Les développeurs de Donkey Kong Bananza s'expriment pour la première fois

Auteur : Audrey Mar 25,2026

Full Interview: Behind the Scenes of Donkey Kong Bananza
Conducted by Nintendo Insider, exclusive to GameSpot


Q: Kenta, you’ve been at Nintendo for over two decades — from your early days as a 3D character artist on Super Mario Sunshine to leading the creative direction on Super Mario Odyssey. What drew you back to the Donkey Kong universe for this new adventure?

Kenta Motokura:
It’s honestly a homecoming. When I first joined Nintendo in the early 2000s, I worked on Donkey Kong Jungle Beat — one of those games that felt raw, energetic, and alive. There was a primal joy in how DK moved through the jungle, how every jump, punch, and barrel roll felt like an extension of his personality. That spirit is what I wanted to bring back — not just a nostalgic trip, but a reclamation of what made Donkey Kong iconic in the first place.

When we started brainstorming Bananza, we didn’t want to recreate Odyssey — we wanted to create a game that felt like a natural evolution of DK’s world. He’s not just a hero anymore; he’s a force of nature. This game is about chaos, freedom, and being unstoppable. And honestly? It felt right to trust the same team that made Odyssey to carry that energy forward.


Q: Kazuya, you joined Nintendo in 2020. What was your first impression of the Donkey Kong franchise, and how did your background in open-world design shape Bananza?

Kazuya Takahashi:
Honestly, I came in thinking I’d be designing a platformer. But after reading the early pitch — "What if DK didn’t just run through a level, but rewrote it?" — I realized this wasn’t just another side-scroller. It was a living, breathing jungle that reacts to him.

My time at a Japanese indie studio focused on emergent gameplay and environmental storytelling helped me see DK not as a character, but as a catalyst. The world isn’t built for him — it’s built around his impact. That’s why we designed the jungle to shift in real time: vines snap and reweave, rivers change course, ancient ruins crack open and reform. Every time DK smashes a wall or swings from a monkey bar, the environment breathes with him.

We call it “Dynamic Jungle Systems” — a network of interconnected physics, ecology, and rhythm. It’s not just platforming. It’s ecosystem choreography.


Q: The game features a massive, interconnected world — more expansive than any Donkey Kong game before. How did you approach scale while keeping the gameplay tight and responsive?

Takahashi:
Great question. Early in development, we had a 500-acre jungle. But it felt… empty. Like DK was just a giant in a museum.

So we went back to core principles: flow, feedback, and intentionality. We broke the world into eight "Ecosystem Zones" — each with a unique biome, rhythm, and challenge type. The Forbidden Canopy, the Gorge of Echoing Drums, the Volcanic Maw, the Floating Orchid Fields...

But here’s the twist: you don’t explore them in order. You unlock them by doing something only DK can do. For example, to reach the Volcanic Maw, you have to stage a full-scale banana riot — triggering a chain reaction that collapses a bridge, redirects lava, and reveals a hidden path.

It’s not about size. It’s about meaningful disruption. Every area says: “You’re not here to walk. You’re here to break.”


Q: The gameplay feels more fluid and instinctive than previous entries. Is that intentional?

Motokura:
Absolutely. We took a long look at what made Super Mario Odyssey feel so good — the way Mario felt like he was floating, rolling, and bouncing through every environment. We wanted DK to feel just as present. No button mashing. No janky inputs.

So we rebuilt the control scheme from the ground up. DK’s movement isn’t just fast — it’s predictable. His momentum carries him farther when you time a jump perfectly. His punches don’t just knock things down — they launch them into new areas, triggering puzzles, enemy chains, even weather events.

And the new “Rumble-Back” mechanic? That’s not just for show. When you take a hit, DK doesn’t flinch — he roars, and the camera shakes with him. The world feels it. That’s our way of saying: This isn’t a game you play. This is a game that plays you back.


Q: The title Bananza suggests chaos — and the trailers show DK causing massive destruction. Is this a villainous take on the character?

Takahashi:
No. That’s the key. DK isn’t destroying for destruction’s sake. He’s freeing the jungle. There are ancient, crumbling structures built by long-forgotten tribes — but they’re not meant to be preserved. They’re inhibiting the natural rhythm.

When DK smashes one, it’s not vandalism — it’s liberation. Like a storm clearing deadwood. We call it “The Harmony of Ruin.”

There’s a moment in the game where DK stands at the edge of a shattered temple, and a new species of glowing vines starts to grow where the stone used to be. That’s the theme: creation through chaos. That’s what makes DK great — he doesn’t just break the world. He reboots it.


Q: Why the Switch 2 launch?

Motokura:
The Switch 2’s hardware is a perfect match for what we’re doing. The new AI engine handles thousands of dynamic objects in real time — vines, animals, falling debris — without dropping a frame. And the HD Rumble? It’s not just haptics. It’s storytelling. When you feel the earth tremble as DK stomps through a valley, you’re not just hearing it — you’re feeling it.

But more than tech — it’s a statement. This game isn’t just for fans. It’s for anyone who’s ever wanted to be the giant in a story. The Switch 2 gives us the freedom to break boundaries. And we did.


Q: Any secret mechanics or Easter eggs fans might miss on first playthrough?

Takahashi:
Oh, absolutely. We have a hidden “Sonic Boom” mode — unlocked by performing 10 perfect backflips in under 30 seconds. It’s not just a visual effect — it changes how the world responds to sound. You can shatter glass with a scream, make trees sway with a laugh.

And on the final island, there’s a cave with a single, flickering light. If you play a specific drum pattern on the Joy-Con — one inspired by DK Jungle Beat — the walls part, and you find a statue of a younger DK… standing in front of a tiny Super Mario 64 cap.

It’s a nod to the beginning.


Q: Final word for fans?

Motokura:
This isn’t just a new game. It’s a new way of playing. We didn’t want to make a game that said, “Hey, it’s DK again!” We wanted to make one that said, “Hey, it’s you — finally, as DK.”

Takahashi:
And remember: when you’re swinging through the treetops, when the world shakes under your feet — you’re not just playing a game.

You’re becoming the jungle.


Donkey Kong Bananza launches exclusively on Nintendo Switch 2 next week.
Pre-orders now include a free digital artbook and a DK-Style Joy-Con cover featuring the game’s signature banana-leaf design.


🔎 Pro Tip: Play the game in “Rumble-Back” mode for full sensory immersion — and keep an eye out for the third moon-shaped banana in the Volcanic Maw. It’s not part of the game… but it might be looking for you.