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Nintendo’s developers say Donkey Kong Bananza is designed to establish a distinct 3D branch of the franchise, built around Donkey Kong’s strength and a world that reacts to destruction. Its defining idea is not simply that terrain breaks: a punch can change the landscape, expose materials or objects, and create opportunities for further actions, exploration, and routes. That is Nintendo’s design ambition, rather than independent proof that the game has ushered in a new era for the genre.
How does Donkey Kong Bananza work?
Producer Kenta Motokura says the team was asked to expand the Donkey Kong series with a 3D game. His stated aim was to give the franchise distinct 2D and 3D branches, drawing on the team’s experience with 3D Mario while making Donkey Kong’s strength central. Motokura previously directed Super Mario 3D World and Super Mario Odyssey. He shaped Bananza’s concept, overall structure, and player controls; directors Kazuya Takahashi and Wataru Tanaka, art director Daisuke Watanabe, and sound director Naoto Kubo describe their own roles in Nintendo’s developer interview.
That choice leads to a connected action loop. As the developers describe it, Donkey Kong destroys terrain and collects gold to fill the Bananergy gauge. Bananza transformations let him take animal forms and use different kinds of destructive action. Because he can transform anywhere, the team says players can move between actions without interrupting the flow. These are Nintendo’s explanations of the intended design, not independent measurements of how players will experience it.
Why is so much of the world destructible?
Destruction is meant to be a way of interacting with the level, not just a visual flourish. A punch can break away terrain; what gets exposed or changed can prompt another action, reveal a way forward, or alter how Donkey Kong traverses the space. Nintendo’s developers describe this as a chain of actions and reactions, with Donkey Kong’s strength supplying the starting point.
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The design also makes destruction relevant to exploration. Underground Layers are intended to have distinct themes, environments, materials, and gameplay ideas. Nintendo’s example of rolling terrain uses loose stone as something the player can tear free and ride like a skateboard. In that kind of space, breaking the environment is part of moving through it, not a separate activity.
What are voxels, and how do they shape the terrain?
Voxels are the small building blocks Nintendo uses internally to define terrain and other parts of the game. Director and programming director Wataru Tanaka said, “Everything in this game is made out of voxels, including the terrain and the enemies.” That does not mean the visible world is designed to look like a stack of cubes: the voxel system gives the developers a way to assign properties at a small scale and change the world during play.
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Nintendo contrasts this approach with building a level from conventional polygon models and textures. Its voxel tools let designers combine materials, test them in-game, and revise each Layer. For example, removing grass can reveal soil; a blow to rock can leave cracks; and digging near water can darken the ground as it gets wet. Those responses make the terrain’s changing appearance part of the feedback for the player.
Different materials invite different interactions
Materials are not only visual variations. Nintendo uses sand as an example of a soft surface that sticks to walls when thrown and is slippery to climb. Soil, grass, and rock are among the other materials the developers mention. Giving materials distinct properties lets the same general action—breaking, throwing, or climbing—produce different results depending on what the player encounters.
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The approach builds on earlier experiments: Nintendo says voxels supported limited interactive areas in Super Mario Odyssey, including cheese rocks and snow. In Bananza, the developers describe applying the technique much more broadly. The useful design questions are how much of an environment can change, whether materials behave differently, and whether those changes create routes while keeping a Layer understandable. These are ways to think about Nintendo’s design account, not comparative review scores.
Why did Donkey Kong Bananza move to Nintendo Switch 2?
Nintendo’s developers say the project began on Nintendo Switch and that the team considered moving it to Nintendo Switch 2 around 2021. They explain that the planned density of voxels and the processing needed to support destructible terrain made their intended volume of content difficult on the original system. Switch 2 offered more memory and processing capacity, which the team says made it possible to place more destructible objects.
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The developers also reported that the game ran at 60 frames per second during development. That figure is their report, not an independent benchmark; it should not be read as a guarantee of performance in every situation or as a result from outside testing. Nintendo identifies Donkey Kong Bananza as a Nintendo Switch 2 game in its US product listing.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.How do the Underground Layers preserve variety and freedom?
Nintendo says each Underground Layer was given its own theme, environment, material ideas, and intended gameplay. That structure matters in a game where players can change terrain: a Layer’s identity can come from the interactions it encourages, not only from its scenery. The developers’ rolling-stone example shows how one material and layout can support a specific movement idea.
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The interview also describes progression as having some leeway. According to a director, players can skip certain locations or story parts without consequences; Nintendo calls unintended progression a “sequence break.” The point is not that every route or piece of content is optional, but that the team says it allowed some flexibility in how players move through the adventure.
What Nintendo’s design ambition does—and does not—establish
Motokura summarized the franchise goal this way: “We wanted to create two separate branches – 2D Donkey Kong and 3D Donkey Kong – just as we did with Mario games.” Together with the developers’ account of voxel terrain, material behavior, and Layer design, that makes Bananza’s intended identity clear: a 3D platform adventure organized around Donkey Kong’s physical power and an environment that can be changed.
The source for these intentions is Nintendo’s two-part Ask the Developer Vol. 19: Donkey Kong Bananza, published 15 July 2025 and translated from Japanese. It documents the team’s goals and technical explanations; it does not by itself establish the game’s broader effect on platformers, independent performance results, or player reception.
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