A New Kong in Town
Donkey Kong Bananza has landed on Nintendo Switch 2 with the kind of reception that turns heads inside Nintendo’s Kyoto offices. Critics are calling it a full-scale return to form for the franchise – a 3D platformer with genuine ambition, destructible environments, and a tone that finally captures what DK fans have wanted since the Wii era dried up. For a character who spent most of the last decade as a smash-able fighter and a racing game cameo, that kind of attention carries real weight.
But applause for Bananza is doing something else quietly in the background. Every glowing review, every social media moment of a player punching through a mountain, is making one specific question louder than it has been in over two decades: when does Donkey Kong 64 get a proper follow-up?

What DK64 Left Behind
Donkey Kong 64 released in 1999 and remains the only fully 3D collectathon the franchise has ever produced. Its map sprawl, five playable Kongs, and item-gating progression made it one of the most ambitious Nintendo 64 titles of that generation – and also one of the most divisive in hindsight. Critics who revisit it now often point to its backtracking and collectible bloat as dated design, but the core loop – playing as multiple distinct Kongs across an interconnected world – never got a second attempt.
That gap is not an accident. Nintendo quietly removed DK64 from its own digital storefronts for years due to a licensing issue tied to the Jetpac mini-game developed by Rare. It only returned to Nintendo Switch Online’s Expansion Pack library after the legal fog cleared, which also meant an entire generation of players came to it fresh with no nostalgia softening the rough edges. What they found was a game that felt genuinely different from anything else in the DK catalog.
Rare’s departure from Nintendo following Microsoft’s acquisition in 2002 effectively ended the collaborative era that produced both DK64 and the original Donkey Kong Country trilogy. Retro Studios picked up the Country series beautifully with Tropical Freeze, but no developer – Nintendo internal or otherwise – has touched the 3D collectathon side of the franchise. That lane has sat empty for 26 years.

Bananza’s Role in the Conversation
Bananza is not a DK64 successor. It does not try to be one. Its design philosophy runs in a different direction entirely – linear world progression, a single playable character at launch, and destruction mechanics that prioritize moment-to-moment feel over item collection. But its success is doing the thing that success always does: it expands the permission space for what comes next.
When a franchise delivers a strong title, publishers tend to greenlight more entries, and more importantly, more varied entries. Nintendo watched the 3D Mario space do this repeatedly – Super Mario Odyssey’s reception opened the door for the company to revisit what a Mario game could look like. Bananza’s solo focus already has the community debating what structural choices a follow-up might reconsider, and the multi-Kong angle from DK64 keeps surfacing in those discussions.
The Fan Pressure Is Real and Specific
Nintendo fan communities are not asking vaguely for “more DK.” The requests landing on forums, Reddit threads, and social posts in the wake of Bananza’s release are pointed. Players want Funky, Lanky, Chunky, and Tiny back in a full 3D setting. They want hub worlds that reward exploration rather than guiding players down a corridor. They want the sprawl that DK64 offered, patched with modern design sensibility that trims the fat without losing the ambition.
That specificity matters because it tells Nintendo exactly what the appetite looks like. The company monitors its own communities carefully, and a coherent, recurring request is harder to ignore than a general call for nostalgia. The DK64 successor conversation is coherent. It has design language, a feature wish-list, and a comparison point that fans can articulate clearly – which is exactly the kind of signal that informs development decisions.
There is also a commercial logic here that Nintendo cannot ignore. Bananza is moving units and generating the kind of word-of-mouth that extends a console’s momentum. A 3D DK collectathon built on the same Switch 2 hardware, benefiting from whatever engine and tools Bananza’s team built out, would cost significantly less to produce than starting from scratch on a new generation. The infrastructure for a DK64 spiritual successor may already be partially in place.

The harder question is whether Nintendo wants to revisit that particular template at all. The collectathon genre has never fully recovered its mainstream standing after the early 2000s, and even celebrated revivals like Yooka-Laylee showed that nostalgia alone does not guarantee broad sales. Nintendo would need to believe that a modernized take could reach beyond the existing DK fanbase – and Bananza’s performance is the strongest evidence yet that there is a large, active audience ready to spend money on a 3D Kong game with real production weight behind it. Whether that translates into a DK64-style design or something that borrows selectively from that blueprint while staying closer to Bananza’s structure is the question Nintendo’s internal teams are almost certainly arguing about right now.
Frequently Asked Questions
Will there be a Donkey Kong 64 sequel or spiritual successor?
Nintendo has not announced one, but Donkey Kong Bananza’s strong reception has reignited fan demand and renewed discussion about a modern 3D DK collectathon.
Why was Donkey Kong 64 never followed up?
Rare’s acquisition by Microsoft in 2002 ended the Nintendo-Rare partnership that produced DK64, and no developer has since revisited its multi-Kong collectathon format in 3D.







