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Super Monkey Ball 2
|Super Monkey Ball 2|
|Series||Super Monkey Ball|
|Release date(s)|| NA August 25, 2002|
JP November 21, 2002
EU March 14, 2003
|Mode(s)||Single-player, Multiplayer (4)|
|Input methods||GameCube Controller|
|GameIDs||GM2E8P, GM2J8P, GM2P8P|
Sega and developer Amusement Vision return with a spirited sequel in Super Monkey Ball 2. Think Marble Madness with the twist that you control the environment instead of the marble, tilting the levels to guide the monkey ball to the finish line. The follow-up adheres to the play style and mechanics of the original offering, but adds an overwhelming supply of new single-player levels, expands upon the sizeable multiplayer mini-games already featured with several fantastic entries, and updates the graphic look so that environments are flashier and more animated. As a single-player game SMB2 is more difficult and satisfyingly challenging, but its multiplayer mode makes it the perfect party game for all ages.
Super Monkey Ball 2 has a native 16:9 display option, but it requires enabling it in its internal options and setting Dolphin's Aspect Ratio graphics setting to "Auto". Using the widescreen hack with this title is not recommended.
Shadows will be missing when not using Fast Depth Calculation, enable it to show them. Fast depth is on by default.
Monkey Target Broken
This title does not need non-default settings to run properly.
The graph below charts the compatibility with Super Monkey Ball 2 since Dolphin'srelease, listing revisions only where a compatibility change occurred.
This title has been tested on the environments listed below:
|Windows 7||Intel Core 2 Duo T6600 @ 2.2GHz||NVIDIA GeForce 230M GT||Perfect, framerate drops every so often||GM3000|
|Windows 7||Crashes when cutscene starts or when at hollow|
|Windows 8||Intel Core i7-3770K||NVIDIA GeForce GTX 680||No problems, perfect test, framerate slows minimally with high speed and doesn't affect gameplay||Korune|
|Windows 7||Intel Core i3-2100||NVIDIA GeForce 450 GTS x2||Since the game is using the same engine as the first one, the emulation has the same exact results. Some examples are random crashes and reflective textures like on the switches make the framerate drop. The audio is choppy, and changing the DSP to LLE instead of HLE (HLE gives better framerates but half of the time sounds won't play) makes the game much more unstable, but all of the sounds play, despite them sometimes being stuttered. There is a massive issue where if you are in the main menu or in the level select screen, you will encounter a giant Layer 2 background with scanlines, a white background, and a overlay of SEGA text.||AnonSVN|
|Windows 8.1||Intel Core i5-2500K @ 3.3GHz||NVIDIA GeForce GTX 750||Using HLE, audio stream is heavily improved during Monkey Races, compared to using either LLE level.
(Most noticeable at "Go!", whenever all the CPUs boost.)
|Windows 10||Intel Core i7-4600M @ 2.9GHz||Intel HD Graphics 4600||Runs nearly perfect in party games, but dual-core crashing issue in the main game persists since Dolphin 3.5)||UGoBoom|
|Ubuntu 14.10||Intel Core i3-3220 @ 3.3GHz||NVIDIA GeForce GTX 650||Playable with default settings. Made it to chapter 6 in story mode. No crashes observed with dualcore, but sound effects or background music occasionally stop playing with both LLE and HLE. Some minor stuttering at the beginning of a stage but otherwise 100% speed.||Xerxes|
|Windows 8.1||Intel Core i7-5820K @ 3.3GHz||NVIDIA GeForce GTX 980 x2 (SLI)||Gameplay is smooth and have not faced any crashes or framerate drops with any combination of graphic settings (using both OpenGL and Direct3D); audio works fine as well with both HLE and LLE.||jocopa3|
|Windows 10||AMD FX-6120 @ 3.8GHz||AMD Radeon 7850 2GB||Minor stuttering when starting certain challenge stages but otherwise 100% speed, party games all run 100% smooth as well. Still doesn't work using dual core.||SuchDogeWow|