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Gameplay[edit]
EarthBound features many traditional role-playing game elements: the player controls a party of characters who travel through the game's
two-dimensional world composed of villages, cities, caves, and dungeons. Along the way, the player fights battles against enemies and the party receives
experience points for victories.
[3] If enough experience points are acquired, a character's level will increase. This pseudo-randomly increases the character's attributes, such as offense, defense, and the maximum
hit points (HP) and
psychic points (PP) of each character. Rather than using an
overworld map screen like most console RPGs of its era, the world is entirely seamless, with no differentiation between towns and the outside world.
[4] Another non-traditional element is the perspective used for the world. The game uses
oblique projection, while most 2D RPGs use a "top down" view on a grid or an
isometric perspective.
[5]
Unlike its predecessor,
EarthBound does not use
random encounters. When physical contact occurs between a character and an enemy, the screen dissolves into battle mode. In combat, characters and enemies possess a certain amount of HP. Blows to an enemy reduce the amount of HP. Once an enemy's HP reach zero, that enemy is defeated. If a specific type of enemy is defeated, there is a chance that the character will receive an item after the battle. In battle, the player is allowed to choose specific actions for their characters. These actions can include attacking, healing, spying (reveals enemy weakness/strengths), mirroring (emulate a specific enemy), and running away. Characters can also use special PSI attacks that require PP. Once each character is assigned a command, the characters and enemies perform their actions in a set order, determined by character speed. Whenever a character receives damage, the HP box gradually "rolls" down, similar to an
odometer. This allows players an opportunity to heal the character or win the battle before the counter hits zero, after which the character is knocked unconscious.
[nb 2] If all characters are rendered unconscious, the game transitions to an endgame screen, asking if the player wants to continue. An affirmative response brings Ness, conscious, back to the last telephone he saved from, with half the money on his person at the time of his defeat, and with other party members showing as still unconscious. Because battles are not random, tactical advantages can be gained. If the player physically contacts an enemy from behind (indicated by a translucent green swirl which fills the screen), the player is given a first-strike priority. However, this also applies to enemies, who can also engage the party from behind (in this case, the swirl is red). Neutral priority is indicated by a blue swirl. Additionally, as Ness and his friends become stronger, battles with weaker enemies are eventually won automatically, forgoing the battle sequence, and weaker monsters will begin to flee from Ness and his friends rather than chase them.
[3]
Currency is indirectly received from Ness' father, who can also
save the game's progress. Each time the party wins a battle, Ness' father deposits money in an account that can be withdrawn at
ATMs. In towns, players can visit various stores where weapons, armor, and items can be bought. Weapons and armor can be equipped to increase character strength and defense, respectively. In addition, items can be used for a number of purposes, such as healing. Towns also contain several other useful facilities such as hospitals where players can be healed for a fee.
[6]
Plot[edit]
![[IMG]](proxy.php?image=https%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fen%2Fthumb%2Fa%2Fac%2FMother_2_Summers.png%2F220px-Mother_2_Summers.png&hash=885d6ac5f66a0d4e539aab9a88db4498)
Ness, Paula, Jeff, and Poo (right to left) walking the Summers beachfront
EarthBound takes place a few years after the events of
Mother. The player starts as a young boy named Ness
[nb 3] as he investigates a nearby meteorite crash
[8] with his neighbor, Pokey.
[9][nb 4] He finds that an alien force,
Giygas, has enveloped and consumed the world in hatred and consequently turned animals, humans, and objects into malicious creatures. A small, fly-like creature from the future instructs Ness to collect melodies in a Sound Stone to preemptively stop the force,
[10] but is killed shortly after when Pokey's mother mistakes him for a pest. While visiting these eight Sanctuaries,
[9] Ness meets three other kids named Paula, Jeff, and Poo—"a psychic girl, an eccentric inventor, and a ponytailed martial artist", respectively
[10]—who join his
party.
[8] Along the way, Ness visits the cultists of Happy Happy Village, where he saves Paula, and the zombie-infested Threed, where the two of them fall prey to a trap. After Paula telepathically instructs Jeff in a Winters boarding school to rescue them, they continue to the city of Fourside and the
seaside resort Summers. Meanwhile, Poo, the prince of Dalaam, partakes in a seemingly violent meditation called "
Mu Training" before joining the party as well.
[9]
The party continues to travel to the Scaraba desert, the Deep Darkness swamp and a forgotten underworld where dinosaurs live. When the Sound Stone is eventually filled,
[11] Ness visits Magicant, a surreal location in his mind where he fights his personal dark side.
[9] Upon returning to Eagleland, Ness and his party use the Phase Distorter to travel back in time to fight Giygas, transferring their souls into robots. The group discovers a device that contains the alien, but it is being guarded by Pokey, who is revealed to have been helping Giygas all along. After defeating him in a fight, Pokey turns the device off, releasing Giygas and forcing the group to fight
[12] a battle known for its "feeling of isolation, ... incomprehensible attacks, ... buzzing static" and reliance on prayer.
[9] In a
post-credits scene, Ness, whose life has returned to normal following Giygas' defeat, receives a note from Pokey, who challenges Ness to come and find him.
[10]
Development[edit]
EarthBound designer Shigesato Itoi and producer Satoru Iwata
The first
Mother was released for the NES in 1989.
[13] Its sequel,
Mother 2, or
EarthBound, was developed over five years
[14] by Ape (later
Creatures[15]) and
HAL, and published through
Nintendo.
[16] The game was written and designed by Japanese author, musician, and advertiser
Shigesato Itoi,
[17] and produced by
Satoru Iwata, who became Nintendo's president and CEO.
[18] Mother 2 was made with a development team different from that of the original game,
[19] and most of its members were unmarried and willing to work all night on the project.
[20] Mother 2'sdevelopment took much longer than planned and came under repeated threat of cancellation.
[14] Itoi has said that the project's dire straits were resolved when Iwata joined the team.
[19] Ape's programming team had more members than HAL on the project. The HAL team (led by lead programmer Iwata) worked on the game programming, while the Ape team (led by lead programmer Kouji Malta) worked on specific data, such as the text and maps. They spent biweekly retreats together at the HAL office in view of
Mount Fuji.
[21]
The game continues
Mother's story in that Giygas reappears as the antagonist (and thus did not die at the end of
Mother) and the player has the option of choosing whether to continue the protagonist's story by choosing whether to name their player-character the same as the original.
[22] He considered interstellar and
interplanetary space travel instead of the confines of a single planet in the new game. After four months, Itoi scrapped the idea as cliché. Itoi sought to make a game that would appeal to populations that were playing games less, such as girls.
[14]
The
Mother series titles are built on what Itoi considered "reckless wildness", where he would offer ideas that encouraged his staff to contribute new ways of portraying scenes in the video game medium.
[10] He saw the titles foremost as games and not "big scenario scripts".
[10] Itoi has said that he wanted the player feel emotions such as "distraught" when playing the game.
[10] The game's writing was intentionally "quirky and goofy" in character,
[13] and written in the Japanese
kana script so as to give dialogue a conversational feel. Itoi thought of the default player-character names when he did not like his team's suggestions. Many of the characters were based on real life personalities. For instance, the desert miners were modeled on specific executives from a Japanese construction company.
[14] The final battle dialogue with Giygas was based on Itoi's recollections of a traumatic scene from the
Shintoho film
The Military Policeman and the Dismembered Beauty that he had accidentally seen in his childhood.
[23] Itoi referred to the battle background animations as a "video drug".
[14] The same specialist made nearly 200 of these animations, working solely on backgrounds for two years.
[14]
The idea for the rolling HP meter began with
pachinko balls that would drop balls off the screen upon being hit. This did not work as well for characters with high
health. Instead, around 1990, they chose an odometer-style hit points counter.
[14] The bicycle was one of the harder elements to implement
[21]—it used controls similar to a tank before it was tweaked.
[14] Iwata felt that the Ape programmers were particularly willing to tackle such challenges. The programmers also found difficulty implementing the in-game delivery service, where the delivery person had to navigate around obstacles to reach the player. They thought it would be funny to have the delivery person run through obstacles in a hurry on his way off-screen.
[21] The unusual maps laid out with diagonal streets in
oblique projection required extra attention from the artists. Itoi specifically chose against having an
overworld map, and didn't want to artificially distinguish between towns and other areas. Instead, he worked to make each town unique. His own favorite town was Threed, though it was Summers before then.
[14]
Mother 2 was designed to fit within an eight megabit limit, but was expanded in size and scope twice: first to 12 megabits and second to 24 megabits.
[14] The game was originally scheduled for release in January 1993 on a 12 megabit cartridge.
[24] It was finished around May 1994
[21] and the Japanese release was set for August 27, 1994.
[25] With the extra few months, the team played the game and added small, personal touches.
[21] Itoi told
Weekly Famitsu that
Shigeru Miyamoto liked the game and that it was the first role-playing game that Miyamoto had completed.
[14]Mother 2 would release in North America about a year later.
[26]
so, basically it's just a copy of legend of zelda