technology

Nintendo unleashes voxel chaos in donkey kong bananza, years in the making

Nintendo revealed a fascinating glimpse into the creation of Donkey Kong Bananza at GDC, revealing the sheer computational power poured into its destructible environments. The company isn't shy about embracing playful destruction, stating a belief that “it is more fun to destroy that which is beautiful.”

A deep dive into 347 million voxels

During a panel featuring producer Kenta Motokura and programmer Tatsuya Kurihara, the team detailed the intricate system behind the game's core mechanic: the ability to obliterate nearly every surface. The Canyon layer alone boasts approximately 347,070,464 voxels – 3D pixels that can vary in properties like density, wetness, and destructibility.

The Technology wasn’t born overnight. Nintendo experimented with voxel Technology following the release of Super Mario Odyssey in 2017, even famously testing it with Goombas sporting arms. However, realizing fully destructible terrain presented a significant challenge, especially when initially developed for the original Nintendo Switch.

“There were times confusion permeated the team. There were even times when I wanted to say, ‘Oh, banana,’,” Motokura conceded, referencing Donkey Kong’s catchphrase. The team’s persistence ultimately yielded a dynamic sandbox experience that significantly enhances exploration.

Achieving a consistent 60fps while managing such a complex voxel system necessitated the technological leap offered by the Nintendo Switch 2, allowing for greater freedom in designing Donkey Kong’s journey to the planet’s core.

Donkey Kong Bananza launched exclusively for the Nintendo Switch 2 on July 17, 2025, with post-launch DLC adding new areas and mechanics. The initial reception was overwhelmingly positive, earning a 10/10 review and being lauded as a groundbreaking 3D platformer.

The level of detail packed into these voxels — and the sheer effort to make it all work — is a testament to Nintendo's willingness to push the boundaries of interactive entertainment. It’s a bold move, and one that could redefine how we experience 3D worlds.