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Super Monkey Ball ported to a website(monkeyball-online.pages.dev)
277 points by rebasedoctopus 2 days ago | 81 comments
  • unleaded2 days ago

    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

    • bloppe2 days ago |parent

      The website credits include roles for "decompilation" and "porting". So I guess it was decompiled from the original binary and ported to TS.

      • pjmlp2 days ago |parent

        Ah, this clarifies the GX references I mentioned on another comment.

    • pjmlp2 days ago |parent

      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.

    • calflegal2 days ago |parent

      uh that code looks like claude to me

      • TOMDM2 days ago |parent

        Pull Request: chore: remove node_modules

        I don't see much of a reason to keep a copy of node_modules on the git repository considering they can be reinstalled for deployments and it is generally bad form.

        sndrec (the author):

        Thank you for this - I'm newbie at webdev so I wasn't sure what was and wasn't needed. I'll merge this soon.

        Haha, almost certainly Claude

        • laborcontract2 days ago |parent

          counterpoint:

          - The readme is two lines and has six words, one of which is a typo.

          - Claude would never commit a node_modules folder unless coerced.

          It’s disrespectful to casually call things AI-generated. I wish people would do it less unless they have 1) proof and 2) a meaningful reason for it.

        • throwup2382 days ago |parent

          I went through a bunch of the commits and didn't see a single comment.

          That definitely seems human to me.

          • tarantino-sax2 days ago |parent

            Author claims this was made in 5 days on twitter. Nobody knew about this project until they released it and their inital commit contains 200,000 lines of code. Curious

            • throwup2382 days ago |parent

              `tokei --exclude node_modules` says only 40k lines, but yes point taken. 40k lines in 5 days is unrealistic for a human unless we're talking about Fabrice Belard (or the 40 people in a trench coat pretending to be him).

        • rezonant2 days ago |parent

          But... it doesn't use React, so how?

          • llbbdd2 days ago |parent

            Adding this to my pile of ten million nickels, thanks

      • Tiberium2 days ago |parent

        If anything, it seems that the author used GPT 5.2 (-codex) in Codex, which is actually far more capable at such work than Opus 4.5 in Claude Code.

      • sublinear2 days ago |parent

        Can you tell from the pixels?

        • calflegal2 days ago |parent

          no it f*ckin rocks. Don't mistake me for a claude hater. I just know my boy's handiwork

          • sublinear2 days ago |parent

            Guess that's why it doesn't work on mobile then :)

            • bikelang2 days ago |parent

              Works on Brave iOS for me. If anything I’m kinda blown away at how well it works on mobile

            • horacemorace2 days ago |parent

              iOS Firefox seems fine to me. Nice and snappy.

            • DANmode2 days ago |parent

              What’s your mobile?

              iPhone 12 mini works TOO well.

            • aprilnya2 days ago |parent

              works perfectly for me on iOS Webview even with a virtual joystick !

  • alexarena2 days ago

    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.

    • pjmlp2 days ago |parent

      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

      • pixl97a day ago |parent

        An easier answer to this is "why build web applications when you can build phone applications and monetize them?"

        • pjmlpa day ago |parent

          Not necessarily, because you get Web games via cloud streaming, where developers get a better experience and tooling instead of trying to work within the constraints of Web 3D APIs.

          • pixl97a day ago |parent

            >Web games via cloud streaming

            Is there anyone out there actually making money from this?

            Also this neglects the Apple problem.

            • pjmlpa day ago |parent

              Yes, all the studios that get money from Amazon Luna, NVidia GeForce NOW, Sony PS Portal, and Microsoft GamePass offerings.

              • pixl97a day ago |parent

                So not that many is what you're saying in comparison to apple/android apps

  • modeless2 days ago

    I'm really at a loss to explain why there aren't more web games of this quality. It's totally feasible to make these, and yet they are so rare. I've ported a couple of games myself (https://thelongestyard.link/q3a-demo/, https://thelongestyard.link/cave-story/), but there ought to be hundreds like this.

  • laborcontract2 days ago

    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.

    • Joel_Mckay2 days ago |parent

      Apple has had some good chips, but is not a high priority for game developers. If you are on ARM, than the emulation performance hit will heavily limit what kind of games are playable.

      https://github.com/86Box/86Box/releases

      https://github.com/Moonif/MacBox/releases

      Note, Steam will also natively run on many Apple ARM systems now, but again the compatibility of game titles will be sparse. Have fun =3

  • sjml2 days ago

    Looks and feels great, but is missing the monkey in the ball? :(

    • MiddleEndian2 days ago |parent

      Super Ball!

      • TZubiri2 days ago |parent

        Ball

  • rda22 days ago

    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);

  • CuriousRose2 days ago

    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_borland2 days ago |parent

      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.

      • CuriousRose2 days ago |parent

        The experience of re3 and reVC were dramatically better than the new remastered versions, or the iOS sandbox version (which has no clean keyboard binds).

    • DANmode2 days ago |parent

      You’re supposed to fork and/or save it.

  • tyleo2 days ago

    I feel like it’s more sensitive than the original but this is a solid job.

    • drivers992 days ago |parent

      I think it's because the Game Cube had a proportional joystick, and using a keyboard is 100%

      For me, it's not really the same without the monkey yelling when you fall off the level. (example: https://www.youtube.com/watch?v=rIs7bCOCQj0 )

    • adzm2 days ago |parent

      Adjust the input falloff thing and it is actually usable on mobile

  • hackernudesa day ago

    Neverball is a similar game that's been open source for ages. It has a web based version too: https://play.neverball.org/

  • NickC25a day ago

    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.

  • OutThisLife2 days ago

    Seeing the translation from the decomp to ts is pretty interesting. Makes me wonder how one would actually write it these days

  • tombert2 days ago

    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.

  • bsimpson2 days ago

    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.

  • msephton2 days ago

    Is there any info how this was done?

    • letmevoteplease2 days ago |parent

      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"

      • qingcharles21 hours ago |parent

        I was a professional game dev working on 3D engines and the scale of this task is significant for a single person.

        I started a task yesterday looking into decompiling Elite PC version which runs on a 256Kb XT. My goal is to replace the math and rendering with more modern algorithms which should be able to improve the framerate. Weirdly Gemini isn't bad at writing 16bit x86 CGA code. It had me set up with a dev environment in 2 mins using DOSBox.

      • anonnon2 days ago |parent

        Another poster commented that it was likely done with Claude.

  • andrewcraft2 days ago

    how does something like this work so well but scroll-based animations on mobile still choppy?

  • tarantino-sax2 days ago

    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.

    • Cloudef2 days ago |parent

      I know HN is riding the LLM hype, but this codebase has no LLM in it.

    • kuschkufan2 days ago |parent

      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.

      • tarantino-sax2 days ago |parent

        not trying to be negative, friend. I think clearly the author of this put a ton of effort into this project to make it functional, and I am acknowledging that. But, there are no disclosures about this anywhere from the author when so much of the work has been done by AI. I find this especially concerning when you realize the author is soliciting money for this project on X and other places.

  • jader2012 days ago

    Are gyro controls broken?

    This would be prefect for iPhone gyro controls, but I’m not getting it to work.

    Edit: never mind, the permissions are broken:

    https://news.ycombinator.com/item?id=46791545

  • socalgal22 days ago

    Cool. There's this from 13 years ago

    https://experiments.withgoogle.com/world-wide-maze

    (only a video is still up)

  • kidfiji2 days ago

    Oh man, this nerd sniped me. This brings me back to my childhood :)

  • slowcache2 days ago

    Really blown away at how well this works on mobile. Awesome stuff

  • losvedir2 days ago

    Man, this really takes me back. I loved that game!

  • steezeburger2 days ago

    I completed stage 10 and it shot me into space but the timer kept going and then counted it as a failure and restarted the map.

    • functionmouse2 days ago |parent

      skill issue

  • djl02 days ago

    This is awesome. Monkey Target was my favorite part - I hope that makes it in one day.

  • hiprob2 days ago

    Is there a chance Super Monkey Ball will finally see a Dreamcast version?

  • willio582 days ago

    Thanks, got to stage 10 without messing with any of the settings on iPhone!

  • neonmagenta2 days ago

    Welp, there goes my productivity for the next week

  • cgg12 days ago

    forgot how much fun this game is. really takes me back

  • renewiltord2 days ago

    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.

  • flykespice2 days ago

    WHERE THE MONKE IN THE BALL?!

    • jhbadger2 days ago |parent

      And the "Aaaah!" when you fell.

  • zoklet-enjoyer2 days ago

    It almost works on my phone but glitches out. Pixel 7, Chrome browser

  • functionmouse2 days ago

    Hahahah no wayyy

    I miss the "woop woop woop woop" noise you get when you move though, and it feels a little fast somehow?

  • fHr2 days ago

    Absolute cinema!

  • TZubiri2 days ago

    dude you like Super Monkey Ball for the HTTP2? Bro, HN, I knew I liked you dude.

    Other notes:

    Is there supposed to be a monkey inside the ball? That might be lost in portation

    The bananas appear to be 'Dole' branded, interesting early example of Product Placement in games.

    I like the category of products that are quite simple to make (read cheap) but can be very successful. I know of course that nowadays making something like this would be much easier, but I can imagine at the time it was still very simple for a nintendo console title. It feels like games this simple might have existed for the N64 when 3D was a novelty so building literally anything was bleeding-edge high-tech million dollar projects (PilotWings 64), but in the NGC era games were much more polished and deep than this. I think its every hacker's dream to publish something they coded in a month and have it be an overnight success.

    NEVERMIND MOST OF THIS, I JUST REALIZED THIS IS NOT A PORT, BUT A SIMPLER REMAKE

    • kilpikaarna2 days ago |parent

      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.

    • skeakera day ago |parent

      This is essentially a port, it was done by transpiling a decompilation.

    • echelon2 days ago |parent

      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

      • TZubiri2 days ago |parent

        I've seen the multiple techniques becoming more popular (Wabie shorts), it really showcases a dominance of your craft when you can use multiple techniques instead of overrelying on a simple one. Great comedic/expressive technique as well.

        I imagine how it would be with software, you have a whole ass huge website, but out of the blue you download a .jar for Nokia and you have to run it in a nokia or a very niche VM,(Or just in a JVM). Maybe to get a 6 digit verification code so you can log in to an account.

  • snorbleck2 days ago

    so good!

  • keyle2 days ago

    We're only 2 years away from "Claude, Make GTA VI!" /s

    Looks fun but keyboard doesn't seem great for this, it feels like it needs an analog stick. Note I've never played the original.

    Perf wise it seems bang on.

  • rjh292 days ago

    Amazing!