GameCube.
Leftover text from Super Monkey Ball 2.
Unused Audio
The Amusement Vision logo chime from the first two games which is never used here.
The space theme from Super Monkey Ball which isn't used despite the space background from that game being present in Super Monkey Ball Deluxe.
Porting Differences
This page or section needs more images. There's a whole lotta words here, but not enough pictures. Please fix this. |
Differences From Super Monkey Ball
- All levels now have names.
- The space themed levels now use the song from the ice themed levels for some reason.
- The rolling sound effects are missing.
- All Dole branding has been removed.
- Since Amusement Vision was merged back into Sega, the logo is no longer shown in the intro.
- The floor in the credits minigame doesn't tilt.
Differences From Super Monkey Ball 2
- All cutscenes are now FMVs instead of being rendered in-engine.
- Some of the level names were changed.
- In the story mode, there are now 20 levels per world. You still only have to complete just 10 of them.
- The practice mode now shows a percentage of how successful you are at completing each level.
- All party games are unlocked from the start.
- Cutscenes are now unlocked as you progress through the story mode instead of using play points to unlock them.
- Extra monkeys are now unlocked by gaining extra lives in challenge mode instead of using play points to unlock them.
- The credits minigames are now unlocked when you complete the story and challenge modes.
- The level "Nintendo", a rotating GameCube, is replaced with "Destiny", a rotating dice.
PS2/Xbox Differences
Although both the Xbox and PS2 ports are identical content-wise, the PS2 port was downgraded a bit due to its weaker hardware.
- The Xbox port runs at 60 FPS and the PS2 port runs at 30 FPS.
- Loading times are a bit longer in the PS2 port.
- Textures are generally lower resolution and more grainy in the PS2 port.
- Some levels, like Folders and Ring Bridges, have less detailed backgrounds in the PS2 port.
- Some graphical effects, like reflections, are missing in the PS2 port.
The Monkey Ball series | |
---|---|
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 Sega
- Games published by Sega
- PlayStation 2 games
- Xbox games
- Games released in 2005
- Games with unused music
- Games with unused sounds
- Games with unused text
- Games with debugging functions
- To do
- Needs more images
- Monkey Ball series
Cleanup > Needs more images
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with unused music
Games > Games by content > Games with unused sounds
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Sega
Games > Games by platform > PlayStation 2 games
Games > Games by platform > Xbox games
Games > Games by publisher > Games published by Sega
Games > Games by release date > Games released in 2005
Games > Games by series > Monkey Ball series
if(window.jQuery)jQuery.ready();if(window.mw){
mw.loader.state({"mw.PopUpMediaTransform":"loading","site":"loading","user":"ready","user.groups":"ready"});
}if(window.mw){
document.write("u003Cscript src="https://tcrf.net/load.php?debug=falseu0026amp;lang=enu0026amp;modules=mw.PopUpMediaTransformu0026amp;only=scriptsu0026amp;skin=vectoru0026amp;*"u003Eu003C/scriptu003E");
}if(window.mw){
mw.loader.load(["mediawiki.toc","mediawiki.action.view.postEdit","mediawiki.user","mediawiki.hidpi","mediawiki.page.ready","mediawiki.searchSuggest","ext.uls.pt"],null,true);
}if(window.mw){
document.write("u003Cscript src="https://tcrf.net/load.php?debug=falseu0026amp;lang=enu0026amp;modules=siteu0026amp;only=scriptsu0026amp;skin=vectoru0026amp;*"u003Eu003C/scriptu003E");
}
var pkBaseURL = (("https:" == document.location.protocol) ? "https://stats.tcrf.net/" : "http://stats.tcrf.net/");
document.write(unescape("%3Cscript src='" + pkBaseURL + "piwik.js' type='text/javascript'%3E%3C/script%3E"));
try {
var piwikTracker = Piwik.getTracker(pkBaseURL + "piwik.php", 2);
piwikTracker.trackPageView();
piwikTracker.enableLinkTracking();
} catch( err ) {}
if(window.mw){
mw.config.set({"wgBackendResponseTime":1026});
}