- Release Year: 2004
- Platforms: Linux, Macintosh, Windows
- Genre: Action
- Perspective: Diagonal-down
- Game Mode: Hotseat, Single-player
- Gameplay: Arcade
- Average Score: 52/100

Description
I Have No Tomatoes is a Bomberman-style arcade game set on isometric playfields where players control a yellow tomato tasked with defeating enemy tomatoes across ten 60-second levels. Using bombs that explode horizontally and vertically, players eliminate foes to collect one-use power-ups like napalm strikes, lightning bolts, teleporters, and item-collecting wisps, with unlimited respawns allowing endless attempts to achieve high scores.
Gameplay Videos
I Have No Tomatoes Cheats & Codes
PC
Enter one of the following codes at the “Code” menu to activate the cheat function.
| Code | Effect |
|---|---|
| infinite dreams | Unlimited energy |
| karabinek | Tomato rifle |
| etap 2 | Level 1-2 |
| dark moon | Level 1-3 |
| pomidorek | Level 1-4 |
| lasek | Level 1-5 |
| dwa | Level 2-1 |
| autka | Level 2-2 |
| 13 sesja | Level 2-3 |
| rufio | Level 2-4 |
| tatry | Level 2-5 |
| 312 | Level 3-1 |
| fizyka w plery | Level 3-2 |
| zamczysko | Level 3-3 |
| koniec gry | Level 3-4 |
| agh | Level 3-5 |
| space man | Level 4-1 |
I Have No Tomatoes: Review
Introduction
Imagine a world where vegetables wage war in explosive chaos—a yellow tomato hero dodging fiery blasts amid a horde of rogue produce. I Have No Tomatoes, released in 2004, captures this absurd premise in a bite-sized Bomberman homage that punches above its weight in quirky charm. As a freeware gem from the early indie era, it exemplifies the DIY spirit of open-source gaming, delivering frantic arcade action across platforms like Windows, Linux, and Macintosh. This review dives exhaustively into its mechanics, history, and modest legacy, arguing that while it lacks the polish of its inspirations, I Have No Tomatoes endures as a testament to creative minimalism, perfect for quick dopamine hits in an age of endless blockbusters.
Development History & Context
Developed by a duo of Finnish talents—Mika Halttunen on programming and artwork, Teemu Ruokolainen handling game design, sounds, and music—I Have No Tomatoes emerged from the vibrant freeware scene of the early 2000s. Hosted on SourceForge under the zlib/libpng license, its C++ codebase leveraged SDL Mixer for audio and demanded 3D hardware acceleration, reflecting the era’s shift toward accessible OpenGL rendering on consumer PCs. The project iterated to version 1.55 by September 26, 2004 (with Windows dated July 25), showcasing cross-platform ambition amid a gaming landscape dominated by behemoths like Half-Life 2 and Doom 3.
This was the heyday of indie Bomberman clones, spurred by the classic’s public domain-like appeal (grouped under “Dynablaster / Bomberman variants” on MobyGames). Constraints were plentiful: no budget for voice acting or expansive assets, just raw code and simple models. Halttunen and Ruokolainen, who collaborated on other obscurities like Those Funny Funguloids! and Ultimate Steroids, envisioned a “short breaks” diversion, as later noted on MHGames.org. Packaged in distros like Debian, Ubuntu, FreeBSD, and OpenSUSE as “tomatoes,” it rode the open-source wave, prioritizing playability over spectacle. In 2004’s download-driven ecosystem—pre-Steam dominance—it stood as freeware evangelism, downloadable from MyAbandonware with source code intact, ensuring longevity despite zero commercial backing.
Narrative & Thematic Deep Dive
Narrative in I Have No Tomatoes is as sparse as a barren veggie patch, a deliberate choice amplifying its arcade purity. You embody a plucky yellow tomato navigating isometric arenas, besieged by waves of enemy tomatoes in a silent feud of fruity fratricide. No cutscenes, dialogue, or lore interrupt the frenzy; the “story” unfolds implicitly across ten 60-second levels, escalating from basic skirmishes to teleporter-laden mazes. Victory means survival and score maximization, with each tomato demise dropping power-ups like manna from a salad bar apocalypse.
Thematically, it’s a gleeful subversion of Bomberman tropes: anthropomorphic produce in existential battle evokes absurdism akin to Revenge of the Beefsteak Tomatoes (1983 Atari 2600) or Attack of the Killer Tomatoes series, but weaponized for satire. Themes of chaos versus control emerge—bombs chain-react unpredictably, items tempt risky plays—mirroring life’s fleeting unpredictability. The yellow protagonist’s anonymity fosters player agency, while unlimited lives underscore resilience amid inevitable explosions. No deep character arcs exist; enemies are faceless foes, items mere tools. Yet this void invites interpretation: a commentary on consumerism (mass-produced tomatoes rebelling?) or pure escapism. In an era of convoluted plots like Final Fantasy X, its thematic minimalism is refreshingly honest, prioritizing sensation over exposition.
Gameplay Mechanics & Systems
At its core, I Have No Tomatoes refines Bomberman into a taut survival shooter. Control your yellow tomato via keyboard on diagonal-down isometric fields, dropping bombs that detonate with horizontal/vertical blasts, vaporizing tomatoes (and yourself, if sloppy). Each of the ten levels ticks down 60 seconds, spawning endless foes whose drops fuel chaos: offensive power-ups like napalm strikes (area-denying fire) and lightning bolts (chain zaps), or utilities like teleport (instant relocation) and will o’ the wisp (auto-collecting orbs). Quick respawns with unlimited lives keep momentum, turning death into a tactical reset.
Progression is score-driven, no meta-upgrades—pure skill expression through bomb placement, enemy herding, and item chaining. Levels introduce teleporters for rapid traversal, adding spatial puzzles to the mayhem. Multiplayer shines in same/split-screen 1-2 player mode, enabling co-op tomato slaying or versus betrayal. UI is spartan: timer, score, and item HUD dominate, with responsive isometric navigation masking era tech limits.
Flaws abound—predictable AI leads to repetitive loops, bomb timing feels unforgiving without power-up range upgrades, and 3D accel demands may stutter on period hardware. Yet innovations like one-use items diversify loops beyond vanilla Bomberman, rewarding aggression. It’s arcade perfection: addictive, immediate, flawed but forgiving.
| Core Loop Elements | Description | Strengths | Weaknesses |
|---|---|---|---|
| Bomb Placement | Drop and detonate for cross blasts | Tactical depth in chaining | Self-kill risk high |
| Enemy Waves | Tomatoes spawn relentlessly | Escalating tension | AI lacks variety |
| Power-Ups | Napalm, lightning, teleport, wisp | Game-changing variety | Single-use limits replay |
| Levels | 10x 60-sec arenas w/ teleporters | Bite-sized perfection | Repetition after clears |
| Multiplayer | Split-screen 1-2P | Social chaos | No online |
World-Building, Art & Sound
The “world” is abstract arenas—blocky, destructible grids evoking Bomberman’s gardens but twisted into tomato hellscapes. Isometric visuals pop with 3D models: vibrant reds for foes, sunny yellow for the hero, fiery explosions in bold primaries. Hardware acceleration yields smooth rotations and effects, though low-poly assets betray indie roots—no textures rival Doom 3, but clarity aids frantic play. Atmosphere builds via escalating density: early levels sparse, later ones a bomb-dodging blender.
Sound design elevates: Teemu Ruokolainen’s “cool music” (per MHGames) pulses with upbeat electronica, syncing bomb beeps and splats for rhythmic immersion. Explosions boom satisfyingly via SDL Mixer, enemy squeaks add whimsy. No voice work, but chiptune-esque tracks loop seamlessly, enhancing short-burst tension. Collectively, these forge a cohesive, humorous vibe—viscerals amplify the produce pandemonium, making barren fields feel alive with explosive energy.
Reception & Legacy
Launch reception was muted: MobyGames lists no critic scores, one player rating at 2.2/5 (unreviewed), unranked overall. MyAbandonware garners 3/5 from three votes, UVList tags it niche. No Metacritic presence underscores obscurity—freeware flew under radars amid 2004’s World of Warcraft hype.
Yet legacy persists via preservation: SourceForge archives, GitHub mirrors, Linux packaging ensure accessibility. Influences are subtle—part of Bomberman clade inspiring later indies like Hidden Tomatoes (2024)—but culturally, it nods veggie horror (Killer Tomatoes lineage). As open-source pioneer, it embodies 2000s free gaming, downloaded via abandonware sites, playable today with tweaks. MHGames (2013) praises its break-time fun, cementing cult status. No industry shaker, but a preserved artifact highlighting indie tenacity.
Conclusion
I Have No Tomatoes is no masterpiece, but a flavorful freeware footnote: tight Bomberman mechanics, absurd charm, and cross-platform grit distill arcade joy into 10-minute blasts. Its devs crafted enduring fun amid constraints, legacy buoyed by open-source ethos despite scant acclaim. In video game history, it claims a humble pedestal among indie clones—recommended for retro enthusiasts seeking unpretentious chaos. Verdict: 7/10—a ripe pick for nostalgic nibbles, eternally fresh in the freeware orchard.