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Donkey Kong Bananza's baffling default button settings were suggested by Shigeru Miyamoto himself
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Donkey Kong
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Donkey Kong Bananza
Donkey Kong Bananza's baffling default button settings were suggested by Shigeru Miyamoto himself
Scott McCrae
20 August 2025
What do you mean B doesn't jump...?
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(Image credit: Nintendo)
Donkey Kong Bananza director Kazuya Takahashi has revealed that one of the game's weirdest control quirks was actually decided by Shigeru Miyamoto.
In an interview with Nintendo Dream which was translated by Nintendo Patents Watch on Blusesky (via Nintendo Life) director, Kazuya Takahashi said B was originally the default button for jumping, "However, Miyamoto-san pointed out to me, "for digging downward, wouldn't the B button be more intuitive?'" Takahashi recalls, "When I actually tried it, this key mapping indeed felt more intuitive. So that was Miyamoto-san's suggestion."
Donkey Kong Bananza is still one of the best-feeling platformers I've ever played. The way Donkey Kong moves around the world of that game feels incredible, and the controls are pretty much perfect… after you change them in the options, that is. Those default controls of A to jump and B to smash downwards (with X and Y also being directional smashes based on direction), as opposed to having the bottom button be a jump like we're used to (which is an option in the game's menus, proving the devs definitely know this) are frustrating.
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Nintendo icon Shigeru Miyamoto spent his time testing Donkey Kong Bananza "smashing and digging" in one spot, which tracks following his hour-long Breath of the Wild playtesting stint "just climbing trees"
Donkey Kong Bananza's director replayed every game in the series when he was assigned to the Switch 2 game: "That motivated me to incorporate past memories along with new ideas"
Donkey Kong Bananza has "some similarities" to Super Mario Odyssey since it's from the same dev team, and its core mechanic was already experimented on in the 3D Mario game
In theory, it makes sense that "punch up" is on the top button and punch down is on the bottom – but being able to jump and use the regular punch (which is the one you'll be using the most) with your thumb is far more intuitive, if you ask me.
It was also revealed that Miyamoto's suggestions were also responsible for making Donkey Kong's footsteps louder in order to give him a heavier feeling, after the creator of the series noted he seemed a bit "floaty and light."
Donkey Kong Bananza can be beaten without collecting a single banana, meaning the "Potassium Deficiency%" speedrun is entirely possible.
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Scott has been freelancing for over three years across a number of different gaming publications, first appearing on GamesRadar+ in 2024. He has also written for the likes of PC Gamer, Eurogamer, VG247, Play, TechRadar, and others. He's typically rambling about Metal Gear Solid, God Hand, or any other PS2-era titles that rarely (if ever) get sequels.
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Nintendo icon Shigeru Miyamoto spent his time testing Donkey Kong Bananza "smashing and digging" in one spot, which tracks following his hour-long Breath of the Wild playtesting stint "just climbing trees"
Donkey Kong Bananza's director replayed every game in the series when he was assigned to the Switch 2 game: "That motivated me to incorporate past memories along with new ideas"
Donkey Kong Bananza has "some similarities" to Super Mario Odyssey since it's from the same dev team, and its core mechanic was already experimented on in the 3D Mario game
Somewhere in Nintendo's recycling bin is the god of all Goombas, gifted the giant hands of a Super Mario Odyssey boss during experiments for the Switch 2's Donkey Kong Bananza
Donkey Kong Bananza's "rich and thick" hero isn't butt-naked this time around because Nintendo was "conscious" of how he looked "from the back"
I called it, Nintendo confirms Donkey Kong Bananza was actually the inspiration for the Super Mario Bros. Movie redesign all along
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