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Donkey Kong Bananza

Oprettet 21/06/2025
JOEP
JOEP
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Skrevet 21/06/2025 • Redigeret 13/09/2025
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Udvikler: Nintendo
Udgiver: Nintendo
Platform: Switch 2
Størrelse: 8.5 GB
DLC: Donkey Kong Island + Emerald Rush, 149 kr.
Amiibo: Ny Pauline & Donkey Kong-amiibo giver nyt outfit og flere CD'er, Donkey Kong-amiibo giver eksploderende genstande, og øvrige amiibo giver genstande i spillet
Dato: 17. juli 2025
Genre: Platform
Antal spillere: 1-2 spillere
Online: Nej
GameShare: Ja, kan streame til Switch
Controls: Pro Controller, JoyCons, enkelt JoyCon
Demo: Ja
Anmeldelse: Her!
Pris (eShop): 519 kr.

Donkey Kong Bananza starter på Ingot Isle, hvor århundredets opdagelse netop er blevet gjort i øens huleagtige dybder: gyldne bananer.
Det er selvfølgelig gode nyheder for den berømte bananfan Donkey Kong, som tilfældigvis er til stede ved dette utrolige fund. Men lige før DK kan sætte tænderne i de forgyldte lækkerier, sender en storm ham dybere ned i undergrunden. Her møder han en mystisk ny allieret i Odd Rock, som viser sig at være en talentfuld ung sangerinde ved navn Pauline. Sammen udforsker de to en enorm underjordisk verden ved at smadre, styrte, hoppe og synge sig vej gennem den. Donkey Kong Bananza er et hæsblæsende eventyr, som du kan spille solo eller sammen med en ven.


Trailere:


JOEP
JOEP
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#1 Skrevet 01/07/2025 • Redigeret 01/07/2025
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Det er blevet bekræftet af Nintendo, at det er holdet bag Super Mario Odyssey, der har lavet Bananza.

Udover det er der en ny reklame for spillet i USA:

JOEP
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#2 Skrevet 10/07/2025
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IGN har interviewet udviklerne bag, og det er der kommet lidt detaljer ud om. Bl.a. at det er kræfterne bag Odyssey, der står bag, og at spillet var under udvikling til Switch, men blev skubbet til Switch 2. Det har givetvis været færdig et stykke tid.

Kazuya Takahashi instruerer spillet og Kenta Motokura er producer.

https://www.ign.com/articles/our-big-bananas-interview-with-the-developers-of-donkey-kong-bananza
ThePatrickBay
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#3 Skrevet 10/07/2025
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Kunne være interessant at høre mere om, hvad skiftet til Switch 2 har medført at ændringer. Den mere beefy hardware må have betydet noget i forhold til, hvad der er muligt ift. destruktion af banerne osv. uden at gå meget på kompromis med opløsning og framerate.
Andreas Tarding
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#4 Skrevet 10/07/2025 • Redigeret 10/07/2025
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Sandsynligvis meget af samme situation som Mario Kart World; Dvs. at her er tale om mere eller mindre identisk "look" (se eks. den meget karakteristiske "dithering", i stedet for gennemsigtighed, der jo også blev flittigt brugt på Switch 1 for at spare resurser, herunder netop især i Mario Odyssey), men efter bedste overskud så bare forøget fidelity "fladt" efter, hvad den nyere hardware nu end tillader.

Jeg finder det også en nævneværdig udtalelse, at de jo netop nævner voxel-teknologi, som noget, de også brugte på Switch 1-stadiet. (Det kan jo næsten kun henvise til spillets "destruction" system.)

Når de tilgængelige teknikker mellem Switch 1 og 2 GPU'erne, lige undtagen DLSS og raytracing, jo er stort set identiske, vil man jo tænke sig, om der overhovedet er forskel imellem, at "up-size et Switch 1 projekt" som hér, og så reelt lave et Switch 2-spil fra bunden. Men jeg tror godt, at de kan have truffet grundlæggende beslutninger i starten, da det var på Switch 1-stadiet, som de ikke nødvendigvis kan "bakke ud fra", når den nye platform kommer ind halvvejs. De kører jo ekstremt stringente linjer ift. art direction, der kan være grundlæggende elementer dér. Helt grundlæggende beslutninger om gameplay designet, som jo træffes meget tidligt, kan også være for forankrede i Switch 1 CPU'ens begrænsninger (og RAM!), til, at de nødvendigvis har kunnet ændre det senere.

Jeg er dog umiddelbart mere optimistisk, end med Mario Kart World. Kompleksiteten af banerne, lader til at have fået et pænt seriøst spark bagi, ud fra div. pre-release videoer i hvert fald.

Mvh. AndTAR.
JOEP
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#5 Skrevet 15/07/2025 • Redigeret 15/07/2025
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I et nyt interview snakker de om, hvad der fik dem til at gå fra Switch til Switch 2:
Motokura: We originally began developing Donkey Kong Bananza on Nintendo Switch, but we ran into some challenges. I think it was around 2021 when we started to think about moving development to Switch 2.

Watanabe: We first looked into how we could upgrade what we’d originally built for Switch to take advantage of Switch 2. One of the most obvious improvements was that we could place far more objects in the environment than before. Being able to place more objects in the terrain didn’t just enhance the game’s visual richness. More importantly, it increased the amount of things players could destroy, which amplified the exhilaration of being able to demolish anything and everything. That went hand in hand with the game’s core concept of destruction. It convinced us that this game would be even more fun if we developed it for Switch 2.

Tanaka: From a programmer’s perspective, voxel technology is well-suited for creating gameplay centered around destruction. However, it also uses a lot of system memory, and we faced the challenge of Switch not having enough to support everything we wanted to do. I’ll explain with some simple arithmetic. If you’re asked to double the size of a 1 × 1 pixel image in both width and height, you end up with a 2 × 2 image, which means four times as many pixels. But when you do the same with voxels, you’ve got width and height, but also depth to contend with. So, doubling all three dimensions gives you 2 × 2 × 2, or eight times the data. It may sound simple to just “double something,” but the reality is that memory usage, voxel density, and all kinds of processes end up gobbling up eight times the resources. It was clear that the memory available on Switch would struggle to handle that load, and we felt that manifesting the huge volume of terrain that we did in this game might have been unachievable on that platform. With the move to Switch 2, we gained not only more memory but also greater processing capacity. That gave us the freedom to incorporate gameplay ideas we’d previously abandoned because they were too demanding. When we got down to trying it, we discovered that not only could it handle the heavy processing requirements, but it also ran at 60 fps. Things we’d given up on, like explosions flinging large objects or causing them to collapse, were now possible. Designers could also place as many objects as they wanted. There were so many moments when we thought to ourselves, “Now we can really do this.”

Watanabe: As well as running at a smooth 60 fps, the core gameplay of smashing got way more satisfying.

The physics of smashing involve lots of things all happening at once. Donkey Kong throws a punch, the terrain and objects break apart, and visual effects show debris flying outward. All of that is packed into a single moment. At 30 fps, we couldn’t fully capture everything that happens in that instant. But at 60 fps, we saw that sense of destruction coming through much more clearly. We thought to ourselves, “Now we’ve got something seriously satisfying!” Not only did Switch 2 enable the game to run well, it unlocked the game’s full potential – no, it made the game possible.

Der er et lille billede, som viser forskellen på Switch- og Switch 2-versionen under udviklingen:



Der er meget mere info i udvikler-interviewene, der er tilgængelige her:

Del 1

Del 2

Del 3
Andreas Tarding
Andreas Tarding
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#6 Skrevet 15/07/2025
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Ja, det gør jo indtryk, hver gang de åbner så meget op, når kommunikationen jo ellers normalt er indenfor meget stramme rammer. (Hvad det selvf. stadig er her, men i alt fald mere åbent ..) Som så ofte, spændende læsning.

Det er jo dog en skam, at sammenligningen af grafikken mod pre-release udgaven, ikke er højere opløsning. Man kan jo nok diskutere, om det evt. er med vilje. Smiley De er jo normalt (intenst) imod, at fremvise deres spil i noget i nærheden af pre-release stadier. De har jo nok holdt det ekstremt down-resset, for lidt at understrege den linje. Smiley

Mvh. AndTAR.
JOEP
JOEP
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#7 Skrevet 17/07/2025 • Redigeret 17/07/2025
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Tech-analysen af spillet er kommet:


– Destruction system doesn’t incorporate full physics simulation
– This means if you remove a supporting column, the ceiling above will just float
– However, the current solution makes sense given Switch 2’s capabilities
– Different material interactions included in the game that combine destruction, physics, and more
– Materials and texture detail a step up compared to Super Mario Odyssey
– Character models are sharp and richly animated
– Game has pop-in when moving forward towards distant scenery
– Poor shadow rendering
– Game does not use DLSS
– Uses combo of AMD’s FSR1 with SMAA
– Insurface aliasing is an issue and finer details break apart
– Donkey Kong Bananza typical resolution docked falls between 1080p and 1200p using dynamic resolution scaling
– Seems to be 1080p undocked
– Donkey Kong Bananza targets 60 FPS
– Game has some frame rate drops, but are not sustained and occur during specific animations
– Some big drops such as with one particular boss fight that goes down to 30 FPS
– Because of the way the game is, if it drops from 60 for even a moment, the frame rate briefly cuts in half to 30 until the frame time recovers
– Proper surround sound audio supported
Game is technically mostly a success with a few minor rough edges


Derudover er der kommet anmeldelser af spillet, f.eks.:
IGN – 10 / 10
GameSpot – 9 / 10
GamesRadar – 4.5 / 5
Destructoid – 9 / 10
Shacknews – 9 / 10
Gamereactor – 8 / 10
NintendoLife – 9 / 10

Vores anmeldelse af spillet lander i næste uge, regner jeg med. Smiley
JOEP
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#8 Skrevet 25/07/2025
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JOEP
JOEP
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#9 Skrevet 29/07/2025
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Nogen har klaret spillet med 0 bananer!

Just beat Donkey Kong Bananza with 0 bananas
Honestly a fun challenge I recommended doing as a NG+ run after 100% pic.twitter.com/ZM1S82gkb4

— AK (@Akfamilyhome) July 27, 2025
JOEP
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#10 Skrevet 31/07/2025
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