Impressions: Princess Tomato in the Salad Kingdom (NES)

October 12, 2010 by · Leave a Comment 

Princess Tomato in the Salad Kingom

This post will be a spot for me to record my thoughts as I play through Princess Tomato in the Salad Kingdom.  The game is a graphical/text adventure in the same style as Deja Vu, Shadowgate, etc.  Keep checking back to follow my progress!  (Beware some minor spoilers, though!)

Day 1: I briefly gave Princess Tomato a try back when I bought it (a year and a half, or so, ago?) and I decided it’s time to dig in further.  The game so far is a pretty charming adventure game.  Its cheery fruits and vegetables theme makes it seem like it might be meant for kids, but there’s some weird stuff going on here.  A visit to a cabaret where you can buy a sexy Apricot and Lemon a round of drinks?  A drunken drifter passed out on a park bench who needs your help to cure what is clearly a hangover?  An underground network of resistance fighters trying to overthrow an evil pumpkin invader?  And I’ve only played the first two levels…

Day 2: Levels 3 and 4.  After playing through Zillion, I’m crazy happy this game has passwords to continue.  I’m getting into the meat of the game now.  The gameplay has been shaken up a bit with a couple unusual sections — some Rock/Paper/Scissors matches and a maze to explore.  I’m attempting to reach the Resistance base, but keep running into obstacles and puzzles. (In an adventure game!?  Imagine that!)  Some of them are a little too obtuse, though.  I don’t like how some destinations and objects don’t appear until you do otherwise obscure/totally unrelated actions.  But on the plus side, the game doesn’t seem to let you do anything to really screw yourself over.  It’s more of the LucasArts style of adventure, rather than Sierra, in that you can’t die or lose.  It’s nice to know you can experiment without fear of having to start over.  By the way, what’s with the “DUMP” action?  Why didn’t they call it “DROP”?  “DUMP” has… other… connotations.

Day 3: Level 5.  I breezed through this level.  I think I’m getting the flow of the game down — I’m getting used to retrying actions that previously failed after I trigger plot points.  Oh, that door was locked before, but now that I’ve talked to this seemingly entirely unrelated person, it’s still locked, but now I can break in even though I couldn’t before?  Okay, sure, why not…  But I am left with a couple questions.  Why are the numbers and letters on the password input screen ordered from top to bottom, right to left?  Is this some leftover from the Japanese release?  That screen was confusing until I realized what was up… Also, why is Princess Tomato’s sister human?  I don’t trust her. (Yeah, I’ll trust the talking Watermelon… But not the pretty human lady!)

Day 4: Level 6.  Another maze.  More Paper/Rock/Scissors battles. (PROTIP: The enemies have patterns in the battles.  They’re very easy if you pay attention).  Level 6 was harder than level 5, though.  Also, I’m not sure if the game’s puzzles are getting more logical or if I’m just getting better at the game.  I’m not getting completely stuck as often.  Realizing I can safely try anything without worrying that it will ruin my game has been a big help.  It’s also removed some of the challege.  At this point, most of the difficulty just comes from trying to figure out what will trigger the next conversation change/plot point.  It’s almost like I’m playing against the game’s internal programming logic and not the puzzles!  Interestingly, I think the fact that I’m a programmer is helping me “get” how the game behaves.

Day 5: Level 7 and some of 8.  I infiltrated a town, disguised as a Farmie but armed with my Resistance Crest to identify me to allies.  Nothing much of note here, except that I enjoyed some of the low-key humor you get when you check out all the stuff in the shop.  The level finishes with a simple maze (well, simple if you talk to the right people).  I actually got stuck in Level 8, making my way through the castle.  I must have missed something, but I thought I tried every single action and every single item on every single screen and couldn’t figure out how to get past the guard.  I will have to come back to this.

Day 6: Levels 8 and 9.  I managed to get through Level 8 this time.  I have to say, the flaws of this game really rear their ugly heads in the last couple of levels.  There’s a super long maze, several rock/paper/scissors battles, and LOTS and LOTS of cases where you have to repeat mundane actions for items and plot points to appear.  But still, not all of the game’s charm was lost.  They even snuck in a Milon’s Secret Castle reference!  But anyway, I’m all finished now.  The game was fun, but not without its flaws.  Look for a proper review in the future!

About Tim
My name is Tim. I live in Madison, WI. I'm a retro gamer.

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