Official artwork featured in a promotional calendar for the month of February, 2001 by Igusa Matsuyama.

seen from Brazil
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seen from Spain
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seen from Kuwait
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seen from United States
Official artwork featured in a promotional calendar for the month of February, 2001 by Igusa Matsuyama.
Participated in some Secret Santas this year. I had fun with this one. Gray: "I'm your gift this year. Deal with it."
found an old unfinished kai doodle in my phone
stardew valley bachelors as harvest sprites (aka. budums)
Harvest moon Cliff and Gray doodle dump inspired by their sprites!
(Cliff is embarrassingly similar to my old artwork of him but I realised that a little late oops)
Summer memories
Stem's thoughts on Harvest Moon: Back to Nature
This game is the first to boast a set of mechanics that I think are the most easily recognizable as how modern farming sims work. It’s the first to have cooking, a detailed tool-upgrading process, a mine… All prior games have been leading up to this!
This is the first console release that I had no idea even existed. In hindsight, it explained why I kept running into game screenshots that looked like they were from a certain game but definitely weren’t whenever I went on random google-images sprees, because this is a straight up asset flip. It’s impossible to play this without comparing it to Harvest Moon 64, the console release that came out not even a year prior. Going in, I was worried I wouldn’t be able to assess this game without comparing it heavily to the remakes that came after it, considering Friends of Mineral Town was the first HM series game that I personally owned and I played it to death, but that proved to not be a problem at all, thanks to its relationship with HM64.
To be clear, this game is absolutely on par with 64. Just in terms of things I liked about that game, this one has more events with NPCs, they’re easier to catch, they’re relatively spaced out to fill the full three years you’re expected to play (rather than only triggering based on friendship levels alone), the gameplay in general runs smoothly and naturally, and the addition of some new decorative assets on top of the old ones makes it look so much nicer while still maintaining the crunchy, old art style. The only thing I really hesitate to say is better than 64 is the pacing, but I’ll get to that. First, I need to go over the gameplay.
The new
It’s hard to say that the game is mechanically too different from 64, other than the inventory and the fences. Do fences finally work as advertised? Well, yes and no, but it’s at least better than when the fences were the thing summoning wild animals in the first place.
The way fences function is most changed by the fact that the wild dog has finally gained corporeal form. After 6PM, if you’re on your farm and have animals out, the dog can come to visit and won’t really attack your animals, but it will bark at them and scare them. Your only solution at this point is to wack that thing with a hammer or other farming implement until it skitters off, or if your dog is well trained, he can help you fight the beast off as well.
The effects of the beast (making your animals unhappy) can be prevented in several ways. Of course, there’s always leaving your animals inside, the time honored tradition that it is (and my personal choice). Alternatively you could put your animals inside a fence. Issue here is that the dog can absolutely bark through the fence, so it kind of does nothing to help you. However, if the fence is two posts thick all the way around, the dog can no longer reach your animals, so in that sense, the fences finally work! It takes up way more space and way more resources though, plus the fact that fence posts rot over time. You can’t really use rocks to compensate because the wild dog walks right over them. The final option is to just not be outside past 6PM. If you’re not there to see it, the wild dog does not exist. I rarely played days that long anyways, so I could have left my animals out all the time with no fences and no problems, but then you run into the issue that your field is massive and it’s way too easy to lose track of your animals.
Oh, and there’s one other detail that I almost forgot– you don’t need to leave the animals out overnight anymore anyways. They finally eat during the day, at least my chickens did, and they were the only animals I bothered to put out because it was as easy as picking them up in my hands to put them back away. I love not fighting livestock hitboxes.
Inventory-wise, this game gives you a myriad of options for carrying things. Firstly, there’s your rucksack which you’re able to buy a larger version of, so you can carry more on your person. Then there’s a basket you can buy which allows you to pick things up in bulk, but not have access to them, so it’s kind of like a shipping bin that you carry around, except you still have to dump it in the shipping bin later, unlike the horse’s saddlebag which IS just a mobile shipping bin. I never got to use the saddlebag because it’s something you get with an adult horse, and despite my best efforts, Barley decided my horse didn’t love me enough and took it away from me. :( My horse loved me a lot though. In the end, my rucksack was big enough and my growing operation was small enough that I never even saw a real need for the basket or saddlebags. Maybe I would if there was any urgency to ship things before 5PM, but things won’t rot in the shipping bin here, so you’re free to take all the time that you need. I actually encourage taking your time, there’s three whole in-game years that you’re expected to play, after all.
In terms of other new additions, there’s now a fish pond on your farm, kind of like GBC2 had, but a little better. This time it’s not just for storing fish (something that’s much less of a concern when you can ship things any time of day), but you’re also able to breed and grow them. The store in town sells fish food that you can use to breed more fish, and just leaving fish in the pond over time will make them grow larger.
You can also finally cook things, rather than just buy meals or collect useless recipes. You have to upgrade your house to get access to a kitchen and then buy the utensils elsewhere, but once you’ve done that, you can make anything in the game and unlock new recipes by either being told them by someone in town or just trying things out for yourself! You cook by choosing both the ingredients and utensils, meaning you can make entirely different things while still using the same ingredient! Cooked meals make for fantastic gifts, and as a result, there’s a whole new feature that I love built around giving you the ability to cook new things, which is the shopping channel on your TV.
Every Saturday after you’ve upgraded your house, the shopping channel will sell items for your house at random. They’re mostly cooking utensils, but there's also a power berry in the rotation. Nothing’s cheap, so it’s a good way to keep the player working and making more money. This is one of my favorite new things, as it gives you more reason to engage with your TV, and it forces you to pay attention to what day of the week it is in game even more than usual. Having one day where you can do something as opposed to various days that you can’t (days certain stores are closed, for example) does so much for making the days seem different and makes you look forward to the next week on a regular basis, as opposed to only looking forward to town festivals which are less frequent and more varied in terms of quality. To buy things, you have to run down to the inn which has the only working phone in town– a charming little reminder that this game is set in a rural town in the 20th century, back when everyone wasn’t so easily connected and it was normal to only have four channels on your TV. Hell, back when it was normal to have cable.
Anyways, on the topic of buying things, while stores in SNES and 64 mostly had you walk up to an item on a shelf to select it and purchase it, this game still has that function, but it far more heavily leans on menus for just about everything aside from a few items in the general store, like the fish food, inventory items, and some cooking ingredients. The most bizarre shopping experience comes when you try to upgrade your house, where you’re forced to follow the very specific order of chicken coop upgrade, to first house upgrade, to barn, to second house, to hothouse for growing crops in any season. It’s kind of weird and confusing the first time you run into it, because it’s easy to imagine something went wrong or that you need to do something else to unlock your house upgrade, but I imagine this was the result of a couple of things. For one, having multiple tiers of upgrades on your house may have been a little strange to implement with their menuing system– I know that the way things worked in 64 was also very confusing and unclear, and in that game, all of it was presented to you the whole time. For two, this game is… really easy as an adult with a functional brain, so it’s a decent way to keep you working on stuff and bar you from having your house upgraded to maximum before the end of year one (which I still did anyways).
Getting all those upgrades takes a lot of wood, so it’s important early on to make sure you have a good ax. Tool upgrades now expand on 64’s leveling up mechanic by requiring you to gain experience with the tools and then take the tools along with a type of mined ore to the blacksmith who will upgrade that tool for a fee, which very nearly brings us to the way that upgrades are most commonly handled in farming sims to this day! It also gives purpose to the cave/mine, which has been a feature in nearly every console release up to this point but was never really fleshed out. Speaking of which, compared to 64, the mine is now available year round rather than just in winter. Instead, there’s a secret mine in the middle of the mountain lake full of higher quality ore that unlocks in winter. There’s no winter crops once again, so as long as you’ve got enough cash saved up, the lake mine makes winter the perfect time to upgrade all your tools, because as long as the tool is leveled up enough, you can skip straight to later upgrades.
The old
What’s truly the same as 64, or at least negligibly different, are the general mechanics for growing crops, caring for animals, and building relationships with people. The town– while arranged differently and with the addition of a specialized chicken store, a general store fusing the 64 bakery and seed shops, and a blacksmith –is generally about the same size as it was in 64, if you take into account all the offshoot areas that weren’t quite based inside the town-proper. Areas like the beach, woods, hot springs, goddess pond, mountain, and summit are all still here and generally serve the same purpose. It’s occupied by generally the same people as well, though only in appearance.
Even the number of festivals is almost exactly the same, though the subjects and contents are different. While there are a couple more minigames incorporated with the festivals here, I would say this game loses out in terms of the town having a sense of culture and life, in that none of the festivals have anything to do with personal beliefs or spirituality in any way other than the goddess festival, which is established as a dying cultural practice, and maybe the music festival which takes place in the church, and that’s it. However, the game actually has something of a narrative defense in this regard: the town pastor isn’t a religious man, which is kind of bizarre but it does track with everything else going on. Religion doesn’t really exist in this town, so rituals wouldn’t really exist either. I do still find the lack of distinct culture disappointing compared to 64, which was brimming with it, but it’s a small nitpick.
Another nitpick I have, one much more tangible, is that it lets you walk behind walls and buildings, which would be one thing if this was played at a straight-on viewing angle and with controls that easily mapped to that, but much like in 64, the camera is set at an isometric 45 degree angle which game controllers are not really designed for. If you walk behind something, a goofy arrow appears above your head to show where you’re at, but it’s still not clear enough that I didn’t regularly run into trouble just trying to go through doors. There aren’t a ton that are an issue, only two that I can think of off the top of my head, but one of those two is the entrance to your own bedroom after you’ve fully upgraded your house. Your bedroom is the place that you have to go to save your game and move time forward, it’s mandatory to go through this door every single day.
What are you farming for?
The game opens with a flashback to your childhood…. If you’re playing as a boy. If you’re playing the version released later where you play as a girl, the story is completely different. This is the first entry in the series where you can marry men! But I didn’t play the girl version, so everything I share about the story will have to do with the original, boy version. There, in your memories, you were visiting your grandfather in the country who was too busy with work to play with you, so instead you met a girl who lived in the town and played with her the whole time you were there. Before you left, you promised to see each other again.
In the current day, your grandfather has died and you’ve been given the option to take over his farm, though the townspeople are hesitant about having someone new in town. As a compromise, you’ll be able to take care of the farm for three years, and as long as you can bring the farm back to its former glory and get along with the townsfolk by then, you’ll be allowed to stay living there! But if you don’t use the land and don’t make any friends, you’re out.
This comes across as a really harsh ultimatum, especially if you don’t know what that “former glory” means, but what it actually translates to is “farm…. At all”. Just ship a couple things, and you’ve basically covered the farming requirements. The harder requirement is to make friends with the people in town, though if you aren’t managing to do that, you’ve missed out on the entire point of the game. In this iteration of the Harvest Moon series, your goal isn’t to farm for crops… but for cutscenes.
Much like 64, every marriageable person has special cutscenes associated with how close the two of you are, and additional cutscenes involving them and their romantic rival. There are also cutscenes to do with the various people in town, as a general story progresses over your three years there. Beyond the familiar mechanics, you’ll see some familiar faces, as every character is reused from 64, just a little to the left. Their families and careers are slightly different, as are the people they date and marry, thus bringing an entirely different story to the table. For example, instead of Lillia’s husband being Basil, a man who brings her loneliness because he leaves for half a year, her husband Rod isn’t present in the game at all, having gone off on a long journey to find a cure for her illness, something she didn’t ask him to do and is pretty peeved about. There’s also the little girl May, who instead of having a working father who’s so busy that she never gets to see him, was abandoned by her mother and lives with her grandfather.
Unlike 64, a lot of these relationship cutscenes, both for you and for your rivals, are slightly less dependent on your relationships with everyone. Instead, to fill out the three years of gameplay, they’re based on time passing. While it’s generally possible to get married as quickly as possible, your rivals will never get married until year three. To fill out all that time, there are a lot more cutscenes that don’t have to do with romance, and a lot more sidequests given to you.
Every marriageable character and rival has a sort of side quest of varying levels of difficulty which gives you a decent bump in their friendship. By varying levels of difficulty I mean it can go from just telling Gray “yes, you can spend a day or two working on my farm in a way that doesn’t inhibit my ability to do anything,” and then in return he weeds your entire field. Or it can be like Ann who needs you to bring her three eggs every single day for a full week without missing a single day or the whole thing ends, and your only reward other than friendship is to get the payment you would have gotten for the eggs anyways.
Probably the most famous example of these quests is Cliff’s, due to the fact that he will leave the town if it isn’t completed, and because it’s so important to his character that it was the only one of these side quests included in either of this game’s remakes. He’s a wanderer, depressed, without a job and without anywhere to go. For his quest, you’re approached by Duke from the winery at some time in fall, asking if you can help with the year’s harvest. If you can bring along a friend to help, that would be great too. The only person you can invite is Cliff, and if you fail to do that, he’ll be gone by the end of the year. What isn’t included in the remakes is the “minigame” you have to do every day of the week that you’re hired, where you walk up to all the grape vines and click on them until you finally pick up some grapes with zero visual feedback. It’s not the hardest quest, but it is certainly the most tedious, and the most punishing if you fail to get Cliff on board.
What you realize pretty quickly as you get on with the game is that the original prompt that you came back to this town to see your childhood friend again really isn’t relevant to anything. None of the girls indicate anything about that to you until the very end of the game, if you got married. What’s going on in the town really has nothing to do with you, and that’s fine. Everyone’s lives are rich and vibrant, and often pretty tragic, and it’s very fun to get deeper into the stories and get a peek into some of the town lore. There is one plotline in particular that overtakes the entire narrative, and it reveals to you what happens when you don’t manage to make friends with everyone in the town. It turns out the town is hesitant to let new people in because it’s full of bigots.
The real story
There are two characters depicted as being a different race than the town at large. One of them is Won, who is portrayed as a con artist and scammer, and appears to be Chinese. He’s introduced when the cop in town comes by one morning to warn you of a suspicious person spotted in town, and Won appears on your farm shortly after. I don’t know exactly how that storyline ends, because I didn’t report him on account of not being a fucking snitch, but Won occasionally sells an assortment of items inside the inn and sometimes comes to your door to sell very useful things like a vase and dog ball.
The other character, Kai, is the only dark skinned character in both this game and in 64, where he worked for the winery and came across as… suspiciously servile. In this game, he shows up in the summertime to sell food at the shack on the beach, and has gained the reputation of a heartbreaker, which has made nearly every man in the town absolutely despise him. At first you might get where they’re coming from, because his demeanor is pretty snarky and smug, but to me it pretty quickly came across that he only acted that way as a defense mechanism, because there are only so many ways you can manage people constantly attacking you for no reason and holding yourself as superior to them isn’t a bad choice. It’s obvious how deeply in the wrong the town is in one of the first events you can get after Kai shows up, where he gets cornered in the inn– the only place he’s able to stay while he’s in town –by at least three different men and you’re given the option to either pick a side or call the whole thing stupid, which it really is and Kai agrees.
The two who hate him most are Duke and Rick. Duke is an alcoholic with notorious anger issues. You can learn much later that his problem is that his daughter allegedly left town due to Kai’s influence (I imagine because he made her realize this town sucks). Meanwhile, Rick hates Kai because his sister Popuri is crazy about him and Rick probably fears for the same result. Popuri is a seemingly cheerful and somewhat childish girl who wants to be helpful. Her family runs a poultry business together, but she was never taught or allowed to do any work, which leads to a bounty of frustrations in her life. To make matters worse, her brother seems to be very possessive and is controlling over who she gets to hang out with, particularly when it comes to her hanging around Kai. The way both Duke and Rick behave gives off the impression that their frustrations with Kai have nothing to do with anything Kai has done, and everything to do with the fact that they’re miserable people to be around.
As you follow the story of Kai and Popuri, you learn everything about the culture problem in the town, the double-standards of acceptance that let you get away with defending Kai while he continues to get teamed up on, and you choose whether or not you want to help Kai and Popuri escape from it (albeit temporarily, they both come back every summer). To be clear, I loved this storyline. The experience of helping the two of them, though on a heavily controlled course, made me feel like I was actually making a difference in characters' lives. And the resulting lack of Popuri’s presence in town afterwards made things feel tangibly different than they were before. Farming sims seldom have interpersonal conflicts that go this deep, and it really enhances the story! I know I spoiled the whole thing here, but in all fairness, I’ve known how this story ends for decades and still had a wonderful time going through the motions. It’s more about the experience than the destination for sure.
My critiques
To beat the game is extremely low-stakes and slow-paced. You’ve got a lot of time to see everything the game has to offer, and just about all of that comes from having good relationships with the NPCs. The problem with this is that if you’re competent with the mechanics, getting through the game can be a total slog. Part of this is because it loads pretty slowly, but there also isn’t very much to do with your time. Since you need a lot of money to get animals, and a ton of money to upgrade your house enough to get married since that’s locked behind other farm upgrades, you do need to do a little bit of farming, but I personally never even touched more than a quarter of my field between crops and grass for animal feed. The ending requirements didn’t ask me to ship that many crops, so I didn’t. I just grew what I needed, and after a certain point, the amount I needed was “nothing”, so I stopped gardening.
Lack of requirement to do so wasn’t the only reason, though. I enjoy farming mechanics, so I would have done it if I wasn’t trying to focus my time elsewhere– on getting story events. By the later points of year two and three, that’s all I was after, and while they are locked by your relationships with the characters, I’d already gotten them as high as I reasonably needed them. I just had to wait for time to pass at that point, and I was getting impatient. The way cutscenes are locked off in this game is that they’ll see you’ve reached the relationship threshold, and then wait until a certain time-marker has passed. Once you’ve met both of those, it’s just about being in the right place at the right time. By and large, the time-marker is the turn of the new year, so everything fires off in a frenzy on the first day of spring that you go into town. I think my record was triggering four cutscenes in sequence by walking in and outside of the poultry farm area a couple times.
Fortunately, the events for Kai and Popuri were locked until summer, when Kai would come to visit, so it wasn’t truly everything happening as soon as spring came up, but still, fall and winter usually had absolutely nothing going on. To make matters worse, once year three rolls around, chances are that you’ve gotten all the relationships filled and all of your progression finished, so it’s just a waiting game to get everyones’ weddings to trigger and then truly be done with story content until you’re evaluated at the end of the year.
This is where we loop back to the fact that I wasn’t farming. If my relationships with everyone were filled and I wasn’t doing anything on my farm, what was I doing? Sleeping. For months at a time. Just to get through things quicker. In year three, I got all the marriage cutscenes I could (one wouldn’t trigger, don’t know why but I had to just give up on it), and then went to bed until the end of the year. My last manual save was dated “Summer 9, year 3”, meaning I slept through three entire seasons to get to the end of the game.
And for what reward? I mentioned previously that this is low-stakes. Technically, all of the games prior to this are low-stakes as well– the requirements to simply not lose your farm are generally pretty relaxed. It’s the variety of “good” endings or praise that you get which often require a frankly obscene amount of work. There are many good endings to be had, but only one bad one. Not the case here! There are different endings for if you didn’t grow enough crops, ship enough things, or make any friends and therefore are kicked out of the town, but if you did manage all three (which is hard NOT to do), there is only one ending you get where the town gathers to tell you you’re welcome to stay in town and congratulate you on your hard work. Even Kai shows up! It’s a nice bit of fanfare but… do I deserve it? It’s on me for playing the game this way of course, but after just sleeping through almost a whole year, I don’t really feel like I earned any praise. The other reward is that you’re allowed to keep playing the save file, but why would I want to do that? I’ve already done everything there was to do.
Conclusion
The first half of this game is my dream Harvest Moon. I sincerely don't understand why FoMT was remade and not this, since this is by far the better game. The fact that the town feels like it has an actual narrative (centered primarily around Kai) is really enjoyable and I feel like there’s a lot of value gained out of each cutscene, and every new bit of dialogue is a joy. In particular, the quantity and variety of quests gave me a lot to do in the downtime between cutscenes. The remakes should have added more of those, not removed them almost entirely. I’m sick to death of Mineral Town because of how much I've played FoMT, so the fact that I enjoyed this so much says a lot about the quality of the game.
That aside, three years is too much time to pass through for how much content there is here. Two and a half would have been manageable, but I understand that the only reason that was the cutoff in SNES was because there literally wasn't anything to do in fall or winter. I enjoyed the lack of goals required to get a good ending because I was so fatigued by the intense grind of the prior games, but the game was so easy that I mostly ran out of things to do for fixing my farm in only year one, and I really just spent year two scrambling around for cutscenes which I didn't really need to even try doing, because I got swamped with them at the start of spring. Maybe if I was a child and worse at playing video games, three years would be okay, but if I was a child, I wouldn’t have made it to year 2 because I wouldn't have the attention span or memory to keep me going. I know this because that’s exactly what happened when I played FoMT.
I suppose how I’d recommend playing the game is to play until you’re satisfied (which will probably be by the end of summer year 2) and then watch or look up the endings. That is assuming you care about the endings at all, which you may not because there isn’t terribly much to them. I do sincerely recommend this game, I think it’s great to play, but you’re almost certainly going to be bored with it and have experienced the vast majority of what it has to offer well before you reach the end of it.
A closing thought in reference to my journey playing all these games in sequence: there’s a chance, just going by my prior knowledge of the later games which I mostly have not played, that this is actually going to be the peak of this series in terms of both ease of play and quality of narrative. I’m sure there will be games with more interesting stories, and maybe a later game that feels better to play, but my bet is none of them hit both as well as this one did.







