i should do a video for Donkey Kong Bananza

videogamedunkey smeorIdRDLA Watch on YouTube Published August 24, 2025
Scored
Duration
2:31
Views
635,642
Likes
40,686

Scores

Composite
0.67
Freshness
0.00
Quality
0.88
Relevance
1.00
452 words Language: en Auto-generated

This team can do no wrong. This team made a Mario game where you can't jump and it's better than every game. This Kong is the strongest by a lawn. Even if you approach this game like a dainty princess, you will unwittingly destroy everything around you. He is like the four horsemen of the apocalypse rolled into one big Donkey Kong zebra instead. The boss fights are 3 seconds because he killed them before it even started. I've seen many comparisons to Mario Odyssey. Same team, same structure, but to me it's like night and day. The level design in Odyssey very precise and clean. Everything is placed in the exact perfect spot. Bonanza is more vague and vast. They're like levels designed by ants full of tunnels and secret rooms. Mario moves through Odyssey like a sophisticated gentleman with grace and flare. Donkey Kong is more like a bumbling earth crumbling creature that barrels through a world of dinner plates like a deranged animal. The difference between classic Brute Kong and the new cute Kong is that the old Donkey Kong would destroy certain things on purpose to get a pile of bananas. The new Donk destroys everything on accident to get one banana. Astrobot was awesome, but there were some levels where the music was so hyped up that I felt guilty about exploring. It was like I had an invisible Undertale pumpkin hovering behind me going, "You're taking too long." Donkey Kong has a lot of whacking and smashing and singing and Kong embraces the entire world, but there was also a lot of quiet moments in the game where the music is like a lot of wham music, more than you would think. Every level is the good one. The tornado and thunderstorm elephant level is the same one where you use a chunk of rock as an umbrella to shield you from dripping molten lava and zoom over zip lines. The creepy DigDug trash sheep level is more like a Tony Scaloney production and not a Nintendo invention. the jungle levels, all purple and features a five-star ostrich hotel. If I can only pick one, I got to go with the greasy McDonald's theme park with a graveyard and sewage section. This does not belong in any Mario or Donkey Kong game. It's like they ripped us out of Banjo Tuili and polished it up to Bonanza standards. The movement in this game is phenomenal. The weirdness is bal and the final boss will make you sound like Tim Allen. The only bad thing about this game is that we probably won't see a 3D Mario game for the Switch 2 until its final year now.

Summary

The video praises Donkey Kong Bananza for its chaotic, destructive gameplay and unique level design, contrasting it with Mario Odyssey and highlighting its creative, unpredictable world-building and emotional range.

Key Points

  • Donkey Kong Bananza is praised for its powerful, chaotic gameplay where Donkey Kong unintentionally destroys everything to get a single banana.
  • The game's level design is described as vast and vague, unlike the precise, clean levels of Mario Odyssey.
  • Donkey Kong moves like a bumbling beast compared to Mario's graceful movement in Odyssey.
  • The game features a mix of intense action and quiet moments, with music that enhances the emotional experience.
  • Unique levels include a tornado and thunderstorm elephant level, a creepy DigDug-inspired trash sheep level, and a surreal McDonald's-themed theme park.
  • The game's movement and sound design are highlighted as exceptional, with the final boss causing a dramatic vocal reaction.
  • The game is compared to Banjo-Kazooie, suggesting a similar creative and experimental approach.
  • The only downside mentioned is the potential delay in a 3D Mario game for the Switch 2.

Key Takeaways

  • Appreciate how chaotic and unpredictable gameplay can create engaging experiences.
  • Consider how contrasting character movement styles can enhance game identity.
  • Use emotional range in game design, balancing intense action with quiet, reflective moments.
  • Incorporate surreal and unexpected themes to stand out in a crowded market.
  • Leverage music to amplify emotional impact and player immersion.

Primary Category

Programming & Development

Secondary Categories

AI Tools & Frameworks AI Business & Strategy

Topics

Donkey Kong Bananza Mario Odyssey game design level design Nintendo 3D Mario Switch 2 game review comparison gaming

Entities

people
Tim Allen
organizations
Nintendo BigMode
products
Donkey Kong Bananza Mario Odyssey Astrobot Banjo-Kazooie Switch 2
technologies
domain_specific

Sentiment

0.85 (Positive)

Content Type

review

Difficulty

intermediate

Tone

entertaining casual critical promotional