I played Tomato Adventure!
This is a Game Boy Advance game from 2002, developed by Alpha Dream and published by Nintendo.
This game was released in Japan only. And for a long time, not a lot of people outside of Japan knew anything about it.
In 2021, an English fan translation was released for this game... Wow, that's so recent! As always, the fans' work is greatly appreciated. Now we can all finally play this silly game with a silly name in English!
I played the fan translation on an emulator. :)
In this game, you play as a funny-looking kid named DeMille, who lives in the outskirts of the Ketchup Kingdom, in a village for kids who are outcasts for not liking tomatoes. One day, while exploring in the Toy Ruins, DeMille's girlfriend Pasaran is kidnapped by the evil weirdo tomato-baby man who rules over the kingdom, King Abira. Abira has taken Pasaran to Gimmick Palace, a huge fortress shaped like a tomato. And he wants to use the power of Pasaran's 'soul energy' to charge his evil laser cannon, which has the ability to turn everybody in the kingdom into toys. And so it's up to DeMille to find all six Toy Parts across the Kingdom, so he can enter Gimmick Palace and save his girlfriend. ...
Does that make sense? I sure hope it does.
The game is an RPG with a linear progression. In true Nintendo fashion, you explore eight distinct areas in a row, connected to each other via a a world map selection screen.
In each main area, you walk around town talking to NPCs to figure out the progression, which leads you into dungeon areas where you need to fight monsters and solve puzzles to reach the end. At the end of the main six dungeons is a fight versus a Super Kid, the boss of the area who holds one of the six Toy Parts.
As you progress, a few extra party members will join DeMille in his quest. In battle, you can only use two characters - you must always have DeMille with you, as well as your choice of one other party member.
The combat system in this game is rather simple, but very unique. It revolves around equipment called "Gimmicks".
In this game, there are no standard attacks and no magic attacks. Instead, all attacks are performed by using one of your Gimmicks.
Similar to Paper Mario, each Gimmick has a specific button input challenge that must be performed. These can vary from pressing the A button at the right time, mashing the A button as fast as you can, pressing specific buttons in the correct sequence... and some of them get a little more fancy, with miniature minigames that must be completed, such as a memory-match game, or a slot machine game.
Every time you successfully use a Gimmick, you also gain a little bit of "Awe!" power. Once your Awe gauge is full, you can perform a special super attack, which is different depending on which party member you have with you.
If you fail a Gimmick's button input challenge, then the attack comes out significantly weaker, and you also lose ALL of your accumulated Awe energy.
New Gimmicks are obtained for free after every area is completed - they are not found randomly, but rather given out in a set order based on your story progression.
You can equip four Gimmicks at once. Gimmicks are given to specific characters and cannot be traded between them, which helps each party member feel more unique.
Additionally, each Gimmick has seven levels of difficulty that the player is able to freely adjust in the menu. If you put your Gimmick on a low difficulty, then the button challenge is easy to complete most of the time, so you don't risk losing your Awe as much. But on the higher difficulty settings, your Gimmicks do significantly more damage, and the Awe gauge fills much faster. However, the button challenges can become crazy. Some of them require such ridiculous precision that it's more up to chance than skill when set to the max difficulty, which means you risk losing your Awe every time you attempt it. (though there are also the odd few Gimmicks that are still pretty manageable even at max difficulty)
It's an interesting way of balancing the RPG system, isn't it? You can just decide at any time in your menu "all my attacks are super strong now", but in order to actually make use of that strength, you need to get really skilled at these mini button-pressing challenges.
I personally like this system for the most part, except for the Gimmicks that require you to rapidly tap a button as fast as possible.
I am not a fan of breaking my fingers trying to tap so fast, and these challenges are not lenient at all on the higher difficulties.
I know that playing on emulator allows me to set up autofire if I wanted to, but... I didn't. I just mashed the buttons the old fashioned way. ...
Honestly, while the system is interesting and quirky, I feel like it does unnecessarily limit the game's accessibility. Not all RPG fans have the necessary skill and finger dexterity to consistently pull off these inputs, especially the tapping ones. So if such a player wanted to try this game, they would find their damage output much lower than a player who can do them just fine. Would this limitation turn away a player who would otherwise have been a fan?
And to be honest... as a player who is capable of pulling off these inputs, that doesn't necessarily mean that I always want to do it. It's so annoying to have to always be ready to mash the heck out of the A button just to do a simple attack.
It's a fun and unique idea, but I think that the implementation isn't perfect - not by a long shot.
...Anyway. That's enough about the combat system.
The general progression of the game... doesn't really leave a good first impression.
For the first half of the game, your options are very limited. You don't have any party members to swap to, you aren't given many new Gimmicks to try out, and the dungeon layouts at this point are extremely linear and basic.
I think they went a bit overboard in making the earlygame so extremely simple. They could have given us a bit more to work with from the start. I know it's a game for kids, but you should give kids more credit. Kids aren't incapable of figuring RPG things out. I played Golden Sun as a kid just fine, you know?
And the enemy encounters are pretty frequent too, so not only is the earlygame progression very straightforward, it also takes a decent while to get through. It is possible to avoid enemies, as they are visible on the field and not randomised. But the bosses can be pretty tricky, so being low on EXP is not ideal. I fought almost every enemy that appears, and I still struggled against a few of the bosses.
Around halfway through the game, after you've found your third Toy Part, things start to pick up. At this point, you've got another party member, and you actually have enough Gimmicks in your possession to decide which ones you want to unequip. Yes, you now have the ability to make actual decisions about your battle composition! Imagine that.
From this point on, the game became a lot more interesting and enjoyable to me.
The halfway point is also when some optional side content is unlocked, namely "Gimica", the competitive card game.
Gimica is played versus NPCs in each town, but the way it works is extremely awkward. It's not like in Final Fantasy 8 where you can challenge anyone you like to a quick game of cards... no, instead, you can only play versus specific NPCs, and you need to challenge them in a set order. But it's not just good enough to win once. In order to rank up enough to be able to challenge the next player in line, you need to win TEN rounds versus the same opponent! That is quite excessive... The card game itself is very often down to luck-of-the-draw, and losing a match means ranking down, which makes it take even more wins to rank up enough to move on... Thankfully, it's completely possible to cheese it and never rank down, simply by saving the game before playing Gimica and reloading if you lose. If this wasn't an option, it could have been a whole lot worse.
Annoyingly, it isn't possible to build a great deck straight away - if you want some of the better cards, you need to pretty much beat the whole main story first, as unlocking them requires access to every area in the game.
So if you're trying to complete the Gimica sidequest alongside the main story, you're gonna have a very hard time, as you will be playing with an underpowered deck the whole time.
This makes Gimica feel less like sidequest content and more like postgame content.
It's also possible to use a Game Boy Advance Link Cable to play Gimica versus another player. ...This is of course a good feature to include, though I have to wonder how often this has ever actually occurred in real life.
"Hey, do you want to play this GBA card game against me?" "Yeah, sure!". "Well, okay, first you gotta find another copy of this extremely obscure Japanese RPG, and then play around five or so hours to get through the first few repetitive, overly-simplistic dungeons in order to reach the card game arena. And only THEN we can play.". ...Like lol. that's a big ask. Especially for a card game that's mostly won by luck-of-the-draw anyway.
And since I've been playing on emulator, I don't even have a "Gimica-ready" Tomato Adventure save file myself. ... Unless I can find a way of injecting my emulator save data into a proper GBA cart. (i think this is possible with special tools, though I don't know for certain). I do happen to actually own a proper Japanese Tomato Adventure GBA cartridge btw.
.....
i think i'm getting sidetracked.
So anyway! Enough about the sidequest.
The areas all have a nice variety to them - each area doesn't just have one specific theme, they actually have several themes all at once! And the themes are appropriately very silly too.
For example, one of the eight main areas takes place on a former prison island that has been retrofitted into being a hotel, with a famous musical band practicing inside... which then leads into an undersea dungeon area - a sunken pirate ship that still has Christmas decorations everywhere because it just so happened to get shipwrecked on December 25, and is currently being haunted by the ghost of its parrot captain. ... like... how many different things are going on here at once??? lol. It's pretty great stuff. The whole game is just full of ridiculous non-sequitur scenarios like this, and I do enjoy this kind of wackiness a lot.
As you progress later into the game, the dungeons do start to become more mazelike. It's fun to explore these dungeons because enemies will stay defeated once you get rid of them, only respawning if you fully leave back to the world map screen. This means that you can clear a dungeon of its enemies and focus on figuring out where to go next, without having to worry about them getting in the way again.
Occasionally while progressing through the dungeons, the game will force you to complete a minigame in order to proceed.
At one point you need to work out at a fitness club, which involves jumping hurdles on a treadmill, and doing aerobics in the form of a "simon says" game. ... later on, there's also an "air surfing" game where you're falling down a shaft and need to collect coins and avoid enemies on the way down. This one in particular is really tricky and annoying lol.
These minigames serve to act as a fun change of pace. It's nice that you don't have to be particularly good at them in order to progress, but I can definitely understand if some players found them to be intrusive, since they are not optional. ...
...
Overall, the game is fun. It's not the most amazing RPG around, especially on the GBA which has some of my favourite RPGs of all time on it... but in general, it's an enjoyable game. It has some flawed gameplay for sure, but the absolute silliness of the adventure is enough to endear me towards really liking this game.
So yeah! Fun game. :D
Tomato Adventure was Alpha Dream's second ever game! Their first one was "Koto Battle", which I believe still has not yet received a fan translation. ...Maybe in the future it will happen, who knows.
So, Alpha Dream... Let's talk about Alpha Dream for a second, yeah? They're mostly known for their work on the "Mario & Luigi" series of RPGs released for GBA, DS and 3DS.
These games are generally very well-regarded by Nintendo fans, however I only have a limited experience with them personally. I only played the first GBA Mario & Luigi game, Superstar Saga. The rest of them....I just haven't played yet.
Nowadays, Alpha Dream unfortunately does not exist any more. In 2019, they released a remake of Mario & Luigi: Bowser's Inside Story for the 3DS, and it sold so poorly that they just went bankrupt and stopped existing entirely. :( In fact, the Bowser's Inside Story remake is one of the worst-selling Mario games of all time! And it's not even a bad remake, from what I've heard.
So why did a Mario game sell so poorly? Well, there are two big reasons.
1) It was released in 2019 on 3DS, which was a time when most Nintendo fans had moved on to the Switch at this point - especially the Mario fans who all wanted to play the outstanding Super Mario Odyssey.
2) It was released on the 3DS, a device that could already play the original Bowser's Inside Story just fine! If the 3DS can play all Nintendo DS games, then what's the purpose of releasing a remake of a DS game on 3DS? Who was this remake even made for?
They really should have just released it on Switch instead, no?
So yeah. Alpha Dream is dead, and the Mario & Luigi series of RPGs is dead alongside it too.
...
However, after this, something interesting was discovered. In the year 2020, there was a huge data breach incident in Nintendo's servers, and a large amount of Nintendo's archived internal files were leaked onto the internet by hackers. ... And among these files was a Game Boy Color ROM for a game titled "Gimmick Land". ....and wouldn't you know it, Gimmick Land is quite literally just Tomato Adventure, but made for the GBC instead of the GBA.
It turns out that Alpha Dream had finished making their game for the Game Boy Color, but Nintendo decided they didn't want to release it. Instead, they ordered Alpha Dream to make it all over again, this time for the GBA. ...and to also rename it to Tomato Adventure for some reason. Wow, game development can be harsh. Imagine having spent so much time and effort making a lovely little Game Boy RPG, and Nintendo looks at it and just says "yeah can you just throw this one in the bin and make it again please thanks". ...
So in a way, Tomato Adventure is actually a full-on remake for an older game that never actually came out. How peculiar...
Funnily enough, the unreleased ROM for Gimmick Land has now ALSO received its very own fan translation. So it might be interesting to give it a try one of these days.
There's so much that goes on behind closed doors in the world of game development that we will never know about. The unreleased Gimmick Land for GBC is just a small peek at the kinds of things that can happen there.