Banana Prince Hes Gameplay
Banana | |
---|---|
Developer(s) | Victor Musical Industries[1] |
Publisher(s) | Victor Musical Industries[1] |
Platform(s) | Family Computer |
Release |
|
Genre(s) | Puzzle[1] |
Mode(s) | Single-player |
Banana (バナナ) is a fixed screen puzzle video game produced by Victor Musical Industries that was released exclusively for the Family Computer in Japan in 1986.[2]
Gameplay[edit]
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The player gets to control a mole which digs through dirt collecting various fruits and vegetables.[1] In most stages, the produce must be collected in a specific order, or the player may become stuck and be forced to restart the stage. During the stages, the player must also retrieve a female mole;[1] referred to in the instruction manual as the player's daughter-in-law.[3] When all objectives are complete, the player must make his way to the exit.[1] If the player dies, his character says something along the lines of 'I'm beat.[2]'
Among the fruits the player must collect are bananas.[1] These are special fruits which give the player one of four items: a bomb, a ladder segment, a rope, or a rock. The player may use these if he takes a misstep in a stage and gets stuck. If a player walks under a rock, that rock shakes. When the player moves out from under the rock, the rock and any rocks on top of it fall. The player cannot die from a falling rock, but he may become stuck if it blocks his exit. There are 105 stages in Banana.[4] Both of the final stages of the game loop from left to right; meaning that it is possible to quickly warp from one part of the level to another.[5] Each stage progressively becomes more difficult. At the end of each stage, the number of steps the player took is totaled. This step count negatively affects the total score. A complete textual walkthrough of all 105 stages is available, as are demonstration videos for the first several stages.[6]
Players can even design their own levels; controlling several factors. All the produce that is available in the game can be used and the size of the map can even be controlled. With the original Famicom system, players can save their creations to a specially formatted cassette tape. After completing the design, players can immediately play in their new creation.[7]
References[edit]
- ^ abcdefghBanana game overview at MobyGames
- ^ ab'Banana (NES translation cartridge)'. Archived from the original on 2013-06-23. Retrieved 2012-01-19.
- ^Basic gameplay information (in Japanese) at GeoCities.jp
- ^Levels of Banana(in Japanese) at GeoCities.jp
- ^Information about the final two stages(in Japanese) at FC no Game Seiha Shimasho
- ^YouTube: Nes - Banana (1986)
- ^Excerpt from Banana instruction manual (in Japanese) at GeoCities.jp
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Last year the NES version of was released via the Castlevania collection on Switch. And now a plethora of Kunio-kun games are available in another Switch collection. Will these ten long lost gems ever get officially released? Maybe, maybe not, but for now every entry on here have English fan patches for those interested. Developed by the now defunct KID and published by the Takara toy company, Banana Prince, or Bananan Ouji no Daibouken, was released for the Famicom in 1991. Technically it did release outside of there via Germany, but as it featured no English translation, it’s getting counted on here.RELATED:Players take on the roll of what seems to be a monkey-like prince fighting anthropomorphic food.
Smash stuff with his club, plant seeds to spring across gaps with plants, and or buy stuff with collected rings to upgrade his arsenal. It's one of the better looking NES games thanks to the color pallet and overall design. 9 Radia Senki: Reimeihen. Just Breed was developed by Random House and published by Enix for the Famicom in 1992.
Not many turn-based tactical RPGs exist on the NES and this is one of them. Players can freely explore cities like a 'normal' RPG, but once players hit the world map, a tactical battle can randomly unfold. After every enemy is defeated the map can then be explored freely although there usually isn’t much there besides new locations like the aforementioned towns.
Another unique feature is the auto-battle system, which surprisingly works quite well. Grand Master was developed and published by the now-defunct Varie corporation. Players can choose to travel to one of five starting areas. Gameplay, and the game's actual style, is reminiscent of Final Fantasy Adventure on the Game Boy.RELATED:It is also a little like Dark Souls, or more like Demon's Souls since that game had the selectable worlds from a hub area. Maps will always be the same and level progression will be kept, but all items will be lost upon death. The point is to 'git good' in order to eventually vanquish each stage.
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3 Kouryuu Densetsu Villgust Gaiden. Kouryuu Densetsu Villgust Gaiden, roughly translated to Armed Dragon Fantasy Villgust, was co-developed by Plex and TOSE and published by Angel for the Famicom in 1993. This world is filled with anthropomorphic animals with players taking on the role of a wolf knight.RELATED:Random battles will commence like a 2D action game similar to how Zelda II's transitions worked. However, if the auto-battle function is turned on, the game then resembles a typical turn-based RPG.
Giving players the option, like other RPGs on this list, was unusual for the time. Mashin Eiyuuden Wataru Gaiden was developed by Westone and published by Hudson Soft for the Famicom in 1990.
Like Kouryuu Densetsu Villgust Gaiden, players will randomly generate 2D battles walking around the world map in their knight armor, which looks a lot like a mech. This is actually based on an anime. Of the five games made, the West actually did get one, which was released as Keith Courage in Alpha Zones for the TurboGrafx-16 in 1989. 1 Karakuri Kengou Den Musashi Lord: Karakuri Jin Hashiru.