Title Top Banana Game Type Platform Published 1992 Hex Media Compatibility All Submission Paul Burkey firstname.lastname@example.org (Celebrity Reviewer) Review This was Hex's first and possibly last game. It is a bizarre example of what happens when a bunch of people from the Music/Video business decide to create a computer game. Without taking a close look many people would consider this an "amateur" attempt and of course they would be right. Hex were amateurs in the games industry but why should that make a difference with entertainment software. The game does look very amateurish indeed but not by accident. The game is actually very well designed and it certainly goes into my short-list for classic platformers of all time. The game was one of the first (and last?) environmentally friendly, non-sexist games. It stared a female character called KT who despite consisting of only 8 frames of animation she is still one of the most lovable game characters ever. Hex originated the idea of "pop promo" style videos for computer games along with a 12 inch single mix of the game soundtrack which was released simultaneously. The video for the single also started KT and her customary lack of animation. The game itself played with a similar sense of simplicity which would normally have been a bad thing. In the case of Top Banana the simplicity was the key to it's playability. The game is very difficult and there is no clever password system or save game option. While the design of the game is totally original, the gameplay is very similar to that of Rainbow Islands where the object of the game is to reach the top of the level before the waters rise up to drown your character. In this case the water is of course acid rain and instead of "cute nasties" you get some rather strange looking objects including poorly scanned tractors and oddly shaped people. Top Banana is a good example of the kind of game that is no longer marketable due to its simplicity, compact design and concept. It does nevertheless fill me with many great memories of the way the games market used to be. A first-class example of design, an abundance of top quality fun and that was enough.