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Mother
Japanese Family Computer box art
Developer(s)Ape Inc.
Pax Softnica
Nintendo Tokyo R&D Products
Publisher(s)Nintendo
Director(s)Shigesato Itoi
Producer(s)Shigeru Miyamoto
Designer(s)Shigesato Itoi
Miyuki Kure
Programmer(s)Kazuya Nakatani
Takayuki Onodera
Motoo Yasuma
Artist(s)Shinbo Minami
Tatsuya Ishii
Writer(s)Shigesato Itoi
Composer(s)Keiichi Suzuki
Hirokazu Tanaka
SeriesMother
Platform(s)Family Computer
Game Boy Advance
ReleaseFamily Computer
  • JP: July 27, 1989
Game Boy Advance
  • JP: June 20, 2003
Genre(s)Role-playing game
Mode(s)Single-player

Mother,[a] officially known outside of Japan as EarthBound Beginnings, is a role-playing video game developed by Ape Inc., Nintendo Tokyo R&D Products, and Pax Softnica[1] and published by Nintendo for the Family Computer. It is the first entry in the Mother series and was first released in Japan on July 27, 1989. The game was re-released in Japan along with its sequel on the single-cartridge compilation Mother 1+2 for the Game Boy Advance in 2003.[2] The game follows a young American boy named Ninten as he uses his great-grandfather's studies on psychic powers to put an end to the paranormal phenomena spiraling the country into disarray.

Writer and director Shigesato Itoi pitched Mother's concept to Shigeru Miyamoto while visiting Nintendo's headquarters for other business. Though Miyamoto rejected the proposal at first, he eventually gave Itoi a development team. Modeled after the gameplay of the Dragon Quest series, Mother subverts its fantasy genre contemporaries by being set in an offbeat, idiosyncratic portrayal of the late 20th-century United States. Itoi sought to incorporate and standard RPG staples within the framework of a modern-day setting, parodying Western culture and Americana; throughout the game, players use bottle rockets to clear pathways, utilize baseball bats and toy guns to fight enemies, and encounter aliens, robots, formerly inanimate objects, and possessed animals and humans. Some fantastical elements are also present, such as the game uses random encounters to enter a menu-based, first-person perspective battle system.

Mother was the sixth best-selling game of 1989 in Japan, selling about 400,000 copies and receiving a "Silver Hall of Fame" score from Famitsu magazine. Mother was praised for its similarities to the Dragon Quest series and its simultaneous parody of the genre's tropes, though its high difficulty level and balance issues polarized critics. A North American localization of Mother was completed and slated for release under the name Earth Bound, but was eventually abandoned as being commercially nonviable. A finished prototype was later found and publicly circulated on the Internet under the informal title EarthBound Zero. Many critics consider Mother's sequel, Mother 2: Gīgu no Gyakushū (known outside of Japan as EarthBound), to be similar and a overall better implementation of Mother's gameplay ideas. Jeremy Parish of 1UP.com wrote that Mother importantly generated interest in video game emulation and the historical preservation of unreleased games. Mother was eventually released globally as EarthBound Beginnings for the Wii U Virtual Console in June 2015 and Nintendo Switch Online in February 2022.

Gameplay[edit]

Screenshots from battle sequences in Mother (left or top) and Dragon Quest III (right or bottom). The battle system of Mother, including its interface and first-person perspective, drew inspiration from the Dragon Quest series.

Mother is a single-player, role-playing video game[3] set in a "slightly offbeat", late 20th-century United States as interpreted by Japanese author Shigesato Itoi.[4] The world is mainly comprised of towns, deserts, swamps, forests, caves, and dungeons the player must venture through.

The game deliberately avoids traits of its Japanese role-playing game contemporaries: it does not strictly adhere to the fantasy or science fiction genres, despite numerous instances of each occurring within the game, particularly in its ending sequence.[4] The player fights in warehouses and laboratories instead of in standard dungeons, and rather than trekking from to each town on foot, the player is able to take trains to travel from area to area. Instead of swords, assault weapons, and magic, the player uses baseball bats, toy guns, and psychic abilities. The game's protagonist, Ninten, is about 12 years old. [4][5]

Like the Dragon Quest series, Mother uses a random encounter combat system. The player explores the overworld from a top-down perspective and occasionally enters a first-person perspective battle sequence where the player chooses attack options from a series of menus.[4] On their turn, the player selects between options to fight, guard, check enemy attributes, run away, use items, or use offensive, defensive, or healing psychic powers. The player can also set the battle on autopilot with the "auto" option.[6] Upon being assigned a command, the party members attack in an order determined by a random number generator and the character's speed status. Critical hits register with the series' signature "SMAAAASH" text and sound.[6] Upon winning the battle, the player may receive experience points, new psychic powers, and other points to improve their overall status. Enough experience points will increase the character's level, which somewhat determines the increase of the character's physical and psychic points. If the enemy or character's HP reaches 0, the battle is won and the opponent becomes unconscious.

The player can press a button to have Ninten "check" or "talk" with nearby people, animals, and objects. The game shares similarities with its sequel, EarthBound: there is a game save option through using a phone to call Ninten's father, an option to store items with Ninten's sister at home, and an automated teller machine for banking money (ATM). The members of Ninten's party are all visible on the overworld screen at once, and are analogous to EarthBound's party members in style and function. Differing from the Final Fantasy and Dragon Quest series, Mother's world map does not keep locations separate, instead connecting all areas (akin to the Pokémon game series) in one game world. Additionally, the landscape's structures are portrayed with an oblique projection, requested by Itoi at a programmer's suggestion.[7][8] The game's story begins as Ninten discovers a music box and receives the journal of his great-grandfather, who studied psychic powers nearly a century earlier. Ninten is attacked by household items, and ventures outside to find a crazy world with hostile everyday objects and other odd events.[6]

There is a chance that the party will receive an item after the battle. Whenever a character receives damage, the HP box gradually "rolls" down, similar to a mechanical counter. This mechanic does not apply to enemies, for whom unconsciousness is instantaneous and can be reversed only with healing PSI. 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 save point, with half the money on his person at the time of his defeat.

Currency is indirectly received from battles. Each time the party wins a battle, Ness's father, who can also save the game's progress, deposits money in an account that can be withdrawn at ATMs. In towns, players can buy weapons, armor, and items from stores. Weapons and armor can be equipped to increase character strength and defense, respectively. Items can be used for a number of purposes, such as healing. Towns also contain useful facilities such as hospitals where players can be healed for a fee.

Plot[edit]

In the early 1900s, a young, married couple mysteriously vanish from their rural American town. Two years later, the husband, George, inexplicably returns and begins a strange study in complete seclusion. His wife, Maria, is never heard from again. In 1988[b], the home of a young boy named Ninten[c] is attacked by a poltergeist. His father explains that Ninten's great-grandfather studied psychic powers, and asks Ninten to investigate crises occurring across the world[d]. Resolving some in his hometown of Mother's Day[e], Ninten travels to the land of Magicant, where its monarch, Queen Mary, asks Ninten to collect the parts of a song that appears in her dreams to play them for her. Ninten returns to Earth and befriends Lloyd[f], a child prodigy who is bullied at Tinkle Elementary School[g]. The two travel to the town of Snowman to deliver a lost hat to Ana[h], a young girl with psychic powers. Ana tells Ninten she saw him in a vision, and joins the party in hopes of finding her missing mother.

Ninten and party exploring the overworld

Finding multiple parts of Queen Mary's song, Ninten is harassed at a karaoke bar in the town of Valentine[i] by a local gang leader named Teddy. Surrendering after a fistfight, Teddy joins Ninten's party to avenge the deaths of his parents, who were killed at Holy Loly Mountain[j]; Teddy forces Lloyd to stay behind. In a cottage at the mountain's base, Ana pulls Ninten aside and asks him to always be by her side. The two dance and profess their mutual love. A giant robot then attacks the group, with Lloyd arriving in a tank to destroy the robot; he succeeds, but accidentally hits the party and critically wounds Teddy, so Lloyd re-joins the party. In an underwater laboratory, they find a robot named EVE which claims to have been built by George to protect Ninten. When the laboratory floods, they leave for the mountain's peak. After another robot[k] attacks them at the summit, EVE self-destructs to destroy it, leaving behind the seventh part of Queen Mary's song. The party then warps to Magicant, where Ninten plays the collected melodies to Queen Mary. Recalling the rest of the song, she teaches Ninten the eighth and final melody and reminisces about an alien named Giygas[l], who she had loved as her own child. Queen Mary reveals that she is George's wife, Maria, and vanishes. Magicant, actually a mirage created by her consciousness, vanishes with her.[m]

The party is warped back to Holy Loly Mountain. Large rocks block the entrance to the mountain's peak, but are cleared by the power of Maria's consciousness. There, the party encounters the mother ship that the fully-grown Giygas is on. While attacking the party, the alien expresses its gratitude to Ninten's family for raising it, but explains that George stole vital information from its people that could have been used to betray them, proceeding to accuse Ninten of interfering with their plans. Giygas offers to save Ninten alone if he boards the mother ship, only for Ninten to decline. The party begins to sing Queen Mary's lullaby while Giygas tries to quiet the party through his attacks; they persist and finish the lullaby, causing Giygas to be overwhelmed with emotion at the thought of Maria's motherly love. Giygas swears that they will meet again and flies off in the mother ship. The party then faces the player as the credits roll behind them.[n]

Development[edit]

Producer Shigeru Miyamoto approved the Mother project based on his confidence in Itoi.

Mother was developed by Ape and Pax Softnica and published by Nintendo.[3] While visiting Nintendo for other work, copywriter Shigesato Itoi pitched his idea for a role-playing game set in contemporary times to the company's Shigeru Miyamoto. He thought the setting would be unique for its incongruence with role-playing genre norms, as daily life lacked the pretense for magic powers and they could not simply give the child characters firearms as weapons. Itoi's project proposal suggested how the natural limitations could be circumvented. Miyamoto met with him and praised the idea, though he was not sure whether Itoi "could pull it off".[11] As an advertiser, Itoi was used to concept proposals preceding the staffing process, but Miyamoto explained that video game concepts needed people who signed on to "make" the product.[11] Itoi was overcome with "powerlessness".[11][o]

Miyamoto was also hesitant to work with Itoi at a time when companies were pushing major celebrity product endorsements, as Itoi's involvement would be for such a game. When the two met next, Miyamoto brought the documentation from a text adventure game and told Itoi that he would have to write similar documentation himself. Miyamoto said that he knew from his own experience that the game would only be as good as the effort Itoi invested, and that he knew Itoi could not invest the appropriate time with his full-time job. Itoi restated his interest and reduced his workload, so Miyamoto assembled a development team. Upon assessing for compatibility, they began production in Ichikawa, Chiba. Itoi had said earlier that he wanted his work environment to feel like an extracurricular club consisting of volunteers and working out of an apartment, which Miyamoto tried to accommodate.[11] Itoi wrote the game's script[4] and commuted from Tokyo, a process he found "exhausting".[11] Even with asking Itoi to prioritize the development process, Miyamoto received criticism of acquiescing to celebrity and of hiring a copywriter not up for the task. Miyamoto said that his decision to pursue the project was based on his confidence in Itoi.[11] According to Itoi in a 1989 Famitsu interview, the word "mothership" was the influence for the game's title, although he states the title had other meanings too; in particular, [12][better source needed] Mother was released in Japan on July 27, 1989, for the Famicom[13] (known as the Nintendo Entertainment System outside Japan).[3]

Music[edit]

The game's soundtrack was composed by Keiichi Suzuki and Hirokazu Tanaka. Tanaka was a video game composer working for Nintendo who had previously composed for games such as Super Mario Land and Metroid, while Suzuki was a composer and musician for bands of many different genres.[14] The NES was only able to play three notes at a time, which Suzuki has noted greatly limited what he was able to produce, as he could not create some of the sounds he wanted.[15]

An eleven-track album of songs inspired by the game's soundtrack was recorded in Tokyo, London, and Bath and released by CBS/Sony Records on August 21, 1989. The album contained mostly vocal arrangements in English and was likened by RPGFan reviewer Patrick Gann to compositions by the Beatles and for children's television shows. He found the lyrics "cheesy and trite" but appreciated the "simple statements" in "Eight Melodies" and the "quirky and wonderful" "Magicant". Only the last song on the album is in chiptune. Gann ultimately recommended the 2004 remastered release over this version.[16] The game's soundtrack contains several tracks later used in subsequent series games.[6]

English localization[edit]

Screenshots from Mother (left) and Earth Bound (right). The cross present in the church has been removed in the localization, with the building now being referenced to as a château. [17]

An English localization began for Mother in 1990 and was completed in September of that year.[18] In accordance with Nintendo of America's content policies, all religious iconography, blood, breast nipples, cigarettes,[p] and references to violence and alcohol were removed.[17] Additionally, NPCs similar to Peanuts characters were altered to avoid potential legal prosecution.[19] Several features and enhancements were added to the original, including a run button, several in-game options, and an expanded ending.[20] Holiday-based town names were renamed to appeal to mature audiences, while some maps and graphics were redesigned for difficulty or aesthetic purposes.[19] All changes were made and approved by Nintendo Co., Ltd. and Mother's development team. The localization's director, Phil Sandhop, coined Mother's English title as Earth Bound to appeal to American audiences.[21][22] Nintendo of America trademarked a separate title, Space Bound, as a potential title for the game's sequel.[21][23]

Plans finalized for Earth Bound included an English release of the Mother album soundtrack and an 80-page instruction manual styled after a diary belonging to George.[18] [q] Earth Bound was advertised and scheduled for a fall 1991 release, but was deemed unprofitable and subsequently shelved.[24][4] Earth Bound's cancellation has since been attributed to the lack of market interest in the RPG genre, along with the cost of manufacturing and marketing Earth Bound in face of the North American release of the Super Nintendo Entertainment System.[18][25] In 1994, efforts were made to release Earth Bound in the United States and Canada, but were halted due to the costs associated with it.[18] According to Phil Sandhop in an interview with LostLevels.org, "the Mother project and localizing it really opened up a few eyes at Nintendo. They began working closer with Nintendo of America and the other subsidiaries to produce artwork for games that would be appropriately received anywhere in the world and not need localization".[18]

Emulation[edit]

In later years, a completely localized prototype was found, and was distributed online under the fan-coined title EarthBound Zero.[4]

Ports and re-releases[edit]

Mother 1+2

Reception[edit]

Mother was the sixth best-selling game of 1989 in Japan,[31] where it sold about 400,000 copies.[32][33][34] Mother received a "Silver Hall of Fame" score of 31/40 from Japanese magazine Famitsu.[13] Reviewers noted the game's similarities with the Dragon Quest series and its simultaneous "parody" of the genre's tropes.[4][6] They thought the game's sequel, EarthBound, to be very similar[6][35] and a better implementation of Mother's gameplay ideas.[4] Critics also disliked the game's high difficulty level and balance issues.[4][6][35][36]

Jeremy Parish of USgamer described the game as a mild-mannered parody ("between satire and pastiche") of the role-playing game genre, specifically the Dragon Quest series.[4] He noted that Mother, like many Japanese role-playing games, emulated the Dragon Quest style: the windowed interface, first-person perspective in combat, and graphics, but differed in its contemporary setting and non-fantasy story. Parish commented that Atlus's 1987 Digital Devil Story: Megami Tensei was similarly set in the modern day, though it devolved into science fiction and fantasy in ways Mother did not. He added that the game has "a sense of wonder and magic realism ... in the context of childhood imagination", as Ninten can feel more like someone "pretending" to be a Dragon Quest-style hero than a hero in his own right.[4][r] Parish said this makes the player wonder which game events are real and which are Ninten's imagination. Parish cited Itoi's interest in entering the games industry to make a "satirical" role-playing game as proof of the genre's swift five-year rise to widespread popularity in Japan.[4]

Cassandra Ramos of RPGamer praised the game's graphics and music, and considered it among the console's best, with "rich, ... nicely detailed" visuals, Peanuts-style characters, and "simple but effective" audio.[6] In contrast, she found the battle sequences aesthetically "pretty bland" and, otherwise, the game's "least interesting" aspect.[6] Overall, she found Mother "surprisingly complex ... for its time", and considered its story superior to (but less "wacky" than) its sequel.[6] She especially recommended the game for EarthBound fans.[6]

Parish credited Itoi for the game's vision and compared his ability and literary interests with American author Garrison Keillor. Parish felt that Itoi's pedigree as a writer and copywriter was well suited for the space-limited, 8-bit role-playing game medium, which privileged Mother ahead of other games written by non-writers. USgamer's Parish noted how the game's non-player characters would "contemplate the profound and trivial" instead of reciting the active plot.[4] He added that the game's lack of an official North American release has bolstered the reputation and revere of its immediate sequel.[4]

While Parish said Mother's script was "as sharp as EarthBound's", he felt that the original's game mechanics did not meet the same level of quality. Mother lacked the "rolling HP counter" and non-random encounters for which later entries in the series were known. Parish also found the game's balance to be uneven, as the statistical character attributes and level of difficulty scaled incorrectly with the game's progression.[4] Rose Colored Gaming, a company that made custom reproductions of the NES cartridge, noted that the Japanese release's was more challenging than the unreleased English localization.[36] RPGamer's Ramos similarly found balance issues, with a high number of battles, difficult enemies, reliance on grinding, and some oversized levels.[6] Parish wrote earlier for 1UP.com that in comparison to EarthBound, Mother is "worse in just about every way", a clone where its sequel was "a satirical deconstruction of RPGs".[35] He wrote that the game's historical significance is not for its actual game but for the interest it generated in video game emulation and the preservation of unreleased games.[35]

Legacy[edit]

Mother was rereleased in Japan as the single-cartridge Mother 1+2 for the Game Boy Advance in 2003. This version uses the extended ending of the unreleased English prototype, but is only presented in Japanese.[6] Starmen.net hosted a Mother 25th Anniversary Fanfest in 2014 with a livestream of the game and plans for a remixed soundtrack.[37] Later that year, fans released a 25th Anniversary Edition ROM hack that updated the game's graphics, script, and gameplay balance.[38]

A film group known as 54&O Productions developed a fan-made documentary entitled Mother to Earth. The documentary focused on the road to Mother's localization in North America, and includes interviews with key people behind the process.[39]

Notes and references[edit]

Notes[edit]

  1. ^ Japanese: マザー, Hepburn: Mazā
  2. ^ Changed to an ambiguous point in the 1980s in later releases.
  3. ^ Ninten originally went unnamed, being referenced to with standard pronouns such as "Boku" (ぼく), the Japanese form of "Me", but was officially designated as Ninten later on.[9][10]
  4. ^ Later revealed to be the work of an invading alien race.
  5. ^ Podunk in later translations.
  6. ^ Also called Roid or Loid in other translations.
  7. ^ Twinkle Elementary School in later versions.
  8. ^ Alternately Anna.
  9. ^ Ellay in later translations.
  10. ^ Mt. Itoi in later versions.
  11. ^ Implied to be an upgraded version of the one fought at the cabin.
  12. ^ Giegue or Gyiyg in other translations.
  13. ^ In later translations of the game, Ninten first visits George's grave at the top of Holy Loly Mountain, where George's spirit teaches Ninten the final melody.
  14. ^ Later releases feature an extended ending, where human prisoners found earlier on Holy Loly Mountain are set free, including Ana's mother; Teddy recovers from his injuries and becomes a singer; Lloyd is treated like a hero amongst his classmates, and Ana is shown receiving a letter from Ninten. Ninten goes to bed as the cast of characters appear at the bottom of the screen before the credits. The post-credits sequence features a man, presumably Ninten's father, trying to call his son to tell him of a new crisis occurring.
  15. ^ Itoi later described this moment as the "one time [Miyamoto] made [him] cry".[11]
  16. ^ As stipulated by a Californian law regarding content policies in video games at the time. [17]
  17. ^ The manual was written by Dan Owsen, who was instructed to end the book on a ripped page "about halfway" through the game.[18]
  18. ^ Parish added that later games such as Costume Quest and South Park: The Stick of Truth picked up on this theme.[4]

References[edit]

  1. ^ "ソフトニカ". www.softnica.com. Archived from the original on April 18, 2022. Retrieved June 30, 2024.
  2. ^ ""Game Boy Advance March 2001 - January 2005 Releases Section"". www.nintendo.co.jp. Archived from the original on April 7, 2023. Retrieved July 4, 2023.
  3. ^ a b c "Mother (NES) News, Reviews, Trailer & Screenshots". Nintendo Life. Archived from the original on October 7, 2014. Retrieved October 11, 2014.
  4. ^ a b c d e f g h i j k l m n o p q Parish, Jeremy (August 21, 2014). "Daily Classic: 25 Years Ago, Mother (aka EarthBound Zero) Skewered JRPGs, and America". USgamer. Gamer Network. Archived from the original on October 20, 2014. Retrieved October 11, 2014.
  5. ^ Mother Encyclopedia (PDF). Shogakukan. 1989. ISBN 4-09-104114-0.
  6. ^ a b c d e f g h i j k l m Ramos, Cassandra. "Mother 1+2 (Mother 1)". RPGamer. Archived from the original on October 19, 2014. Retrieved October 11, 2014.
  7. ^ "Famicom Hisshou Hon – May 19, 1989". Yomuka!. March 27, 2011. Archived from the original on December 29, 2015. Retrieved June 30, 2024.
  8. ^ "Mother". Hardcore Gaming 101. January 8, 2011. Archived from the original on March 3, 2021. Retrieved March 15, 2021.
  9. ^ Sora Ltd., Game Arts (January 31, 2008). Super Smash Bros. Brawl (Wii). Nintendo.
  10. ^ Mandelin, Clyde (March 16, 2011). "Ninten isn't Exactly Ninten". EarthBound Central. Archived from the original on April 16, 2023. Retrieved June 30, 2024.
  11. ^ a b c d e f g Itoi, Shigesato (August 22, 2000). "『MOTHER 3』の開発が中止になったことについての" [About the development of "MOTHER 3" has been canceled]. 1101.com. Archived from the original on October 18, 2014. Retrieved August 30, 2014. Translation, translated introduction.
  12. ^ @johntv - "I always assumed 'MOTHER' (Japanese title for the Earthbound series) came from 'Mother Earth', but according to Shigesato Itoi in a 1989 interview with Famitsu, the primary influence was the word 'mothership'". Archived April 25, 2022, at the Wayback Machine - via Twitter
  13. ^ a b c "MOTHER". Famitsu (in Japanese). Kadokawa Corporation. Archived from the original on October 16, 2014. Retrieved October 11, 2014.
  14. ^ Suzuki, Keichi. "Keiichi Suzuki – Profile". keiichisuzuki.com. Archived from the original on November 13, 2013. Retrieved October 2, 2009.
  15. ^ "Interview with Keiichi Suzuki". Weekly Famitsu (in Japanese). Enterbrain, Inc.: 12. October 28, 1994.
  16. ^ Gann, Patrick. "Mother". RPGFan. Archived from the original on October 17, 2014. Retrieved October 11, 2014.
  17. ^ a b c Wirth, Jonathan. "Spotlight: EarthBound". lostlevels.org. Archived from the original on January 3, 2014. Retrieved June 17, 2024.
  18. ^ a b c d e f Wirth, Jonathan. "Spotlight: EarthBound". lostlevels.org. Archived from the original on January 3, 2014. Retrieved June 17, 2024.
  19. ^ a b Wirth, Jonathan. "Spotlight: EarthBound". lostlevels.org. Archived from the original on January 3, 2014. Retrieved June 17, 2024.
  20. ^ Wirth, Jonathan. "Spotlight: EarthBound". lostlevels.org. Archived from the original on January 3, 2014. Retrieved June 17, 2024.
  21. ^ a b Jurkovich, Tristan (May 30, 2022). "Mother To Earth: 6 Things We Learned About EarthBound From The Documentary". gamerant.com. Archived from the original on August 16, 2022. Retrieved June 18, 2024.
  22. ^ "Trademark Status & Document Retrieval (TSDR)". tsdr.uspto.gov. Archived from the original on June 17, 2024. Retrieved June 18, 2024.
  23. ^ "Trademark Status & Document Retrieval (TSDR)". tsdr.uspto.gov. Archived from the original on June 16, 2024. Retrieved June 17, 2024.
  24. ^ "Nintendo Has Fun in 1991: Earth Bound". Nintendo Power. Vol. 18. December 1990. p. 89.
  25. ^ Linde, Aaron (May 6, 2008). "EarthBotched: A History of Nintendo vs. Starmen". Shacknews. Archived from the original on March 5, 2014. Retrieved June 17, 2024.
  26. ^ Petty, Jared (July 24, 2015). "EarthBound Beginnings Review". IGN. Archived from the original on August 18, 2023. Retrieved June 30, 2024.
  27. ^ "Classic Reviews: EarthBound Zero". Game Informer. Archived from the original on May 19, 2024.
  28. ^ Latshaw, Tim (February 13, 2022). "EarthBound Beginnings Review". Nintendo Life. Archived from the original on May 28, 2024. Retrieved June 30, 2024.
  29. ^ "EarthBound Beginnings (Wii U) Review". Nintendo World Report. Archived from the original on October 6, 2015. Retrieved June 30, 2024.
  30. ^ Hagues, Alana (February 13, 2022). "EarthBound Beginnings". RPGFan. Archived from the original on October 20, 2021. Retrieved June 30, 2024.
  31. ^ "グーム売上ベスト10" [Best 10 Game Sales]. Family Computer Magazine (in Japanese). February 23, 1990. p. 133.
  32. ^ "Mother". Hardcore Gaming 101. January 8, 2011. Archived from the original on March 3, 2021. Retrieved March 15, 2021.
  33. ^ Baumann, Ken (2014). EarthBound: Boss Fight Books #1. Boss Fight Books. ISBN 978-1-940535-00-5.
  34. ^ Consalvo, Mia (April 8, 2016). Atari to Zelda: Japan's Videogames in Global Contexts. MIT Press. p. 57. ISBN 978-0-262-03439-5.
  35. ^ a b c d Parish, Jeremy (April 22, 2007). "Hall of Fame: Earthbound Zero". 1UP.com. Ziff Davis. Archived from the original on October 6, 2012. Retrieved October 11, 2014.
  36. ^ a b Corriea, Alexa Ray (July 1, 2013). "Earthbound Zero localized and housed in this pretty fan-made NES cart". Polygon. Vox Media. Archived from the original on October 16, 2014. Retrieved October 11, 2014.
  37. ^ Latshaw, Tim (July 1, 2014). "Mother 25th Anniversary Fanfest Teleports in this 5th July". NintendoLife. Archived from the original on October 16, 2014. Retrieved October 11, 2014.
  38. ^ Mandelin, Clyde (November 6, 2014). "ROM Hack: MOTHER 25th Anniversary Addition". EarthBound Central. Archived from the original on November 9, 2014. Retrieved November 8, 2014.
  39. ^ Latshaw, Tim (April 20, 2016). "Campaign Seeks to Spin the Tale Behind EarthBound Beginnings". Nintendo Life. Archived from the original on October 20, 2016. Retrieved October 20, 2016.

External links[edit]