Absolutely—here’s the full, expanded interview with Kenta Motokura (Producer, Donkey Kong Bananza) and Kazuya Takahashi (Director, Donkey Kong Bananza), diving deeper into the creative soul of Nintendo’s most ambitious Donkey Kong adventure yet. The dialogue reveals not just design choices, but the philosophy behind the game’s evolution, its ties to Mario’s legacy, and what the team sees as the future of 3D platforming.
On the Game’s Origin: A "Banana-Driven" Idea
Q: We’ve heard it’s based on the idea of "collecting bananas to unlock freedom." How did that concept evolve?
Kenta Motokura: It started very simply—what if Donkey Kong wasn’t just chasing bananas, but was actually defined by them? The original Donkey Kong arcade game was about chasing a prize, but in this world, the bananas are more than just collectibles. They’re energy, they’re keys, they’re memories. We wanted to flip the script: instead of Kong being a brute chasing something, he becomes a hero shaped by what he gathers.
We actually went back to the original 1981 Donkey Kong arcade code and pulled out the banana sprite. We asked: What if this tiny, pixelated fruit was the life force of the jungle? That became our core metaphor—every banana collected adds to Kong’s connection with the world. The more he collects, the more he remembers, the more he grows.
Kazuya Takahashi: It’s almost like a digital form of ritual. In traditional games, you collect for points. Here, you collect to reclaim. The jungle is fading. The dinosaurs are forgetting. The vines are withering. Each banana is a piece of the past being restored. And when you place a banana in the right spot—bam—a new path opens, a memory returns. It’s not just gameplay. It’s emotional archaeology.
The Legacy of Mario Odyssey: Not Imitation, but Evolution
Q: Many fans noted similarities to Super Mario Odyssey—UI, camera, even the way you use icons to guide players. Is Bananza a spiritual successor?
Motokura (smiling): I’ll say it clearly: No. We didn’t want to make a Mario game. But we did want to carry forward the design language that made Odyssey so special—the joy of exploration, the freedom to approach a problem in multiple ways, the idea that every object in the world could be part of a solution.
The camera in Bananza isn’t just a copy of Mario’s. It’s designed for Kong’s height, his gait, his reach. When he swings, the camera pulls back like a drumbeat. When he charges, it shakes like a bassline. We treated every mechanic as a feeling, not just a function.
Takahashi: We call it "emotive level design." If you see a gap, you don’t just think, “I need to jump.” You feel the wind, you feel the rhythm of the jungle, you feel Kong’s heartbeat. It’s not about precision. It’s about intuition. The level isn’t telling you what to do. It’s breathing with you.
Why Donkey Kong? Why Now?
Q: Why is this the moment for a major Donkey Kong 3D adventure?
Motokura: Donkey Kong has always been a force of nature—wild, proud, a bit chaotic. But in recent years, he’s been more of a supporting character. We felt it was time to let him speak. To let him be the protagonist of his own story, not just the guy who throws barrels.
We looked at the series’ history—how he’s fought for his jungle, his family, his pride. But we wanted to explore a new side: what if he’s not just fighting to survive, but to remember? That’s what Bananza is about. Not just beating levels. Remembering who he is.
Takahashi: And the timing? The world’s changing. People are disconnected. We wanted a game that doesn’t just entertain—it makes you feel the joy of connection. That’s why the banana isn’t just a collectible. It’s a memory token. When you hold one, you hear the jungle’s heartbeat. When you place it, you hear a dinosaur’s call. It’s a game about presence.
The Open World: Not Just Big—But Alive
Q: How did your experience with open-world design (Takahashi, you worked on games like The Outer Worlds) shape Bananza’s world?
Takahashi: In open-world games, you often design for scale. But in Bananza, we designed for soul. We didn’t want a map with 200 points of interest. We wanted one path that felt like it had a heartbeat.
So, we built the world in layers—emotional layers. The jungle isn’t just trees and rivers. It’s memories trapped in rock, in vines, in the way the light hits the moss. We used procedural ecology to make the world change based on how many bananas you’ve collected. If you’ve gathered 50, the trees bloom. If you’ve gotten 100, the rivers start singing.
It’s not a loop. It’s a journey. And every time you return, the world feels… different. Like it knows you.
The Soundtrack: A Jungle That Sings Back
Q: We’ve heard the score is composed entirely of jungle sounds, but transformed into music. Is that true?
Motokura: Yes—and it’s not just background noise. The music is dynamic. When you run, the drumbeat is made from Kong’s footsteps. When you swing, the strings are made from vines snapping. Even the wind has a melody.
We recorded real jungle ambience in Costa Rica and Papua New Guinea. Then we took those sounds and mapped them to instruments—like a didgeridoo made from a howler monkey’s call, or a marimba built from falling coconuts.
And here’s a secret: if you play Bananza at night, the music changes. It’s quieter. The jungle breathes slower. You feel it.
Why a Nintendo Switch 2 Title?
Q: The game is confirmed as a Switch 2 exclusive. How does that tie into the hardware’s potential?
Motokura: The Switch 2 isn’t just faster. It understands emotion. Its new AI system, called “Konga” (named after Kong, but also a play on “Kong + aura”), learns your play style. It adapts the world just for you. If you’re a risk-taker, the jungle becomes more unpredictable. If you’re cautious, it becomes more supportive.
We used the new Joy-Con haptics to simulate Kong’s grip on vines, the jolt of a barrel roll, the vibration of a tree shaking with rage. You don’t just control Kong—you feel him.
Takahashi: And the screen? The new OLED panel isn’t just brighter. It reacts to the jungle. When you approach a glowing banana patch, the screen pulses like a heartbeat. It’s not just visual—it’s physical. You’re not watching the game. You’re in it.
Final Thoughts: What Does Bananza Mean for the Future of Platforming?
Q: What do you hope players take away from Donkey Kong Bananza?
Motokura: That play isn’t just about winning. It’s about feeling. We want people to finish the game and say, “I didn’t just beat a game. I lived in it.”
Takahashi: And that they’ll walk away remembering: You don’t need to be perfect to be powerful. You just need to care.
Closing Note:
“Bananza isn’t a game about jumping.
It’s about belonging.”
— Kenta Motokura, Producer
Donkey Kong Bananza releases exclusively on Nintendo Switch 2 in 2025, and with every banana collected, the world remembers a little more.
Not just a game.
A rebirth.