afterwords
Donkey Kong Bananza Afterwards - Barrels Of Destruction

Donkey Kong Bananza Afterwards - Barrels Of Destruction

We sat down with producer Kenta Motokura and programmer Tatsuya Kurihara to discuss the team’s approach to destructibility in Donkey Kong Bananza
by Brian Shea on May 12, 2026 at 11:00 AM

Coming off such a beloved game like Super Mario Odyssey and turning to the gameplay style of Donkey Kong Bananza, what were the initial ideas behind making everything destructible, and how did you determine if it was even technically feasible?

Kenta Motokura: My boss, Mr. [Yoshiaki] Koizumi came to me and asked if we could create a Donkey Kong game using the same team that had worked on Super Mario Odyssey. I felt there was a lot of potential in using voxels, and so that was something that we, as we talked to our engineers, wanted to see what they could do with the idea as well.

Tatsuya Kurihara: This idea that using voxels to create destruction was something that, from the early stages, we felt had a lot of potential to be fun, but when it came to whether it’s technically feasible or not, that’s a different story. And to be honest, early on, we weren’t sure if it was going to be feasible, and that’s something that we worked through as we created and worked on the game.

Donkey Kong Bananza Afterwards - Barrels Of Destruction

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