Showing posts with label moles. Show all posts
Showing posts with label moles. Show all posts

Monday, November 26, 2012

The Great Gaymathon Review #62: Banana (Famicom)


Game: Banana
Genre: Puzzle
Developer: Victor Interactive Software
Publisher: Victor Interactive Software
System: Famicom
Release date: 1986

I have kind of a funny history (well, it's funny to me anyway) with Banana. For the longest time, I thought it and Takara's rather lackluster-looking platformer, Banana Prince, were one and the same. Then I came across (on Famicomblog) a photo of this game's packaging that made it clear the two titles were unique entities.

As for what prompted me to give this oddly named Famicom game a go: Well, the aforementioned packaging, which features an adorable mole wearing white gloves and what appears to be a pair of blue jeans, certainly got the proverbial ball rolling, but what kept it moving along was this YouTube video.

Admittedly, said video makes Banana look more than a little rough, but that's rarely deterred me in the past. Also, I'm one of those weirdos who actually likes the aesthetics of severely retro games.

Anyway, it wasn't just the colorfully chunky graphics that attracted me to Victor Interactive Software's maiden Famicom release. I also liked the looks of its gameplay, which at first called to mind such classics as Adventures of Lolo, Dig Dug, Magical Puzzle Popils and Wrecking Crew.

In the end, those comparisons aren't completely apt. A better one, I quickly came to learn, would be to compare it to First Star Software's Boulder Dash. That 1984 release is a cakewalk compared to Banana, though, thanks to the latter's devilish, "you'd better make the right moves in the right order--or else!" mentality.

Speaking of which, you'd probably like an explanation of how this pixelated puzzler plays, wouldn't you? The gist: You control the strangely dressed mole I mentioned earlier. He's plopped into each stage for some reason or other (sorry, I don't know the game's backstory--assuming there is one) and is tasked with gathering all of the fruit that's been deposited throughout each level (again, for some reason or another), retrieving the blue-haired lady mole who seems to be his girlfriend or wife and then somehow making it to the exit door.

That's harder than it sounds, of course, thanks in large part to the game's sense of gravity--which means that whenever you dig or fall or otherwise move in a downward direction, the only way you can move up again is to find a ladder and climb it. And if you can't? Hit the reset button and start over, because you basically got yourself stuck.

Oh, and most stages include boulders that, should you walk beneath them (and you will), fall into your path and make life even more challenging for you and your mole-y friends.

The good news among all of this doom and gloom: Banana is a lot of fun despite its sometimes brain-melting difficulty. Partially responsible for that are the game's cheerful (if basic) visuals, although the appealingly blippy background music, which calls to mind both Donkey Kong and Mario Bros., deserves a quite a bit of credit, too.

Tuesday, September 11, 2012

Even more evidence that I have awesome readers

Two weekends ago, while PAX Prime was in full swing, a Twitter user who calls himself Viceroy Fizzlebottom aimed a tweet at me that said, "I saw boxed copies of Door Door and Banana at the Pink Gorilla PAX booth and thought of you!"

After asking ol' Fizzlebottom (who leaves comments here now and then under the name Kaze) how much the copy of Banana was going for, he replied that it was "around $30" and then rather preciently added, "Would you like me to snag it for you if it's still there tomorrow?"

Because I'm a firm believer that you can't own too many copies of this charming, Famicom-based puzzler, I told Fizzlebottom/Kaze something along the lines of, "Yes, please--if it includes the game's instruction manual and if the whole package is, indeed, $30 or less." (OK, so my actual response was closer to "YES!!!!!")

So, how does this tale end? With me obtaining a complete-in-box copy of Victor Interactive's Banana (which does include its manual, thank you very much) for just $14.99. And, I have to say, what a gorgeous box it is--even if it does show a bit of wear and tear.





I especially like the adorable illustrations that appear on the box's flaps (see the pair of photos below for evidence).





Although I've already thanked Fizzlebottom/Kaze a number times for thinking of me while waltzing through Pink Gorilla's PAX Prime booth, I'm going to do so again here because, well, I think he deserves as much praise as I can heap upon him at the moment.

Thank you, Kaze!

See also: 'Additional proof that I have awesome readers,' 'Additional proof that Kimimi (of Kimimi's Blog) is an awesome chick' and 'Additional proof that Darwin Yamamoto is a pretty awesome dude'

Friday, August 17, 2012

Acquisition #141: Banana (Famicom)

Those of you who've already listened to the second episode of The Nichiest Podcast Ever likely heard me mention this game during the "Cheerleading" segment. You also likely heard me say that I recently picked up a copy of this 1986 release, published by Victor Interactive.

Well, our friendly neighborhood mailman delivered the copy in question a few days ago, so I thought I'd snap and share a couple of photos of it (one of which can be seen below) and also strike up a bit of a conversation about this little-known--to non-Japanese audiences, at least--Famicom title.

As I said during the podcast, Banana's closest competitor in terms of gameplay is First Star Software's Boulder Dash, which tasks players with digging through caves, collecting gems and reaching exits while avoiding various dangerous creatures as well as obstacles like falling rocks.



Even that comparison is a bit of a stretch, though, since Boulder Dash is more action-oriented, while Banana is more of a puzzler.

As for why that is: In Banana, players also have to work their way to each level's exit, but here they're often forced to hash out their start-to-finish paths before they ever--or, rather, the game's anthropomorphic mole of a protagonist--take a step due to the sense of gravity that prevents them from moving upward unless they're near a ladder. In addition, a level can't be completed until every scattered piece of food (yes, including bananas) has been gathered and Mr. Mole's busty, bedressed wife has been retrieved and escorted to the aforementioned exit.

Should that description not make a lick of sense to you, take a look at this gameplay video, which, beginning at the 25-second mark, walks through Banana's first six stages.

See also: Previous 'Acquisition #123' posts