Tanks![]() 360? Yessum. Level: 121 ![]() Posts: 4157/4170 EXP: 19792327 For next: 264369 Since: 07-10-07 From: VA Since last post: 9.5 years Last activity: 9.5 years |
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| Jul - The Cutting Room Floor - Random stuff hidden in Super Monkey Ball | - - ![]() |
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— Kaito Sinclaire — Hacking reality since 20̶?͝>̨ )̧̢~͠|̡͠T̴̡<�͏̀́#͟͠)̸̡̛̕͟_̢҉M̨̛͢͠͠@̴̷(̧̕01 ERROR.
Pronouns: any Joined 09.07.2011 Last posted 1.0 years ago Last active 356 days ago |
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Saw nothing of this on TCRF, so I figured I'd do a bit of infodumping in here. Dunno if anyone else has found any of these things, but here goes.
![]() ![]() ![]() These are leftovers from the original stage select in the arcade version of the game, seen here. Super Monkey Ball instead uses sprites for them. ![]() On the other hand ... this is a lot more interesting. The arcade game never had a selectable Master difficulty, and in fact it only had one single master floor altogether. Super Monkey Ball added nine other Master floors, but yet you still couldn't start straight at the Master stages from the difficulty select; SMB2 was the first to allow you to do that. Whether they were planning on making Master an actual difficulty setting in the original arcade game, or if this is something they were planning on expanding on much more than they actually did in the process of bringing the game to the GC is hard to tell. 100 floors seems a bit absurd, though... Interestingly, the announcer sound clip that plays when selecting Master difficulty in SMB2 exists in the original as well. http://dl.dropbox.com/u/3518218/smb/lib30.png Speaking of leftover things, and Master difficulty, the original Master floor's design remains intact. It's using the wrong theme, and lacks the 'sparkling floor' effect the arcade game had, however. I'd wish they'd kept that effect, but I suppose it wouldn't have looked so great in the much, much brighter theme they made for the Master stages. http://dl.dropbox.com/u/3518218/smb/lib80.png Another straight port from the arcade game before it got touchups. The circle the AV logo spins on is clearly visible (it's invisible in final versions of the floor), and the logo itself lacks the reflections that make it somewhat difficult to see where the floor ends. There's a few other stages lying around that were taken straight from the arcade game with barely any/no touchups, but I haven't bothered taking screenshots of them (Dolphin does not play well with the stage select menu for whatever reason). http://dl.dropbox.com/u/3518218/smb/lib114.png On the other hand, this sole floor is never seen at all in the game! Three slanted rings, the middle one twice as large as the others. There's also arrow decals just floating in the middle of the air, and the floor is bumpy all over. http://dl.dropbox.com/u/3518218/smb/lib114-2.png A little closer view to show the curvature of the floor, and so you can see just how bumpy that floor really is. And a few other random tidbits, looking around the theme models... http://dl.dropbox.com/u/3518218/smb/SUN_GOAL_R.png There's only one warp goal in the floors that use the Sunset theme (Advanced 6), and it's a green warp. This goal is never seen. http://dl.dropbox.com/u/3518218/smb/ICE_GOAL_G.png http://dl.dropbox.com/u/3518218/smb/ICE_GOAL_R.png Similarly, none of the floors using the Ice theme even have warps in the first place, leaving both of these random warp goals completely unused. This is interesting, given that the Expert stages are identical to the arcade game's (which didn't have separate goals per theme, but just a general design colored blue/green/red for all of them). Why create warp goals for a theme when you know they'll never be used? Indeed, the desert theme, which also completely lacks warps, doesn't contain any green/red colored goals... maybe they had something else planned? (Interestingly, there actually is a green warp in a Desert-themed level in SMBDX. It looked like they just took the original goal for that theme and took a paint tool to it, if I recall correctly.) There's definitely more than this still hanging around, I just need to stop being lazy and take pictures. =p ____________________ |
Tanks![]() 360? Yessum. Level: 121 ![]() Posts: 4157/4170 EXP: 19792327 For next: 264369 Since: 07-10-07 From: VA Since last post: 9.5 years Last activity: 9.5 years |
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— Kaito Sinclaire — Hacking reality since 20̶?͝>̨ )̧̢~͠|̡͠T̴̡<�͏̀́#͟͠)̸̡̛̕͟_̢҉M̨̛͢͠͠@̴̷(̧̕01 ERROR.
Pronouns: any Joined 09.07.2011 Last posted 1.0 years ago Last active 356 days ago |
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A couple more things before dentist+work.
![]() ![]() ![]() ![]() ![]() Unused icons for items in Monkey Race. In the order I have here: Egg, Crystal, "gbanana" (Great/Golden banana?), "ragby" (Rugby ball, naturally), and Slime. Interestingly, the egg and crystal icons look very similar; and the egg icon has a different border than all the others. Perhaps the latter icon is just a later version of the former icon? ![]() ![]() ![]() ![]() ![]() 24x24 versions of these icons also exist. ![]() These are the difficulty icons that appear in the bottom-left of the screen when playing the main game. To the best of my knowledge, the bottom two rows of icons are never used. The Master column of icons is most certainly never used -- in the arcade game, the Master floor displayed the EX icon followed by "Master" in yellow text; and in the GC game doesn't display an icon at all for the Master stages, only using "Master #" in yellow text. ____________________ |
PatSter21![]() Level: 18 ![]() Posts: 5/61 EXP: 28467 For next: 1430 Since: 07-14-12 From: California, US Since last post: 7.7 years Last activity: 2.7 years |
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| Sorry for the bump, but I've found more resources that are unused. First of all, those difficulty icons you have posted are not raw textures, they appear to be models that are from the original arcade game. The arcade game had the level selection buttons as balls that had caps. The caps for them are also present in Super Monkey Ball, however they aren't anything interesting other than a slice of a sphere with indents... So, here are some of the resources I found in some TPL files: ![]() Appears to be a smaller version of the level icons, except lower quality. Not sure where it would have been used. ![]() ![]() ![]() These appear to be the difficulty icons on a wooden texture. They could possibly be early versions of the level select screen in Practice Mode. ![]() Not unused, but I find it interesting that, unlike the other English/Japanese difficulty tabs (in the Practice Mode), this one is half the size of it. Sadly, nobody here has their hands on the Japanese version of Super Monkey Ball, so I guess we will never know if A.V. decided to cram this onto the second page or give it it's own page (like the NTSC/PAL version)... There are some other interesting tidbits in the 'sel' folder, but most aren't worth showing here... It appears that Monkey Golf was not added until late in development. The Party/Mini Game sheet (which has all the blue text used on buttons for Party and Mini games) is a non-standard size. However, the word 'golf' is not on this sheet. Rather, it's ID 58 (the last texture in the file) and has a date almost one month later than the latest file. |
| gridatttack Buzzy Beetle Rarity FTW Level: 42 Posts: 296/375 EXP: 493776 For next: 27586 Since: 08-26-09 Since last post: 5.3 years Last activity: 2.0 years |
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| Finally someone else looks at this game. I have been poking around it and came to pretty much amazing discoveries. I was too shocked to see the unused warp goals for the ice level and the sun level. This game has some pretty unused stuff. Here are some more: A 2D, banana temple: ![]() I have also discovered an unused backdrop. It appears to be a cave one. Interesting, the first SMB game to use a cave BG was Banana blitz. Here is a pic of it, as well as the textures the model uses: ![]() ![]() ![]() ![]() There is also more. There is another unused song. Which I presume is the main theme from the Japanese game. SMB2 has even more, and I mean, more unused stuff. (BTW, who is working on the SMB2 article? I have some more details of unused stuff to share) ____________________ ![]() |
PatSter21![]() Level: 18 ![]() Posts: 11/61 EXP: 28467 For next: 1430 Since: 07-14-12 From: California, US Since last post: 7.7 years Last activity: 2.7 years |
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Who is working on the SMB2 article? That would be me ![]() I'll post a topic here regarding unused content in SMB2, but I like your findings. As far as I'm aware, that banana temple is used in the Master difficulties as a distant temple. If I am thinking right, there were two temples in the Master difficulties; one was a full-fledged model, while the other was just a 2D flat shape in the distance. I found that cave backdrop yesterday but it crashed my emulator for some reason ![]() http://tcrf.net/images/9/93/StreamSTRO-MonkeyBallUnusedMusic.ogg - This is one unused song that I found, it's never used in any version of the game as far as I'm aware, it could possibly be a test song. The original link died so I re-ripped it, combined the two mono channels (L & R) and re-uploaded it to TCRF in ogg format. The other unused song in the game (known as Ei-Ei-Poo by it's lyrics) is not technically unused; it's present in the Japanese version of the game. Sadly, NOBODY has the Japanese version... Apperently SEGA/AV didn't want to go through the burden of translating it so they made a completely new song for US/EU markets. |
| gridatttack Buzzy Beetle Rarity FTW Level: 42 Posts: 297/375 EXP: 493776 For next: 27586 Since: 08-26-09 Since last post: 5.3 years Last activity: 2.0 years |
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Originally posted by PatSter21 Yeah. Ill try to contribute more stuff Also some theories regarding the unused content in both games.As for the cave backdrop, trying to browse the files near it effectively crashes the game. I wonder if there is something more behind that? Also, regarding the 2D banana temple, I think its unused. I have replayed the game many times, and all the stages have the fully 3D banana temple. Even SMBDX for the PS2/xbox have the 3D temple for all levels. Also, when you enable view all for the objects for the master stages BG, the skybox color conflicts with the 2D temple. ____________________
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PatSter21![]() Level: 18 ![]() Posts: 13/61 EXP: 28467 For next: 1430 Since: 07-14-12 From: California, US Since last post: 7.7 years Last activity: 2.7 years |
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| Okay, thanks. For the record I have uploaded test levels 69 - 100, and I'll be documenting those soon... Anyway, I found some interesting things regarding the narrator - there are some unused/bad takes left in (no idea why ), and I'll be uploading them and posting them on the wiki page (for Super Monkey Ball 1)...Does anybody know who the narrator is? He's never mentioned in the credits, and I swear I've heard his voice before in another game.... |
| gridatttack Buzzy Beetle Rarity FTW Level: 42 Posts: 298/375 EXP: 493776 For next: 27586 Since: 08-26-09 Since last post: 5.3 years Last activity: 2.0 years |
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Here is another thing it has picked my attention. The storm stage has an unused, smaller ring. Here is an comparing with the other used ring.![]() ![]() As you see, this one is smaller, and any stage tat may used it may have conflicted with it. Also, there is another point of interest. Note that in the image, the side textures says MONKEY BALL. If you play the game, and see the text from the inner part of the ring, the text is flipped, which is the only one you see in gameplay. (I always thought they were some greek letters...) ____________________ ![]() |
PatSter21![]() Level: 18 ![]() Posts: 15/61 EXP: 28467 For next: 1430 Since: 07-14-12 From: California, US Since last post: 7.7 years Last activity: 2.7 years |
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| What program did you use to assemble the models in such a way? Or is it bulit into debug mode? |
| gridatttack Buzzy Beetle Rarity FTW Level: 42 Posts: 299/375 EXP: 493776 For next: 27586 Since: 08-26-09 Since last post: 5.3 years Last activity: 2.0 years |
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Originally posted by PatSter21 Its all built in the debug mode. There are options to remove the xyz arrows, and an option to display all the objects. ____________________
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PatSter21![]() Level: 18 ![]() Posts: 18/61 EXP: 28467 For next: 1430 Since: 07-14-12 From: California, US Since last post: 7.7 years Last activity: 2.7 years |
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| I found a ton of unused narrator takes in Super Monkey Ball. However, they are not accessable via ripping tools; they use some odd format which can only be read and played by the Debug Mode audio player. Go: Go Take 1 Go Take 2 Go Take 3 Not sure what the problem was with Take 1. Take 2 is also fine, but Take 3 is over the top enthusiastic. Goal: Goal Take 1 Goal Take 2 Goal Take 3 The first take is just bad..., the other two are overly enthusiastic. Finish: Finish Take 1 Finish Take 2 Not sure where these are used anyway...The first one was probably cut because of his over-emphasis on the 's'. The other one just sounds horrible... 10 - 20: 10 - 20 A compilation of these 10 sounds, they appear to possibly have been used as a 'hurry up' countdown, but who knows... Cling: Cling 1 Cling 2 Cling 3 All of these are unused. I bet Cling 3 could have possibly been an (annoying) early menu sound prototype? Cock: Cock Appears to be a gun cocking. Unused. Unused Difficulty Voices: Master Extra Master is not heard anywhere (because there is no way to access it via the difficulty select screen). However, this same audio file exists in Super Monkey Ball 2 (where there is a way to access Master through the difficulty select screen during normal play). Extra is not heard anywhere in SMB or SMB2. Select...: Select Level Select Your Monkey Select Stage The first two are English translations (by a human instead of a creepy robot (default voice in the arcade version )) from the Arcade version, but they are never used. The third one isn't used at all in this game... There are so much more, download them here. ![]() Enjoy ![]() |
| gridatttack Buzzy Beetle Rarity FTW Level: 42 Posts: 300/375 EXP: 493776 For next: 27586 Since: 08-26-09 Since last post: 5.3 years Last activity: 2.0 years |
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Originally posted by PatSter21 I must mention that those 3 types of the narrator saying GO and GOAL, are used in super monkey ball adventure. Cling 3 is also used there. Here is the video: <object width="420" height="315"><embed src="http://www.youtube.com/v/MRSBA4-ZPH4?version=3&hl=en_US&rel=0" type="application/x-shockwave-flash" width="420" height="315" allowscriptaccess="always" allowfullscreen="true"></embed></object> ____________________
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— Kaito Sinclaire — Hacking reality since 20̶?͝>̨ )̧̢~͠|̡͠T̴̡<�͏̀́#͟͠)̸̡̛̕͟_̢҉M̨̛͢͠͠@̴̷(̧̕01 ERROR.
Pronouns: any Joined 09.07.2011 Last posted 1.0 years ago Last active 356 days ago |
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Originally posted by PatSter21Curious note: This was later used for SMB Jr. Originally posted by PatSter21Monkey Fight. I think the first of these is actually used? Or sounds similar to what is. Originally posted by PatSter21Again, I think Monkey Fight uses 10-19 (but not 20, as that would always be "Final Round") Originally posted by PatSter21Used in Monkey Bowling. ____________________ |
PatSter21![]() Level: 18 ![]() Posts: 20/61 EXP: 28467 For next: 1430 Since: 07-14-12 From: California, US Since last post: 7.7 years Last activity: 2.7 years |
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Originally posted by gridatttack Oh god...don't remind me of that crappy game... All the sounds from SMBAdv are actually from the first and second game (and I was aware that they were used in adventure anyway)... I don't think Monkey Fight used 10 - 19...I just played a full Monkey Fight game and never heard those numbers being called....can you say where the numbers would be heard? |
| gridatttack Buzzy Beetle Rarity FTW Level: 42 Posts: 301/375 EXP: 493776 For next: 27586 Since: 08-26-09 Since last post: 5.3 years Last activity: 2.0 years |
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| As for the count from 10 to 20, im pretty sure its unused. I have played the minigames and party games many times. Unless, it appears in a very hard to happen circumstance. ____________________ ![]() |
PatSter21![]() Level: 18 ![]() Posts: 22/61 EXP: 28467 For next: 1430 Since: 07-14-12 From: California, US Since last post: 7.7 years Last activity: 2.7 years |
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| As have I for many years, and I've never noticed it... Anyway, one last thing: http://tcrf.net/images/1/1a/EiEiPoo-MonkeyBall.ogg The Ei-Ei-Poo song (the intro in the Japanese version) is left over in the USA version of the game. Also, should I create a sepreate thread for Super Monkey Ball 2 or should I just post my findings here? |
| gridatttack Buzzy Beetle Rarity FTW Level: 42 Posts: 302/375 EXP: 493776 For next: 27586 Since: 08-26-09 Since last post: 5.3 years Last activity: 2.0 years |
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Originally posted by PatSter21 I would recommend another thread, because that game has tons of unused stuff, and so people wont get confused between the 2 games. But I dont know what others may think... ____________________
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— Kaito Sinclaire — Hacking reality since 20̶?͝>̨ )̧̢~͠|̡͠T̴̡<�͏̀́#͟͠)̸̡̛̕͟_̢҉M̨̛͢͠͠@̴̷(̧̕01 ERROR.
Pronouns: any Joined 09.07.2011 Last posted 1.0 years ago Last active 356 days ago |
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Originally posted by PatSter21Rounds 10 through 19, though you need a 4 player game with 5 matches to win and no draws to really get that high in the first place. This is my memory talking here though, they might be different sound effects altogether. Originally posted by PatSter21Pretty sure this is what's used in Monkey Golf when you switch 'clubs'. ____________________ |
| gridatttack Buzzy Beetle Rarity FTW Level: 42 Posts: 303/375 EXP: 493776 For next: 27586 Since: 08-26-09 Since last post: 5.3 years Last activity: 2.0 years |
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Originally posted by Inuyasha I think it is used for the monkey fight game, IIRC. Is someone up to check? Also yes, the cock sound effect is used in monkey golf, when you switch clubs, as Inuyasha said. ____________________
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| Jul - The Cutting Room Floor - Random stuff hidden in Super Monkey Ball | - - ![]() |
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