the discrepancy between top banana's advertised aesthetic, signified by its cover art, and the manifestly psychedelic artwork reflected within is ferociously disorienting. ive never felt such abrasive whiplash, anticipating a rote and teed-up but hamfistedly executed platformer and getting instead what can only be described as environmental rave horror.

im pretty happy to walk into games knowing next to nothing these days, people love inadvertently ruining the joy of discovery online nowadays. i sat there for half an hour, adjusting the settings of my amiga emulator, trying to get this damn thing to work with no knowledge of the games mechanics or stylings. for a time i was accompanied only by the lovingly recreated whirring and chugging of the amiga emulator reading my floppy disk files, presumably orchestrated so as to reflect the sounds an actual amiga might make. we're segued into the game with a loop of a music video entitled 'Global Chaos' featuring protagonist KT, and then momentarily halted by copy-protection as the game asks us to use a specific word from the game's manual as passcode. following this, the player is unceremoniously thrust into the game proper and finds they must contend with an arcane control scheme. z moves left, x moves right, the enter key fires hearts, the quote key jumps, and the / key will stop jump momentum at any interval, bringing you down to a platform.

according to the manual, top banana's world is facing calamity: "not from slimy aliens or evil wizards but from direct consequences of our own greed and stupidity." in plainer terms, corresponding to the systems of the game itself, the manual lets us know the goal is simple: reach the top of the stage, prove your skill and courage in the material world, and become the top banana after seeking ultimate wisdom in the Mind-Scape. along the way you navigate perilous floods and you vanquish foes, among them bulldozers and emaciated individuals, with the power of love, akin to an off-kilter love-de-lic experience. it would be a straightforward endeavour were it not for some frankly eerie sound design, evocative of silent hill and siren, setting the tone for the experience. note that i wouldnt make that comparison lightly. this is compounded further by some genuinely eye-straining and cluttered visuals.

and this is where my interests in top banana as an ineffectual and rudimentary, but otherwise somewhat functional platformer end and my interest in top banana as an aesthetic experience begin, something of a vulgar, perverse mother 3. because it's clearly not up to snuff as an arcade platformer - controls are slippery, the ruleset is abundantly unclear, visuals are sometimes indecipherable, the effects of powerups are very rarely beneficial - despite being obsequious to the general rule of thumbs for a variety of very difficult arcade platformers, ie directing the player to adhere to a strict choreography in order to progress effectively. but it is, in many ways, something of a forward-thinking experience that could only have been constructed by a multimedia collective, not fully dedicated to games but instead interested in their form, structure, and conveyance. a lot of the spritework and textures in top banana wouldn't feel too out of place in something from jack king-spooner's body of work (like a boss that's a cross between a police helmet and a spider), with the claustrophobia of its platforming feeling not dissimilar from itch.io works, or something like problem attic. and obviously the sound design is very much worth mentioning too, with its rainforest stages all sounding like a turbulent mix of either raging fires in the distance or generic jungle ambience; the mind can't quite decide initially. all told, the game's environmentalist journey has you traverse hollowed-out industrial cities, crumbling religious temples, and a "psychedelic hip-house", the haze and splendor of a mind flayed, as you fight against your "fears, dreams, and illusions". kind of earnestly bleak stuff, kicking you back to the starting point ghosts n goblins style, without any felt impact on the world or its inhabitants but instead jeering and laughing from the game itself. love, self-actualization and self-prioritization, and spiritual enlightenment aren't enough in the face of the world's evils, it seems.

i also think it's noteworthy that it takes its environmentalist bent to the furthest extent it can, releasing with environmentally friendly packaging and even allowing for a supposed large breadth of freedom with regards to editing sprites and sound, kind of riffing on that sustainability. put your money where your mouth is and all that, serves as a nice implicit acknowledgment this medium is a nightmare wrt exploitation of environment

it's really quite fascinating playing something that feels modern in sensibilities and tone with relation to the medium, despite releasing into a media zeitgeist already dominated by themes of environmental preservation as it relates to encroaching technological advancement (with even dinosaurs ending with its cast confronting corporate-engineered apocalypse). no doubt in my mind rainbow islands is the better game but there's something about this games tailored spitefulness im enamored with. it's cynical and cruel, i kind of love it. KICK IT TO EM.

Reviewed on Nov 09, 2021


9 Comments


2 years ago

wat da heck is going on on this website. nice review
i can't seem to unwrap myself to the gravity tethers this site has me along, so I just completely admire stuff like this as you keep marching along unimpeded. This was such an amazing read and i'll be sure to try checking the game out when i can

2 years ago

My instant thought was 'how effing dare you give this that score' before I read the review and kinda felt awestruck. Still don't agree but I'm still in awe all the same.

2 years ago

I think there’s nothing more emblematic of the terrible commercial nightmare that is mainstream games criticism and how that philosophy has poisoned all of our brains near-irreparably as a culture than how much of this write up you felt like you had to spend justifying a deep read and positive score of this game that doesn’t match conventional standards. The easy thought is that numbered scores are the enemy but I feel bummed that we as a culture are so held down by the gravity of gamespot objectivity standards from 2005. Obviously Drigo I know you don’t hold yourself to those but the way you preemptively defend yourself against them feels telling idk

2 years ago

@Jamesbuc i don't really blame you lol, i just think ive for sure played worse and most detraction is aimed at the games aesthetic which for my purposes i found interesting (not to say the game itself is mechanically flawless but these days im more likely to go a bit easy if somethings unique. i do think this game suffers quite a bit if you try to look at it as 'what if a platformer was fucked up' which is why it was important to me to connect it to various other games instead lol)

@wowgoodname kind of yeah, i do agree w what you're saying but the preemptive defence here is functioning more like, 'hey every other rating is as low as it gets, why is this one different'. + i think its important to offer some perspective for that anyways since too many folks are bogged down by that way of thinking and don't even realize, i.e. 'i really liked this game, but objectively...' who cares, there are no rules

2 years ago

Yeah I think this is illustrated in a very funny way by every profile on this website using their bio to explain what each number means to them personally like at that point they mean nothing!!! No rules!!!! On one hand I have thought about not putting stars on stuff I write about and on the other hand ratings are fun. Four stars for bananatown or whatever this is called I’m on mobile I’m not scrolling back up there

2 years ago

I think one of the overall issues I do have with Top Banana is its very aesthetic. As somebody who has partial aspersers, one of my areas is around sensory overload. It doesn't happen often but when it does strike its just very unpleasant. Top Banana REALLY hits that sensory overload button in a big way with the sheer amount of disconnected sounds, colours and effects all combining into a cacophony of noise. Its not that I cant stand games with BIG visual identities (I mean I did finish 'The Artful Escape') but those sounds and visuals need to have some sort of marriage otherwise its annoying at best, painful at worst.

Just noting the talk about scoring. I think scoring and reviews as a whole very much boils down to what and who your target audience is. For me I find it weirdly soothing to attach those number, stick games in the list and organise in such a manner but for other people its just nonsense scoring that means very little in the overall picture.

2 years ago

@wowgoodname i'd guess most users are just worried someone will think they strongly dislike or hate something that someone might love, even when they gave it like a 2/5, and they don't want to make themselves look unapproachable. i understand it from that perspective because i also wouldn't want to give anyone the idea that a particular rating of mine would indicate like a hard position i would take against them in a conversation. but numbers are fake, not explaining yourself is fun, and personally i will always misuse these rating systems anyways because out of 5 stars is too large a hierarchy in my head

2 years ago

there's a real paradox where this site is a great way for me to find out about weird games that i'd never heard of, but it (or at least the circles i've found myself in) absolutely cultivates and fosters a very specific type of appreciation that gives a lot less latitude to games extremely adjacent to what's been deemed worthy - it's nice to pop my head in sometimes but my attitudes towards engaging with media have been a lot more positive and healthy ever since i scaled back my use of this place