Super Monkey Ball ported to a website

Posted by rebasedoctopus 1 day ago

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Comments

Comment by unleaded 1 day 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

Comment by bloppe 1 day ago

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

Comment by pjmlp 1 day ago

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

Comment by pjmlp 1 day ago

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.

Comment by calflegal 1 day ago

uh that code looks like claude to me

Comment by TOMDM 1 day ago

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

Comment by laborcontract 1 day ago

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.

Comment by throwup238 1 day ago

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

That definitely seems human to me.

Comment by tarantino-sax 1 day ago

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

Comment by throwup238 1 day ago

`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).

Comment by rezonant 1 day ago

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

Comment by llbbdd 1 day ago

Adding this to my pile of ten million nickels, thanks

Comment by Tiberium 1 day ago

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.

Comment by sublinear 1 day ago

Can you tell from the pixels?

Comment by calflegal 1 day ago

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

Comment by 1 day ago

Comment by sublinear 1 day ago

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

Comment by bikelang 1 day ago

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

Comment by horacemorace 1 day ago

iOS Firefox seems fine to me. Nice and snappy.

Comment by DANmode 1 day ago

What’s your mobile?

iPhone 12 mini works TOO well.

Comment by aprilnya 1 day ago

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

Comment by alexarena 1 day 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.

Comment by pjmlp 1 day ago

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

Comment by pixl97 1 day ago

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

Comment by pjmlp 1 day ago

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.

Comment by pixl97 1 day ago

>Web games via cloud streaming

Is there anyone out there actually making money from this?

Also this neglects the Apple problem.

Comment by pjmlp 1 day ago

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

Comment by pixl97 21 hours ago

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

Comment by modeless 1 day 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.

Comment by laborcontract 1 day 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.

Comment by Joel_Mckay 1 day ago

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

Comment by sjml 1 day ago

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

Comment by MiddleEndian 1 day ago

Super Ball!

Comment by TZubiri 1 day ago

Ball

Comment by rda2 1 day 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);

Comment by CuriousRose 1 day 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.

Comment by al_borland 1 day ago

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.

Comment by CuriousRose 1 day ago

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).

Comment by DANmode 1 day ago

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

Comment by hackernudes 1 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/

Comment by tyleo 1 day ago

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

Comment by drivers99 1 day ago

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 )

Comment by adzm 1 day ago

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

Comment by NickC25 1 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.

Comment by OutThisLife 1 day ago

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

Comment by tombert 1 day 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.

Comment by bsimpson 1 day 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.

Comment by msephton 1 day ago

Is there any info how this was done?

Comment by letmevoteplease 1 day ago

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"

Comment by qingcharles 17 hours ago

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.

Comment by anonnon 1 day ago

Another poster commented that it was likely done with Claude.

Comment by andrewcraft 1 day ago

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

Comment by tarantino-sax 1 day 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.

Comment by Cloudef 1 day ago

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

Comment by kuschkufan 1 day ago

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.

Comment by tarantino-sax 1 day ago

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.

Comment by jader201 1 day 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

Comment by socalgal2 1 day ago

Cool. There's this from 13 years ago

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

(only a video is still up)

Comment by kidfiji 1 day ago

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

Comment by slowcache 1 day ago

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

Comment by steezeburger 1 day 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.

Comment by functionmouse 1 day ago

skill issue

Comment by losvedir 1 day ago

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

Comment by djl0 1 day ago

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

Comment by hiprob 1 day ago

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

Comment by willio58 1 day ago

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

Comment by neonmagenta 1 day ago

Welp, there goes my productivity for the next week

Comment by cgg1 1 day ago

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

Comment by renewiltord 1 day 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.

Comment by flykespice 1 day ago

WHERE THE MONKE IN THE BALL?!

Comment by jhbadger 1 day ago

And the "Aaaah!" when you fell.

Comment by zoklet-enjoyer 1 day ago

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

Comment by functionmouse 1 day 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?

Comment by fHr 1 day ago

Absolute cinema!

Comment by 1 day ago

Comment by TZubiri 1 day 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

Comment by kilpikaarna 1 day ago

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.

Comment by skeaker 22 hours ago

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

Comment by echelon 1 day ago

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

Comment by TZubiri 1 day ago

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.

Comment by snorbleck 1 day ago

so good!

Comment by keyle 1 day 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.

Comment by rjh29 1 day ago

Amazing!