Super Monkey Ball Deluxe Difficulty

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Super Monkey Ball Deluxe by Jcool114 in 1:26:22 - SGDQ2017 - Part 23 - Duration: 1:30:43. Games Done Quick Recommended for you.

Monkey Ball

Developer: Amusement Vision
Publisher: Sega
Platform: Arcade (NAOMI GD-ROM)
Released in JP: June 23, 2001

This game has unused areas.
This game has unused graphics.
This game has unused models.
This game has unused text.
This game has debugging material.
This game has a hidden sound test.
This game has a hidden level select.

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.

  • 1Unused Graphics
  • 2Unused Models
  • 5Debug Mode

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.

Star wars galactic defense aayla

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.

  • The crooked man game. 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.

Debug Mode

A debug mode 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 in-game 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 - Detaches 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 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

What happened to super monkey ball

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
ArcadeMonkey Ball
GameCubeSuper Monkey Ball • Super Monkey Ball 2 (Demo) • Super Monkey Ball Adventure
Game Boy AdvanceSuper Monkey Ball Jr.
N-GageSuper Monkey Ball
PlayStation 2Super Monkey Ball Deluxe (Prototype) • Super Monkey Ball Adventure
XboxSuper Monkey Ball Deluxe
Nintendo DSSuper Monkey Ball: Touch & Roll
PlayStation PortableSuper Monkey Ball Adventure
WiiSuper Monkey Ball: Banana Blitz • Super Monkey Ball: Step & Roll
Nintendo 3DSSuper Monkey Ball 3D
Retrieved from 'https://tcrf.net/index.php?title=Monkey_Ball&oldid=690517'

http://tvtropes.org/pmwiki/pmwiki.php/YMMV/SuperMonkeyBall

Go To

  • 8.8: Though the first 2 GameCube games have gotten great reviews from IGN (an 8.3 and 9.0 respectively), for some reason the people at IGN downright despise the music and sound effects, citing it as repetitive an uninspired, and giving most games in the franchise at around 6 out of 10 in the sound category. The reviews were made in the early 2000's, so it's possible this may no longer be the case with IGN.
  • Author's Saving Throw:
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    • In Banana Splitz for the PS Vita, they brought back the same arcade-esque style of Challenge Mode like it was back in the GameCube daysnote , and had a reasonable amount minigamesnote . Critics and fans praised this for making the game more like the well-acclaimed GameCube titles.
    • Much of the original criticisms with the original release of Super Monkey Ball: Banana Blitz were addressed with the HD remaster. Notably changing the control scheme to a more traditional button layout and adjusting the levels to have less rails to make them more challenging, putting it more in-line with the earlier Super Monkey Ball titles on the GameCube.
  • Big-Lipped Alligator Moment: The Inside The Whale world from Super Monkey Ball 2. It does nothing to advance the story other than make room for the last 10 Advanced stages (Not like you'd care for the story anyway).
  • Breather Level:
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    • The unusually merciful Bonus Stages. The set task is to collect several bananas within the time limit. However, unlike every other stage, you're not penalized if you run out of time or fall out.
    • Skeleton plays a rather extreme example here, don't you agree?note
    • There's always at least one very easy stage in every Story Mode Grid in 2 and Deluxe, even in the hardest worlds.
    • World 7 (Bubbly Washing Machine) in 2 (and Deluxe's) Story Mode is surprisingly easy compared to 4 (Which had Launchers and Arthropod), 5 (Which has Toggle, Melting Pot, Mad Shuffle and Tower) and 6 (Which had Switch Inferno). A majority of the stages actually quite fair and fun. Even it's harder stages aren't on the same That One Level territory on some of the levels before it (unless you're playing Deluxe, in which case you have the infamous levels Exam-C, Tracks, and Invasion from the first game). This also applies to Expert Levels 21 - 29.
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    • World 8 (Clock Tower Factory) is home to some of the most hellish stages in Story Mode (Pistons, Momentum, Entangled Path, Warpnote ), however there is a very simple stage called 'Trampolines'. The rules are simple, stand on the blue jump pads and transfer from platform to platform. It's very similar to a stage in the first game's advanced mode. But the best part? This stage is rated a ten-banana level. Talk about anti-climactic.
  • Broken Base:
    • When concerning Banana Blitz, fans either love or hate the over-reliance on motion controls. Same goes with the jumping mechanics and the inclusion of boss battles.
    • The easier Monkey Ball games (Like 3D and Step n' Roll) have gotten some flack for being 'too easy', some however enjoy and appreciate them them due to the series' usual difficulty or being good overall.
    • The announcement that Banana Blitz was getting a HD remake for all current generation consoles has been met with a lot of division. On the one hand, people are happy about the news because they're happy to see Monkey Ball return to the big screen (the last Monkey Ball game to be released on a console was Step & Roll, which released all the way back in 2010) as well as seeing the franchise return to it's original form (the last Monkey Ball game was Monkey Ball Bounce, which was a spin-off game that played completely differently from the mainline games and was NOT received well by the fanbase). On the other hand though, the people that are not so happy about the announcement are disappointed because they would have much preferred to see the much more well-received GameCube games get a HD remake or would have preferred a brand new game entirely.
  • Complacent Gaming Syndrome:
    • Speedrunners tend to always pick Baby (due to him being the smallest, allowing for the most accuracy).
    • For Banana Blitz, YanYan is the go-to choice because she has the best jump.
  • Demonic Spiders: Crazy thin platforms you need to cross to finish the level, bonus points if they curve.
  • Early Game Hell:
    • In the first game (as well as the Deluxe version), Expert Mode has 'Excursion', 'Exam-C', and 'Tracks' all within the first 10 stages.
    • World 4 in Super Monkey Ball 2 can be this too (out of 10 Worlds in all), as it contains both Launchers and Arthropod, two infamously difficult and unintuitive stages.
    • 2's Expert has That One Level as early as LEVEL 4. In fact, some of Expert's early levels are almost as hard as their later levels. At least the mode's honest about it's difficulty.
    • Deluxe has very difficult and aggravating stages.. In BEGINNER!
    • If you buy a used copy of Touch & Roll, expect only the first three worlds to be available, all thanks to the developers's wise idea to putReversible Gear/Starfish in World 2.
  • Ensemble Dark Horse:
    • Baby, surprisingly enough, is a highly popular character in the series. His small size makes it easier for players to make precise movements and balance on thin platforms. He helps make levels such as Expert 7 less of a headache.
    • From Banana Blitz, we have the boss of the Lethal Lava Land, Magimacaque (or Yoko by some fans). She's popular among fans for her cute design and her unique boss fight. In fact, some will say she's the best boss of the game.
  • Fridge Horror:
    • Level 2-2 (also Advanced 2) from Super Monkey Ball 2 is called 'Eaten Floor.' What could possibly be massive enough to..
    • As pointed out by Cinemassacre, we got to see cute monkeys get tortured in various ways, they are trapped in plastic balls throughout roughly 95% of the game, they have to survive labyrinths with the most Malevolent Architecture imaginable floating hundreds of feet in the air, and when knocked into oblivion they can reach speeds to over 200 mph! And that's just the tip of the iceberg.
    • Then again, the stages in Deluxe and 2 are Bad Boon, so this evil level design actually makes sense.
  • Genius Bonus: In 2, the stage Bumpy's bumps are actually a braille message reading 'Hi! This is Jamad. That's right. Braille alphabet. I respect you!!'. In case you're wondering, Jamad is the nickname of the stage designer Junichi Yamada.
  • Germans Love David Hasselhoff: Sega thought that the series would be a big hit in Japan, because monkeys. But due to the GameCube's poor sales in Japan, it became a Cult Classic in the United States.
  • Good Bad Bugs: In the first 2 games, if you break the goal tape EXACTLY when you get a time over, when you restart the stage the game would read it as the final stage. See for yourself
  • Hilarious in Hindsight: The name of the amusement park hub in Super Monkey Ball Adventure? 'Zootopia'.
  • It's Easy, So It Sucks!: Step and Roll and 3D. Both are really easy compared to early games of the series.
  • Memetic Mutation:
    • PISS Explanation
    • The 'It goes' meme tends to be uttered whenever someone playing Guillotine from 2.
  • Play the Game, Skip the Story: In 2, the story mode cutscenes are quite narmy, and you'll most likely watch them just for a good laugh. It doesn't help that the cutscenes can also be bought with play points and can be seen anytime.
  • Polished Port: The first Super Monkey Ball game for the GameCube was a port of the arcade game Monkey Ball for the NAOMI Arcade Cabinets, with the addition of minigames and introduced Gongon as a playable character. Needless to say, it was critically acclaimed and noted as one of the best GameCube games of all time.
  • Sequelitis / First Installment Wins: Though every game after Deluxe were debatable in their own right, it is almost universally agreed that none of them carry the same positive impact as the original Gamecube-Era games.
  • Sidetracked by the Gold Saucer: You could play the games entirely as sports-simulators and minigames, only sticking your head into the main mode where absolutely necessary to unlock new games.
  • Squick: Dr. Bad-Boon looks how many years older than Meemee? And he keeps flirting with her after shrinking her and her friends down so he can cook them and eat them.
    • There's also Bad-Boon taking a bath.
  • So Okay, It's Average: General Critical consensus on Banana Blitz HD. While the game fixed the original games controls, it suffers from lackluster mini games and an overall lack of content.
  • Surprise Difficulty: This game can be very difficult; despite having a cast of cute monkeys, the game can force you to travel across shifting plates in a slippery ball and cross on an extremely small platform to a spinning square to get to the goal platform. And you gotta do it within the timeframe or you'll lose a life.
  • Tastes Like Diabetes: It's a game about cutesy monkeys rolling around in hamster balls. Total no-brainer.
  • That One Achievement: Banana Splitz has 3 that stand out:
    • Banana Master: Collect every single banana on all 100 stages. Easier said than done.
    • Hide-and-seek Monkey: You need to pass through all 10 secret warp goals, most of which are easy to miss and/or a puzzle to even REACH them.
    • Super Monkey Master: Clear all 4 difficulties without using a continue. Good luck on AdvancedandMaster.
  • That One Boss:
    • Octopocus from Stage 5 of Banana Blitz. His boss arena is incredibly small and has no safety features whatsoever, meaning it's ridiculously easy to fall of the stage. Tiny octopus minions will constantly swarm from the edges of the arena, making it easy to get bumped off by them. Then when he actually shows up, the difficulty gets turned Up to Eleven. His tentacles span the entire stage and constantly move around, blocking your path from all directions and trying to knock you off the stage. His weak point has a strange hitbox and is very difficult to hit with all the tentacles showing up. His actual attacks cover a wide area and can knock you off the stage if you so much as touch them. And, he is prone to retreating into the ocean and then jumping on top of you, instantly knocking you off the map. There's a reason why most people consider him the hardest boss in the entire game.
  • Unexpected Character: Who expected Sonic the Hedgehog to be playable in Banana Blitz HD? Who expected him in his Classic design specifically?
  • What Do You Mean, It's for Kids?: Normally subverted, the game is honest about its age rating (title not withstanding), but it could invoke the trope formuchdifferentreasons.
  • What Do You Mean, It Wasn't Made on Drugs?: The premise of a monkey in a hamster ball is enough for it to invoke this.