If you are lazy like me you would like this one.Ok just get enough points to unlock 1 mini game then go unlock any game then save. Play your mini ga., Super Monkey Ball 2 GameCube. Retro Game Cheats for Super Monkey Ball 2 (Nintendo 64) Effect: Bonus levels. When: Choose the beginner difficulty. How: and complete all ten levels in World 1 without using any continues to unlock 10 bonus beginner levels. Choose the advanced difficulty level and complete all thirty levels in Worlds 2 through 4 without using any continues to. Welcome to our collection of Super Monkey Ball 2, cheats, cheat codes, wallpapers and more for GC.Visit our dedicated Super Monkey Ball 2 message board to discuss this game with other members. Check back for more Super Monkey Ball 2 cheats to be posted.
This is a sub-page of Super Monkey Ball 2.
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:
NTSC-U | NTSC-J | PAL |
---|---|---|
NTSC-U Kiosk |
Test mode, where the interesting stuff is.
Extremely early options menu, possibly a leftover from the Japanese Super Monkey Ball. The text is in Romaji with large spacing - which ends up causing problems. What's also interesting is that whenever you access the menu, it will play the Monkey Race 2 Expert Track music.
Author Mode, which allows you to access Story Mode cutscenes.
The Game Data screen when debug mode is enabled. References 'debug data', of which the purpose is currently unknown.
The success rate display on the NTSC version of the game. The data is only stored in memory, and is not actually saved to the save file on the NTSC version.
Main screen of the Test Menu.
AV MODEL - This is a model viewer for viewing the various models found within the game.
NAOMI MODEL - This model viewer seems to only be able to view older resources that were leftover from Super Monkey Ball and even the arcade Monkey Ball.
PATTERN CHANGE - Appears to be a texture viewer. The options crash the game immediately.
BLUR - Motion blur testing.
SHADOW - Shadow testing.
FOCUS - Depth of Field effect testing. This has an option which allows the intensity and distance of the blur to be modified.
INDIRECT - Overlay testing. There is only one overlay viewable - the water effect from underwater levels.
DIP SWITCH - Allows for modification of DIP switches.
BITMAP - A basic bitmap viewer.
FONT - Views font sheets.
ROMFONT - Doesn't appear to do anything at all.
PREREND - This tests the prerendering of level images in Practice Mode.
INPUT - Tests controller input.
SOUND - Plays normal sound files.
ADX - This is a ADX sound player. Interestingly, all the ADX files included are used nowhere in the game.
REPLAY - Plays back replays made using the other debugging tools.
REPLAY SIZE CHECKER - Checks the average size of a replay file by testing it on each of the levels.
DIFFICULTY - A win/loss ratio chart - a carryover from both Super Monkey Ball and Monkey Ball. The percentage is displayed in the Japanese and PAL versions, but not in other versions of the game.
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.
Play Points screen. The Romaji overlaps the Play Point counter.
Ranking hub.
Interestingly, the ranking menu calls for the SMB2 rank screen even though the ranks are for SMB1 modes.
Sound settings.
Multiplayer screen settings.
Controller settings.
This is interesting. This setting saves debug information to a memory card. Unlike the rest of the settings, this is in English. The exact purpose of the Debug Data is unknown.
A few cheat commands are also enabled in-game:
To do: Figure out what some of these do if anything. |
By selecting DIP SWITCH on the debug menu, you can access another menu containing a number of extra debugging features.
Pressing L + Start will bring up this debug menu. It can be navigated with the D-Pad, moved around the screen with the analogue stick and can be closed by pressing L + Y.
Displays the dipswitch menu.
The only option in this menu that can be changed is wide which changes the current widescreen setting.
None of the options here can be changed.
Displays info on your current position.
Displays info on character animations.
Displays camera info.
Allows you to edit some of the HUD graphics.
Displays object info.
Allows you to edit the lighting on your character.
Allows you to edit the ambient lighting.
Allows you to edit fog.
Allows you to change the current song and enable a reverb effect.
Settings related to the bumper LOD models.
This is a sub-page of Super Monkey Ball 2.
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:
NTSC-U | NTSC-J | PAL |
---|---|---|
NTSC-U Kiosk |
Test mode, where the interesting stuff is.
Extremely early options menu, possibly a leftover from the Japanese Super Monkey Ball. The text is in Romaji with large spacing - which ends up causing problems. What's also interesting is that whenever you access the menu, it will play the Monkey Race 2 Expert Track music.
Author Mode, which allows you to access Story Mode cutscenes.
The Game Data screen when debug mode is enabled. References 'debug data', of which the purpose is currently unknown.
The success rate display on the NTSC version of the game. The data is only stored in memory, and is not actually saved to the save file on the NTSC version.
Main screen of the Test Menu.
Snes classic nes games cheats. AV MODEL - This is a model viewer for viewing the various models found within the game.
NAOMI MODEL - This model viewer seems to only be able to view older resources that were leftover from Super Monkey Ball and even the arcade Monkey Ball.
PATTERN CHANGE - Appears to be a texture viewer. The options crash the game immediately.
BLUR - Motion blur testing.
SHADOW - Shadow testing.
FOCUS - Depth of Field effect testing. This has an option which allows the intensity and distance of the blur to be modified.
INDIRECT - Overlay testing. There is only one overlay viewable - the water effect from underwater levels.
DIP SWITCH - Allows for modification of DIP switches.
BITMAP - A basic bitmap viewer.
FONT - Views font sheets.
ROMFONT - Doesn't appear to do anything at all.
PREREND - This tests the prerendering of level images in Practice Mode.
INPUT - Tests controller input.
SOUND - Plays normal sound files.
ADX - This is a ADX sound player. Interestingly, all the ADX files included are used nowhere in the game.
REPLAY - Plays back replays made using the other debugging tools.
REPLAY SIZE CHECKER - Checks the average size of a replay file by testing it on each of the levels.
DIFFICULTY - A win/loss ratio chart - a carryover from both Super Monkey Ball and Monkey Ball. The percentage is displayed in the Japanese and PAL versions, but not in other versions of the game.
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.
Play Points screen. The Romaji overlaps the Play Point counter.
Ranking hub.
Interestingly, the ranking menu calls for the SMB2 rank screen even though the ranks are for SMB1 modes.
Sound settings.
Multiplayer screen settings.
Controller settings.
This is interesting. This setting saves debug information to a memory card. Unlike the rest of the settings, this is in English. The exact purpose of the Debug Data is unknown.
A few cheat commands are also enabled in-game:
To do: Figure out what some of these do if anything. |
By selecting DIP SWITCH on the debug menu, you can access another menu containing a number of extra debugging features.
Pressing L + Start will bring up this debug menu. It can be navigated with the D-Pad, moved around the screen with the analogue stick and can be closed by pressing L + Y.
Displays the dipswitch menu.
The only option in this menu that can be changed is wide which changes the current widescreen setting.
None of the options here can be changed.
Displays info on your current position.
Displays info on character animations.
Displays camera info.
Allows you to edit some of the HUD graphics.
Displays object info.
Allows you to edit the lighting on your character.
Allows you to edit the ambient lighting.
Allows you to edit fog.
Allows you to change the current song and enable a reverb effect.
Settings related to the bumper LOD models.