That first point is clear right from the start, of course, but it takes a few pages for the second point to sink in. Sadly, Banana's instruction manual is just a few pages long, so by the time you've come to terms with how boring it is, you're already at its end.
All that said, I decided to share these scans of Banana's manual anyway because so little information about this quirky puzzler, produced by the folks at Victor Interactive, can be found on the Internet these days.
As you can see, Banana's manual begins rather, well, boringly. I have to admit, though, that I'm more than a bit curious as to what's said in the quote that fills the white box on the left-hand page.
The next few pages of Banana's manual are similarly yawn-inducing. Granted, the huge majority of instruction manuals produced during the early part of the Famicom era were yawn-inducing, so I won't be too hard on the people who made this one.
Hey, what have we got here? A screenshot? Too bad it's not in color. Also, the quality is poor enough that you really can't tell what you're looking at if you've never before played the game. (Note: it's of the game's pause screen, which shows players how many bombs, boulders and ladders are in their inventory.)
Is it wrong that this is the Banana manual's most interesting page? Probably. It's easy to overlook, though, thanks to the inclusion of a few adorable illustrations of the game's protagonist and his girlfriend.
The instruction manual's last two pages focus on Banana's "design" mode which, you guessed it, allows players to create their own stages. Not the most thrilling of conclusions, I'll grant you, but at least it's likely to be useful information.
See also: 'Acquisition #141: Banana (Famicom)' as well as previous 'Manual Stimulation' posts