![]() | This article or section is in a state of significant expansion or restructuring. You are welcome to assist in its construction by editing it as well. This template was placed by TheJoebro64 (talk · contribs). If this article or section has not been edited in several days , please remove this template. If you are the editor who added this template and you are actively editing, please be sure to replace this template with {{ in use }} during the active editing session. Click on the link for template parameters to use. This article was last edited by 70.51.66.195 (talk | contribs) 18 seconds ago. (Update timer) |
Donkey Kong Bananza | |
---|---|
![]() | |
Developer(s) | Nintendo EPD [a] |
Publisher(s) | Nintendo |
Director(s) |
|
Producer(s) | Kenta Motokura |
Designer(s) | Kazuya Takahashi |
Programmer(s) | Wataru Tanaka |
Artist(s) | Daisuke Watanabe |
Composer(s) | Naoto Kubo |
Series | Donkey Kong |
Platform(s) | Nintendo Switch 2 |
Release | July 17, 2025 |
Genre(s) | Platform, action-adventure |
Mode(s) | Single-player, multiplayer |
Donkey Kong Bananza [b] is a 2025 platform game developed by Nintendo EPD for the Nintendo Switch 2. The player controls the gorilla Donkey Kong, who ventures underground with a young Pauline to recover stolen banana-shaped diamonds from a group of villainous apes. It plays similarly to EPD's Super Mario Odyssey (2017), with players exploring sandbox-like levels while completing objectives, battling enemies, and collecting objects. Bananza is distinguished by its destructible environments; the player can destroy most terrain to create paths and find items.
EPD began working on Donkey Kong Bananza following Super Mario Odyssey's completion. It was the first Donkey Kong game that Nintendo developed internally since Donkey Kong Jungle Beat (2004); development began on the original Nintendo Switch, but shifted to the Switch 2 after EPD determined that it would better realize their concepts. They used the voxel technology that allowed players to manipulate terrain in some Odyssey levels to a significantly greater degree, designing large, destructible worlds emphasizing Donkey Kong's strength.
Nintendo released Donkey Kong Bananza on July 17, 2025, as the first original Donkey Kong game since Donkey Kong Country: Tropical Freeze (2014) and the first 3D platformer since Donkey Kong 64 (1999). It received acclaim from critics, who considered it the Switch 2's killer app. They praised its visuals, gameplay, and story, but criticized its camera and frame rate.
Donkey Kong Bananza is a 3D platformer and adventure game that emphasizes destruction and open-world exploration. [1] [2] Journalists have compared it to Super Mario Odyssey (2017), [3] [4] [5] with some describing it as a successor. [c] As the gorilla Donkey Kong, the player seeks to collect the Banandium Gems, [10] golden banana-shaped diamonds, [11] [3] while exploring sandbox-like levels in an underground world. [6] [12] Each underground layer has a unique theme, including ice, lava, and tropical biomes. [13]
Donkey Kong can roll, [14] punch, slap the terrain, pick up and throw objects, and climb most surfaces. [2] [4] The player learns five animal-themed power-up transformations from non-player character (NPC) elders: a gorilla transformation that increases Donkey Kong's strength; a zebra transformation that increases his speed; an ostrich transformation that allows him to glide and drop egg bombs; an elephant transformation that allows him to inhale and spit terrain; and a snake transformation that increases his jump height. [15] The player can use and swap between transformations at any time, though their duration is limited by an energy meter. [10]
The player completes missions, solves puzzles, and fights enemies to collect Banandium Gems, [6] [4] which can also be found by exploring or progressing through the story. [6] Banandium Gems are used to upgrade Donkey Kong's abilities from a skill tree. [10] There are 1000 Banandium Gems, 777 of which are unique. [16] Collecting them is optional, and it is possible to complete the game without obtaining any. [17] While exploring, the player discovers secluded areas where they must complete challenges including platforming, solving puzzles, defeating enemies within a time limit, and mining for gold. [6] [18] They are rewarded Banandium Gems or gold upon completion. [6] Some areas contain side-scrolling sections, [19] referencing the Donkey Kong Country games, [8] [20] and minecarts. [12]
The player can receive advice from, assist, and obtain Banandium Gems from NPCs, including Donkey Kong characters such as Cranky Kong, Diddy Kong, Dixie Kong, and Rambi. [10] [21] [22] When Bananza starts, Donkey Kong befriends Odd Rock, an anthropomorphic purple stone who directs him towards objectives. [1] [23] As the game progresses, Odd Rock is revealed to be a young Pauline, who can use her singing voice to activate Donkey Kong's transformations, remove seals, and, if a second player controls her in a co-op mode, emit explosive projectiles. [13] [24] Bananza supports GameShare, allowing a second player to control Pauline locally or online on another Nintendo Switch 2, or locally on an original Nintendo Switch. [10]
Bananza is distinguished by its destructible environments: [19] Donkey Kong can smash almost every surface and destroy terrain. [3] [23] He can rip pieces of the environment from the ground or walls and throw them to uncover items or destroy enemies, [6] [7] or use them as snowboards. [14] Soft terrain can be stacked to create new paths. [13] Destroying environments allows for varied traversal; [23] for instance, Donkey Kong can dig underground and create a path to another area of the world. [7] He can also uncover Banandium Gems by digging. [3] The extent to which the player can destroy the environment is limited by a layer of unbreakable bedrock at the bottom of each level. [21] Large bosses block the routes that link each layer, and the player must defeat each to progress. [13] Progress is tracked in a 3D world map, [6] and giant eels allow players to fast travel to different layers or across the current layer. [13]
Other collectibles include gold, which serves as currency and fuel for transformations; balloons, which rescue Donkey Kong from bottomless pits; Banandium Chips, coins that the player can trade for Banandium Gems; fossils, which the player can trade for clothing to customize Donkey Kong and Pauline; and tracks for an in-game music player. [10] [9] Bananza features Amiibo support; scanning a Bananza-themed Donkey Kong and Pauline figure unlocks a special costume for Pauline, [25] and existing Donkey Kong Amiibo (Donkey Kong, Diddy Kong, King K. Rool, and Super Nintendo World bands) summon explosive gold tiles. [10] [13] Other Amiibo summon spheres with special properties that assist traversal. [25] A photo mode allows the player to use a free-moving camera to take and customize screenshots, [13] and an art creation mode, DK Artist, allows them to carve and paint sculptures using the Joy-Con 2's mouse functionality. [26]
Donkey Kong travels to Ingot Isle to search for Banandium Gems amidst a gold rush, but a mining company, VoidCo., steals the gems to power its ship. VoidCo.'s president, Void Kong, seeks to travel to the planetary core to find the Banandium Root, a magical object that grants the wishes of its wielder, and obtain riches. Donkey Kong is swept underground, where he rescues Odd Rock. They discover a vast Hollow Earth-like region inhabited by animal societies and their ancient elders. An enormous Kong Elder grants Donkey Kong transformative powers and restores Odd Rock to its true self, the teenage girl Pauline. The elder advises them to continue to the core to find the root.
Donkey Kong and Pauline discover more underground layers, battle VoidCo.'s minions, and meet other animal tribe elders, who grant Donkey Kong new transformations. Pauline dreams of becoming a famous singer and gains more confidence to sing as she and Donkey Kong progress. The two battle Void Kong at the core, where they awaken an object that they think is the root. They instead free King K. Rool, who became trapped with his Kremling Krew while searching for the root. They follow K. Rool into the core, but are unable to prevent him from claiming the root. Donkey Kong and Pauline defeat him and make their wishes; Donkey Kong wishes for a large supply of bananas, while Pauline wishes to return home. The root brings them back to the surface on a large mass of bananas. K. Rool pursues them, and the three emerge in New Donk City, Pauline's hometown; K. Rool reclaims the root and floods the city with toxic mush. Donkey Kong and Pauline defeat him again, restoring New Donk City, and reluctantly part ways; Donkey Kong dives underground to continue adventuring while Pauline begins street performing.
Three months later, Donkey Kong returns to Ingot Isle, where Void Kong's reformed subordinates Grumpy and Poppy introduce a gong that lets him revisit the underground layers. The gong also summons Pauline, who asks Donkey Kong to help prepare for a show at New Donk City Hall. She believes that the elders can help her write a new song, and they embark on more adventures. Donkey Kong and Pauline complete a challenge in the core, and Pauline comes up with the melody. They return to the surface, where Pauline performs with Donkey Kong in the audience.
After Nintendo Entertainment Planning & Development (EPD) Production Group No. 8 completed Super Mario Odyssey, EPD's senior general manager Yoshiaki Koizumi—who directed Donkey Kong Jungle Beat (2004)—asked the team to develop a 3D Donkey Kong game. Koizumi wanted to expand the Donkey Kong franchise, [27] which had not received an original game since Donkey Kong Country: Tropical Freeze (2014). [28] Furthermore, Nintendo had not developed a Donkey Kong game internally since Jungle Beat, [29] and wanted to establish separate 2D and 3D Donkey Kong series as they had with the Super Mario series. [27] The Odyssey director Kenta Motokura, who worked as a character artist on Jungle Beat, [30] was assigned as producer. [29]
Motokura conceived Bananza's concept and provided a template for the creative direction. He said that, upon receiving the assignment, EPD wanted to innovate as Donkey Kong (1981) had with story-driven gameplay and varied stage design and Donkey Kong Country (1994) had with pre-rendered graphics, using the skills they gathered from developing Super Mario games. [27] The team consulted Koizumi and Donkey Kong's creator Shigeru Miyamoto to better understand Donkey Kong; they emphasized Donkey Kong's strength. [27] Koizumi highlighted his large arms as distinguishing him from Mario, [29] while Miyamoto highlighted his varied abilities, such as slapping terrain and blowing on objects. [27]
After Odyssey's release, a programmer began conducting experiments with voxel technology. [31] It was used to a limited degree in Odyssey, having been implemented around halfway through development, to allow Mario to dig through cheese and plow snow. [29] In one experiment, they added large hands to a Goomba so it could rip and throw terrain. Tanaka said the team found this "surprisingly satisfying" and interesting as a central gameplay element, [31] and the team realized that Donkey Kong's physical strength was a good fit for the technology. [29] Kazuya Takahashi, who joined Nintendo in 2020 after previously working on open-world role-playing video games, and Wataru Tanaka, Odyssey's programmer, were assigned as Bananza's directors. [27] It was the first 3D Donkey Kong platformer since Donkey Kong 64 (1999), [32] and the title is a pun on the words banana and bonanza. [30]
Nintendo Life reported that development began in 2017 or 2018, [33] while GamesRadar+ speculated that full-scale production likely did not start until after Takahashi joined Nintendo and EPD finished Bowser's Fury (2021). [34] EPD began work remotely due to the COVID-19 pandemic. [35] Bananza's development began on the original Switch, [31] but shifted to the Switch 2 around 2021, [31] to allow for the inclusion of more destructible objects. [29] Prototypes on the original Switch ran into performance problems, as its limited memory struggled to handle the detailed environments. Conversely, the Switch 2 allowed Bananza to run at a stable 60 frames per second, expand the environmental size and details, and incorporate concepts that had previously been discarded due to technical constraints. [31] Takahashi said the team was also enticed by the Joy-Con 2's mouse controls. [29]
The entirety of Bananza's terrain is made from voxels, which Motokura said was the primary factor distinguishing it from Odyssey. [29] Takahashi described building levels from voxels as much more convenient than polygonal modeling, as developers could "freely combine voxels and materials to build terrain and then test it out immediately in-game. This let us quickly experiment and iterate". [31] EPD sought to ensure players would not notice the voxels during gameplay. Moving to the Switch 2 enabled the expansion of the level of environmental destruction; Daisuke Watanabe, Bananza's art director, said: "[the Switch 2] unlocked the game's full potential—no, it made the game possible." [31]
Motokura said they created the levels to exploit Donkey Kong's strength. [29] In designing each layer, they generally chose a theme and then thought about what voxel-based game mechanics could be included. In one instance, the ability to surf on pieces of terrain inspired a layer with rolling hills. The team wanted the underground world to be distinct from the surface setting of previous Donkey Kong games, though they still sought to evoke the franchise's original Brooklyn-inspired aesthetic and incorporated the neon pink and blue colors from the 1981 game as highlights. [36] Unlike the 3D Super Mario games, levels were designed to guide the player downward rather than upward. [31]
Players can continuously destroy terrain, [37] and Takahashi said that the discoveries players make from destruction, as well as the addition of a skill tree, made for a gameplay loop different from Odyssey's. [29] The team prioritized freedom, designing Bananza so that players were not restricted to collecting items via the intended route and would not encounter problems if sequence breaking. [31] [36] They developed a new virtual camera system so players would be able to see while digging underground. Motokura described designing Donkey Kong's punch as one of the most difficult elements, as he wanted to avoid it becoming monotonous. This required minute refinements to various systems, including the sound design, controller rumble, and camera effects. [38] They used effects such as slow motion and freeze frames to add emphasis. [30]
Motokura conceived the power-up transformations, which he thought would make the destruction more fun. The zebra transformation originated from a piece of concept art, while other transformations were created based on their functionality. [35] EPD implemented mouse controls in the co-op mode and DK Artist. [29] The co-op mode was designed so that a player could allow their child or friend to contribute, and the team sought to differentiate the second player's abilities to account for the lack of balance. They gave the second player more agency than they had in the co-op modes of Super Mario Galaxy (2007) and Odyssey. [35]
EPD sought to honor Donkey Kong's history and revive elements they felt would mesh with the destructible environments. [29] Takahashi replayed every Donkey Kong game after he was assigned to direct Bananza and cited Donkey Kong Country (1994) as a particular influence. [30] EPD used the voxel technology to present returning elements, including minecarts, barrel cannons, and Animal Friends such as Rambi, in new ways; Motokura added that they did not want to rely solely on nostalgia. They wanted to satisfy veteran Donkey Kong fans while also appealing to players who were alienated by the franchise's high difficulty level, so they included the skill tree, an easier game mode, and co-op features as options. [29] Side-scrolling areas were included to bridge the gap between the 2D and 3D Donkey Kong games. [35]
1-Up Studio assisted with design, programming, and sound, [39] while tri-Crescendo assisted with programming. [40] Koizumi and Miyamoto played Bananza throughout its development and provided input. Bananza originally used the same button layout as the Super Mario games, with the controller's lowest face button assigned to jumping, but Miyamoto suggested that digging would be more suitable. Takahashi found this more intuitive, so he used Miyamoto's suggestion as the default layout while including the Super Mario layout as an option. [35]
Bananza features a redesigned Donkey Kong that combines the expressiveness of Miyamoto's original design and his more cool and adventurous Country depiction. [29] The redesign had previously appeared in The Super Mario Bros. Movie (2023) and Mario Kart World (2025), though it was created for Bananza. [27] Watanabe said the team "strove for a design that would get to the core of what makes Donkey Kong who he is, bringing out his unique characteristics and appeal". [27] They wanted a unique depiction that remained true to Miyamoto's vision and accounted for how different generations of Donkey Kong fans saw the character, [38] and consulted previous Donkey Kong artists for advice. Because Donkey Kong's character model is much larger than Mario's, they emphasized his facial expressions, and gave him overalls and thick fur to make him look interesting from a third-person perspective. [27]
Early in development, EPD decided that another character would accompany Donkey Kong. Though one developer suggested Pauline, a specific character was not included in the software design description. Motokura recalled that the team revisited the Pauline idea when implementing Donkey Kong's zebra transformation. A composer, Naoto Kubo, wrote music for the transformation sequence, [36] and the team decided to turn it into a song that Pauline—who had been established as a singer in Super Mario Odyssey [37] —could perform. EPD used Pauline as a human guide who could explain concepts to the player, [36] and Motokura and Takahashi credited her inclusion with helping many of their ideas take form. [29]
In contrast to her previous appearances as an adult, Pauline is depicted as a 13-year-old girl in Bananza. [29] EPD attempted to use Pauline's adult design, but Takahashi felt her riding on Donkey Kong's back would look more natural were she a girl. [35] Takahashi added that the decision allowed for the inclusion of a character who existing fans knew while intriguing new players. [29] He said that 13 is the age when children begin to worry about their futures, so Pauline being a girl also provided a direction for the story; [35] Motokura said she was a character to which players could relate. [36] The in-universe reason for the age discrepancy is not explained, as EPD wanted to leave it to fans' imagination; [29] following Bananza's release, debates ensued over whether the story was a prequel or sequel to Odyssey's. [41]
As Bananza emphasizes destruction and digging, Motokura decided that a mining company would be a suitable antagonist. They focused on the antagonists before determining whether characters from previous Donkey Kong games should appear. [35] When including Donkey Kong characters, EPD referenced the 1981 game to acknowledge that Donkey Kong coexists with human characters. They attempted to balance the human world with Country's animal characters. Character inclusions were a source of debate, though Motokura mandated that Cranky Kong, a character he enjoys, be included. Diddy Kong, Donkey Kong's sidekick in previous games, was relegated to a cameo. [38] Bananza marked K. Rool and the Kremlings' first appearance in a Donkey Kong game in nearly 20 years, with an in-universe explanation for their absence. [42]
Kubo, Odyssey's lead composer, was Bananza's sound director. [27] EPD emphasized music due to Pauline's inclusion, [38] using her singing to signify routes or destroy barriers. [36] Pauline is the only character who speaks in a proper language, as other characters with voice roles speak in fictional languages; Kubo thought this would increase the sense of immersion. Kubo cast the American actress Jenny Kidd as Pauline's singing voice and cast other actors whose voices he felt were in line with her's. [35] Bananza was the first Donkey Kong game in 21 years in which Takashi Nagasako did not voice Donkey Kong; he was replaced by Koji Takeda, who voiced Donkey Kong in the Japanese dub of The Super Mario Bros. Movie. [43]
EPD used Foley techniques to record sound effects and aimed to make destruction sound varied and satisfying. The sounds for mining gold came from metal that Kubo purchased at a local hardware store, while those for food-related objects came from recordings of staff chewing on foods such as apples, candy, celery, and cookies. Kubo had to wait a year for the watermelon harvest season so he could record the sounds for watermelons that Donkey Kong can break. For a level in which Donkey Kong can punch hamburger meat, the team used a modified watermelon sound, as it was difficult to record a good clip from an actual hamburger. [35]
Kubo said the team "added subtle randomness through programming and fine-tuned the sounds to make sure they weren't too loud or high-pitched", and "emphasized fun and flashy sounds" for unusual objects that appear during later levels. [31] While playing an early build for feedback, Miyamoto told Kubo that he thought Donkey Kong felt too light, and suggested making his footsteps louder to compensate. Kubo said addressing this concern was challenging, as he did not want to weaken the impact of destruction sounds. He had Miyamoto listen to his adjustments and felt that he managed to strike a balance between making Donkey Kong feel heavier and maintaining destruction's impact. [35]
Music composers included Kubo, Daisuke Matsuoka, Reika Nakai, Yuri Goto, and Tsukasa Usui. [44] Kubo said they used music to immerse the player and establish each layer's atmosphere. The composers sought to suit both fast-paced destruction and methodical exploration, as they felt it would become tiring if all the music was high energy. They split level themes into parts and adjusted them to reflect the player's surroundings. [36] Kubo decided to tie music to the animal transformations, similar to how the music changes in Super Mario games when Mario obtains certain power-ups, and Motokura asked him to write songs for each transformation. He drew inspiration from Latin music for the zebra transformation theme. [36] The transformation songs all feature fictional languages, as Kubo wanted to emphasize the action rather than the lyrics. [35]
Kubo wanted to retain the variety of previous Donkey Kong soundtracks, balancing upbeat tracks with somber, atmospheric ones. [36] Bananza features rearrangements of David Wise and Grant Kirkhope's music from the Rare-developed Donkey Kong games, [9] including Donkey Kong Country, [45] Donkey Kong Country 2 (1995), [46] and Donkey Kong 64, [47] though neither was involved as a composer. [48] Kirkhope was amused to learn that Bananza would include a remix of Donkey Kong 64's "DK Rap", which he called "the worst rap track in the history of rap tracks". [49] Kubo said the composers prioritized original material and briefly ignored that Bananza was a Donkey Kong game to write new music, but "sprinkled [rearrangements] throughout". [36]
Following the release of Donkey Kong Country: Tropical Freeze in 2014, the Donkey Kong franchise became largely inactive. [33] The last Donkey Kong-related game before Bananza's release, excluding ports, was the spin-off Mini Mario & Friends: Amiibo Challenge (2016). [50] Reports of an EPD-developed Donkey Kong game emerged in 2021; [33] Shacknews wrote that Donkey Kong's prominent role in The Super Mario Bros. Movie "went a long way to restore his star power" and, alongside the Switch 2's launch, provided Nintendo an opportunity to revitalize the character. [50]
Nintendo announced Donkey Kong Bananza via a trailer as the finale of a Switch 2-focused Nintendo Direct presentation on April 2, 2025, [51] [52] before allowing journalists in New York City to play a 20-minute demo. [20] [53] Journalists considered the announcement a surprise; [2] [12] [54] Game Informer wrote that many expected a 3D Super Mario announcement instead. [4]
Nintendo promoted Bananza through Nintendo Treehouse streams, [55] the Nintendo Today! app, [56] a dedicated Nintendo Direct presentation, [57] live-action television advertisements, [58] and events in live service games such as Super Mario Run (2016) and Tetris 99 (2019). [59] Bananza was playable at the Nintendo Switch 2 Experience events, [60] held worldwide between April and June. [61] Nintendo distributed playable ten-minute demos for Switch 2 kiosks in Walmart and Target stores in the US in June, [62] and hosted demo events for shoppers at EB Games and Costco stores in Canada between July 18 and 20. [63] In Japan, Nintendo accompanied the release with merchandise including keychains and plushes. [64]
As the first original Donkey Kong game since Tropical Freeze, [28] Bananza was highly anticipated. [65] It was the bestselling game on Amazon by June 23, 2025. [66] It was released on July 18, and debuted at the top of the UK physical sales charts, selling three times as many copies as the Switch version of Tropical Freeze. Sales were about half of Odyssey's launch sales; an analyst attributed this to Nintendo releasing Bananza closer to the console launch than Odyssey and during a slower sales period. [67] In Japan, it debuted in second place, selling 127,905 copies during its first three days on sale, [68] and 207,055 copies by August 3. [69] In the US, it was the bestselling game on Nintendo platforms in July, and the third-bestselling game overall. [70]
Aggregator | Score |
---|---|
Metacritic | 91/100 [d] [71] |
OpenCritic | 99% recommended [e] [72] |
Publication | Score |
---|---|
4Players | 8.5/10 [73] |
Destructoid | 9/10 [74] |
Edge | 9/10 [75] |
Eurogamer | 4/5 [76] |
Famitsu | 38/40 [f] [77] |
Game Informer | 9/10 [78] |
Gamekult | 8/10 [79] |
GameSpot | 9/10 [80] |
GamesRadar+ | 4.5/5 [81] |
IGN | 10/10 [82] |
Jeuxvideo.com | 17/20 [83] |
Nintendo Life | 9/10 [84] |
Nintendo World Report | 8.5/10 [85] |
NME | 4/5 [86] |
The Guardian | 4/5 [87] |
The Washington Post | 4/4 [88] |
Donkey Kong Bananza received "universal acclaim" according to the review aggregator website Metacritic, [71] and 99% of critics recommended it according to OpenCritic. [72] It is the sixth-highest-rated game of 2025 on Metacritic, [89] and the third on OpenCritic. [90] Reviewers described it as the Switch 2's killer app. [91] [92] [93] IGN called Bananza "Nintendo's first Switch 2 masterpiece" and one of the best platform games, [82] and The Washington Post said it was one of the best Nintendo games of recent years, likening it to Super Mario Odyssey. [88]
Critics praised the visuals. [82] [74] The gameplay received praise. [80] [87] [82] [81] IGN praised DK's movement and abilities, as well as the destructible environments and platforming challenges, calling it "a smashing return for a classic Nintendo character." [82] Adam Newell in his review for Destructoid applauded the surprises in Donkey Kong Bananza, its gameplay, and its story. [74] Jim Norman in his review for Nintendo Life praised the variety, sense of adventure, and challenges. [84]
Critics enjoyed the destruction. [82] [81] [78] Reviewers criticized the camera [79] [86] [73] and frame rate. [73] [84] [80] 4Players and NME criticized the co-op mode, [86] [73] which NME said felt "like an afterthought". [86] Jeuxvideo.com said that the bosses are too easy and are "recycled", that the music is not impactful enough, and that the game has few "wow" sequences. [83]
Year | Ceremony | Category | Result | Ref. |
---|---|---|---|---|
2025 | Gamescom | Best Gameplay | Won | [94] |
Most Entertaining | Nominated | |||
Best Nintendo Switch 2 Game | Nominated |
担当箇所:デザイン、レベルデザイン、プログラム、サウンドの一部[Contributed to: design, level design, programming, some of the sound]
プログラムの一部を担当しています。[Responsible for part of the programming.]