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Super Monkey Ball ported to a website

278 points| rebasedoctopus | 1 month ago |monkeyball-online.pages.dev

85 comments

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[+] unleaded|1 month ago|reply
For some reason the opening settings page made me think this would be someone who just told claude to make a monkey ball style game.. maybe from seeing too much of that on HN. forgive me for that, this is awesome.

As far as i can tell it's not even an emulator or a decompilation running in emscripten or anything like that, they remade the game in TypeScript. love stuff like this https://github.com/sndrec/WebMonkeyBall

[+] bloppe|1 month ago|reply
The website credits include roles for "decompilation" and "porting". So I guess it was decompiled from the original binary and ported to TS.
[+] pjmlp|1 month ago|reply
I keep saying JS JIT + WebGL/WebGPU is fast enough for these kind of games, no need for the WebAssembly toolchains that are still a pain to use years later.

See PlayCanvas.

The whole GX code reminds me of the Gamecube API from the same name.

[+] calflegal|1 month ago|reply
uh that code looks like claude to me
[+] alexarena|1 month ago|reply
In 2006 the iPhone was announced without an App Store and Apple’s party line was to just build/use web apps.

Fast forward to 2008 and the App Store is launched along with Super Monkey Ball – a day one app – the perfect game to demonstrate the power of a true native app that could _never_ be achieved on the web.

[+] pjmlp|1 month ago|reply
Fast forward to 2026 and after 15 years, the browser vendors have not yet provided anything remotely similar to RenderDoc, only SpectorJS survives, barely usable.

Also this game remains the exception, Infinity Blade was released in 2010 to show what iPhone could do with OpenGL ES 3.0, the base for WebGL 2.0, and yet most Web games are basically Flash like remakes.

https://en.wikipedia.org/wiki/Infinity_Blade

"Infinity Blade: iPhone Trailer", 15 years ago

https://www.youtube.com/watch?v=JDvPIhCd8N4

[+] laborcontract|1 month ago|reply
I was in the market looking for some fun iOS games, things that I could play casually, pick up in a moment, load quickly, and not be burdened by the ridiculousness of modern gameplay and incentive mechanics. To my surprise, it was very hard. I couldn’t find anything. This is exactly what I’m looking for.
[+] yuppiepuppie|1 month ago|reply
You may like hnarcade.com You’ll find a bunch of these types of games there
[+] sjml|1 month ago|reply
Looks and feels great, but is missing the monkey in the ball? :(
[+] rda2|1 month ago|reply
The gyro permission request doesn't work on iOS since it's not tied to user input. If you're feeling brave, you can paste this into your phone's javascript console to add a button that requests permission.

var b=document.createElement('button'); b.textContent='Gyro'; b.style='position:fixed;z-index:999'; b.onclick=()=>{DeviceOrientationEvent.requestPermission();b.remove()}; document.body.appendChild(b);

[+] CuriousRose|1 month ago|reply
The GTA Vice City in browser was also really impressive, but it seems it has been taken down. How much of an advantage has AI got on decompilation projects? Complex assembly seems to be still done to some degree by hand these days (see - ffmpeg), and I wonder how big of a training set you could provide. I have wondered if it was possible to take the re3/reVC code and the assembly and use it for training data to get GTA San Andreas on macOS.
[+] al_borland|1 month ago|reply
GTA Vice City and San Andreas were released on iOS more than a decade ago. I tried installing the mobile version on my Mac with Apple Silicon. It launches fine (if I remember right), it just needs an update for the controls to work, since it was made for touch. I haven’t tried hooking a gamepad to the Mac, maybe that would solve it.

It seems like Rockstar could make a relatively minor update to officially support macOS and sell a lot of additional copies. At this point, they could simply not support Intel Macs and I don’t think anyone would mind.

[+] DANmode|1 month ago|reply
You’re supposed to fork and/or save it.
[+] tyleo|1 month ago|reply
I feel like it’s more sensitive than the original but this is a solid job.
[+] adzm|1 month ago|reply
Adjust the input falloff thing and it is actually usable on mobile
[+] OutThisLife|1 month ago|reply
Seeing the translation from the decomp to ts is pretty interesting. Makes me wonder how one would actually write it these days
[+] NickC25|1 month ago|reply
I don't want to spam comments, but I was absolutely hooked on SMB 1 and 2 for Gamecube and Wii.

This is incredible. Well done.

[+] tombert|1 month ago|reply
Well this was a fun way to see that Firefox on Linux finally fixed the shader cache being broken (at least for NixOS). This is great.

Though I gotta say, I am a little disappointed that there are no monkeys inside the balls. It's just a big ball, at least for me on Firefox and Chrome on NixOS.

[+] TZubiri|1 month ago|reply
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[+] kilpikaarna|1 month ago|reply
Monkey Ball (without the Super iirc) was an arcade game initially. With a banana-shaped joystick and everything. Then SMB added some extra modes and came out as a release title for the Nintendo GameCube. It was probably intended as kind of a low-budget thing, but ended up being recognized as one of the best games for the system, especially early on.
[+] echelon|1 month ago|reply
This is immediately what my mind went to.

If you haven't seen Smiling Friends, you're in for a treat. Zach Hadel is a genius.

The mix of 2D animation, 3D animation, claymation, stop motion, live action rotoscoping, and comping in guest animators like Joel Haver and David Post amazing. You know they appreciate the art form.

You've probably already seen the gif of this scene: https://www.youtube.com/watch?v=5zxL77g1em4

[+] skeaker|1 month ago|reply
This is essentially a port, it was done by transpiling a decompilation.
[+] andrewcraft|1 month ago|reply
how does something like this work so well but scroll-based animations on mobile still choppy?
[+] bsimpson|1 month ago|reply
I tried to put on a movie while I was home for the holidays and my brother instantly complained that the drone shot made him motion sick. Was weird to me to hear that a stationary screen could upend someone's vestibular senses.

Seeing this, I understand.

[+] msephton|1 month ago|reply
Is there any info how this was done?
[+] letmevoteplease|1 month ago|reply
The author commented on their ko-fi: "there isn't much to say that would require a big writeup - a lot of the code is already reversed, and anything that's missing can be yoinked from ghidra decomp output and cleaned up, so it's just a matter of transpiling to a different language. plus much of the game's proprietary formats are thoroughly documented by the modding community. time consuming but quite easy if you're just patient haha"
[+] renewiltord|1 month ago|reply
Embarrassingly, I only ever knew this game as Neverball because there was a period when I would only play open source games and this, Xmoto, and tux racer.
[+] tarantino-sax|1 month ago|reply
So. this code was most likely generated with AI trained on community decompilation efforts, possibly without their knowledge. I know that the community has not yet reverse engineered custom model skinning for the game, so it does not appear here because it wasn't in the training data. Why would somebody who has supposedly already implemented billboard object support, or as the code calls it "flipbook objects", couldn't just stick a similar animated billboard texture inside the ball? probably because they have no clue how the code actually works or is structured.

It's genuinely impressive that generative AI has advanced to the point where this was possible, but it also feels like this was built backwards, extremely niche mechanics in the game are rendered nearly perfectly, where the base elements of the game had this been built from the ground up are implented wrongly or completely absent.

[+] kuschkufan|1 month ago|reply
So. Certainly didn't expect this much toxicity and negative attitude this early in the morning.. I think that's enough HN for me today.
[+] Cloudef|1 month ago|reply
I know HN is riding the LLM hype, but this codebase has no LLM in it.