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Super Monkey Ball Adventure

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Title Screen

Super Monkey Ball Adventure

Developer: Traveller's Tales
Publisher: Sega
Platforms: GameCube, PlayStation 2, PlayStation Portable
Released in US: August 1, 2006 (GCN), August 1, 2006 (PS2), August 29, 2006 (PSP)
Released in EU: July 14, 2006 (GCN), June 30, 2006 (PS2), June 30, 2006 (PSP)
Released in AU: August 15, 2006 (PS2/GCN), August 29, 2006 (PSP)


AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
MovieIcon.png This game has unused cinematics.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
Carts.png This game has revisional differences.


PrereleaseIcon.png This game has a prerelease article
NotesIcon.png This game has a notes page

Super Monkey Ball Adventure is a sequel to the highly popular game Super Monkey Ball 2. This new installment developed by Traveller's Tales' Oxford studio featured a full story mode with multiple open worlds to go around and do things in (all without the ability to jump!). This particular entry received immense amounts of negative reception due to its poor controls, poor story, and lesser emphasis on the actual platform gameplay. Safe to say TT's Oxford division didn't last much longer, even after their one diamond in the rough. Although the franchise's next entry (which was ironically developed at the same time) would receive mixed results.

Hmmm...
To do:
Figure out how to access the debug mode.

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info
Miscellaneous tidbits that are interesting enough to point out here.
Notes
SoundIcon.png
Unused Audio
Unused songs, unused jingles and a LOT of unused announcer voice clips.
TextIcon.png
Unused Text
Unused ability chants, placeholder text, unused development-related text, you name it.
SMBA-zteverdecreasing.png
Unused Levels
Why are there so many versions of Ever Decreasing anyway?
SMBA-gcnchallengemode.png
Revision Differences
Differences between the PS2 version, the GameCube version and the PSP version.

Unused FMV

Present only in the PS2 version is an FMV named TTIDENT.PSS which is the older version of the Traveller's Tales logo.

(Source: Ferrox)

Build Dates

GameCube
Compiled - 10:27:47 Jun 28 2006 NGC Release Build - Version
PlayStation 2
Compiled - 10:28:56 Jul  6 2006 PS2 Release Build - Version
PlayStation Portable
Compiled - 12:23:25 Jun  7 2006 PSP Release Build - Version
(Source: Ferrox)

Crash Debugger

SuperMonkeyBallAdventure-crashdebug.png

Exclusive to the GameCube port is this crash handler which appears whenever the game crashes.

Internal Level Names

The internal file names for some of the levels are different from their in-game names.

  • FREEWHEELER is internally known as threewheel.
  • SKID SLALOM is internally known as skidbiffers.
  • CIRCUITS is internally known as threedom.
  • FUNRUN is internally known as funnelrun.
  • BACKFLIP is internally known as electricbiffersofdoom.
  • HEADLONG is internally known as threebie.
  • STRANDED is internally known as threesticks.
(Source: Ferrox)

Settings.xml

-<settings>
-<challenge>
             <time>60</time>
             <start_lives>3</start_lives>
             <max_lives>99</max_lives>
             <continues>5</continues>
             <extra_life>50</extra_life>
             <banana_score>100</banana_score>
</challenge>
-<rolling>
           <default_jump_enabled>0</default_jump_enabled>
           <default_power_jump_enabled>0</default_power_jump_enabled>
           <power_jump_size>35</power_jump_size>
           <squash_threshold>60</squash_threshold>
           <squash_recover_distance>25</squash_recover_distance>
</rolling>
</settings>
  • Edits to settings.xml do effect the game and can be used to activate unused jumping abillities.
  • default_jump_enabled gives the player an unused jumping ability when pressing the B button.
  • default_power_jump_enabled gives the player another unused jump this time charging up with an unused animation before jumping. The height of this jump is determined by the <power_jump_size> setting.

SMBA Charging Jump.png
A photo of a power jump fully charged.

A gecko code to enable power jumping in-game.

Power Jump Activator (NA) [Lakitu64]

c2060570 00000002

3c000000 60000001

901e000c 00000000

(Source: Lakitu64)
  • If one increases power jump size, squash, and recover distance (in this example, everything is multiplied by 10), the results look like this:

(Source: Sonikku A)

Debug Level Select

SMBA PSP LEVELSELECT.png

  • In the PSP version, you can edit Command.txt in the root\PSP_GAME\USRDIR path with the word 'levelselect', enabling you to access any part of the hub world, challenge levels in levels.xml, even the null minigame levels (the game crashes if those are selected)
  • Some cutscenes unfortunately crash due to lack of loading the hub and related objects prior

SMBA PSP Cutscene.png.png SMBA PSP HangedScene.png.png SMBA PSP DialogueVoid.png

  • Oddly this also includes the unused cutscene "GonGons Garden Day", which plops the player inside the first hub's model. The game then seemingly hangs afterwards, unless you exit and reenter the application, in which case it rapidly displays cutscene text with monkey chitter at random of the area. If you don't skip the scene, the game crashes

File Oddities

Hmmm...
To do:
Look for more file oddities then document them here.

There is a folder in the font folder named "shitfuck".

(Source: Zpeedbrew)

For the GameCube version, although the Level folders outside Puzzles have many files (.CSC models, .lgt lights, .lk hub world link files, etc.), the game actually only uses the .SEQ file, which has all the previous mentioned files if seen in hex. For why there's duplicated unused assets, it's probably due to rushing source files when porting from PS2 development. This is fairly common for other 6th gen Traveller Tales games.

(Source: SonikkuA)

Unlike the PSP version, the PS2 version's RM/SM archives are compressed.

(Source: BetaM)