230 pointsby rebasedoctopus6 hours ago33 comments
  • unleaded5 hours 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

    • bloppe41 minutes ago
      The website credits include roles for "decompilation" and "porting". So I guess it was decompiled from the original binary and ported to TS.
    • calflegal5 hours ago
      uh that code looks like claude to me
      • TOMDM5 hours 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

        • laborcontract3 hours 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.

        • throwup2383 hours ago
          I went through a bunch of the commits and didn't see a single comment.

          That definitely seems human to me.

          • tarantino-sax2 hours 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
            • throwup238an hour 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).
        • rezonant4 hours ago
          But... it doesn't use React, so how?
          • llbbddan hour ago
            Adding this to my pile of ten million nickels, thanks
      • Tiberium2 hours 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.
      • sublinear5 hours ago
        Can you tell from the pixels?
        • calflegal5 hours ago
          no it f*ckin rocks. Don't mistake me for a claude hater. I just know my boy's handiwork
          • 2 hours ago
            undefined
          • sublinear4 hours ago
            Guess that's why it doesn't work on mobile then :)
            • bikelang4 hours ago
              Works on Brave iOS for me. If anything I’m kinda blown away at how well it works on mobile
            • aprilnya2 hours ago
              works perfectly for me on iOS Webview even with a virtual joystick !
            • DANmode4 hours ago
              What’s your mobile?

              iPhone 12 mini works TOO well.

            • horacemorace3 hours ago
              iOS Firefox seems fine to me. Nice and snappy.
  • modeless17 minutes 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.
  • alexarena3 hours 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.

  • laborcontract3 hours 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.
  • sjml5 hours ago
    Looks and feels great, but is missing the monkey in the ball? :(
  • rda2an hour 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);

  • CuriousRose4 hours 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_borland3 hours 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.

      • CuriousRose2 hours 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).
    • DANmode4 hours ago
      You’re supposed to fork and/or save it.
  • OutThisLife3 hours ago
    Seeing the translation from the decomp to ts is pretty interesting. Makes me wonder how one would actually write it these days
  • bsimpson3 hours 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.

  • tyleo5 hours ago
    I feel like it’s more sensitive than the original but this is a solid job.
    • adzm5 hours ago
      Adjust the input falloff thing and it is actually usable on mobile
    • drivers995 hours 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 )

  • tarantino-sax2 hours 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.

    • Cloudef44 minutes ago
      I know HN is riding the LLM hype, but this codebase has no LLM in it.
    • kuschkufan12 minutes 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.
  • jader201an hour 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

  • tombert3 hours 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.

  • steezeburger2 hours 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.
  • hiprob2 hours ago
    Is there a chance Super Monkey Ball will finally see a Dreamcast version?
  • neonmagenta2 hours ago
    Welp, there goes my productivity for the next week
  • msephton5 hours ago
    Is there any info how this was done?
    • letmevoteplease4 hours 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"
      • anonnon2 hours ago
        Another poster commented that it was likely done with Claude.
  • djl03 hours ago
    This is awesome. Monkey Target was my favorite part - I hope that makes it in one day.
  • slowcache4 hours ago
    Really blown away at how well this works on mobile. Awesome stuff
  • losvedir4 hours ago
    Man, this really takes me back. I loved that game!
  • flykespice5 hours ago
    WHERE THE MONKE IN THE BALL?!
    • jhbadger4 hours ago
      And the "Aaaah!" when you fell.
  • andrewcraft4 hours ago
    how does something like this work so well but scroll-based animations on mobile still choppy?
  • willio584 hours ago
    Thanks, got to stage 10 without messing with any of the settings on iPhone!
  • cgg14 hours ago
    forgot how much fun this game is. really takes me back
  • zoklet-enjoyer5 hours ago
    It almost works on my phone but glitches out. Pixel 7, Chrome browser
  • renewiltord3 hours 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.
  • snorbleck5 hours ago
    so good!
  • fHr5 hours ago
    Absolute cinema!
  • 5 hours ago
    undefined
  • functionmouse5 hours 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?

  • TZubiri5 hours 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 hours 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.
    • echelon5 hours 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

      • TZubiri4 hours 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.

  • rjh295 hours ago
    Amazing!
  • keyle4 hours 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.