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Super Monkey Ball 2 Community Level Pack is a MOD. See MODs

This is a hack/MOD of the 2002 Nintendo Gamecube game Super Monkey Ball 2. The first version was released during January of 2017, with version 1.5 being released in July of the same year and version 2.0 being released in April of 2020.

The hack consists of custom levels made by multiple creators, some levels from other level packs. Most of the music is replaced with other SMB2 music and in the case of v1.5, music from other games, such as Super Mario 3D World, Sonic 3D Blast, Ys VI and others.

As of now there are three versions; 1.0, 1.5, and 2.0, with version 1.5 and onwards adding new and retexturing levels, plus custom music. Since it's release, it has garnered a very positive reception, although v2.0 was met with controversy.

Gameplay[]

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Aiai in "Underarching Bridge" (Expert 19)

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Aiai in "Static" (Expert 46)

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Aiai in "Taper" (Advanced 16)

The gameplay is just like Super Monkey Ball 2: The player takes the roll of a monkey in a ball. Using the controller's analogue stick (can apply to any that are compatible with the game on computer) he/she tilts the stage in order to get the monkey into the goal. There are three types of goals in the game: a normal goal, a green goal (that skips the player a level in Challenge Mode), and a red goal (that skips the player two levels in Challenge Mode).

There are three playable modes in Main Game: Story, Challenge and Practice.

  • Story Mode: There are 10 worlds with 10 stages each. The game follows a story, left unedited from the hacked game (where Aiai, Meemee, Baby and Gongon must defeat Dr. Bad Boon, who also has Meemee as his love interest).
  • Challenge Mode: There are 3 difficulties with an unlockable fourth; Beginner (10 Stages), Advanced (30 Stages), Expert (50 Stages) and Master (10 Stages), all with 10 extra stages. In 2.0, the difficulties had more stages, similar to SMB Deluxe.
  • Practice Mode: The player can play stages they've reached in both previously mentioned modes.

In all three modes, the player has to beat a stage within a time limit (typically 60 seconds). If the player falls off the stage or runs out of time, they have to play the stage again (and also lose a life in challenge mode). If he/she beats a difficulty without using a continue, they can play the extra stages. Beating Expert Extra without using a continue will unlock Master.

Version differences[]

Stub NOTE: THIS IS A STUB. IT MUST BE FED MORE INFORMATION!

Version 1.5 switches the places of some existing stages and replaces some with new ones. The music in version 1.0 was from Super Monkey Ball 2, such as the minigame music tracks, which were replaced in version 1.5 with music from over video games. This seems to have been reverted in version 2.0, which also increased the amount of levels that could be normally played.

Music[]

V1.5[]

  • Title Screen - "Title Screen" (Sonic Mega Collection)
  • Mode Select (Default) - "Getting Ready" (Super Mario 3D World)
  • Mode Select (Clear) - "World 8 (Bowser)" (Super Mario 3D World)
  • World 1 - "Planet Wisp - Act 1" (Sonic Colors)
  • World 2 - "Special Stage" (Sonic 3D Blast (Saturn))
  • World 3 - "The Ruined City Kishgal" (Ys VI: The Ark of Napishtim)
  • World 4 - "Scuba Duba" (Pac Man World 2)
  • World 5 - "Stickerbrush Symphony" (Super Smash Bros. Brawl)
  • World 6 - "Supercruiser" (Ridge Racer 7)
  • World 7 - "The Dragon Gave a Loud Scream" (NiGHTS into Dreams)
  • World 8 - "Symphony of the Night - Dracula's Castle Theme" (Castlevania)
  • World 9 - "Mechanical Rhythm" (Xenoblade Chronicles)
  • World 10 - "Violent Storm" (Baten Kaitos)
  • Bonus Stages - "Bomber Man" (Kororinpa)

CLP 2.0 Controversy[]

Not long after the release of the Community Level Pack 2.0, it was pointed out by many people that a lot of the stages were taken from creators without permission. Whilst this was partially how the previous versions had been made, several users, such as scrap65, LuigiMario280 and Mechalico to name a few, had specifically requested that their levels not be used within the pack, yet they were included anyway.

It was also pointed out that comments on SMB-player Jcool144's playthrough of the pack that called out many of the stolen levels were being deleted, possibly suggesting that he was trying to cover up the situation, allegedly.

The following aftermath ended with the most download links vanishing and Jcool114 privatizing all of his YouTube videos. It's unknown if they will be un-privatized (possibly once everything has calmed down). Scrap651 would post a video with a comment discussion about whether this pack should be supported, with the general consensus from others being that it shouldn't.

The situation has also brought-up the questionable future of if community level packs should still be made as they have started to become obsolete (since many users have been able to make packs themselves).

Trivia[]

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A red artic goal.

  • The goal designs are from the first two GameCube Super Monkey Ball games. However, some of the warp goal variations (which change the colour to green or red) that went unused in their original games (for example, the artic goal's green and red versions) do appear. This is common in a lot of custom level packs.
  • "Frozen Hell" (Master Extra 8 (1.5)) is a remake of Master 1 from Super Monkey Ball Jr.
  • Every stage in v1.0 and v1.5 has a 60 second timer, minus Advanced Extra 10 and Expert 3 where their times were 30 seconds.
  • "Gravity Jumper" (Expert 50 (v1.5)) has a secret green goal located outside the boundaries. It is indeed reachable, but it wont skip you to Master 2 and is only there for extra points.
  • "Thread" (Advanced Extra 3 (v1.5)) is the only stage in version 1.5 that has a wormhole (a door that teleports the place somewhere else in the level. It is essential to go through it if the player wants to get to the green goal.
  • "Linked Pipes" (Mater Extra 6 (v1.5)) is the last Challenge Mode stage in v1.5 to have a warp goal.
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