Retronauts - 699: 30 Years of EarthBound
Episode Date: June 30, 2025Good Giygas, EarthBound is 30 years old!? Yes, and because we gave this cult SNES RPG the standard Retronauts treatment nearly a decade ago, this time around, we'll be taking a slightly different appr...oach. To celebrate three decades of EarthBound greatness, on this follow-up episode we're digging into the fandom behind the game, and the communities that rose in the wake of its unceremonious 1995 launch. So this week, join Bob Mackey, Reid Young, Charlie Verdin, and Everdraed (all of Fangamer) as the crew looks back on the dusty message boards of the past and the modest empires that grew from them. You'll never look at a fuzzy pickle the same way again! Retronauts is a completely fan-funded operation. To support the show, and get two full-length exclusive episodes every month, as well as access to 100+ previous bonus episodes, please visit the official Retronauts Patreon at patreon.com/retronauts.
Transcript
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This week on Retronauts, we're celebrating 20 years of not getting Mother 3.
Hello, everybody. Welcome to another episode of Retronauts.
I'm your host for this one, Bob Mackie,
And this week we are talking about Earthbound,
an obscure little RPG that's come up a few times on Retronauts.
So we last covered it 10 years ago, back on episode 69 of this new run.
And now it's Episode 699, and Earthbound is actually Earthbound has just turned 30 years old,
so enough time has passed to give this little game a few people care about another look.
And this time around, I have guessed, who built their life around this game even more than me.
They've built an empire on Earthbound.
And they even made a little documentary about it.
We'll cover that soon.
Before I go on any further, who is here with me today on this sequel to our original
Earthbound podcast?
Well, my name is Reid Young.
I am the co-founder of Starman.net's and Fan Gamer.
And I believe, Reed, you were on our Pax 2020 live show.
We were covering TV games.
You were our pinch-in-uproval.
That's right.
Yeah, it was fun to get to be part of that.
And thankfully, you had notes because I was not prepared.
You just have to watch the footage of Elf.
master system game and just say whatever comes to your mind it's very easy that's right and that's
what i did uh i got some mash references in there too it was good uh and who else do we have today
uh i am charlie verdun i am also a member of fan gamer uh one of the founders and a person who has
frequently played earthbound to raise money for charity awesome that's my little claim to fame
and this is your first time at retronatch charlie if i'm not mistaken yes i don't think i've been on
this particular podcast i have been on several other podcasts to talk about earthbound
We don't need to plug those.
I refuse to plug any other podcast.
It's not mine.
But thank you.
Welcome to the show, Charlie.
And who else do we have today?
Hey, it's me Everdread.
I think I am coming back.
It's been a little while, but I was here on the Grim Fandango cast you did, which was a great time.
Excited to be here.
So I'm Everdraed.
If it's not obvious, my name, well, it might be less obvious to people, but it's an actual reference to Earthbound.
And my life has been horrendously corrupted and twisted by the realities of Earthbound.
So it's a pleasure to be here and kind of talk about all this stuff as it's kind of impacted us all.
I have met you in person.
And before I met you, I did envision you as the little clay figurine.
Oh, yeah.
The mustache and the hat.
One of my greatest regrets is that I don't, I didn't, as a kid, I hoped I would grow up and look just like Everdread.
But then there's issues where it just didn't work out.
And it's not like, I could do a really good Everdread costume.
But I, I'm just, I am a different.
I am not exactly.
I'm Everdraed.
So there's a different.
I'm misspelled Everdread in Misspelled Tucson
with a lot of strange coincidences and veering-offs
is the way to look at it.
Potential Halloween costume for the next fan game
or Halloween party.
That could be another goal.
We actually, I am trying to get us to do,
because it's like the end of,
like, it's time for us to do the big earthbound Halloween.
I want us to do it.
And I will be the best ever dread.
You can, I will do it whatever it takes to make that,
to be delivered.
Jumping off the roof, anything.
And he's also the first to die
So it's like
There's some things like how to be avoided
He's like the one character in Earthbound
That does pass away
So it's like I don't know
If you can turn the fangamer space into moonside
I will consider coming back to America
For the Halloween party
That's so good
I didn't even think about doing a moonside
Oh
Reed
A bunch of
A bunch of neon
That does pretty accurately describe the fangamer office
During the Halloween party though
That is pretty accurate
We're already
You just need that in 40 seconds
of moonside music on a loop
just to drive everyone insane
and you need fire hydrants
to just annihilate people
and you're just like
weeping from their difficulty
you will not be able to use the office again
but it might be worth it anyhow
welcome to the podcast everybody
and I want to note to listeners
that we already covered
the production of the game
and the game itself in 2016
so I'm going to put less emphasis
on that this time around
and focus a little more
on the community the game fostered
in North America
which led to the creation of things
like Starmen.net
And Fan Gamer, of course, all these folks here with me today are part of Fan Gamer, and I guess
full disclosure, my wife also works for Fan Gamer.
Full disclosure, they're a great company.
Give them money.
That's me speaking with no bias at all.
I was a fan of fan gamer before I met my wife and before I even met Reed.
So I've always loved their stuff.
And I'll be doing a little show and tell here just for the sake of everyone on video to show
some of the ancient fan gamer relics I've acquired over the years.
So before we go on any further today, I want to know everyone's general history with
with Earthbound. I'll give mine very briefly after everyone else goes. I've already talked about
my experience, but we'll talk about just the formation of the website and the company and
everything, but I just want kind of the brief overview of Earthbound in your life. If you can
sum it up in a minute, if that's possible. So let's start with Reed. You and Earthbound,
where does it start? We all know where it went. Yeah. I mean, it started like probably most
Earthbound fans, just 13-year-old saw a fart joke and a Nintendo Power. I was like,
hell yeah, let's go. So I picked up the game. And this was right about the time that I was like
really getting into computers and learning about, I built my own computer and then I learned
about making websites. And so my first website was just, you know, oh, here, I scanned my players
guide. I scanned the cover of my players guide. And I, you know, like pulled out the logo and stuff
like that.
And that site let me to meet other fans, which ultimately led to Starman.
Notnet, which led to FanGamer is basically the short version.
Yeah, part of this episode will also be nostalgia for old websites, and I was feeling
very wistful pulling up the Starman.comen.
Yeah.
Does not work at all with the modern browser, but I could get a feel of like what used
to be.
Yeah, you get a sense of it.
Let's move on to Charlie.
What is your experience with Earth, but I assume we're going to all have a similar kind
of tale to tell?
Yeah. In my case, we had a, me and my friends would every weekend, we'd go to the local
video store, rent some stuff. We saw this big earthbound box and rented it and stayed up
all night playing it, even though none of us had much experience with RPGs at the time,
so we didn't really get the gist of like, you know, you fight things and you become stronger
so that you can fight bigger things. No, we just ran away all the time and it made the game
extremely challenging.
So we ended up just spending a lot of time
just kind of dinking around Onet
and just really getting a feel
for that town and its people
and nothing else.
But eventually we did end up
re-renting the game several times,
which is a fraught experience
because every time you rent it,
you just hope that your save file still exists.
And that's how I largely played it.
Yeah.
Played through the game and eventually we got access to the internet.
And I found a community there through the classic
Finding of a website's technique of you type in a thing that you like and then you put dot com after it
And then whenever that doesn't work you put dot net in afterwards instead and that's
That's how I ended up on earthbound that net. Yeah, I don't know what happens today, but that was a very formative part of my early internet experience. You just type in the thing you like
like into a search engine or type in thing i like dot com and hope to god it's not some kind of
pornography site that set up shop there i mean there was an era where they really weren't and then there
was an era where they really were like a kind of the shift over it was like a very formative time
so yeah my i was seven years old and i went to a rental video game store and i saw the giant
box and i'm like oh i got to get this this is awesome and they gave me the manual which like back
in the day they would never give you the actual guide or manual anything they always scan it so they scanned it
in like little strips, the entire players.
The whole thing.
So imagine like the, the entire thing.
Imagine the thickest possible wallet-sized chunk of paper.
They hand this to me.
I'm like, oh, my God.
What do I need to know about this game?
Because it's like, the player's guide is ridiculous.
That's why the box is so big.
So I bring it in.
And I'm one of those guys that like, how you said like,
oh, you got to be careful about your saves.
I would load other people's saves.
I never started from the start of a game event saves.
I wanted to see, like, so the farthest in,
the one that was the highest level was a level 17 dude who got to Tucson.
He was down in the bus stop save and I was like, wow, this is weird.
And I had no introduction.
It was like completely, it's like I never really played an RPG of any extent at that
point.
So it was like being thrown into the deep end of like, I'm in Tucson.
I'm walking around and fighting random dudes.
And the very first poignant memory I have is Everdred jumping off his roof at me.
The guy had somehow skipped Bergland Park.
They'd gone down the bus station safe, but that was like the first, like I just went
up there by accident and he jumped at me.
And I was like, holy crap.
This is the coolest thing I've seen in a video game.
He's stealing my hamburgers.
This guy rocks.
And literally that one experience to find like, that's the guy I want to be.
I want to be like, I want to be like this dude that he ends up being very easy.
Like you beat me, fair and square.
It's cool.
We got to sort this out.
I was like, wow, he has it together.
That Everdread is great.
So that was a really formative experience to me that it then became like an internet identity.
It took me a little while.
That was before, you know, all the sites sort of stuff came up.
Later I would join Starmen, then that would be, you know, but initially I was kind of a lurker and hesitant.
But it really was that moment of like Earthbound is such an interesting, intriguing experience.
And like all the stuff that came from it kind of continued that vibe to me.
And that's what it was like such a meaningful thing.
Before I continue, I realize now I'm wearing a fan gamer hoodie.
So this is not a fan gamer commercial, I swear.
It sounds like it was somebody's job that day
Just to copy the entire Earthbound strategy guide
And they really took their time
I would have savored that day at work
Absolutely
It was someone must like they tried
Like they could have been very lazy
They could have just been the detour
But it was everything
And it was like strips
They were like trying to get these chunk
Like they
It was a crazy
And I loved renting that sucker
Just to look at that mail a bit
Like I really wanted
So I had to buy the game
I remember it being a pain to actually find it
For whatever reason
I was like trying to find this
thing because I wanted to see what the actual manual was like. And so I still have a like completely
ragged destroyed manual summer in my house. But that manual is such a big deal of like it's like
formative in so many ways to me. I don't know if we'll get, we'll go back to it. But like that was
a driver of like what the intent of the game was on the English side. It was like English only that
manual. And it had so many weird photoshops, collages, integrations, these sort of like in world
artifacts and the clay models, that manual was such a huge deal creatively for me. And I know
a lot of people at FanGamer. So I just like, that's an important thing to think about.
We'll get into it. Actually, when we get to the handbook, we'll have a whole section on it
effectively of what it'll be wrapped back in. But that's that memory of like the, just the,
not even the real one, the best someone could do with that manual copying it, that was what sparked
me into this. Well, my story, I know it's very similar to Reeds because I watched Reed's story play
out in the documentary we'll be talking about.
But like Reed, I believe, Reed, you were learning about the game through Nintendo Power's
Epic Corner or Epic Center, the RPG section of the magazine.
Is that correct?
Right.
Yeah, I think it was Epic Center, and there was definitely one Nintendo Power that had
the Scratch and Sniff, like, coupon.
I'm pretty sure it was a Scratch and Sniff coupon, and that's what hooked me.
But, yeah, I was reading about coverage and Nintendo Power.
I was seeing the inserts in, like, GamePro and Game Players of the Scratch and Sniff inserts,
and I already liked RPGs.
They were the only games I would buy
because I knew they would take me a very long time
and my income was very limited.
So I was not going to play a five-hour action game.
I would rent that and buy a 30-to-40-hour RPG.
And I bought it day one
in the very loose way you could reserve games back then.
I remember the first night,
I played up till Threed, the town of Threed.
And my family was going to go out for a swim
and they invited me out.
And I said, no, I have to keep playing this.
But then I was out of crossroads.
like do I want to finish this game too early
or do I want to keep playing
it? So I had to decide I'm going to shut
the game off now and kind of savor
this experience. I was enjoying it so much.
And then I would go on to replay
it over and over again. I would discover
earthbound.net,
soon to be starmen.net. I was really
mostly a lurker, but I would always follow
the events and all the news
and Clyde's mother
to Earthbound translation
project or localization examination.
And currently, behind me,
is my original box of Earthbound looking over and blessing every podcast that I do.
Now that I have a podcast studio, I finally took my original Earthbound box out of storage to put on
display. It's something I had to sell so many things just to make it as a writer and as a
podcaster. But that is the one thing I never got rid of and I'm happy that it's still here
in my home today. Good on you. Yeah. That's one of my big regrets is that like, you know,
when I was a kid, like, I would get a game immediately chuck all the packaging and like just
keep only the game itself. I didn't want anything
else. But I did keep my
copy of the book. So this thing
there's like pages falling out of it.
Like it's just a... Yeah.
Yeah, I have
mine. Mine is in the box and what I did
with Earthbound was I was so into it.
I was pushing it on friends who didn't play RPGs.
I lent to at least two or three people, which I never
did with my games. I was very selfish with my
video games because I was fastidious. They
took too good of care of everything
because I had very few game cartridges.
But I would lend my friends the game and the
guide. As a result of that, the guide is just as beat up as yours and has things spilled on it,
but it's got a lot of character because of that. And I do respect that, but I'm just afraid
to open it again and have everything just kind of fall out into my lap. I remember, I remember I had
my, the big box, we had it on a high shelf. And it was maybe like six or seven years after we got
it. My mom finally said, can we just throw this away? And I let her do it. And it made me so sad in
hindsight of like, I have like three, I think three, like loose cartridges in a plastic tub of
earthbound back at my home that I've like it's like it's so weird to think that these are a pricey
thing these are commodity in a sense for people nowadays and it's like this is just I wanted to
have these save games I just wanted more save games for the soccer I mean I could just think of all
of the if there was a rare game that existed I probably owned it and that was released in the past 30
years and it's now not in my position anymore that is the one thing I refuse apart with I would
sell blood before I would sell my earthbound box and cart which is on display too
So I'm just so proud that I kept that.
The game obviously means a lot to me.
And if you've been following my work over the years,
you've seen it pop up in my writing,
and I've podcasted a lot about the games.
But now it's time to revisit it.
And I wanted to check in just to see what's been new
in the earthbound world since we last did an episode on this
in July of 2016.
And yes, new things can actually happen to very old games.
So I want to just talk about what's transpired in the last decade.
And I want to just talk about what's transpired in the last decade. And I want to focus on the fan gamer stuff.
We could talk more about it in detail later. But you folks have done a lot in the past.
10 years with Earthbound.
So number one, we have the release
of Clyde Mandelan's very comprehensive
Legends of Localization volume
on the game. Clyde was on our podcast,
I believe like in 2015, 2014 to talk
about his Legends of Localization book for Zelda.
This one is, it's seemingly like
three times the size, just a
super comprehensive document.
A lot of it is based on some of the work he did
in the past. Reed's holding it up on camera right now.
But there's a ton of new
information in it. It's like an essential
tome if you want to understand Earthbound.
the writing of the game and how the localization, why it's so good.
I made a little promo video for that.
Tomato did such an incredible job of just there is so much, I mean, always historically,
back in the day of Stermin-Net and being in his tomato like IRC channel, he would always be
pulling out these like little tidbits of like he was somebody that could see what was going on
on the mother two side, what was going over on Japan and just he would kind of bring it over
to us and kind of give explanations about stuff.
And Tomato, like, that was like, I'm not going to say like a magnum opus.
in a general, like for Earthbound, for that particular space of his, that is a magnum opus
of looking at all these weird details that are impossible for an American, for someone that
isn't immersed in Japanese culture and understanding to even possibly understand to get
anything of it. And he did such an exhaustively cool job. It's, if you like Earthbound,
check out that book. It is so, it is the best toilet reading imaginable. It has great snippets.
I think I spent like six months
not on the toilet
but not constantly on the toilet
I'm just going through that sucker
and it is so delightful
your legs will fall asleep
if you read on the toilet unfortunately
If you let yourself
you gotta say you have to say
this is the segment that I'm going to do
and you know just do that
because you're absolutely right
Again this is not a commercial
for fan gamer products
although I want you to buy them
but I have my own copy
and it's fantastic
and I'm actually waiting for my next
playthrough of the game
I'm doing it this month
for the 30th anniversary
to play through it. I'm going to be using
this Clyde's book and also the
Earthbound Handbook, which is
a fan gamer essentially doing a
spiritual sequel to the original
strategy guy. Can you folks talk
about that? Because I'm not sure if
it's as known to people as the Legend of
Localization book or the Mother 3 book.
Yeah, I think the
Earthbound Handbook was kind of
baked in from the beginning.
Like, the very first product
that Fangammer ever really worked
on was the Mother 3 handbook.
And that's because, like, one of the things that really spun fangamer out and made it a separate entity from Starman.net was the Mother 3 fan translation.
And so, as we were working on the fan translation, I remember, I think Camille, my wife was talking to me.
She's like, it's such a shame that, like, people will finally get to play this game, but they won't get the players guide experience that we got from Earthbound when we were young.
And so I was like, well, I mean, we've got a lot of talented friends.
Like, we could do it.
we can make our own players guide
and we're like can we do that
and so like I
reached out to a lawyer
I just asked I asked
I learned way too much about copyright law
and eventually
decided that like you know what this is a risk that's worth
taking and so we made a
player's guide basically
you know like the the mother three players
guide and after we did that
it was so much fun and we learned so
much that like
we said like all right obviously we can never like
replace the original earthbound players guide.
It's got so much charm.
It's like, it's really funny.
It's weird.
It's just,
it's kind of amazing that it exists in some ways.
But it's also like,
it's not comprehensive.
And it,
you know, it is, it is very much a,
like a,
I wouldn't say like a marketing thing, but it's like,
it's something that's there to, you know,
it's there to, you know, as a fun way
to help people get into the game,
you know, to supplement the game.
But we want something a little bit more
comprehensive. And so we decided to do it with the Earthbound Handbook, which is, you know,
kind of like our Martha 3 Handbook, a similar take, except that we wanted to be a little bit more,
I don't know, I guess, I guess like one of the things we were trying to do was to really enhance
the sensation of playing Earthbound because we had played it so many times in our lives at that
point. We wanted to kind of take, take that a little bit further and help people like
see some of the depth that you can, you know, you can experience from the game after you've played
it like a dozen times.
And so that's kind of the goal of the Earthbound Handbook.
Like, you know, beginners can certainly use it,
but it's really something we made for fans who are playing the game again.
I can say so much about that handbook.
That was actually the first major fan gamer project that I supported.
I worked on.
And that was actually, I think, why I joined FanGamer.
Like, that pulled me into as a full-time employee.
So that book is such a love letter to all the feelings and experiences of getting that
original guide of essentially the original earthbound guide it is a so much of it is in-world
like accounts retellings newspapers from the different towns there are expressions of like extra
information that doesn't exist in the game really there's just these little moments that
help express give more content and depth to it so our goal is to go even further with that and
show more of the in-world like this is a real place these are real locations this is real
experiences that people had in this world from the game and just going on another level.
So I made all these photoshopps of like, you know, this is, if this actually existed,
this real footstep, giant footstep in this hill and you can oversee on it and like trying
to be accurate to how the game looks. It's pouring in so hard of trying to be like, this is taking
it to another realm of verisimilitude in a sense. Because again, like that handbook was why I
gone to Photoshop to begin with. There's like, I'm going to, we had so much.
many people. So I want to mention, so Dan Moore did tremendous writing on the book. He keeping an
incredibly good, like varied tone throughout of these, all these disparate sources that are
combining together to make this book a whole. And then Audrey Wainer, an incredible designer and
book, put her together, formulate, so much overarching logistics work going into it. It was a
huge, sprawling project. I was only a small part, mostly Photoshop's and giving some content
encouragement and like inclusions there but it was it is such a lovely and there's so many little
references that if you are an insane earthbound fan i literally there's like photos there's stock
images from the original guide that i always like that's stuck in my mind there's literally a few of
them that were able to get the rights for and include again so they're like embedded these little
it just there is so much there if you like earthbound and want to have that replay experience you
will love that i will tell you right now yeah i'm looking forward to giving that a deep dive when i do
my big play-through again this summer.
But I flip through it, it's a gorgeous tome,
and I like how Nintendo is not reprinting that old player's guide,
and it's nice that they made it available online.
With the Wii you release, you can kind of look it up on your game pad,
but obviously not the same.
You kind of need the tactile, physical thing in your hands
to really replicate what it was like to have had that experience in the 90s.
And other things that I've been going on,
so you folks had a Kickstarter in, I believe, 2014 for a documentary
that recently released,
can you talk about that?
That's available on a lot of digital platforms, too.
So you don't necessarily need to buy the physical version
if you're looking for a way to rent it or get it digitally.
I mean, I should point out that that Kickstarter was for the earthbound handbook.
And Earthbound USA was, I don't know, almost kind of a stretch goal.
It was a separate product where the handbook was the centerpiece
and then there was a bunch of other earthbound things.
It was just our
Earthbound
We love this game
And we hope you do too
Here's a bunch of stuff about it
Kickstarter
And yeah
The Earthbound USA was just the
The longest tale
Of the
Of that whole
Kickstarter process
In a way
This podcast is kind of like
The preview version of that documentary
Because we'll be talking about
A lot of the things
That are contained with the documentary
Of course
Documentary will give you a bigger picture
Of the fan community
The Rise of Fan Gamer
All of your stories
and everything like that.
Yeah, Earthbound USA was,
it was something that we,
I mean, it was kind of on a,
it wasn't on a whim,
but it was like, well,
it was amazing, like,
Jazzy, you know,
who was,
who was the director of Earthbound USA.
You know,
she was just really constantly amazed,
like, it's unbelievable
what has happened because of this game.
And like,
even the circumstances around,
surrounding the game itself are amazing.
But then all the things
that have happened as a result of that game,
or just like, you know, certainly to us, you know, because especially because we're in the
middle of it, it's amazing. But, you know, I would, over the years, we would tell, you know,
business partners or family members or whatever, they would ask, like, they'd ask me how I met
my wife. And I'd be like, well, all right, it was, I made a website about a video game
that I liked. And so, you know, after telling enough people about that and just getting these, like,
really shocked expressions, like, wait, you did, you what?
Jazzy wanted to just kind of, you know, to do something with that.
And so the documentary, honestly, I can't even remember how exactly it started out.
But it took, there were so many iterations between like where we began and where it ended.
And where it ended was really like Jazzy's goal was to just kind of follow the humanity and just like the story of the people who were involved in, you know, just like, who.
were affected by this game.
And so, you know, she ended up focusing on myself and Clyde are kind of two of the characters.
But, you know, so much of what is included in the documentary is inspired by or just directly
from, you know, stories of people who were involved in the community.
And it was so hard to get, like, you would not believe the size of the cutting room floor
for the Earthbound.
There's so much that never made the cut there.
Um, and some of that is actually the interview that we got to have with, uh, Itoy himself, the creator of Earthbound. Um, we, we got lucky and we managed to reach out and, um, fly out to Japan and interview him. Uh, and that was actually very early in the process. We actually did the interview. Um, I don't think it, I don't think it happened before it like it was, I think it was after the Kickstarter, but it wasn't long after the Kickstarter. So we interviewed Itoy in like 2014 or maybe 2015 at the very latest.
I do want to ask a bit more about that later because there's some things I'm dying to know about that experience.
Yeah.
So, you know, we kind of started with that as like the core of this thing at the very beginning.
And then we're like, okay, well, how do we tell a story that like leads up to this that really gives us the emotional impact?
Certainly the impact that it had on us.
And so, yeah, again, there was probably, there was a million different cuts of the documentary.
You know, Steve, who also, Fangammer co-founder, Starmin.comer, starry, guy.
also my brother-in-law, he spent years of his life editing and just like putting together.
And really, he's responsible for the documentary being as accurate as it is in terms of like how the websites looked and functioned.
Like, he's the reason that when, you know, you see somebody in the documentary pulling up Starman.comnet, it takes, you know, like five seconds to load and the images are slowly, you know, unpixelating.
He did a lot of research and he did a lot of like video magic in order to make that stuff work.
Hey, I was right there with him, Reid.
He definitely did more than I did.
I remember making some of those templates for those, like,
loading pages stuff too.
So it was really interesting how there is a,
there's websites will kind of let you re-experience the internet in some ways
in like different old OSs.
So that could be,
that was great for starting up templates or things like that.
But there is so much research that we all kind of went into it with.
But there is so much stuff that even on the editing level,
we're like,
you try not to,
you try not to do any complex editing like super early in the game.
If you're still going to make sweeping cuts,
that's but there is a lot of editing that did in fact not make it into the end including like
some little like motion comic sort of stuff there's there's some neat stuff to it and
Steve did an incredible job of like I remember I spent like a few months working on like edits
for this and I was like I can't do this anymore it's too much for I this is over like this is I can't
I'm not you know Steve please save me here and he did save me and it's it was something that
was like I really appreciate it because it's it's one of those things that it it's a really
surprisingly edited there's a lot of like um reacted dramatized shots that are like surprisingly
well done and it feels like actual footage and that's both the um the compositional sort of work
and like uh filming and live action sort of effort that went into it but also the editing on top
of it a lot of effort went into it i think one of my fears because i i joined into it maybe a few
years, I wasn't there the entire 10 years, so I didn't see some of the earliest stuff. But I
know I had this worry when I did come in that it was like, is this going to be kind of dry?
Is this going to be very game focused? Is this going to be something that like YouTubers have
kind of already done? And Jazzy did a tremendous job of focusing, not just on like relationships
and community, because that's in its own sense. Like if you're too drilled down, then it's like
almost too specific to work. It generalizes out to sort of the vibes you get from all early
internet communities, a lot of people who see this documentary, they're like, oh, that's just like
my neopets forum experience. That's a lot like, oh, when I was on the Mega Man forums, I had people
just like that. There's, it, they were able to bridge it into something that is more universal
for early internet, which isn't the largest audience, but it's something that is more than just,
you know, it's not just for earthbounders, it's not just for that. It's about seeing these sort of
little vignettes of how people engaged with the internet when it was like it was back in the early
2000s and that's like I've never seen a done effect like certainly not effective but I don't think
really at all by anybody out there and it's just it's kind of like I was blown away by where they
ended up because I was kind of prepared to be like well there's a lot of ways where you can go
wrong with a there's a lot of ways but it was really well navigated so I've always been impressed
by I will say and I promise this is going somewhere I watched the uh the documentary trekkies last
night and it made me think of the earthbound USA documentary and that they're very different audiences
They're very different kinds of media.
But both documentaries do capture that 90s experience of how vital it was to find a community,
how difficult it was at times, but how meaningful that made it.
Now we are too connected.
But in the past, you would seek out these little groups, the anime clubs, forums, websites like starmen.
And you would find your group.
And I think that's like a key experience for a ton of millennials, just like,
There's nobody like me around me.
How do I find people like me?
You go online and that's where you find your people.
Yeah.
And to some degree, I think it's just a real shame that we don't have communities as insular as that anymore.
Because I think that being in such a small community, you can find a place that's distinct for you in a way that you can't really, whenever it's, everything is just full blast, social media, everybody sees everything.
it's harder to find your own identity, I think, in that world, which is, yeah, I think that's why
we were able to create FanGamer in the way that it was, was because we did find our identities
there.
We knew what we were good at, and, yeah, we formed those relationships in a way that I don't
think a lot of people are able to do, or maybe I'm just being an old man waving at the
You have to think like Discord, right?
So Discord is sort of, forums don't exist as they did.
And there's a lot of specifics to forums where they're, they're not just private
and insular, they are discoverable.
There's a lot of private discords where people have small communities and they get together,
but they're a lot harder to find in instances.
And they're also not like permanent records.
You're kind of expecting it to not be looked back upon while forums were these weird
sort of permanent repository of like these are the weird fanfix that people work together
to put like these are the weird creative Photoshop threads and spiraled off.
and you can always go back and revisit them.
There's this weird sort of the way that people engage with communication and like
interacting with others.
Discord is,
you know,
that's kind of like the heritage of both forums and IRC combined together and also like vocal
stuff.
And like,
but it's all,
it's more like IRC where it's like kind of,
you're not expecting people to come through it.
If people are coming through it,
they're trying to find dirt or something weird.
While forums are just like,
it's a different experience.
It's sad.
It's sad to see those die off for the most part and then to be replaced.
They were the biggest things.
that forums had was that they created senses of identity. The idea that like you were proud
because of like you were a good poster instead of like a really atrocious one. And like this was
you have made a bunch of really funny content on this forum. You have done these stuff with other
people. And it's like permanently there and you have to be mindful of it. It's very easy to post
complete garbage and then be surprised by how you know in the future people will find it. Like
there'll be some way that it gets out. And forums were kind of like you learn that rule very early.
Do not post complete garbage that people will find out, because it will come back to you.
I mean, we'll cover more earthbound stuff in a second, but I totally agree.
As someone who feels very old, like you, Mike Charlie, I feel like the rules we all learn from being on message boards are not being used anywhere else.
And I'm just thinking, you're asking something you could Google.
Why are you doing this?
Why are you doing that?
You would have been banned for this in any insane message board, but yet you're continuing this behavior.
But again, maybe that's just we grew up in a different ecosystem.
there.
I do want to cover a few more of the other
Earthbound-related things that have been happening
in the past 10 years.
So, Nintendo released Earthbound
and Earthbound beginnings to Switch's
Netflix-style virtual console service in February
of 2022. I assume
these are going to be carried over to Switch 2, unless
they're going to be cruel about it. I don't think so,
but who knows?
I just assume that those services
will remain intact and the games
will remain playable. We're recording this before
the launch of the Switch 2, so we're not sure yet.
Other things that have happened,
This is very recent.
There was an interview between the creator of mother, Shigasato Itoi, and the localizer, Marcus Lindblum, that was thankfully translated to English, and you can read that online.
It's always nice, even if it feels like this is one of those things where you can never find out anything new, but there are still, like, new little tiny nuggets of information, like why Porky was renamed Poki, the way he worked his daughter's name into the localization, his daughter was born.
He arrived in Tokyo for his interview the day of the Omshin Riccio Seren Gas Attack.
things like that, just these very, very interesting stories that I had not heard until this point.
And there's a, you know, a shout out I should make here is that that interview happened because
of Starmen member and Fang Amor C-O-O, Lindsay Moore.
She actually, she moonlights for Ito's company, Hobanichi, and she does a lot of translation,
localization work for them.
And we knew Marcus because we had reached out to him for the documentary.
like he was interviewed he's part of the documentary
and at some point
it came up that like Marcus
had not yet met Etoy and we're like
we've got to fix that
and so
you know long story shorts I don't remember who
how the connections got made but
Etoy was on a very rare trip to America
to see a Dodgers game
and I can tell you that part
because I was there for this
interview because another podcast
was interviewing Etoy and I was there for that
like last year
around the like during the um the secrets of mother two event in Tokyo um and after that interview
he mentioned oh by the way i'm going to be in uh los angeles like next month uh is there anything
you know should should we set something up or something uh like not quite realizing how
huge of a place america is so like you can't just like set something up real quick in a month
for uh so um the people i were with were like
I don't know.
Well, we'll get back with you.
So I got back to Lindsay afterwards.
It's like, hey, do you know about him coming over?
And she's like, oh, dang, we should set something up.
And that's how, that's, yeah, then they bounced around the idea.
And he ended up meeting Marcus.
Yeah, that would seem to be, at least it was translated fairly recently.
I think April was when the translation of that went live.
Well, my only complaint about Hobanichi, the ETOE's company, is not enough things are localized, including this book, the Secrets of Mother 2.
Oh, man.
So my wife flew in Japanese.
I was like, could you flip through this and let me know if anything interesting comes out of it?
And it is just so dense.
I realized, well, that was a very unfair thing to ask her.
So I quickly rescinded my request.
But I would kill.
So Mother 2 had its 30th anniversary in Japan in 2024.
I happened to be there.
I missed the big exhibit where they were putting the clay figurines on display.
I was able to participate in the loss in lottery and went a few kind of trivial things,
even though I invested $70 into that lottery.
but my only name drop I will do on this podcast
is the creator of Game Center CX
we visited his office
and he found out I like Earthbound
he just gave me this copy
so thank you producer Khan for handing this over to me
unfortunately I cannot read it
and I can barely speak with him
without translating through my wife
but yes one of these days
there's got to be a translation of this book
but so much has come out of the 30th anniversary
there's so much merch
it seems like I'm not sure if you guys would agree with me
is there more merch for mother than ever before
It seemed like, oh, they released the Mr. Saturn thing here and maybe like a nest thing there.
But now it just...
We were so thirsty back in the day on the English side to get anything whatsoever.
We would make her own...
I mean, Reed's wife, Camille, makes the most amazing clays.
And I was going back to like start...
We wanted that stuff to exist so badly and to even have access to it.
You could see some of it over on the JP side, but it was pretty rare.
This was like stuff that happened.
You could try to find vintage, not vintage, but like it came.
out with a game. It was more around like the launch sort of stuff. But it was really hard to find.
They did have more stuff in Japan, which was like comics and sort of derivative works that were
like, they were like holy grails for us to try to find and see them at all on the English side.
But nowadays, it's like you can be in America and order something from Hobo Nietzsche and you can get like plushes of the four.
It's like, my, it's like mind blowing. I would have gone crazy as a kid for this stuff.
Yeah. And that's, it's a funny.
dynamic to exist in because, you know, Fan Gamer, honestly, Fang Gamer was founded and started
strictly because we just didn't have access to the kind of merchandise we desperately wanted
as fans. And so we thought like, all right, well, we're going to make some stuff that's like,
it's legally distinct. We're not going to say the name Earthbound or any of the character's
names or anything. But we're just going to like make merchandise that kind of evokes how the game
made us feel and like the things that we got excited about. And so to do that in a time when
basically nothing existed like all the all the merchandise was from the 90s and it was very expensive and
nobody could afford it and so we started making our own you know like a unlicensed merchandise
and once uh the mother project started up it was like oh man like i can't remember if mother
project proper started up you know how how far into fan gamer's tenure but it was only a couple of years
into fan gamer that we realized like all right we've got to stop like we can't we can't keep making
this unlicensed stuff because they're starting to make stuff and that was the whole reason
than we started. It's because it seemed like
it was never going to happen. And so
because merchandise was starting to happen, we just kind of
backed off. And that's one of those
sad things. It's like, oh, man,
I wish, like, people will often
say, like, I wish Fangamber still made earthbound merch.
It's like, we do too.
But, like, you know, you've got access to it now.
So, like, you don't have to be that sad.
Yeah, and thankfully, it's
all owned by the creator. So
you're giving money directly to
ETOE in his company.
Yeah, even Nintendo of America, deigned to
release some
other stuff.
This is the one
thing I can think
of.
It's this,
I have this
phase distortor
luggage tag on
my mic arm.
And that was
released through
Nintendo or
club Nintendo.
It was like
very, very
limited.
But just a very
strange,
rare piece of
item from
Nintendo of America.
So even they
were kind of
like dipping
their toe
in the world
of earthbound
merch, as much
as they kind of
like to not
call it too
much attention
to that game
in the series.
So yes,
we have a ton of
mother merch.
We have the 30th
anniversary.
There's also
the official
U.S.
release of
Mother 3. Well, that didn't happen.
We're all waiting for that.
Who could have seen that one coming?
Clyde Mandolin, aka Tomato,
had what was called the Mother 3 timeline of hope on his Legends
of Localization page. That has been
not updated for a while, not since 2018.
But my question, just to check in with everybody here,
as we're discussing Motherstuff in general, even though this is an earthbound
podcast, what is the general feeling about this,
this Mother 3? I feel like Nintendo only,
released Earthbound on Wii U because the chips were down and they're like, we'll give you
anything, just please.
But Reed gave me a thumbs down and I'm kind of in agreement there.
I mean, the 20th anniversary is coming up, who knows, but...
Charlie, I'm going to give you dibs on this one.
I mean, look, to be an Earthbound fan is to forever be hopeful, a little bit of
Polyana, you know?
Exactly.
Maybe someday, like, I understand that there's...
so many ducks that need to be in a row before you can actually expect mother three to happen
in an official capacity. But I mean, the future is such a huge place. Eventually, those ducks
might end up in a row. I just don't know when that's going to be, and I'm not holding my breath
for it. I'll just be thrilled and pleasantly surprised whenever that happens. Yeah, it'll be nice
to be surprised. If not, there are ways to play it.
in English. So it's not like you
can't have the experience. It'd just be nice if we
they would acknowledge it and make it official.
So other earthbound related
things that have happened, this is news to me.
You can now play the incredibly rare
mother two spin-off card dice game called
Slot Brothers. This was released
seemingly alongside Mother 2
in Japan. Incredibly rare piece
of merge. People were able to track this down
and now I believe it's playable through
tabletop simulator, the
steam program. You can find it that way. But
yeah, one of the few
mother two products that
was a playable game.
Yeah, it was wild to see that.
And it's so emblematic
of like the
community. And like, you know,
the early spirit of starmen.net's
continuing to carry on.
Like the fact that these
folks dug up this
extremely expensive, extremely hard to find
game and so
lovingly documented it and actually
brought it into like digital space.
You can actually play it even if you don't have a copy.
of it, like incredibly cool, hats off to them. I love Earthbound fans. I think you're the best
people on Earth. I believe that is technically piracy, though. I just want to note. And that is
the classic legacy of you do what you got to have these experiences. You want to see them for real.
You want to see the official, but you do what you got. I feel like when you're printing out
your own dice, the police will refuse to get involved. Whatever, whatever you're doing.
But yeah, you can actually, you can play it virtually. They have the way to print out the cards and
the dice online. So very, very cool. Like, yeah,
the vibe I get, as being an earthbound fan,
it's a non-spiteful version of, you can't
keep this from me. It's a more enthusiastic
version of that. So I'm really
glad that's available. This is news to me.
A jokey thing I have here is
that Reggie Fisemae is no longer president of Nintendo
of America. He was
in quotes, a super villain
when it came to the Mother 3 saga. Of course,
it's more complicated than that, but
he had some fun with
making comments about Mother 3
and Earthbound in general.
Well, and we, like, a world premiere factoid here, we reached out and we actually got a hold of Reggie to try to interview him for the documentary.
And the response that he gave us was classic.
I was like, perfect.
This is exactly what we expected.
He said, this is not a topic that makes sense for me to continue commenting on.
At this point, current Nintendo management in Japan and the U.S.
are best position to address fans on this, and I hope they do.
Good luck.
So, there it is.
It's a perfect corporate memo, I think.
It really is.
That's from Reggie Fisomei principle of Reggie Fisemay Network LLC.
It hurts more when there's no acknowledgement at all, right?
Like if you don't get anything from people and they just say nothing, that really sucks.
When they can joke about it and laugh about it, I always thought that it was like,
oh, that's kind of charming there.
Like, we get it.
We're overbearing.
We made a petition.
We sent out like how many 30,000 signatures out there.
Like, you got to at least acknowledge it.
If you're not going to do it, that's fine.
We get it.
But just acknowledge that people care, and it's something that don't snuff out hope by making it something that is completely enveloped in darkness and never talked about is always my sort of feeling.
So I appreciate it, right, you a lot.
And am I missing anything when it comes to new earthbound materials?
One thing I just remembered, people track down the earthbound promotional ruler, which was a rarity for a very long time.
I think that happened within the past 10 years.
Somebody bought it on eBay for like an insane amount of money.
But it looked like you had something, Reid.
There was, I learned about this through Starman.net because they are still updating it.
But they, Nintendo allows you to get like icons for your Switch apparently.
And just a couple months ago, like around Christmas, you were able to get, like, you had to spend platinum points or something.
I've never actually spent Nintendo points except the one time to get them other music book.
But I guess you could get icons for your Switch.
So another like super obscure, rare, like instance of Nintendo.
America saying, all right, well, here's this
tiniest possible morsel
for an earthbound fan. Yeah, I'm glad
you pointed that out because I never click on
that Nintendo Switch online icon on
switch, but the one time I happened to do it, all
the earthbound icons were for sale, and I bought
all of them. My current icon is
the rambling mushroom, so I'm so
happy that happened. I think they even did
earthbound beginnings around the same time, too.
I think so. There was another big
event, I think, was about a year ago now,
but the music of Mother.
They played it. It was a live,
streaming event where they had the musicians out there and playing all the tracks with
like live visuals and like psychedelics and video drug sort of stuff going on. So I actually
I helped make a little video. Toby had a really heartfelt message for that. It was only like
all of it was in Japanese. There was a long interview with some of the people involved in the
musicians. So really it was like you could enjoy it. Obviously the music as an English speaker,
but it was hard to really get a whole lot
out of all the rest of it
without knowing Japanese.
But that was a really cool live event.
It seems like they're going to be maybe doing more.
I am not certain about that,
but it's, you know,
the idea that the music especially,
this sort of lasting heritage
of what went into the Earthbound's music
and the entire mother series of music,
that is something that is still super remembered
and loved over in Japan.
And certainly out here as well,
but they're still having like a live concert.
That was so much effort going.
It was really cool to say.
Technically, I mean, I was watching it digitally, I think, with Toby, just kind of commenting on it.
It was like, this is insane to see this go down.
It just, it's like pure nostalgia of the music being played back live.
It's lovely.
Yeah, and in terms of music, too, in the last 10 years, I think people have figured out every sample they've used in Earthbound's music.
I watched a video a few weeks ago going into it thinking, I know all this.
I just want to check in to make sure there's not any.
anything new. And there are some new things in there.
There's always more. They were using this
set of TV
themes to fuel some of the
samples. Like I think the Green Acres
song is being sampled in one of the
Earthbound songs. They have the
Little Rascals. Yeah. Within
the cafe. And it's like
there is a lot of, I used to watch a lot
at Nick at night. And so many of these things
that I just like, I unconsciously knew
that they were memorable and I couldn't even place them back
in the day. I'm like, oh, of course.
When you see these videos of, like, how they're brought back, the sampling game was off the charts,
kind of like singular, especially for Super Nintendo era, my goodness.
Yeah, and I'm not sure what the legality is.
I was looking into this because I have not played the virtual console versions of this game
far enough to get where things are really heavily sampled.
But it looks like that aspect was not changed for the release.
So they must have negotiated something or they must have said, well, this falls within fair use
or we've only used so much of this song.
I'm not sure what the logistics are behind that.
they're tiny snippets and they're also heavily like they are it's something like I've always I do not know what it is I'd love to see if there's anything more to it but I've always assumed like they can get away with it and the sort of like it is such a tiny usage just because of the limitations of the game itself are very short snippets but yeah I'd love to I'd love to know what the law like what the conversations were about that internally that's like one of those things that nobody will ever find out especially for like you know a Japanese company but it's yeah yeah in terms of change
is not to get too granular here,
but I think if you're playing the online,
Nintendo online versions,
they do,
uh,
they do,
uh,
kind of mass some effects to make them a little more friendly to people
with epilepsy,
things like that.
But if the games feel largely untouched,
I was not able to find a list of changes or anything like that.
Yeah, I think,
boy,
that's,
that's the exact kind of thing that Clyde would have absolutely jumped on and been on like,
zero hour,
you know,
back in the,
back in the,
back in the heyday of Starman.
But I'm not sure if anybody actually,
went to the trouble to play
through and document the changes. I'd be curious
to hear. I assume Clyde would have been decompiling
the code for all the
changes. Comparing checksums and making sure
there's any additions just right there.
I'm going to be able to be.
...tolde
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Well, we talked about what's been going on with Earthbound for the past 10 years.
I just want to give a brief interview, rather, of the game in case you're wondering, well, why is this so important?
Or just to remind you of why it's so important in case you've forgotten.
So Earthbound is the localization of a Japanese game called Mother 2.
It was a sequel to the original mother, released for the Famicom.
This was released in the USA in June of 95.
This is one of many attempts by Nintendo of America
to make RPGs a huge sensation in the North America
as they were in Japan.
We saw things like the release of Final Fantasy
was one of those.
They were going to release the first mother as another push.
I think illusion of Gaia,
even though it was a Zelda-like,
that was another like, can you please like RPGs kind of movement?
And then Earthbound.
And then we have Super Mario RPG.
So they keep trying to push RPGs on people.
I love them.
A lot of people weren't on board,
but it took until Pokemon really
to get Nintendo's audience
on RPGs
and that was a phenomenon
that wasn't just like
oh we found a new market
that was like
this is now the biggest game ever
so they kept going forward
Earthbound was one of those tries
and it didn't work
it really didn't work in the West
I think the game
is not like a mega super hit in Japan
but it found its audience
and it was successful enough
to produce a sequel
but this game sold very very poorly
it was a new quantity
game magazines really
panned it, which upset me as someone who loved the
game and read every game magazine. I was like, what the hell are you
thinking? But it did not
fit the vibe of
the 1995 game space
at all. It was so outside
of the expectations for
a cool video game.
Well, the end era of the Super Nintendo, it was
all about the graphic pushing that you could get
on the Super Nintendo. So it was like, this is in the era
of Chrono Tricker, Final Fantasy 6, of
Supermar RPG soon after. It's like,
well, Earthbound isn't measuring
up compared to those and that's what you visually show like that's how you promote things you know have
your commercials your promos your screenshots it it really was a driver and it always kind of has been
for video games but that was a really tough era where it was like what can you push out of this
like what are they doing like what's there is a lot of impressive stuff on the super nintendo and
visually earthbound nails it's aesthetic but it is kind of like charlie brown peanut style
and that aesthetic does a lot for its overall themes and what you're getting out of the experience
but it wasn't something that like reviewers
that are trying to, you know, go to the gamer audience
that was going to latch onto or necessarily acknowledge.
There was a few decently positive reviews,
but they were very rare.
Yeah, yeah, you would see a lot of reviews.
And I was looking at a lot of these,
in preparation for the podcast,
ones I had read before, but you would see things like,
well, it looks bad, and the humor is juvenile,
and the combat is like Dragon Warrior,
which was what we call Dragon Quest at the time.
And, you know, people wanted to see bleeding edge,
pre-rendered graphics,
polygonal graphics. They weren't used to games having a defined art style like this that was
ignoring trends. Earthbound and Mother, they're kind of like, we're doing our own take on
Americana. That's why all the characters look like characters from the Peanuts comic strip
series. We're using these bright, bold colors. We're not going for, you know, the height
of what the Super Nintendo can do. We want to evoke a vibe in a style. And that vibe worked
on a lot of people. A lot of other people saw it and said this game looks bad.
This game stinks.
Well, there was a fun tidbit that I actually got.
I got to meet the game designer years ago in Japan.
And it wasn't a very long meeting because I would have just talked to him forever.
But one of the tidbits that I did get from him was that, you know, obviously Earthbound came, or Mother 2, and then Earthbound came out, didn't do super great.
Certainly didn't meet the expectations.
And so Yamiuchi apparently said, like, listen, Donkey Kong Country is huge.
every super nintendo game from now on basically has to be pre-rendered graphics until we get to the n64
and so the very first iteration of mother three was actually super nintendo pre-rendered 3d which was
it floored me when i heard that was like man talk about like we thought we thought we were chasing
the you know chasing the ultimate uh you know the ultimate macguffin and getting like earthbound
64 but there was an even earlier more primitive version of that i mean it likely would have been
hideous, but I kind of want to live
in that timeline just for a minute to see what
it looked like, and I'm sure, with time
it could have been charming. Like
they, Super Mario RPG nailed it.
Blew that aesthetic out of the water.
When you have talented people, they will make it
work. And like, that could have been
pretty impressive if you really think about
it. They, I mean, it also could have been like
Donkey Kong. And Donkey Kong is great, but it's a
very specific aesthetic that doesn't,
it's a different vibe. It would have been really weird to see.
Man, that's cool. And I guess to be a
productive. No game looked like this. No game sounded like this. No game had writing or localization like this. Some games played like Dragon Warrior, but those were not very popular games. So this was a new experience to most people, this kind of turn-based combat with a few twists here and there, but keeping it fairly by the numbers. But it did not become a sensation, but the right people found it. And they would not stop talking about it. And I believe through emulation, that is really where it caught on because this game was on and off shelves very quickly.
quickly. It didn't sell. It was put on clearance very quickly. You couldn't find it after that. It became a kind of a rare game in the 2000s. But thanks to emulation, throughout the late 90s, people were playing this game in huge numbers and in fueling the kind of fan communities that started like Starmen.net. And I mean, we'll talk more about the details of this, but these communities can become businesses. They can inspire people to make their own games. Like we mentioned Toby Fox, the creator of Undertale and Deltaeroon. And now we live in a world in which Delta
Taroon can exist alongside Eldon Ring and no one's like,
that game looks awful.
Right.
It's for children.
Don't be cruel to Eldon Ring, you know.
It's a, it's a good one too.
And Toby got started via Earthbound Romhacks.
That's where Megalovania, the great video game song,
now classic song, came from an Earthbound Halloween romhack.
Well, that's one of the amazing things about, you know,
video game communities and that, like, you know,
I assume, at least hope is still true of Discord communities
and wherever else, you know, communities have been forming.
since the social media
diaspora. But
like growing up on
Starman.net, like we were
so many people at the site were like
honing skills that they would later
use to survive.
These were like life skills that they were developing.
And I mean, like 90% of
Starment at Net's like
output was just like
art, writing, music
and like fan games.
It was basically just like, you know,
all the things that, you know, go into
making a game. People were honing and practicing as kids on the internet, you know. And so many of them
went on to make games. Like Toby is one of them, but there's so many others like Nick Popovich. He's
the creator of Slime Rancher, an old starmin.net, you know, person. He runs that studio now. And they're
like, we worked with arena nets and we met a bunch of earthbound fans who were, you know, who grew
up on the site and they went on to become game developers. I mean, literally a couple of
times a year. We will be working with someone in fan humor capacity, doing merchandise. And at the
end of a meeting, they'll be like, by the way, like, how's Sturman.net doing? And I'll be like, what?
And sure enough, there's another earthbound fan, you know, who just, you know, we haven't talked for 20
years, but, you know, they, they were checked in back in the day. And, you know, and sometimes,
sometimes it was earthbound specifically that inspired them to get into whatever it is they do now,
whether that's art or writing or music. But even on top of that, there's also just like a whole
extra layer, like beyond the actual creative, like, creation stuff. Just like, like, I learned to run a business or the kind of to run a business by running Starmina Net, like manage a community. I learned about marketing. Like we just had to like guerrilla marketing. We were just making it up as we went. But like I learned a lot in that process and a lot of the things that I learned doing just, you know, like being annoying like to Nintendo of America taught me a lot about like very useful skills for actually.
running a business.
Yeah, that's a great point.
I feel like we are all from a generation where some of us had to go out and create our own
weird jobs because there was no other place for us in our passion where you folks went
and did Starman and eventually Fan Gamer and people like me and others.
They were like, all right, well, there are no websites anymore.
I will create my own kind of platform to talk about things or to write about things.
And it all comes from learning those skills from learning how to talk civilly to people
about the things you love.
and then creating things about the things you love,
like writing and music and art
and even creating your own game.
So, yeah, I really,
I just keep going back to how vital those early fan communities were,
and I wonder what people are doing without those.
Well, it's tough because, I mean,
there's absolutely the creative drive.
That never dies off.
It's a question of how easily do people find each other,
which I think in some ways is harder,
but then, like, if you look at Undertale,
there's a lot of ways you kind of connect
how back in the day,
startman.comnet,
community forum and that was like that was a set piece that was a place where people glommed up together
and did all this stuff that was visible and connected and all under the same umbrella and then with undertale there's a lot more like
mini discords that are sprawling and there's like modding and there's a u's i'm not even going to the i don't know
them i can't even begin to describe them but they're these sprawling sort of sub communities that develop
or people care about them and they do find each other it does still happen but it's it's a different game
It's a different sort of, and, you know, you have the mods like Undertail Yellow.
You have these really surprisingly in-depth sort of modding efforts.
And I think more so than ever, I don't want to downplay because while we saw the burgeoning,
the start of this stuff back in the day with Starminette in a lot of ways,
what the modern internet does for modding and remix, absolutely mind-blowing.
This was like, you know, the Silver Gunner sort of like going through hundreds and hundreds
of different remixes and all these, like a collective of people working together.
it's it the internet does still have its silver linings it still has good aspects to it it isn't
lost i don't want to be the old folk you're like the death of the irc's and forums and stuff like that
but how the heck you find them i have no clue because i look for this stuff and i'm like i guess
they randomly met up and like they i don't know it's it is a different space yeah yeah i think it's
one of those things where you need the free time of a non-adult because i i love uh undertale
and i love delta run but my experience is i play those games and then i really i really really
like them. They're great games. And then I move on to
the next game. And I know I'm standing at the top of
the iceberg and beneath me is all of the
discussion, all of the fan art, all of the
fan works, all of the
role playing, just
it's, and if I was like 12
when Undertale came out, I would probably be like at the
bottom of the iceberg with everybody else. But
it's just my own experience is different. But I love
that it is thriving in the same
way that the Earthbound community was thriving
25 years ago.
And that brings us to star men,
So I wanted to focus on this aspect for the last third of the podcast.
And we've touched up.
on it briefly, of course, Starmen, formerly earthbound.net, was the roots of the fangamer
business. And I just want to ask everybody on here, I mean, I know we don't have a lot of time left,
but Starman, what is it, what happened, what did it foster, what were the activities and events
like? It seems like there was so much going on. And my experience was of a lurker and maybe being on for
like, between like 99 to 2005-ish. That was kind of my time on the site. But I know I missed a whole lot,
but I love being on there in the very beginning
because it was the core community
of online earthbound fans.
Yeah, Starman really grew out of just like,
it was just a one-off site that I made,
a very flat site.
It's actually still archived,
so you can still visit it.
I think I archived it on Starman.net a long time ago,
and it's still available through there.
But, you know, a community grew there
insofar as, like, I got a lot of emails
and I would like start posting, you know,
things that people had sent me
and just like crediting them in the email,
And then it was like the most primitive possible message board in a way.
People email me.
I copy and paste it onto the website.
And like people start talking back and forth to each other through that.
And so that grew.
And like I, at some time around there, I learned about IRC.
And it was like, oh, great, chat room.
All right.
I don't have to copy and paste stuff on my website anymore.
I just tell people to come to IRC.
Yeah, it became starmin.net.
You know, it was Earthbound.
net initially and then it became Starman.
dot net and it was basically a bunch of bored kids like we just we like I grew up on a farm in the
middle of a cornfield and I was not big into farming and I did you know construction and farming were
the two things that I you know my dad did and I helped out and I did that but I didn't love it
like I would always try to get back to the computer I'd stay up until three four a.m. on school
nights just working on starment dot net stuff because I was really excited about it and like I was
part of a community that was doing something. And the thing that we were doing was partly just
building up our own community, like making it bigger, but also we were starting to reach out and to
get recognized by sites like IGN. And you're like, like Perr Schneider, you know, he's, he's a part of
the documentary. And it's kind of amazing that he still is where he is. He's been there the whole
time. And he's able to go back and he's got these old, oh yeah, I got this binder of like these
things from the late 90s. And here's, here's some mailbag questions.
that you guys sent in, the Starmen sent in to IGN back then.
And so, you know, we started getting recognized and acknowledged by, you know, like IGN.
We ended up in Nintendo Power a couple times, a bunch of other gaming magazines,
just by virtue of just being really excitable and having a lot of free time.
So, you know, the height of that was really us, like, organizing and sending these petitions
to Nintendo specifically to say, like, we want more Earthbound, please.
And one of the struggles in that process was just trying to keep it positive.
And I think that's going to be a struggle for anything that involves more than a couple people is like, you know, not letting it become like bad or negative.
And it certainly constantly trended that way.
And we did our best to keep it out of the, not to gutter, but just like to keep it from being like angry.
But it often ended up being angry.
And that's probably one of the only regrets I have is like, I wish I could have kept this more generally positive and not like, you know, not like personal.
agreement that like Nintendo is specifically
targeting me or us
to not give us what we want
yeah and that was the earthbound
siege project well what year was
that I you mentioned it it's basically
a binary put together you're sending it out
to Nintendo various
websites like one up the site I would eventually
worked for just to kind of create awareness
like we're here we want more
earthbound and
was this before or after the release of
Mother 3 in Japan
that was after so the the siege
was actually specifically because like
as Mother 3 was about to be released
like the game was announced that they were working on
it we were all really excited but as it
got closer to release the more
pessimistic the whole community
became about our chances of actually getting it
in English and sure enough we didn't
and it was pretty clear at some
point that like it was just like
there was no point in like holding our breath and waiting
it was just not going to happen
and so that's when we decided
to pursue the fan translation
and thankfully I say we
it was really Clyde.
Like, Clyde was willing to do the fan translation.
Basically, so his friends could play this game is kind of what it boils down to.
And so while he was doing that, we didn't, like, I mean, personally, I felt bad.
I was like, well, I'm sitting on my hands here.
Like, I don't know Japanese.
I can't translate this game.
I don't know ROM hacking.
I can't help with that.
What can I do?
And so that thing was to, like, do everything I could to make sure that, like, we had done everything
that we could to get the game legit.
legitimately. And so that took the form of what we called the Earthbound Siege. And again, it was just like tons of fan art, tons of music, tons of videos. Basically any way you could be creative and just like be loud about Earthbound. We encourage people to do. And at the end of it, we ended up like creating. This was one of the first like book projects that I ever did was like the Earthbound anthology. And we basically took all the all the fan art and everything and we just like made a bound copy of this incentive.
to a bunch of like outlets like including one up um IGN I don't know how many other places we
sent it um yeah it was it was a it was a incredibly sleepless summer because we did it in
the span of like four months like we went from zero to having a bound book that we shipped you
know to a bunch of media outlets so we're covering things pretty quickly here so the growth was
from uh star men into fan gamer fan gamer correct me if I'm wrong existed initially to
sell kind of off-brand
earthbound merch because there simply
was none to be found. You eventually branched out
after that, but it seems to me as an outsider
the release of
the translation or localization
unofficial of Mother 3
was a transformative
moment for fangamer
because we have the release of
the official
unofficial strategy guide, which is
amazing, and also there was
merch for a game that
was being unofficially released. In fact,
I had to dig this out, but I still have my Franklin badge keychain somehow was able to hold on to it since like 2008.
But from an outsider, I think I had bought things before the Mother 3 translation, but suddenly you guys are getting a ton of attention there.
That's a key item.
It's really hard to get rid of.
So you've got to be careful.
It's hefty.
I mean, it's really kind of, it's actually inaccurate to say that fangamer started off as a merchandising company for Earthbound.
stuff that was kind of incidental to the creation frankly uh like our or the initial goal
for fan gamer was uh we we saw that you know we made starmen dot net it was this really cool
community about earthbound could we make other communities like this for other things and we tried
but it turned out that that was also around the time that social media was really popping up
and the demand for communities like this was just disappearing.
And so we started selling shirts and stuff to keep the lights on,
and it ended up being more than just keeping lights on.
It became what we just had to do, period.
Yeah, my memory is just the first things I purchased were earthbound T-shirts and pins and things.
So that's just me.
My own memory is informing your actual history.
But I do remember that when they became available, it was so exciting to me to be walking around in an earthbound shirt and thinking, nobody knows what this is.
Just feeling very smug about it.
That's like a 26-year-old.
Yeah, we almost immediately, like after making the first few earthbound things, we're like, okay, well, what do we do next?
What's our next favorite game?
And the immediate consensus was chrono-jutor, I believe.
And so we started doing that.
And still with the idea of let's also make a Chrono Trigger community.
And you'll notice that there is no fangamer Chrono Trigger community.
Do you remember the IRCs back in the day?
Because there was Earthbound.
That was like the aboveboard one.
But then there was also CT for Chrono Trigger.
That was the more out there and like, this is the teenagers' cool zone.
Yeah, the bad boys of Starman.com.
That was a fond memories of CT messages.
It's funny you mentioned Chrono Trigger because I feel like Chrono Trigger fans are more mistreated by
Square Enix, then
Earthbound fans are mistreated
by Nintendo.
It just,
and it's a case of
of square not owning the
characters, which I think
they would do whatever they wanted
with Krono if that was
one of the characters they own.
That just,
it seems to be that simple.
Yeah.
Yeah, that's basically my,
once a year,
I talk to our licensing director.
I'm like, oh yeah,
so when are we going to,
what do we have to do
to get a Krono trigger?
Like, just remind me,
oh, that's right.
Yeah, we can't.
It's not going to happen.
But I, every year,
I remember and I try it again.
So,
so you're doing,
a lot of things that are involving Nintendo
properties in legal ways
mind everybody. When
did Nintendo first become aware of you
were there any concerns
along the way when it came
to kind of dealing in this
what is considered a gray area
by a lot of people? Well it was actually
from the jump because I was so
nervous about like I didn't
want to make any enemies and I didn't
want to do anything that I felt was like
morally wrong and so I emailed
Nintendo like I
I asked around, because of, you know, like, because of the circumstances of, like, the translation that we knew a couple people who worked at Nintendo.
And so I asked them to get me an email address.
If someone I could ask, like, hey, how do I get the license to make earthbound merchandise?
And I sent an email, and the response I got back was like, it was like one line.
And it said, like, we don't license retro titles.
Good luck.
It's like, all right, I am, I'm going to take that as tacit and not endorse.
but look the other way kind of situation.
And so we went from there.
And we never really had a problem with Nintendo.
And I think that's because of the rules that we kind of set for ourselves to say, like,
we will not, you know, we will not use trademark names.
We will not even use non-trademark names.
Like we're not trying to.
And another thing that we did was to look and see like, all right, well, what merchandise does exist?
Like if a fan wants to buy something, can they buy stuff?
And if they can, then we're not going to do it.
or like we're not going to do that kind of stuff specifically
and so that was true of you know chronotrigger like there was
there was no merch of chrono trigger you were not going to find something for it
and so we felt we felt comfortable like you know making again you know
chronotrigger inspired merchandise and then that ended up you know
that's something that we got away from you know after you know five five-ish years of
of business because we had started working on indie games
and you know and then eventually we started working on like bigger bigger games
and then AAA and it's kind of funny that that's kind of brought us back to focusing on indie games because those are really the most like those that's really where the juice is for us it's kind of funny you were talking about like delteroon and dark souls or uh elden ring and those are two two big licenses in our lineup but delteroon is the bigger license for us which is kind of wild and i should point out that uh i was just in japan not too long ago people in japan love uh deltourne and undertale like they they are also very
intense about those games and I went to the
fan gamer pop-up shop in Shibuya
and it's just full of
Undertale merch
Undertale
the god I forget the name of the cookie
The Tyaki? Thank you, thank you
yes you get your own Taiyaki with Undertaker
Oh did you see the front frame of that
The like the fan gamer
They have like an animated front facing
Billboards
Yes we took a video of the entire
animation. Awesome I made that
I've been making them so update
every time there's a new rotation of Taiyaki
I'll put those in and do a little animation with them
I love seeing like whenever people
I don't want to look at it myself
but when other people like it enough that they want to record it
it's like such a like yeah
that is such a fist pump moment for me
so I'm glad to hear you did that
yeah I wanted to point that up because you have
you've really expanded there is a fangamer
Japan and obviously there's no bad blood
because you folks release games for Nintendo consoles
so they're not they're not holding anything
you've done in the past against you because there's no reason to
but it's nice that there was never any hostile back and forth about what you were doing.
Yeah, part of it was just obscurity.
Like, you know, even though everything that we were doing was big for us and that, you know,
we were seeing a lot of success, it was in such, it was a niche within a niche within a niche.
That, like, you know, when I would approach people on Nintendo or, you know, much more rarely be approached by people of Nintendo,
they wouldn't know, they wouldn't know and they also wouldn't care.
It's like, okay, Earthbound, I don't know, I don't know what Earthbound is.
I'm sure it's fine.
Anyway, let's talk about this, you know, publishing thing you guys want to do.
So, you know, that was one of the things like when I was a kid and up until, you know, close to the time when we started getting more serious about, like, the fan translation and, you know, the petitions and everything, I just thought of Nintendo as like, all right, well, it's just this, like, it's this big company, everybody knows all the same stuff, and they're all going to give you the same answer.
And, you know, it didn't take long for me to realize, like, oh, okay, Nintendo has thousands of employees, and none of them agree on anything.
They all have their own personal opinions.
You know, the company has its way of communicating with the outside world, but the complexities of a company, like a company that large are make it, make a lot of things possible that you might otherwise think or not possible.
And I want to go back to something we talked about earlier, something that I'm personally very interested in.
Now, in the documentary Earth by USA, great documentary.
Everyone, please watch it.
You folks did get to meet Shigasato Itoi.
And a part of that meeting is documented in the film.
I'm just curious as to what that experience was like.
And I know it was now 10 years ago.
But I'm wondering if you could fill our audience in into what it's like to meet the creator of the mother series.
Charlie, you might have a better memory of this than I do.
So I want to let you go first.
Yeah, I think Reed was at the time part of the interview, like the back and forth and was probably pretty obsessed with that.
I was behind the camera.
So that was convenient for me.
Just walking into the Hobonichi offices generally, you start to get a feel for who this guy is.
What kind of a company does he run?
And so, you know, you open this door, you go up the elevator, there's only one door outside of the elevator.
It opens up and there's just a gorilla sitting on the ground.
Wait a minute.
Is that the ape from ape?
No, I think it's just some big random gorilla statue that he saw one time for sale on the internet and decided to buy it.
better. So it's just in his office. And I'm pretty sure it's still, he's moved offices a few
times since. Still there. Yeah. And so you just look around, you check out the artwork. There's
some like original David Lynch pieces on the wall, which are wild. And you look at the spaces that
like his employees are working at and how this whole place just feels very homey. The people
there seem very happy and just really into what they're doing. It's, it's, it's, it's, it's just
like a really cool place, not what you usually imagine, I think, whenever you think of a Japanese
office culture. It is, uh, you can tell that there's a warmth there, uh, that, that, uh, it doesn't fit the,
the stereotype. Um, and so we got to meet him. He shows up, uh, at this little, this meeting room that he has
this very traditional Japanese meeting room
or we're all sitting down on tatami.
And, you know, every time we have a question for him,
you can tell, like, he takes a moment
and he thinks about his response.
And then he gives something that just blows your mind a little bit
every single time.
It was wild to see.
Like, he is as thoughtful of an interviewee, as you can imagine.
I think a lot of that comes down to the fact that he is a copywriter.
That is his job.
His job is to take a complicated idea and make it into a simple phrase.
And yeah, clearly that's just the way he lives his life.
But also at the time, it seemed like we were kind of blowing his mind a bit.
Like he did not seem to realize like how big of an impact his work had had on people in the United States.
And frankly, I don't think you really understood what an impact he had on the Japanese audiences either.
Because eventually, like last year, you know, again, I went to the Secrets of Mother 3 event and, you know, then talked to him a bit afterwards.
And it was clear that they did not think that that event was going to be as big as it was.
It was sold out every day.
There was a line to get in.
And it wasn't just like a bunch of, you know, 40-year-old dudes.
coming into this place. A lot of them were just young kids who were just genuinely interested in
this property. It continues to be influential and interesting to people. And I'm kind of getting away
from the Itoi interview a bit. It all kind of comes together in that he's just, he's just an
interesting person to speak with. And his work is impactful even, you know, decades later. And you can see
why when he seems to be
I mean I don't really follow him
that much in his activities but it seems
from an outsider's perspective he really is embracing
mother more than ever in terms of at least
like here are things you can buy
we're going to celebrate it more and it's not
like he was ever dismissive about mother but
it was one of the many things he was doing
with his life and he is not a game designer
he is a copywriter slash Japanese
celebrity who was like one day
oh I want to make a video game I'll talk to my buddy
Miyamoto we're going to team up and
the way he wrote the games is very unique
where he would just dictate funny lines to someone who would write them down.
So this is just like a little sandbox he wanted to play in for little portions of his life.
But I like that he is realizing like, oh, these kind of like little games I made that I had fun with and didn't think about again.
They are like life-changing for some people.
People have really fallen in love with this series.
And I'm happy to sell you all manner of plushes and planners and bookmarks and whatever you want.
I can put the clay figures.
I did not go to these Mother 3 exhibits,
but I don't know where those figures were,
but they're in immaculate condition.
I was shocked.
They're like artifacts.
They've kept really good characters.
They're bigger than you think they are, too.
They are not small little statues.
I mean, they're like, yeah, they're gosh,
at least six inches, maybe eight inches tall.
Let's say you get that detail.
They're like surprisingly detailed
when you actually see them in the magazines.
Because we've had the Art of Nintendo Power Guy
on our podcast and he is
he's seeking out the artifacts
of you know what where's this model
that they photograph for
this issue or where's the
maniac mansion house they built for this photo spread
and normally it's like a contractor
was hired to build it and it was so big they had to destroy
it because there was just nowhere to put it
but these things I feel like they're all like neatly packed
into boxes and just put away for some future
event they knew might be coming
that's actually a question I've always had
is if we have a running and I don't think we
do the total account of like a lot
of every known clay that existed
that was originally created
like obviously there's ones in the magazines
but I know they had some in their guides as well
they had items they had stuff that was like
representations that were more than any
U.S. English speaking fan ever engaged with
oh yeah I did also want to note that like
when he was actually making the games
the experience of making Mother 2 and Mother 3 especially
they seem to be exhausting for a toy like he mentions a lot
where you know he wasn't able to see his daughter
this is an experience that like really
it took a lot out of him and I and he has this class
sort of I am done with this. I'm not making Mother 4 like a very classic a dev who has gone
through a very arduous birthing process. Usually it takes a few years for them to be able to
return back and say, well, I want to revisit this. I want to think about the joy that this game.
But like in the moment, he seems so done from such an exhausting experience. And it's, it's
lovely to see him reengaged. I mean, he is in his 70s now. So it makes sense he doesn't want to make
a new video game. In fact, he's even said, you know, I love Mother, but if you want the game released
in the West, I can't help you,
so please stop contacting me about this
in a very polite way.
But yeah, he's a fascinating guy.
Without him, these games would not be as special
as they are, because he is the creator.
He is just fueling
the weirdness and the uniqueness
of all of these games.
Before we leave, though, I'm just curious
for all you folks on the podcast.
What is your current relationship
with this game? Have you played it
recently, or is it just this totemic thing
that is omnipresent around
you so you don't need to re-engage with the actual text anymore.
I'm just curious as to your relationship with Earthbound currently.
So for myself, I actually, the last time I played through it, or at least played it, was with my daughter when she was, she was probably like four.
And I've been very nervous about like being overbearing about like, oh, well, these are the things that I liked when I was young.
So guess what?
Now you have to like them too.
So I've been pretty hands off on that.
but she kept asking questions about like, well, what's the short little guy?
You know, oh, that's Mr. Saturn.
You know, she did, I've got plushes all over the house.
And so, you know, she's like, well, what's he from?
And so, you know, I would tell her, like, what's a video game that I liked?
And so eventually we started playing it together.
And it was insanely sweet.
And I will never forget, like, that opportunity.
I got two more kids since then.
So I'm waiting for them to ask me, like, hey, when can we play Earthbound?
But I'm not going to push it.
That's great.
That's great.
I never thought about that experience of just like, what does a modern child think of this and, you know, how do they engage with it?
Yeah.
Yeah, I'm kind of waiting for my kids to get a little older and more skilled at reading before I really introduced them to any RPGs.
But, I mean, I still play, like, I mean, I don't remember once the last time I played Earthbound, but it was probably for some event or another.
I know I played
Earthbound Beginnings last year
on my Switch.
So still
I think the one I played the least
is probably Mother 3.
It's been a while for that one
because that one's a little tougher
to play very effectively
because I don't really want to get a flash card
and I don't understand
Japanese well enough to play it
on the Game Boy Advance.
But if you're not playing it
Game Boy Advance, then you're kind of missing out on the battle, like, a lot of the battle system.
Yeah, the timing is so hard on an emulator. Like, it just, it's a little bit off, and you really
have to be precise with a lot of the songs from other three. But anything else, it's easy to just,
you know, pop it open on the switch, just start playing through it. And Everdren, how about you?
So I used to play it more than yearly. Then at a certain point, it kind of went down to every
two or three. And then, like, I think maybe I played it middle of COVID, like, maybe,
maybe two or three years ago now, it's about time for me to play through it again.
It's always a game that, like, no matter how many times I've played through it, there's so
many, the big thing is incidental dialogues that are insanely well-crafted and memorable.
Those are always, like, surprising. And sometimes you remember them. There's just like one guy
who's like in Moonsai and he's forgetting who he's am is like, I am a forget, I am a forgetful
man. I'm a forgetful what? Am I a man? And it's just like,
like the weird, there's all these little, and obviously they had, they, they're not just
the toyisms. They're also filtered through Limblum and there's all these sort of like
tiny little moments of expressions within these characters and they like constantly run through
my head as far as like this is being able to to write like that and have these little vignettes
almost of expressing ideas. That's a lovely thing that I, you know, so earthbound is baked into
me so hard that there's just so many times I remember like lines and sprawling
elements from it. But it's one of those things that I, when you do go back, there's always more
there for you. And in a way, like, because of the relationship where there's a lot of references,
there's a lot of connections over to Undertale. It's like always getting like re-brought up to
where Undertail is a similar way where like wherever you are in your life, when you go back
to these games, there's always something there that's kind of new and surprising for you when you
return to them. And that's, I think that's the hallmark of what a really good, memorable
nostalgic but like lifelong game for a person can be so I and I like mother three even better
mother three is one of those games that I think is so like it's a little bit more intense and
direct about its theming and concepts that it you know it kind of beats you over the head with it
but it's it's also it's it has the same sort of little memories and sort of like people
dealing with these situations of like a world that's truly gone absurd on them that I think
is maybe more poignant than ever given we've had some weird recent time it feels like modern
living has only gotten weirder and weirder with what we're experiencing through it these are
games that are just they're it's insane to think that they exist at all in a lot of ways
but they're they're always so poignant and lovely to see that they do exist and they can
always come back so i got to play i got to play i got to play through all of my final statement is
i'm a i'm a big stinking hypocrite because i have honestly not played through earthbound
in 20 years.
Every time it comes out on virtual console,
I'll play through an hour of it,
but it's just like, oh, it's so special.
I need to set aside time to replay it.
And up until that point,
I played this game maybe like 20 times through.
Like the summer it released,
I think I played it through six times
because it's like a 30-hour game
and I was a 13-year-old boy with no job.
So very achievable.
But like, in the time since 2005,
the last time I replayed it,
I've just been learning so much about it.
And yeah, this is going to be the year
when I replay it with Clyde's book,
with the fan gamer,
new earthbound guide next to me. I wanted to be like a very rich experience and like weirdly enough,
the last time I replayed it was 2005 and I was getting back into writing after taking a break and I was
writing unofficially for my one-up.com blog and I was doing kind of like a let's play as I was playing
through the game again. And that is honestly what got me back into writing and kind of kicked off
this phase of my writing career and in video game career, which is still ongoing. So I feel like
Earthbound has done so much for all of us.
on this podcast.
Yeah, that's beautiful.
And the fact that you,
you know,
you've got the opportunity now
to go back after 20 years
on the 30th anniversary.
It's just like,
oh, man, perfect.
You got to take advantage
of that.
Grab that star.
I'm going to have the box
next to me on the couch,
my arm around it.
I won't go that far.
I won't go that far.
If only because I don't want
the box getting damaged anymore.
Right.
But that is it
for this celebration
of the 30th anniversary
of Earthbound
and a celebration of
fan gamer as well. Just learning about
more about the community, where fangamer
came from, and how closely connected
everyone on this podcast is with the game.
Before I plug anything
and talk about retronauts, let's go
around the horn here. Is there anything
you folks want to plug like social media presences
or anything else?
Or is it just come to fan gamer,
spend money, be happy.
Oh, I got a big one. Reid, do you want me to
say a big one for us?
So off a delightful
delightful indie RPG
created by Mortis Ghost
this was an inspiration
for Undertale
for a lot of indie game
dev, certainly surreal RPG
came out 2008
was a free game
we're making it cost money baby
yeah
so we're doing a remake of it
that is being very true
to the original expression
we're working directly
with Mortis Ghost
has added new content
we've souped it up to a thing
we're like okay
you can always play the original
or never you know
that will never be charged for
but this is a new remaster
that if you want to pay some bucks for
you can get this new
it is the old experience
lovingly brought forward, and that'll be coming this year, I think I can say. So we're super
excited to see it out there. We're going through like final tweaks and testing, but it's pretty
much there. We're just so excited for it. So we have, I think we have pre-orders for merch and stuff
like that. But if you liked Earthbound, if you thought Earthbound was a cool game, this is a game that was
absolutely the seeds of what Earthbound put out there. The indie devs branched off and made their own
unique expression from that sort of diaspora of those sort of sensation.
It's very cool.
So please check it out if you've got time, if you like surreal RPGs.
Yeah, I think anyone listening to this and who enjoys Earthbound should really enjoy that one as well.
And to piggyback off that, this is the only plug I've got, is that part of the reason that we
even know about off, that we found out about off, is because a fan translator, Quinn, actually
took the fan translation and post about it on Starman.net.
It's kind of the way that most of the English playing fan base got into it
is because of this post on Starma.net.
So it's kind of wild hell convoluted.
All these intertwining things have been over the years.
One thing I'd want to mention, especially on the topic of Earthbound,
is it's not my podcast, but some friends of mine,
they have a podcast called Mother She Wrote,
where it's a couple girls.
One of them is playing through Earthbound beginnings for the first time.
They talk about it, you know, episode by episode, and there's also like this whole audio drama
where they're basically recreating the story of it.
It's really cool.
They're eventually going to do Earthbound and Mother 3 as well in the future.
It's very well done, and that community is part of what's keeping me in touch with all
of the mother news that comes out because they're very involved in digging up all sorts
of weird little tidbits.
So I highly recommend.
And this has been another episode of Retronauts.
Thank you so much for listening.
And this is a completely Patreon-supported podcast.
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for another episode of Retronauts. Take care.
Thank you.
