Knowledge-based discourse

How do you do QA for a game in which everything is breakable? The Donkey Kong Bananza QA talk at CEDEC 2026 answers that (img above). It started with the philosophy of “experience first” (img below):

  • Ensure destruction doesn’t spoil experience
  • Do not restrict freedom to avoid bugs
  • If a bug is fun, use it

Each stage was assigned to a team of programmers, artists, and level designers to optimize (img 1 below). A visualization tool was created to show everyone the optimization status (img 2).

The QA testers from Mario Club were embedded in the development team from the early phase, participating in dev meetings and having access to the level editor (imgs 1-2 below). Sometimes they were able to use speedrunning techniques to get ahead; when the team decided to incorporate the “bug” because the experience was fun, some dialogues or item acquisitions were adjusted to ensure congruity (imgs 3-4).

The automatic testing not only could play the game from beginning to end, but could also manipulate voxels. It is also revealed that some debugging features were repurposed in DK Artist.

[Update] A longer report of the Bananza QA talk is now available on Famitsu.com.

Related: Other Nintendo and Game Freak CEDEC 2026 talks

[Originally posted on 2026-07-24 Pacific Time]