Retronauts - Retronauts Episode 69: EarthBound
Episode Date: July 4, 2016The SNES RPG EarthBound might be considered a true cult classic, but its rise from critical flop to beloved masterpiece didn't happen overnight. On this episode of Retronauts, join Bob Mackey, Ray Bar...nholt, Michael Grimm, and Andrew Goldfarb as the crew tries to pin down what makes this Japanese take on Boomer-friendly Americana so special. OK desu ka? Be sure to visit our blog at Retronauts.com, and check out our partner site, USgamer, for more great stuff. And if you'd like to send a few bucks our way, head on over to our Patreon page!
Transcript
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This week on Retronauts, we dine on fuzzy pickles and trout yogurt.
Hello, everybody. This is your host, Bob Mackie for a brand new episode of
Retronauts. And today's topic is Earthbound. Finally, I've been biting my time, but after
three years of doing this podcast independently, it's time to talk about Earthbound. And I have a
great group. Let's talk about who's here today. First, across the table for me, first time guest
on Retronauts. Andrew Goldfarb. Hello, Andrew. Andrew, where do you come from?
I'm currently at IGN. IGN. And Andrew's a lot like me in that he started in games journalism,
then he left for a publisher, and then he came crawling back. I don't know if you're anything
like me. I was like, I'm better at this other thing. So I just want to do this again, you know.
else is here today? Michael Grimm. And it's Michael's first time on the podcast. And Michael, where
my people know you from? I'm generally on a laser time podcast every now. Okay. And do you
have a workplace you might want to mention, or is that top secret? Uh, work at Wikia.
Okay, cool. Tenly Grimm is a former one-upper. That's true. He was, I guess, I'm guessing an
intern. I was, yeah. Newsie intern preview. I'm guessing, well, were interns paid back then,
or were they not paid? Funny story. Do I owe you money? I believe I work for six
months and did not get paid during that time, but then because payroll was messed up,
so I got six months of pay at the end of six months.
That sounds like games journalism.
It's pretty great.
I didn't get paid for five weeks when I started at one-up, and that's kind of normal.
Who else is here while we're phone people under the bus today?
It's Ray Barnholz.
And Ray, we know who you are.
Anything, anything in the works right now, anything we need to know about?
No.
But you still sell scroll magazine, which is great.
Yeah, yeah, yeah.
Yes.
Everyone reads scroll, scroll.org.
Again, today we're talking about Earthbound, and it's another one of those retronauts where we're returning to an old topic.
The last time we talked about Earthbound was in 2009, and the circumstances behind that episode did not make for a great episode.
Yes, Ray, I'm judging an episode I was not on, but you were on.
I was on it.
I don't remember.
Actually, I re-listened to it.
It is the episode that happened right after there were massive, massive layoffs at one-up.
Okay.
Maybe 60% of the company was gotten right out of them.
Yeah, exactly.
Those were dark days for everyone, and you can kind of tell based on the lack of enthusiasm.
I don't blame anyone for being unenthusiastic after watching all their friends leave and wondering what's going to happen to me next.
But this is independent.
No one's getting fired after this, so don't worry.
No one was fired before this, so we're going to talk about a great game.
And what I want to talk about really is maybe you're an outsider.
It's possible you've never played Earthbound.
That's cool.
But people are just nuts about this game.
I mean, the cult status is what elevated it to what it is today, which I think is kind of universal.
beloved. It was this weird little oddball underdog, but now I think people understand like,
oh, no, this is really great, and we were kind of weird, and maybe we didn't know
quite what it was at the time. So, before we get started, I do like to talk about the origins
of the subject at hand. So I did an episode about the first game, Mother, and I should mention
Earthbound in Japan is called Mother, and Earthbound, the S&ES one we got, is actually Mother 2.
So that might clear up some things you might be confused about if we keep saying Mother, and you're
like, what are they talking about? So the first Mother,
game came out for the Famicom in
1989, and
like I said, I did an entire episode about this
for Retronauts Micro about a year ago. I don't want to talk
about it too much here because I covered it in about 12 minutes,
but essentially it is
sort of like a dry run for
Earthbound. Have you guys played Earthbound
Zero, Earthbound beginnings, or
Mother? There are many names for this, but it is available
on the WiiU virtual console.
Bafflingly. Bafflingly, yes. Nintendo
did translate it. They held onto that translation
and they released it was
like 24 years later, I guess.
I've said my piece about it.
Do you guys have any thoughts about the first mother game?
It definitely does feel like a rough draft for Earthbound.
I mean, I've never finished it, but I've played through the first couple towns,
and it's like even Nintendo's design, obviously, inspired what Nespa came,
and you can kind of see it in everybody.
But it lacks the heart, I feel like, is my experience with it.
It definitely has, like, a little bit of the kind of general thematic similarities you would expect.
But I don't know.
For me, it just doesn't grip me.
Yeah, it has a lot of the same.
music. A lot of the same ideas. Earthbound or Mother 2 does feel like a remake compared
to what came before. Michael, did you have any thoughts about this? I only really played around
up on an emulator. But not, didn't get very far. No. I don't blame you. It's a, uh, the main
problem with the game is just random encounters. And I played it maybe in late 90s or whatever,
whenever that first leaked fan translation came out. Actually, the leaked Nintendo translation came out
in the late 90s and I played through it. And I went back to it. I was like, I can't be that bad.
And like every three steps, random battle, every three steps. It is so.
wearying it wears you down, Ray.
Have you played any of any of this at all?
Yeah, you know, I was on top
of Earthbound because I was so
hyped for the original game when it first showed up
in like Nintendo Power when they were going to release
it, they had like two screenshots in Nintendo Power
and it's like, oh, this is called Earthbound
and this is going to come out and it's kind of like a modern day
RPG and I was like, holy shit.
And then that didn't come out for like four years.
Was that supposed to come out in maybe 91?
Yeah, yeah. And it already looked pretty primitive
even by 1989 standards.
Michael, sorry, do you have something else you wanted to say?
Oh, I just want to say.
I think it says a lot that people are so passionate about this game,
and nobody really seems to care about it.
Exactly.
I did play the translation.
I did kind of enjoy it.
I mean, I think you do need a more open mind if you go back to it from Earthbound.
You really do.
I think it is sort of one of those difficult RPGs like Dragon Quest 2
that is a little hard to get into and a little punishing,
but it still is fun.
And I recommend you buy this online just to show Nintendo.
We like mother games.
We want you to bring us more.
and then download an emulator in a ROM and play with the easy patch.
It's called the Easy Ring, Look It Up.
It cuts down enemy encounters.
It gives you more experience, more health.
It makes the game, it lets you see the content and gives you a more, I guess, modern-day adjusted RPG.
I have been meaning to try that.
Me too, yeah.
I think it's the only tolerable way to play through Mother One.
If you want to know more about this game, please listen to that episode I recorded about it a year ago.
It's just called Earthbound Beginnings.
You can find it on her feet.
So I do want to talk about the people.
behind Earthbound because Earthbound is
kind of the singular
brainchild of a writer
I can't even pin him down to one profession
he's sort of like an every man he's a renaissance man
his name is Shigasato Itoy
born in 1948
and he's a celebrity in the Japanese sense of the word
like you see these people on talk shows
in Japan and on like Iron Chef style shows
and it's just like they just seem to be everywhere
and they seem to be doing everything
and I'm not sure if that kind of celebrity is still
a thing in Japan has the internet
has the internet interfered with that in any way?
I'm wondering if culture moves...
No, no.
It's made it worse, right?
Okay.
They've never let go of that.
So the funny thing is, and it might not be something that we think about that often in America.
Maybe it's even rare in Japan, but he's mainly known for his copywriting skills, and that's
where he got his start, really.
And that would be like, oh, he's the guy who wrote, I'm loving it, or this buds for you.
Like, those kind of catchphrases are what he is responsible for.
Unfortunately, they don't translate very well.
It's usually like three words or something like, how are these connected?
I guess this is enigmatic if you're Japanese and you can understand this based in the context in which it's presented.
But I do have his mother two tagline, and that is adults, children, and even older sisters.
That is the mother two tagline, and that requires explanation.
Based on an interview I read, he was worried even in the early 90s that gaming was becoming something only nerds would enjoy.
Like only people that go to gaming conventions and play games alone, he's like, no, I don't.
I remember when Mother came out, my older sister liked it.
I want the older sisters of the world to play a game.
And I'm like, wow, this guy, like, was really forward thinking for, you know, a 20, 20-year-old quote, 22-year-old quote.
So he had a lot.
He was really ambitious with the idea behind Mother.
He wanted to be a game for everyone.
And basically, Satara Yuwato took this idea to heart.
That was Nintendo's former president, RIP.
He wanted Nintendo to become the company again.
That's what happened with the Wii.
He's like, this is going to appeal to everyone.
So essentially, the Wii sort of came from a,
Itoi's philosophy.
If you hate the Wii, then you might hate him, but please don't, because he's pretty cool.
And basically how this came about, this pairing, is Shigasato Ito, Ito, came to Nintendo for the
initial pitch for the game Mother.
I guess he was doing copywriting for Nintendo, writing their catchphrases, writing their
slogans and stuff like that.
Miamoto, Shigeria Miyamoto, I don't need to explain who that is, of course.
He liked the idea, but he was skeptical.
This was an era in which lots of celebrities were just sticking their faces on crappy games.
So he's like, Miyamoto was like, if you're going to work on this game, you're going to
to work on the game.
So he would bring him like text adventure documents, like study this, study how to make a game.
And Etoy did not even use a computer at the time.
So essentially he wrote all of the dialogue from Mother and Mother 2 by telling an assistant
the dialogue who would then transcribe it.
And based on her reaction, he would decide whether or not to keep it.
So even this late in the game, he did not know how to use a computer, but he was still
designing a video game.
Maybe not the whole RPG nuts and bolts of it, but actually like what you're doing,
where you're going, who you're talking to every...
Every word of dialogue is written by a toy in this game.
And that's rare to have a writer come in and be the sole driving force of a game.
I can't think of anything else.
Can anyone else think of any other?
I mean, there are game writers.
There are guys and ladies who write games.
That's what they do.
And that's all they do.
But I can't think of like, oh, we got a writer.
And he's going to be the guy behind our game.
Not to that scale, I think.
Because no one, well, I mean, no one really has the presence of Miyamoto for one thing.
Like, nobody can really.
nobody's really been coached
from Miyamoto in that sense
yeah plus when that wasn't already an employee
and when it happens in modern times
it's like you're like oh like David S. Goyer's writing the black
ops campaign that's right yeah that's like has nothing to do with anything
exactly and I don't think he's a real writer anyways
burn
well Clyde Barker wrote all those Tom Clancy games
Tom Clancy's blood harvest
Operation Skull Lord I don't know
yeah everything's so rigid
yeah out of Nintendo
so yeah we don't see
like the Stephen King game.
We don't see the, let me think.
I read a lot of books. I'm drawing a blank.
All the authors
are like are dead, so we don't see a lot of
authors jumping into the world of games and
making their own vision.
So a few other people behind Earthbound,
some of the more unsung people,
we have Akihiko Mira,
I did it. He is the
director of the actual game
game of Earthbound. The
RPG mechanics, the actual
guts of the game.
Etoe is formerly listed as director.
I think Maria is listed as like game planner or head planner, whatever weird Japanese title they use for something like that.
He's not the most story director, but he does appear to have gone on to have worked for the successor to Ape.
Ape is the developer for Earthbound, and that became Creatures Incorporated.
If you want to know what that is, listen to our Pokemon episode.
It's one of the many tentacles of the Pokemon Octopus that's strangling the world.
Other games he's worked on include Pokemon Trading Card Game, Pokemon Coliseum, Pokemon, XD.
Again, I think everyone who worked at Ape eventually just worked on Pokemon games.
So there is a Pokemon connection from Earthbound.
Yeah, and some of those are the good RPG spin-offs, too.
Exactly.
The Training Guard game was kind of good.
I like that first one.
I did like that first one.
And we have some great musicians on this game, and we're going to have an entire side discussion about the music with clips and all kinds of good stuff, so stay tuned for that.
But we have Hirookazu, Hipp Tanaka, of course.
We talk a lot about him on this show.
He, of course, wrote music for great Nintendo games like Metroid, Kid Icarus, Dr.
Mario, Super Mario Lans.
He joined Nintendo in 1980, and I believe he is, is he president of Creatures Nick now?
God, I keep forgetting.
But he is part of the whole Pokemon machine now, I think.
I'm pretty sure he is.
And he is kind of one of the two guys responsible for just the great, great earthbound soundtrack,
along with Kei-Sizuki, who is basically a Japanese rocker, who doesn't do a lot of game soundtracks.
I believe he did some movie soundtracks like Tokyo Godfathers, which is a great movie.
But he's mainly known for his work in the Japanese.
band The Moonriders.
And I think that's what makes Earthbound soundtrack so unique because we have a video game
music guy, but who does a lot of other stuff?
And we have a rock and roll guy just coming in and making this kind of sound we haven't
heard before.
These don't sound like SNES instruments.
They don't sound like any other game on the SNES.
In fact, we're going to learn why.
It involved a lot of stealing.
But it was honest stealing, of course.
And just talking about there's so much stuff.
And I want you guys to jump in with your thoughts on this because I feel like I'm monologuing
here, but Earthbound has a crazy
and tortured development history.
Every one
of these games does. Maybe Mother 1
doesn't as much, I'm not sure,
but it's a much simpler game. Anyways,
this game had a five-year development
cycle. Crazy. So this
and, like, Bioshock Infinite are on the same scale
in terms of just taking forever
to release.
And I'm sure this game was almost canceled as well.
Any toy claims the graphics
took the entire production cycle
because apparently that
I'm not sure if you could call it
isometric,
but it is the overhead from a certain tilted angle.
I'm sure it's like diametric or whatever.
Someone will correct me if I say isometric because I know it's not.
I sure don't know.
But apparently that caused a lot of problems in production,
just getting everything to line up,
giving the characters to look like convincing moving across
these landscapes and things like that.
And this game started off as an 8 megabit game,
but eventually blossom to three times that size 24 megabits.
and that's because the soundtrack eventually took up that 8 megabits that the game was going to be in the first place,
thanks to all the sampling and everything else they wanted to cram to this game.
That makes a lot of sense.
It's kind of a miracle that this game released,
but I think it's because Miyamoto believed so strongly in Itoi and his work and what this game could be
and maybe how it could be better than Mother, because apparently Miyamoto did,
I think Mother was the first RPG he finished.
He's not a big RPG gamer, and he was like, I had to use the debug menu to finish it.
And Mother 2 was the second RPG he finished, I believe.
And I read an interview with him.
We all need the easy ring.
Yeah, exactly.
Even Miyamoto did.
And apparently he liked Mother 2, and he was like, oh, it's surprising how you can tell stories with text and pictures and stuff like that.
Because he's not really a storyteller.
Yeah.
But he was like, oh, the battles are still boring.
It's just a still image.
Like, these aren't very interesting.
But he still likes the game and likes the writing and stuff like that.
But I think it's funny that even Miyamoto was just like, I don't like RPGs that much.
Sorry, guys.
He's like, I don't like cut scenes and narrative in games.
He said he was impressed him
was when Everdread is found dead later in the game
Spoilers. I think he dies for good in that game, right?
He never comes back. I don't think he does.
Like, Miyamoto was impressed by like the middle-aged women
being startled by it, just like the little sprites jumping.
He was like, oh, that's so cool.
So just the little touches are what tickled Miyamoto about Mother 2.
And, of course, Mother 2 is mainly known
for the most part, I think, for the trippy battle backgrounds.
known in Japan I think
they were called video drugs or video relaxants
I guess it's like video tranquilizers
because it's this soothing
repetitive image with patterns that are rolling by
I think I've heard that before
this could be true
I'm pretty sure it is
but these were just the work of one guy
and that's all he did over the course of two years
was come up with these crazy backgrounds
it looked like something that came out of the demo scene
from the old PC days
like look at all these cool things I can do
with like cheap technology
I mean that is what really stood out
to me in this game like oh man
it's so cool like all these like weird like ripples
and patterns and even
all of your spells are these weird trippy designs
and patterns flying around
there's still no really RPG that even
tries that I mean everything
else back then was just like it's still set again
it's still screen I love the idea that they hired
this guy to sit in a room and just make totally
normal backgrounds and then it just reeked of pot
in there and he was like got it did something kind of weird
what's he doing in there
yeah I don't think they smoke a lot of pot in Japan
it smells like a skunk is in there all the time
They do shrooms.
That is true.
And we're going to talk about all the psychedelia, psychedelia.
I don't know how to say that word, but it's all wrapped up in 60s boomer stuff.
So we'll talk more about that soon.
But Etoy at first wanted Mother 2 to take place in outer space but decided against it.
And the reason why Earthbound, it all takes place kind of to scale.
Like the town is not this icon you jump into and then it expands into like something you walk through.
He did not like the iconography of RPGs.
He wanted it to just all be to scale, all be represented as you're walking through.
And I think that really makes the game and the journey feel bigger because it's like,
I've got to take a bus to another town.
I have to go through this tunnel.
It does feel like you're taking a big journey as a child, even going from town to town.
Like the fact that you get caught in a traffic jam and can't go to the next town.
Exactly, yeah.
All the mundanity is great.
And I'm glad he decided to make it all to scale.
I love RPGs that and very few do.
Like Dragon Quest 8 does that.
But there are still like loading screens.
Sorry, right.
Yeah, no, I remember that point is, like, one of the things I brought up a lot with Final Fantasy 10.
It's like, no, there's no real world map.
You just walk to the next place.
Is that something that you didn't like or something that you did like?
No, no, I liked it.
No, I'm just, I'm saying you brought that up.
Okay, yeah.
We don't need a world map.
I kind of miss them in some cases, though.
So Mother's Two battle, sorry, Mother 2's battle system, which we know is the odometer that, you know,
rolls backwards and forwards depending on what's happening in the battle.
It was originally going to be a Pachinko machine where the Lodon.
Little tiny balls would represent your remaining health.
They tried to get this to work, but it just took up so much of the screen,
and they were trying to move around so many sprites at once
that they were like, we need another way to do this.
But I think the Pachinko thing is too Japanese for a game that really feels like
it's trying to portray non-Japanese stuff.
Like, I don't think there's a representation of Japan in Mother, or Mother 2.
Yeah, I don't think so.
It's just very much devoted to, like, what's happening outside of Japan?
Yeah, it's very Americana, which is ironic for.
someone who had never been to America.
Yeah, exactly.
And I like how, we'll talk about this later, but I like how this is just like the
post-war Japanese children being informed about America through media, through music,
like their view of America from like a Japan that's being rebuilt.
That's what I think a lot of mother comes from.
And of course, you know, Itoi, born in 48, born not long after the war ended, not
not long after Hiroshima was bombed.
So he was living in that world.
And Satoro Iwada,
again, RIP, he was Earthbound's main programmer.
He entered the production in the fifth year.
Bring it in the ringer.
Exactly.
And he said, if we do this the way you're doing it, it's going to take two more years.
If we do this the way I want to do it, it'll take six months.
It actually took him a year.
It took him six months to reprogram everything from scratch.
And then it took another six years to iron out all the bugs.
But all the parts were there for him to work with.
All the graphics were there, all the information about how battles work and things like that.
But it took him to basically get the game working, get the game out the door after five years of production.
And a lot happened between 1989 and 1984 in terms of video games.
It's crazy.
I mean, you guys are familiar with, like, just how Iwada was just helicoptered in and dropped off, like, the nemesis and Resident Evil to, like, just fix problems.
It's amazing.
Like, after he died, we learned so much about him that was kind of there.
But after he died, there was a reason to collect this and to see.
celebrate him as a human being. So, yeah, just really interesting. Were you guys aware of all
these production difficulties with Earthbound? Had you had you any idea that it was, I mean,
it doesn't look like a complicated game on the surface at all. I mean, in fact, it was
bashed at the time, like, this is too simple. These graphics are ugly. I remember that was a
lot of the reception at the time when it came out was, yeah, this doesn't look that good. Yeah.
And I mean, technically, maybe you're right, but you're wrong from a design point because it looks
great. Right. Pretty wrong. It's aged incredibly well.
So now we're going to talk about the actual game.
We're going to talk about the actual game.
We talked about who made it and the behind-the-scenes stuff.
I want to talk about Earthbound, and I'm sure you guys will have a lot more opportunities to jump in and talk about what you love about the game.
So this game was released in Japan, I believe, in August of 94.
It released here in America in June 5th, 95.
I got it an opening day.
It was much later in June, I remember.
But, again, it was like whenever the ship shows up, whenever the truck shows up, whenever the plane lands in your part of the country, that's when your game comes out.
There were no universal rollouts.
When I reserved this game, it was basically they wrote my name on a Post-it note.
and stuck up behind the counter with my phone number.
There was no ticketing system even in the mid-90s.
Dave's Game Hut was close.
And Earthbound kind of rubbed a lot of people.
Sorry, Earthbound rubbed a lot of people the wrong way because of its marketing campaign.
This was the era of, like, kids cartoons today might be a little better, but our cartoons
were a lot grosser.
I mean, this is the era of Renan Stimpy and Rocko's Modern Life and all the gross-out cartoons.
and Nintendo was really embracing that kind of attitude,
and their marketing campaign was essentially, in quotes,
this game stinks.
And all the magazines of that era for a few months
would have these inserts with the enemies.
There was like Mondo Mole and Master Belch,
and you would scratch them.
It would smell like feed or puke or whatever.
I don't know.
It just smelled like chemicals for the most part,
but it made sure...
There was a pizza one.
That was okay.
Oh, was the pizza one part of the ad?
I think so.
Okay.
That might have been the only good one.
but the way magazines were put in bags back then,
and I think they might still be now,
but just like you would open the bag
would be like opening like a sarin gas bomb
and all these horrible fumes would come out,
like, oh my God.
I don't remember that.
Yeah, I remember that.
I mean, I wasn't turned off by it.
I'm like, this is fine,
but I was interested in this game to begin with.
Did you guys encounter these stinky ads
when you were reading magazines back then?
What did you think of it?
I mean, I don't know if you were like on the earthbound train
as early as I was.
Does this get you interested in the game
Or did you know about the game?
It was weird because I was aware of it
Like I remember all those ads
I remember smelling them
And being weirded out by them
But I didn't play the game for years after that
Like I didn't play it until a few years
After it was out
Because I just didn't buy that many games
So it was this
And that one was in a big box
And just like weirded out my parents
Because it looked expensive I think
Yeah
So it was funny
How many games are in that box, son
Exactly
But it's just funny because I remember
I do vividly remember
I had one of those tacked to my wall
because I thought it was so funny that I'd opened a magazine.
There was a thing that smelled like mustard or whatever it was.
That was just so bizarre.
How about you, Grimm?
Like, this is a good chance to talk about where we met Earthbound for the first time,
how we encountered it, what we thought about it.
What about you?
I got it shortly after it came out.
I think we had to go on sale or something.
But it's funny because you mentioned, you know,
the sort of gimmick advertising,
and this is like the era of like peak pootrification,
where it's like everything was bad and tough and cool.
They did make the characters slightly older-looking.
from the Japanese to the American version.
They're like, Ness's hat gets turned around backwards.
They don't put sunglasses on him
or they don't give them a skateboard,
but everyone is slightly older looking in the American version.
He has ripped muscles in the American version.
It's like American Kirby.
What's that?
American version, what are you talking about?
Of Mother 2.
No, I mean, like in the ads.
I'm talking about the clay models are different
between the Japanese mother 2
and the American mother 2.
Not the actual graphics in the game,
but how they're represented in the guide
and in promotional material and stuff like that.
I was just trying to think about.
Oh, sorry, Grim, continue.
He's just got a little more
definition as abs.
He's benching, you know.
But I was just one of those games, and I think, you know,
I think the idea of it being
a modern day game was such a huge selling point
to me as a kid. Because I was playing
like seventh saga and stuff at the time and everything
was just like fantasy, fantasy, or sci-fi
and chrono-trigger's case, and that was basically
your two options. You pick sci-fi or you picked
fantasy. And then this other game was like, hey,
it takes place the modern day and you're a regular kid and you
hit stuff with a baseball bat. And I was like, that sounds
awesome. It's about time. I can't do that now.
I'll get in trouble. The idea of relating
to a character was so foreign to me.
I played that game and I was like, oh, like, I'm used to being, like, the kid in a green hat
and holding a sword and having a shield and, like, the idea of, like, walking through a town
and going to an arcade, like, totally, I didn't even, it had never even occurred to me
that a video game could do that.
Same here.
Yeah.
Me too.
How about you, Ray?
Like, where did you hear about Earthbound?
How early did you play it?
Like, were you excited about it initially?
I don't, I may have said this in 2009 or something, but I'm, it's okay.
I'm going to be, I got the game for my birthday, because my birthday's in June.
But then, uh, my mom accidentally.
got me Earthworm Jim from Toys R Us, even though I already had that.
So I, and I found this out by sneaking a peek in the car when she got the game before it was all wrapped and stuff.
And I had to tell her that.
So thank God, this mistake was corrected.
And I got Earthbound just as intended.
Was this early, like around release?
Oh, yeah, totally.
Yeah.
I mean, my birthday was like a few weeks later.
Cool.
But yeah.
the ads did not really,
it didn't occur to me when I saw them
that this was a bad way to go.
Yeah.
But now it's like, geez, what are you doing?
Like, Nintendo is, they had such
a classically bad time
marketing RPGs, and it's so ridiculous.
They did, really, and I think they had a lot of Sega envy
at the time. They're like, Sega,
I mean, they eventually won that
console war with DocuCon Country,
but they were trying to be like, we want to be in your face like Sega,
but it was so tone-deaf.
Like Sega was being rowdy with their rowdy games
Even Sonic was a cute thing
But he was kind of like edgy
But with Yoshi's Island
The cutest, fuzziest, most colorful game ever
The commercial was a guy eating until he explodes
Yeah, I'm sorry, go ahead
All that play allowed stuff was a great idea
Up until these cute games started rolling in
It's like, oh yeah
Now we have to make an ad where Kirby's in a police lineup
And he has stubble on him
We need to rostify Kirby by about 10%
Even the Final Fantasy 3 slash 6 ad
the American ad, is a mob killing people, like you're coming into his office to audition, yeah.
And he's a gangster voice, mug, yeah.
He's a big cigar-chomping, like, gang boss.
And so, yeah, that totally ruined Earthbound Central, basically.
Yeah, for sure.
And as for me, please fast forward, I've told, this is like Earthbound story number 457 for me.
But basically, I'll repeat myself because some of you are new to the show.
But this is the one thing I can kind of be a hipster about, as can maybe, like, 100,000 other people.
because I was, okay, so Nintendo Power was propaganda, of course, but their RPG watch, it was it called RPG Watch or Epic Center? Thank you. They did two months of Earthbound coverage going over everything, and it's like you said, Grim, the modern dayness of it really was like making me super excited. Like, oh my gosh, I love RPGs, but I'm also a 12-year-old kid going on 13, like this main character. I want to go on an adventure. I'm a white suburbanite like this kid.
Like, it appealed to me in every way.
It was total, like, wish fulfillment, even though it was a game made for, you know, little Japanese kids.
And actually, not little Japanese kids, but, like, Japanese families.
And older sisters.
And older sisters, too.
But as a little white kid, I was like, oh, man, I want to go on a fun adventure.
So I did reserve this game in the crude old way reserve games, the Post-it Note system, of course.
And I remember, in 1995, I got it opening day, opening, whatever, opening night of Earthbound.
I paid $72.99.
I remember that number.
That took, like, about five weeks of mowing lawns to do that.
And I don't know, accounting for inflation is probably like $100 now or something like that.
But, I mean, cartridge games were expensive.
But I remember that first night, our family had like an above ground swimming pool.
And I was just playing earthbound, earthbound, earthbound.
And they're like, do you want to come out and swim with us?
I'm like, no.
So I just like slam the door and I cranked the AC because I had one of those window AC units.
And then I played until I got to the town of Threed.
And it was one of those moments where I was like, I could keep playing this game and not sleep.
But I'm like, I'm going to go to bed.
I want to savor this.
It was the first time I felt like I actually.
appreciated a game enough to not play it.
It's like, I want to stop playing.
I want to think about this.
I think it was like the first time I became like a true, like true nerd.
And from then, from then, it was hopeless.
Thank you, Earthbound.
So you had the reverse of Bart Simpson situation,
where you're just writing Mill Earthbound on the camera.
Exactly.
And I was truly the Queen of Summer.
So Earthbound has a very Dragon Quest style setup.
It's not surprising given that's what it's kind of based on.
in terms of how it plays.
This great nebulous evil.
I'm going to say Gygus.
It could be Gygus.
It's worse in Japanese.
I've never heard anyone say it out loud definitively.
Is it like Gieg?
Who the hell no.
Yeah.
Anyway, Gygis is like the American transliteration
of whatever it was in Japanese.
So please don't correct me.
There's no right way to say it.
Just like there's no right way to say anything in Zelda
because no one ever speaks in those games.
I get corrections about that, by the way.
So a great nebulous evil is attacking,
This just gives Etoid an excuse to come up with different scenarios that are almost unrelated.
Just like with the idea like these things are being corrupted or this thing has gone wrong or there are zombies here, it's a really great way to sort of write like an improvisational sketch comedy game it feels like every setting is a new sketch in a way.
Like that has nothing to do with what came before.
You're still getting one of eight sounds for your soundstone which you need to destroy Gigis.
But again, everything is similar related.
In one scenario, you are fighting the street gang and then fighting the cops, and this is pre-occupy Wall Street.
So, what is Earthbound teaching our children?
But it's one of the enemies, overzealous cop.
Yes, exactly.
Oh, boy.
Yes.
That's something that maybe gives a little too much commentary these days.
So, yeah, and...
Oh, go ahead, Ray.
I think that's an important point, because, you know, this game was so inspired by, like, American movies and stuff like that.
And you have that sort of story progression, which is sort of like a road movie in a way.
I'm trying to think...
Well, it's like a good...
Stand by Me, right?
Yeah, but the most of Japan is obsessed with standby me.
It's also thinking of like, you know, like playing trains and automobiles, that sort of thing,
where it's just, you know, you're moving into, or something similar like that,
where you're moving into these different funny situations.
They'll do the whole movie.
Why the center point is this kind of, I don't know, milk-toes character.
Yeah, I mean, there is a destination, but it's not as important as what happens,
and that's my advice for all of you kids growing up.
It's not the destination.
It's the journey.
There you go.
That's bullshit.
I don't think of that at all.
So, again,
the story is not important.
How I view this game, and you guys are welcome to agree or disagree,
but I think it's a celebration of the things these boomer, baby boomer creators loved growing up,
mostly Western things.
So again, it is post-war Japan, Japan figuring itself out again, Western things coming over,
them coming to terms with, you know, becoming something different and becoming more open and things like that.
And we have so many things in this game that are just celebrations of the things like in terms
of how old we are, I assume all of our parents like, too.
Like, John Lennon, the name mother comes from the song,
Mother by John Lennon, has nothing to do with...
By dancing.
Oh, by dancing, that too, yeah.
Oh, no, yeah.
Apparently, Etoe just liked him singing Mother.
It was very powerful.
He liked how that sounded.
So I was like, let's name the game Mother.
And the first mother had a very, like, weird holiday theme to it,
where a town was called Mother's Day,
the snow town was called Christmas.
One town was called Youngstown, which is my town.
I don't know why they did that.
but I appreciated it.
And, like, do you guys agree with me about that?
Just, like, the celebration of what these baby boomers, like, their youth culture,
these guys were now in their 30s and 40s and just remembering what they liked as young adults.
See, it's interesting.
I never really thought of it like that.
I mean, it makes sense when you say it.
I just thought of it.
In my case, it was just, I don't know, Japanese people are obsessed with America the same way we're obsessed with Japan.
They're kind of, you know, fetishize it.
Are they?
Maribus?
How would you say?
Ameribus, yeah.
I only watch a hard target subbed.
Yeah, I mean, that's actually exactly how I've always thought of it.
It was almost like this, like, the ultimate example of, like, what they would think of as this ideal American youth.
And it's like this interesting, like, you go in a journey and it's almost that stream of consciousness and nature of the game almost doesn't matter.
But it's like each town you go to is like very idyllic.
And like by the time you leave especially, like by the time you've taken care of the zombie problem in three, like you've created like the perfect town.
and everyone's happy.
Pretty much, yeah.
I do see that a lot, too, especially with, I don't know,
like, there's a common theme in Nintendo games
where it's just, like, making people happy
as the underlying goal.
And it is great, and Earthbound does reward you with dialogue, really.
I mean, this is a game where you want to talk to everybody,
even if most of what they say is nothing to do with what you'll be doing,
you'll hear, like, a funny judge or a dry absurdist commentary on something.
Which is perfect for a guy who's, like, a copywriter,
that's writing, like, one-line zingers and taglines and stuff.
Like, this person just needs to say two things.
I can see E. Toy just pacing back and forth in chain smoking and just like, have this guy talk about Dung Beetles.
And the guy, the assistant's just like typing. Yeah, it's very good. Yes.
Yeah, especially in Magic Ant when you're talking to all the bosses you've destroyed in the past.
Oh, yeah. It's like so dark. They're just like, oh, like you kind of ended what I was doing and now I'm just bored.
That is a really trippy part of the game. Yeah, so.
Yeah, the flip side of that. This is one of the few games. Like, I'm so bored with RPG dialogue these days. That's why I love Dark Souls and won't shut up about it.
But even going back to Earthbound, it's like, no, I have to talk to everybody in town after every event and see what that.
they have to say, and I remember all these funny jokes.
And it's a very dry sense of humor. It's not like
boom, bang, bang, punchline. It's just like
just sort of reminds me of like an old
Zucker movie, like police squad or
naked gun, rather, where it's just like
these very, people saying absurd things
very matter-of-factly in these
strange situations. So I really like the kind
of humor. And this is something
that maybe only I noticed, but it's a very steep
in 70s and 60s drug culture,
which sort of,
maybe these creators didn't have the context
for those kind of references, but
was in these things they were celebrating, like the music and the art and the literature.
And I think the general trippiness of Earthbound, the psychedelic backgrounds, were the product
of that drug culture.
Maybe the creators of Earthbound didn't care about the actual drugs, but they just like
what the drugs fueled, this crazy art and these weird trippy ideas.
It is very retro hippie.
Yeah, yeah.
You do beat up hippies in this game.
Any Trump fans out there, you might want to play Earthbound.
So, and again, another thing is that Peanuts, I think, is the real inspiration for how
this game looks. Like, I cannot think of a more timeless post-war American thing than the comic
strip Peanuts. Just the way the characters look, the way the world is portrayed. I mean,
there are adults in Earthbound. They were not killed like they were in the Peanverse.
That's just my theory. He doesn't have to be yours. I assume they have some kind of children
of the corn scenario. But, yeah, like, there's a very pig pen style character you'll meet.
He's one of the random townspeople. He pops up a few times, and he's got the dust cloud
and everything. So I think it's very cute. I don't know if you guys have any thoughts on
the peanutsness of the game.
But it ties very much into post-war pop culture,
these pop-cultural touchstones for people who grew up post-World War II
were born into the world after the war.
That makes sense.
I mean, Snoopy is one of those American characters
that became deified in Japan.
That's true, yeah.
And there are a lot of Snoopy games in Japan.
Yeah.
But as we were saying,
why I think all of us really latched on to Earthbound,
and it's still rare today,
and we had an episode about this topic,
it's a modern-day RPG.
And what I don't like about modern-day RPGs,
is when they half-assed it.
It's like, oh, it's a modern-day thing.
Here's a sword.
You know, like, oh, it's a modern-day thing.
Fight a goblin.
Like, no, no.
Even if these things are just text,
like, they just typed in baseball bat instead of sword.
Right.
What if the goblin is a shift manager of your best buy?
Exactly.
Exactly.
Even if they just, even if they're just text,
but everything has like an RPG corollary,
like a medieval corollary.
So instead of having like a bank, like, run by some Dragon Questy guy,
you have ATM machines.
You have to use an ATM card.
You get an allowance by fighting monsters.
Just like in the modern world, your dad is gone.
No, that's not true for everybody.
But calling your dad saves the game.
So you're using a phone instead of, you know, talking to a priest,
you're using a phone to call your mom, to call your dad,
to get pizza delivered, to call to get things picked up by Scargo Express,
which I was typing this out today, and I'm like,
did I just get the Scargo Express joke?
Is this the first time?
It's like, oh, I get it because it's a snail and they're not fast.
And they're faster than mock pizza.
That's true.
Mock pizza.
I mean, even little things, like, homesickness is a status ailment.
That's so, like, I love, just little tiny touches just make this game so perfect.
I love the homesickness thing so much, but it is also, they stop doing it, like, halfway through the game, but, like, it pops up unexpectedly, like, Ness doesn't feel like fighting now.
It's like, I have to walk home, I have to either walk home or, like, use the phone and call my mom.
But if you go home, you get, like, special dialogue.
She's like, oh, you look so sad.
It reminds me a Pokemon someone who did that, too, because your mom is in your house in Palatown or whatever, and it's like, you can always just go back and say hi to Mom.
you still have no dad in that game too.
And I think, I mean, again, the no dad thing, it's a joke in the game because during the credits,
every character gets their own, like, little credits.
Like, they have the sprite and the name under them, and, like, Ness's dad is the ringing phone.
And I think this is just the salary man lifestyle that became, like, commonplace in Japan after the war.
And I think Etoe's dad was always gone.
And I think that is what the current generation is sort of rebellion against in a way.
I'm reading a lot about, like, Japanese youth are no longer, you know,
you know, they don't want these kind of entrenched cultural ideas anymore, like the salary man,
like working yourself to death and things like that.
Really? That's not fun? They don't want to?
You get to smoke a lot of cigarettes, I guess.
And drink a lot, but, you know.
Maybe that's why the battles are going to be Pichinko.
Yes.
But you also get to feel no love, and some people want that.
So, again, no fanciful modes of transport.
Okay, okay, you do get a UFO eventually, but you travel by bus.
You travel by bike, which, again, comes in the Pokemon games.
It's like, it's very mundane.
This game is all about depicting the mundane, but in this way you could never wrangle with it in your child life.
Like, I can't actually, I was such a sheltered suburban kid.
Like, getting on a bus was a scary idea from like, where's the bus going?
I don't know.
But, like, I could imagine myself, like, walking around, like, just exploring neighborhoods and, like, finding things and, like, meeting friends.
And it just, that's what appealed the most to me because I could project myself onto these characters.
And I feel like it hit me at the exact right.
time. I was the exact right age. I was the ages of the characters and they came from the
same suburban kind of world that I did. I don't know if you guys kind of grew up in the suburbs
as well as I did or like I did or is that true or no? Yeah, for me. Suburbs, yeah. I grew up in the
mountains, but I was, you know, I played this game and it's like, oh, the church across the street.
Maybe a magic bee would be down there. I can start my adventure. He never showed up. Not so much for me.
Yeah. But I did appreciate it. Yeah. I grew up in the suburbs of Pittsburgh and actually
there was weirdly an arcade
like kind of in the middle of a small town
that looked terrifyingly
like the arcade where you fight Frank
to the point where I was like
oh this is weirdly my life
did you go to the back and fight the gang leader
yeah and I beat up some guy
and turned out didn't work out very well
pulled a burger out of the trash
he came to his senses though
so that's what's important
I don't know.
So I want to talk about the battle system.
We talked about it briefly, but it's very Dragon Questy, but it's gussied up a bit.
We have an odometer for every character that sort of dials back and dials forward,
depending on what's happening.
So let's say an enemy delivers a fatal attack.
The screen starts shaking.
That character is going to die.
But if you can get to that character before their health ticks down to zero, you can save their lives.
By hitting them with the hot log.
Exactly.
It's just like shoving food in their manner.
It's like really stressful too because it's like in that moment you have to calculate like,
okay, am I going to go offense and try and beat the enemy before the counter goes down?
Or should I try healing?
But if I'm going to try healing, like what order is this character going to act in?
So I have to like factor in speed.
Like I always get super stressed out in that moment.
It's a tiny, it's a tiny little dose of real time to this turn-based battle system that I love a lot.
And you're right.
You have these choices you need to make.
Not all the time, but it still is like that tiny bit of stress.
Like, oh, I have to act now, which does not happen in a lot of turn-based RPGs.
And the other thing this game does, and this should have been, like, law for RPGs after Earthbound,
that is you win battles automatically if you're strong enough.
And that is amazing.
It saves you so much time, lets you grind easier.
It takes out the middleman of grinding.
It's great.
And another thing I love is the fact that enemies run away from you on the map when you're too strong.
So the greatest thing in our Earthbound, I think, the most fulfilling thing is, like, I've killed the boss of this dungeon.
I'm leaving the dungeon.
Everything is running from me.
I'm just going to destroy all of them and get even more experience.
Like, it is so fulfilling.
And I don't know why no other RPG has done this.
It baffles me.
Like, this was 1994 in Japan.
No one is doing this.
If they are, I totally missed it.
But, like, every time it doesn't happen in an RPG, I'm like, I have to fight,
I have to fight all these level one slimes and I'm level 50.
Yep.
Leave me alone.
Yeah.
What I like is the fact that you can just, you know, you run up behind them and you get more of a sneak attack on them.
Am I right, right?
That's true.
Yeah, if you run up behind them, you get the green swirl.
And if they get you, you get the red swirl and the...
Yeah, so because of that, like, I still do that instinctively with any other RPG that has non-random battles.
Like, I'll play Dragon Quest 8 and just try and sneak up on them from behind all the time, even though that's not really...
You know what, I think...
I'm trying to do that, too.
I'm just like, no, this has to work, right?
This will help me in some way.
And maybe it does in some games, but have you guys been disappointed in other RPG just because, like, this idea is there?
Why is no one else using it?
It's not copyrighted.
There's no patent on this good idea.
It just makes so much sense.
I'm sorry, I'm talking for everybody.
Let me know what you think about this idea.
I mean, I totally agree.
I'm excited about Earth, but if you couldn't tell.
I find myself in RPGs doing the same thing.
I'm, like, annoyed when I'm level, like, 75, revisiting a dungeon,
fighting level one enemies.
And it's weird because, like, I traditionally don't like first-person battle systems.
Like, I want to see my character a lot of the time,
but I feel like in this game, it works really well because of the odometer, I think.
Like the fact that you're not seeing sprites for your characters,
but you do have sort of this representation of,
of what's happening.
I think for me,
the weird thing
with the kind of the overworld stuff
is I'm also surprised
people haven't taken
just the easy visual cue
of green, red,
or just kind of the standard blue.
Because even just in terms of
coming up behind enemies,
like there are a couple
like persona does that a little bit
where you get like the first strike
if you come up behind them.
Yeah, that's the other game.
I do it instinctively.
But it's just really nice getting that
like, oh, this green's green.
I did it.
Like whereas in other games
you have to wait until the battle
actually begins.
Yeah, I think that the whole red green
kind of metaphor is,
does fit with the modernness of the game.
It's like a stoplight.
Those are colors you know from this modern world.
And it's an odometer on the battle screen.
It's a road movie.
Yes, exactly.
And it would have been so much worse with Pachinko.
I'm glad they didn't make that decision.
Is Pichino, like, is that a playable game where, like, you can influence what happens?
I think you can actually adjust when the balls are fed into the machine.
Isn't that correct?
Yeah, you can modify the force of, you know, how many, how the ball is being shot out.
But, like, after that, you don't have much control.
Just watching it make its path and hoping it lands wherever it's supposed to.
I've only played it in the Yakuza games and I still don't get it.
Like, okay, why is there a slot machine happening now?
Like, I don't get this.
It's funny, like, not to get too far ahead, but you can tell that he liked that idea
because of the rhythm-based stuff you see in Mother 3 later.
He clearly liked having some degree of influence on what's happening.
And I think this is a huge step over Mother 1, not just because of that odometer,
but because you also get those great visuals and we'll talk about music soon,
but you get so much music in these battles.
That's another thing that I think all RPG should do
I think Tails is a pretty good job
The Tales of Series at least has like four or five battle songs
that change but Earthbound has
I don't know maybe like 20, 24 different battle themes
depending on the kind of enemy
depending on where you are in the game
you're never going to hear the same battle theme too much
and it's like they recognize these common RPG problems
so early but no one else is
like I can't stand when an RPG
a 60 RRP like Bravely Default for instance
they have the battle theme and they have the boss theme
and maybe the final battle theme it's like no I want
more music. You can take the other music away and give me more battle themes. I'm going to be
spending half of the game in battle. It's also sound effects. The funny thing with Earthbound
is you can blindfold me and I know exactly what's happening in those battles because you know
the distinctive when you get a smash hit or you know like when there's a mortal damage or
anything like that. You can identify what's happening so easily. And they're very satisfying
sound effects like the like when you get a like a brutal hit and just all the different
noises the enemies make too. Like each of their attacks is like a distinct sound effect.
That even if you're not seeing animation, you can kind of imagine what's happening or, like, what they're doing.
Even items.
You're trance by the Winamp visualizer in the picture.
Exactly.
It really whips the llama's ass, apparently.
So we'll be back after this commercial break and talking about all of the great music in Earthbound.
Thank you.
Thank you.
I'm gonna'
I'm gonnae'n't
I'm gonna'n't
I'm gonna'n't
I'm gonna'n't
Hey, we're back, folks.
And before we start talking about the music as a whole, I think Ray had something to talk about in terms of the battle music.
Yeah, yeah, no. I just want to say that it was funny how that, all that battle music is not very exciting. It's all kind of, has this tone of, oh, I got to fight now. And even, like we were saying also, the sound effects are all like that way. Like, even the encounter sound effects is like, oh, boy. Yeah, there's some fun, there's some fun battle music. I like the, I like the new age retro hippie music. I like, I like that whatever Johnny Be Good, rip off they have. I like the rambling evil mushroom, a little ditty. There's some fun and catch.
music. A lot of it is just like
made to make you feel an easy
like just ominous and like sound
effects and just kind of like
repeating samples and things like that.
Really like weird time signatures and something too
just like that. There's that one that goes like do
do do do do boop. Yeah. That was a beautiful
rendition I sure you guys know exactly what I'm talking about.
I think I know what you mean like it feels like the song stops
and then it starts again like out of nowhere like whoa what was that?
Like I think it's when you're fighting robot enemies or whatever but
I do want to talk about the music and we should talk about
maybe one of the reasons why Earthbound didn't
come out again until 2013 is because this game, we'll talk about how good the music is,
and that should be self-evident based on how much we've been gushing about it.
But a lot of this music came from sampling, heavy, heavy sampling.
And I guess the way the S&E sound chip works is that are all of the instruments samples,
in terms of...
I don't think so.
I thought there was like a library of...
I'm the super expert.
Okay, I assumed there was a library of samples, but then you could also build your own,
you know, you can also build them into the game itself.
But this game...
I mean, I can say the Super Anast
is better with that sort of digital sampling.
They could not do this on the Genesis.
As much as we make fun of the Genesis,
they could not have done this on the Genesis.
But this game relied entirely on samples
to build its unique soundscape.
Again, nothing sounds like this on the Super Nintendo.
Even when it's not dipping into 60s music
and 70s music, even when it's creating its own thing,
it's like, I've never heard these instruments before
on a Super Nintendo.
Like, it's crazy.
So these composers, uh, sorry,
a Hiptonaka and K.
Suzuki, they borrowed a lot from
existing songs. So I'm going to play a few
clips for you guys. These are all online. I'll link to
this article. It's from Earthbound
Central, I think Clyde Manilin's old
Earthbound website, but he's listed like,
here are all the ways that Earthbound
in some ways, subtly, in some ways
explicitly steals.
Steals, no, samples from old music.
And maybe, I know Grimm's a big music head,
as they call them. That's correct, yeah.
Maybe he can tell us about
sampling and stuff after we listen to a few.
I'm just curious as to you what the legality is.
what the loopholes are and stuff like that.
So first we have Moonside's music.
We're going to hear a little bit of this
and just to hear what it sounds like.
So that's essentially Moonside's music.
There's not a lot of it.
It's kind of just a very short loop.
And here is the Rick O'Kasick's song.
Keep on Laughing, the intro to this song.
So as you can see, they were not very shy about like, oh, I like this.
I like how this sounds.
This would be good for this level of this game.
This would be good for this scene of this game.
And there are a few more that are pretty interesting.
We also have the Jackie's Cafe in Moonstown.
side, and I'm pretty sure these things are in the public domain, but they are still in this song.
I'm not sure what legality is, but they're present in the song.
So this is the Jackie's Cafe song.
It's very unearthly.
It's very weird and drunk.
So even if you're not thinking about sampling, you probably picked out a few of what was happening.
One is incredibly, incredibly obvious, and that's this song.
We should all know it as true and honest Americans.
Yes, that's our, wait.
The national anthem.
There we go.
So that is just that song isolated.
I don't think you can get in trouble for ripping off the national anthem.
But, and then another song is mixed into that.
So Jackie's Cafe is meant to evoke a very, like, old, old American-y, like, kind of feeling.
And that's why this song's included as well.
So if you're not a thousand years old, this is the theme to our gang.
That's the Howl Roach series of shorts.
They're also syndicated as The Little Rascals.
I assume they have not been on TV in, like, 30 years.
Yeah.
But, Michael, can you talk about, uh,
What sampling, the legality of sampling is and things like that?
He has a guy who just passed the bar.
I'm really qualified to talk about.
Are you a musical lawyer?
Did that mean a lawyer who sings?
I represent BMG.
But no, I mean, I think historically the last album that got away with not having to clear any samples was Paul's Boutique.
I forget what year that came out.
I think that was 1989.
89.
Yeah.
So this came out significantly after that.
So I'm not sure.
I mean, I understand that, you know, you have to clear a sample of a song, obviously, and you pay the artist to do that.
But I'm almost certain this is caught up in the video game world of Rickokossack has no idea what a Super Nintendo is or Kaiji Suzuki is.
It's weird, though, because I don't know the actual specifics of how long this was held up because of that.
Because I know that's like the kind of urban story or whatever, or urban legend, that, you know, this is why this game, you know, took so long to get ported to Wii or whatever it is.
Yeah, I mean, I don't think we'll ever know.
because, I mean, there's
Beetle stuff in there
and I'll play one of these samples
soon, but I don't know
what kind of backroom negotiations
had to take place
in order to get this happening
or again, if it was like,
these people will never know.
Paul McCartney's not checking
the Wii U shop, like, at home, you know?
Like, they didn't know about Earthbound
20 years ago, they're not going to know now.
Yeah, I do think it was just like, hey, so it's like,
okay, let's just do this and not
say anything, just make our fans
happy.
Yeah.
So I forgot what I was going to say, but what I want to
talk about now is just like you he stole basically uh he's like a prometheus he stole the fire
from the gods and by that i mean he stole beetles music which is you were not supposed to do that the
beatles music was the most precious when they when they put it on iTunes in 2009 that like you can
finally have the Beatles music i was like well i click the torn and i got it all in five minutes so
screw you beetles you've got your money but um ringo so this is the sergeant pepper's lonely
heart's club band reprise reprise how do you say that i don't know reprise uh and this is what it
sounds like on the album.
One, two, three, five.
And if you played Earthbound, this should sound all very, very familiar.
So here is the Earthbound version of it.
So that is the Earthbound song called Megaton Walk, and that is the Dungeon Man theme,
when he's your party member for about, like, two minutes.
in the game. But again, it is
I don't think they were considering it
ballsy to do this. I think they're just like, we like this
song, we want to have something that sounds like this in the game, but I
consider this incredibly balzy just in terms
of just like how protective the Beatles were
of their music and still are. It's like if you want
to license a Beatles track, you need
to pay out the nose. You need
like a half a million dollars if you want the
original track in your show or movie.
I feel like if this ever would like come up like
legally, they would just do the vanilla ice defense where he's
like, their song goes da-da-da-da-da-da.
My song goes da-da-da-da-da-da-da-da-da.
I almost wonder if they just didn't think about it, right?
Like, I wonder if it's just a bunch of guys in Japan in a room who were like,
oh, this sounds cool, and it just kind of got pushed through.
I mean, HIPTanaka is, like, number one, I'm sure, Beatles fan in the all of video game industry, basically.
Especially, you know, the Japanese love them for sure.
And I think Hiptonaka was just a guy who absorbed all sorts of music.
And that's why really he's so much, I think, much more interesting than Koji Kondo or somebody.
because he just expanded, you know, the breadth of everything he did.
Yeah.
So, of course he's going to pluck from the Beatles.
Yeah.
And Suzuki as well.
And just like Hannah Barbera cartoons, I think the history of early video games is built on plagiarism.
Like Terminator and Robocop and all those movies that just became video games without permission.
Like Hideo Kojimo would not have a career, if not for plagiarism, that nobody brings up.
They just think it's cute.
But, I mean, if these are all actionable things, I assume if a movie studio wanted to be,
like, okay, we need to get money
for Metal Gear. You stole a lot
from us, like, what characters look like.
And over time, they've changed what the characters look like
to, you know, okay, he can't be Richard Crenna anymore.
He's got to be this new character.
A Solid Snake can't be
Kyle Reese. I think he's designed to look like.
I mean, it is not, and I don't think
it was insidious. I don't think it was like, yes, let's rip it off this idea.
It was like excitable creators
who have a different idea of
IP and a different idea
of what the sharing of ideas means, because
we're all industrial, and sorry,
all American capitalists, industrialist, individualists, but maybe they have a different philosophy
in terms of art and commerce and things like that. That's just my opinion. I know nothing about
the Japanese or their culture. Plus, you know, these guys are all whacked out on goofballs.
Yes, exactly. That's so true. And I have one more clip I want to play. Again, stealing from the
best, stealing from the Beatles. This is the intro to all you need is love. The French national anthem,
of course.
And this is the earthbound song called Cross Over Time and Space.
So it essentially just slowed down that part of the French National Anthem
and put it on repeat for one of the creepier, more otherworldly background songs.
And I think it's funny that they could have stolen that French National Anthem from anything.
It's public domain, but it's like, no, we're going to take it from the Beatles.
No.
Just like how it's already loaded.
Exactly.
Yeah, it's already in there.
These modern mixing boards have
like a dial on it and it changes
the speed and there's a notch on it that's legal
just below it. Oh, that's awesome.
I need one of those. Again, in like
the naming screen for Earthbound
it's great. It's all this like weird like clips
and static and sound effects but
it uses the Liberty Bell March
which is a suza piece. It is public domain.
He's old as hell. He's dead. He can't sue you.
He's old as hell. Yes. But
it uses the Monty Python version.
A clip from a Monty Python episode so you can hear the
audience. It's like they
They took the most possibly litigious versions of these public domain songs for use in their game.
But I do want to talk about, that's not the most important thing about this music.
It's cool that they built this music from existing sources, but it's great music.
And I've talked a lot about this.
Can you guys talk about what your favorite songs are or how you feel about the Earthbound soundtrack?
Andrew, please.
I love the Runaway 5.
It's like watching that performance, it's not like you can cancel.
Speaking of plagiarism, they remind you of.
Anybody?
Okay, blues brothers, except, okay, they're not, they're the blues quintet or, yeah, yeah, I mean, they're not brothers and they're related.
It's legal, please, please, sorry.
No, I just, I love with them and then eventually with Venus.
Like, it's not like you can skip those scenes or anything.
Like, you were forced to watch that performance.
I think that's so funny because, like, the game's drawing attention to how great that music is.
And even though a lot of it is very heavily lifting from other things, I think, I don't know, I think it's so fun and it gives personality to that, to that world and to,
that game in a way that I, again, don't think I got from anything else in the 90s.
Michael, how about you? How do you feel about the soundtrack as a whole?
Yeah, I mean, it's definitely, I think after I sort of got over the G-Wiz, a modern-day
game, like, RPG, like, that was the other thing when I was a kid that just really,
and even now, even more so now, to be honest, like, the soundtrack is, it's absolutely
amazing. And, like, the way the music is done, as you mentioned, you know, by
traditional composers or, you know, people who do regular music, it's kind of a thing to it
where it's like you listen to a lot of game music
and it just sounds like
tick, tick, tick, tit, tit, tit, but it's like,
it's tracked out in a way where you can just sort of like
look at it and like, you know, garage band or whatever.
And like, yeah, that's the music and this, but like,
there's kind of a lushness to it where it connects together
like a song and like regular music.
And the way it's not afraid to play around with like really weird time
signatures, super kind of psychedelic-y-sounding stuff.
And it uses it so well to, like, inspire its mood.
Yeah, and I agree.
It's not afraid to be dissonant.
It's not afraid to be to not be catchy.
It's more concerned with like what kind of feeling will this evoke.
I don't care if you're not going to remember this song.
Like the intro to the game
where you turn on your S&S, it's just all static
and then just you see the UFOs
attacking a gas station, this electric guitar starts
wailing until it turns into all this distorted
nonsense, and then the earthbound thing comes on
the screen with this much more clear theme.
But yeah, like you said,
that guitar thing is grating. It's hard
to listen to. I mean, it's cool to hear the shredding, of course,
but that theme is much
catchier, it's much more soothing, it's much
more like, ah, I want to play this game now.
And there's so much of like that little touch thing
that we, you know,
we sort of mentioned about earlier, like, again, that's the desert part where you're kind of stuck in the traffic jam.
Like, that song starts with, like, the sound of, like, radio feedback of somebody, like, going through, like, a radio dial.
And it's such a great, like, little touch.
That's what I mean?
And it's a very tinny sound, too.
Just, like, it's, like, you can barely hear this radio off in the distance somewhere.
It sounds like Morris Code, and then it's, like, you're just in this desert and there's all these, like, radio frequencies that are getting caught up.
That's a great, yeah.
It's, like, what is that?
I think it's, like, diagetic sound.
It's meant to sound like it's coming from, like, a source within the world rather than just, like,
like, it's just like music we're playing for you, you know.
Ray, how do you feel about the music of Earthbound?
Well, you know, it's funny that some of my favorite tracks are the ones that are lifted from the Beatles.
It speaks how good the Beatles were.
Yeah, I mean, I think also, like, this game might have, like, informed my appreciation of, like,
electronic, ambient and experimental music, honestly.
Because, like, I think this is, like, a revelation that's coming to me, like, 20 years later.
Yeah.
But, like, I do love the more ambient stuff.
like some of the battle themes
and those ones that we just played
and especially like
the lab music
from Doctor And Donuts Lab
Yeah
Like that's like
That's good to sleep music
Honestly
Yeah I like I like
I like again the Beatles ripoffs
We didn't play all of the Beatles ripoffs
There's a ton of them
I'll put a link to the ones
We listen to
Yeah
Other ones like
So here's the thing is that
I
What I love about mother
I mean excuse me
What I don't love about Mother 2
I like about Mother 1
Which is the more pep
The peppier songs
Wait what you don't like about Mother 2
Is what you like about Mother 1
Right
Like the pepier songs in Mother 2
I don't think shine as much to me
as much as the popier sort of rockier stuff in the first game
that were sort of also in a way
there's some sort of remixes in the sequel as well
but like the first game was definitely more
8 bit chip tuning meant to be a bit more poppier
It was meant to be like really
it was like really catchy and they made that great vocal album
I say great that just okay I don't know if it is great
but I find it just the cheesiest bit of cheese
in the cheese world.
It's great.
It's so good as bad.
Yeah, like this young female singer just belting out about friendship to orchestrated versions of NES songs.
It's amazing.
Right.
And I put clips of that in that episode that I mentioned earlier, so please listen to it.
But, yeah, I think I kind of like the earthbound version of those songs a lot better, Ray, of the mother one.
Like, be in friends, I believe, is the song you hear in Ness's house, right?
Yeah, exactly.
But it is a very, like, it's meant to be nostalgic.
Like, hey, remember five years ago?
And I never played mother, but I still kind of get goosebumps.
I get that warm feeling of being home when you go to Newton's house.
Like, I want to hear this song.
I want to hear, like, it's very soothing.
It does evoke the feeling of, like, safety and, you know, family and things like that.
I think that's true of a lot of the best songs in the game do that, right?
Like, whether you're familiar with the Beatles or anything, like, those songs still achieve a mood that I think is clear to what it's going for.
And even, like, you mentioned the Johnny Be Good song.
Like, that song's perfect for a battle song.
Yeah, it's great.
And you don't hear it 90 times in a row, like when you hear it, it works, and it kind of gets you excited in that moment.
You always see it with the most American enemies, like the hippies, like the taxi cabs, the scalding cups of coffee, the electric guitars.
The music is used very effectively because they know where to put it.
I mean, you do get some cheesy stuff like the, like there's a, wait, sorry, there's the, there's the Egyptian-ish song.
I'm not a huge fan of.
It's a little too on those like, nah, nah, nah, nah, no.
It's like a step away from that.
But they still have fun with it.
It's sort of like a musical version of punch out.
They try to address, like, the ethnicity with their own kind of weird touch.
So I can appreciate that.
So as we've decided
So as we've decided, the music is fantastic,
please listen to it on wherever you can.
I'm sure you can buy it somewhere, but I think it's good outside of the game.
It's very, I write to the earthbound music, I read to it, it's just very soothing, and it could be connected to my nostalgia part of my brain, but it's very interesting to listen to, and we were talking earlier, we'd never really experienced the soundtrack and stereo until the recent re-releases and just hearing the channel separation, including, like, even sound effects and the way the PSI spells move from the right to the left or left to the right or come in from the sides and hit the front.
It's just so cool.
Like, I just love how they were thinking about just stereo sound in an era where not everyone had a stereo TV, at least not me.
Yeah, and you mentioned the instruments earlier, but you really appreciate each and every sound when you hear it that way.
Oh, for sure, yeah.
You appreciate that certain things start halfway through and you're like, oh, that's why it sounds like that.
Yeah.
So we talked a lot about the music.
I do want to talk about the game itself because you're probably like, well, what is it?
I mean, it is just an RPG.
You do go to eight parts of the world, get your eight things, talk to people, buy your items, equip them and stuff like that in the modern context.
And generally, I think this is my opinion.
I want to see if you guys agree.
I think Earthbound has a generally very much better first half.
I do like the lack of abilities that make your journeys seem more significant.
Like, I have to walk everywhere.
I've got to take the bus to towns.
Every town is big.
But I feel that as the game stretches on, what you can do in the areas you visit gets more and more constricted.
Like the towns get smaller.
It's more just like town right to the dungeon, less like, you know, finding your way through.
And that stuff is still fun.
there's still fun stuff to do, but I like the art of, like, I want to buy a hamburger with ketchup, you know, to get me more hit points.
But after 10 hours, you're just like, I'm just going to heal myself with the healing spell.
Like, all of the fun stuff sort of becomes irrelevant around the halfway point of the game.
When you have a whole party with all these abilities and the places you explore aren't as big or as varied.
How do you guys feel about that idea?
I still like the game.
I mean, I still think it's a great game, but I feel like it kind of, it gets a little less fun in that second half.
First of all, how dare you?
Oh, my God.
Put your glove back on, Michael, please.
No, I think that's a pretty accurate criticism.
Like, the deep darkness and, like, sort of the stuff towards the-in-was-it, the dinosaur place?
Yeah.
I do like how they change the perspective where you are, like, maybe five pixels.
That is very cool.
And you kind of look like Nintendo, honestly.
Yeah, a little bit.
But, yeah, those parts are not as fun.
I hate the swamp.
The swamp sucks.
Yeah, I mean, I think part of it is that the beginning of the game is actually kind of hard,
like especially leading up to, like, before you get PSI Rocket.
And finally, those first, like, eight levels can be kind of hard.
Like, I know a lot of people who die to the skate punks early on, whereas I feel like towards
the end of the game, there's not a ton of challenge left.
Like, I mean, you have to keep, like, Paula has lower defense.
You have to keep her alive with less HP and things like that.
But Ness gets really, really strong.
Yeah.
And you have all the PSI abilities.
After you beat Magic Cant, they level you up like a thousand times in a symbolic way, but
also in a literal way.
It's like, you're a better person, but now you've gained 12 levels.
Yep.
It's great. And you mentioned, Andrew, we didn't, we totally forgot to mention this, but the personalization of Earthbound is very important. It's like you name your favorite thing. It has to be weed or pizza. I'm just kidding. Or boners, whatever. It's the only thing with six letters you could use. And then you name your favorite food. You name all your friends. And you name your pet. I mean, naming your friends and your pet, naming your party members, in other words, that was a normal thing in RPGs. But naming your favorite food and paper thing, which would come up in diet.
dialogue and things like that.
It was a tiny touch, but it was cool.
It was still, like, the plugging in the whole Madlips thing.
We're going to draw from this bank of words and just stick it in there.
But it still felt like, oh, this is my adventure.
They're talking about...
Well, they also literally ask for the player name at a couple points, too, which is even
weir.
Yes, and that's something that Hideo Kojima would steal from Metal Gear Solid, too, because
you put in your name in the beginning of that game, you're like, I don't know why.
And then at the end of the game, Ryan looks at his dog tags.
He's like, you're the player.
Oh, my God.
But it's like, I did that in Earthbound that decade ago, Kojima.
You can't fool me.
Yes.
Did you chime in on the whole, like, how do you feel about Earthbound in terms of, like, the flow of the game?
Do you feel like the second half is weaker?
I'm not sure, exactly.
I don't really have a problem with the second half.
I didn't, I never really liked all the mazes, all the things that were kind of dungeon-like.
I think there were maybe one few, too many of those.
I was kind of on board with that kind of thinking for a bit, but I was playing maybe three or four hours of it this week just to, you know, come to terms with it and think about it.
terms of, you know, the discussion we're having.
And I was doing the desert maze level, the desert dungeon.
I was like, I was getting a little tired of going in circles, but then I got to the exit
mouse, which is this fun little thing they put in some dungeons.
Like, you're probably tired of this dungeon now.
Please, please use one of my children to help you, to help you leave.
Please never talk to me and my son again, in other words.
And the fact that it came with a guide, you know?
Like, I think there's so many people who I know who are playing it now just find it really obtuse
and don't know where to go, especially when it comes to saving Paula.
And I think the fact that you always could just pull out that player's guy to came with and check.
I think the point of the dungeon, too, is like, the game is so colorful and bright and fun,
and then you go into this drab, brown pit under the earth.
It's really pronounced.
That's true, yeah.
It's not as fun to look at.
Speaking of dungeons, though, I think it's really fun this game is also like an RPG about RPGs in a way.
It's very self-reflective.
Like, dungeon man, or I think his name is Brick Road, he's a dungeon designer.
In the real world, like he designs real-life dungeons with enemies in them.
And the first dungeon you encounter with him, he's not very sure of himself.
He has all these signs put up.
He's like, most players go to the left first.
And then, like, most players will open this box or whatever.
Like, he's testing you out.
And by the end of the game, he becomes a dungeon, which is horrifying.
It's an existential nightmare.
But it's just like, this is my place in life.
I will become a dungeon to fully understand what making a dungeon is like.
And I think that's so cool.
Just like, there's a game designer in this game.
And every time you meet him, he is thinking more about, like, what is the perfect dungeon?
And when you go inside of his body, he still has those signs.
Yes, exactly.
He's got the yellow submarine from the Beatles in his body and things like that.
So, yeah, dungeon man's a great idea in this game that I love.
And it's funny when you talk about DNA going on to Pokemon.
Pokemon has a building in red and blue you visit where they're like,
I'm the game designer, I'm the creature designer, and you're like talking to the dev team as you're climbing.
I also have a problem with Pokemon's dungeons.
Eighth four shit in already.
Ape Incorporated is in Mother 2, Earthbound, and it's in Foreside, but you can't actually go in.
It's just like planning for Earthbound 2 is what the sign says outside.
I'm sure it's like planning for Mother 3 in the Japanese version.
One thing I did want to point out is the localization for this game is fantastic.
It was started by Dan Owson and finished by Marcos Lindblum, who did most of the work on it,
and it perfectly captures ETOE's dry absurdity, and I think Nintendo of America knew that communicating
his sense of humor was so important to making this game work that they really tried to make
this localization matter. There are still typos. There are still weird inconsistencies, but you could
not ask for a better localization in 1995, and yes, I'm looking at you working designs. This is much
better than what you've done. But that's because instead of just rewriting things arbitrarily
or like, my idea is better, they thought really hard, like, what is the best way to translate this
idea into English? And I'm not going to go through all the examples. If you go to the Legends
of Localization website, the guy behind it,
did a comparison for everything, item names, place names, how jokes were changed.
And he's making a book based on that, hopefully, sometime this year.
And he did the- Buy that book.
Yes, buy that book.
I actually interviewed him on an episode of Retronauts Micro.
His name is Clyde Mandolin and his wife Heidi Mandolin.
They both do Legends of Localization.
But, again, this localization is great.
I still think it's fun.
It's funny.
And do you guys, are you guys on the same page with me in terms of just how this localization works?
Not at all.
Listen, localization is censorship.
That's right, yeah.
That's what I learned.
It should have been not pencil eraser.
It should have been whatever octopus pun would be in English.
That should have been naked in Magic Canada.
Exactly, yeah.
Ness Ness, I wanted to see that pixelated butt.
Pixelated boy, but.
I think it's, like, reading interviews with Marcus Lindblum are really fascinating.
And he talks about subtext with, like, Jeff and Tony and things like that where, like, he did want to imply certain things in various parts of the game.
That's true, yeah.
Have you read more into it than what's on the page.
I do, like, E Toi's way of thinking where it's like,
Yeah, this character's gay.
Yeah, he's gay.
Yeah.
Whatever.
And, like, in Mother 3, there's Duster, and he's, he has disability.
It's like, well, why?
It's like, well, all people in the real world have disabilities.
Why shouldn't a person in a game have one?
I was like, that's really heartwarming and touching.
Just like, please be part of my game person I see every day.
Not just like, these are all able-bodied white men who will be in my party.
It's like, there's a princess.
There's a guy with a limp.
There's a kid who's mom.
It's like, it's crazy.
I love the way he thinks.
But Earthbound was reviewed poorly.
And this really shows.
that please don't get worked up about reviews.
That's my general way of thinking.
Reviews are tied to a specific window in time,
and they never age well.
Yes.
But this is horseshit.
Yes, this is horseshit, especially,
because I love this game so much.
And it just broke my heart that every magazine was like,
well, this is the era in which games are getting edgy,
games are getting photorealistic.
We are choosing our twisted metal players.
We're being total badasses.
Do I have to play this weird, like, colorful kiddie RPG
that looks kind of bland?
and plain eh. What are they even doing? This is too silly and weird. It looks like an
NES game. Yeah, exactly. Motherfucker, look at it. Yeah. Jesus. I think
they're like all this, this game is like from the past games. You're just going to be all
like hardcore photore realistic violence and pit fighting and things like that. And again,
a review is tied to the cultural expectations of the moment it was written. So you can go back
to reviews from two years ago, but this game has fantastic graphics and it plays great.
It's like, well, that game sucked and I hated it. And it's like a three out of ten.
So people did not like this game
It only took the insane
And I mean that in a loving way
Because I'm one of these insaniacs
It took the insane cult phenomenon
Of the earthbound fandom
To bring this game to the light
Of the public
Of the general public
And Andrew you wanted to talk about this
You said to make sure you bring this up
And what do you think about the earthbound fans?
They seem to be the most well-adjusted
Video Game Psychopaths
I'm one of these
people, so I'm not making fun of them, but they are
so devoted to proselytizing
and trying to get Nintendo to pay attention to them,
which they never have. Nintendo is like never really
acknowledge these people, but E. Toy has.
He has. And it's funny how many of them, I mean,
you mentioned Clyde, Clyde and Reid founded starrymed.comin.
Which is kind of the hub
of all these fans in the first
online community. Yeah, and that formed
a fan gamer after that as well. Exactly.
Yep. They were selling that Legends of Localization
book, coincidentally enough.
But yeah, I mean, like, it's just such a
good group of people who their entire lives are earthbound.
I mean, it's like Reed met his wife through Earthbound and Clyde.
And I mean, those guys have gone on to make careers out of it.
And I think the fandom as a whole, they, you know, really pushed and pushed and pushed.
They did petitions for Earthbound 64.
They did petitions for now Mother 3.
Like, they've pushed so hard for going on 20 years.
And I think it kind of worked.
You know, I mean, if nothing else, we have Ness in a few Smash Brothers games.
We have multiple North American ways to play Earthbound.
legally and for retail price
they have made progress and I think
it's uh I don't know I don't think anyone
saw that coming even five years ago
that idea about pushing for so long
but not being like I'm going to
stand with a samurai sword outside of Noah
until they acknowledge that sort of thing
I'm gonna find out where your family lives and I'll tell people
if they don't release this game yeah but it's
just like it's this firm kind of we just really
like this please I'm gonna keep asking
it is part of like the warm-hearted
spirit of the games
that these people have themselves, I think,
in terms of how they address this game,
how they try to push it on people.
And Ray, weren't you working at One Up
when they were sending around that giant Mother 3 binder,
like release Mother 3 in the States
when that first came out in, like, 2006?
Yeah, yeah, Jeremy got that, and they sent it to him,
and so, yeah, you can do that a bit.
It has so much, like, fan art and music,
and that community is just really creative.
I don't know, it's the most devoted community
to a game that largely hasn't been relevant for 20 years.
Exactly. And again, they were just like, Nintendo won't pay attention to us. We'll make our own earthbound merchandise. It'll be better than anything you could make. I'm not saying they said that I just, I just believe that because all of their products are so much better than what anyone else is making.
Well, and that's why it's so weird now going to a GameStop and seeing a Ness Amibo or walk into a Walmart and seeing a Lucas Amibo. Like, the fact that that merchandise exists now is just crazy.
I feel like I should buy every Lucas Amibo I see the store just on general principle.
You'll just ask the cashier, do you know who this is?
every day
Mike, it's Wednesday.
Pull out your mother
three binder and sit down with it.
Yeah, I must say, again,
they make our t-shirts
so collusion, but who cares?
But the reason that I love fangamer
and I have them do our t-shirts,
they make great stuff,
but I also have always loved them
before they were fangamer.
I was on starmen.net,
back when it was earthbound.net,
and it was, like, other people like this game.
Like, I would pass this game around the friends
and they would like it,
but it seemed like everybody trashed this game
in the press,
and we put this behind us
and like, yeah, it really annoyed me
and it made me really hate some game reviewers
but it was before I could write on a message port
so that was helpless, I was helpless.
There was no Reddit.
All I could do was go outside and have a nice day.
Yeah, exactly.
I just had to forget about my problems.
So, there's anything you want to mention
before I mentioned the ending
and we maybe have to have like a few minutes
about Mother 3?
Anything else about this game?
Any kind of moments you like the most?
Any thing in particular?
I still get a little misty eyed
every time I see Tessie come out of the water
in that theme song plays.
It's just great.
It's hardly has anything to do with anything,
but it's just like, here comes Tessie.
Nice.
I still, I love the moment
right before you go to Magic Cant
when you finally get the eighth melody
and it has this weird, like,
a sepia-toned flashback
in Ness's house of him in the crib
and it's such a sweet moment.
I'm getting goosebumps with you just saying these things.
That's how I attached I am to this game.
Ray, how about you?
I like the Runaway 5 bus trip, you know?
That's great.
It's like I said.
It's like one of those road movie
moments. We're like, oh, you're going to hang out with us for a while now.
I like how there are a few little visual jokes about how
they're bad drivers, too, running over
sidewalks and stuff like that.
This actually goes to the ending. My favorite
moment of the game, there's so many. I've talked about Dungeon
Man and the zombies
and stuff like that. My favorite moment, I think,
the one that just like really just gives me
goosebumps is the ending credit
rule when the music hits a crescendo, and then you
hear Etoe say, I'll miss you, or I
miss you. Like, he already
wants you to become back to the world. And it was
like, I didn't even know it was Etoe, just as
strange disembodied voice that just
pops up in the middle of the song and it's like, wow, that
is just very touching and strange.
But I do want to talk about the ending, and I feel it's
one of those revolutionary RPG things that
no one else does. A very few
games do, where it's like, the reward
for beating the game is not just
to hear a new song, not just
to see maybe a little epilogue, but it's like
no, go back to every town,
talk to every person. They will have
something new to say. They will have something
new to tell you, including if you go to the
drugstore and Annette, you can meet
Rafini the dog, who is possessed by the spirit of the game developer.
And he says, please write to Nintendo, care of Rafini the dog, and tell them you want Earthbound 2.
And I did that.
And actually, I got a form letter back, a very nice one saying, we don't have plans for Earthbound 2 right now.
Thanks so much for writing.
I think I got like a free sticker or something in the mail for them.
But if you wrote into Rafini at the time, you would get at least a form response back, which is very cute.
But again, you could everybody had new dialogue.
And it was very rewarding.
Like you could talk to Frankie, the first boss who's now working at the burger joint.
He's reformed himself.
Like, everyone, every ass you kicked is now a reformed ass, basically.
And it just blew my mind.
Like, wow, I have two more hours of the game to play, essentially, after I beat Giggis.
And I guess that's another thing we should mention to.
The final battle is kind of stolen from Final Fantasy 4 in which you use this one command a bunch of times to basically end the battle.
But it is very, now that I know about Lovecraft and what that kind of feeling they're trying to evoke is, it is a very Lovecraftian boss.
Like, you don't have the power to comprehend what the attack is.
Roll for sanity.
Exactly, yeah.
And we also have Poki, who is the annoying neighbor kid who eventually becomes the great evil sidekick.
It's such a weird choice, but I love it.
And Pokey does come back in Mother 3, which I want to talk about for a few minutes
because I do want a Mother 3 episode once I can get more than a couple people who have actually played it.
Has anyone in the room finished the game except for me?
Yeah.
Oh, you have Grim.
So I've never finished it.
Okay.
I always, it's funny because on principle, I was like, I'm going to wait till it's localized.
And I was like, well, I guess I'll start it.
And I was like, well, I'm 10 hours in.
And now I'm like, I'm really.
You've had eight years, sir.
Please, that's your homework next time.
Next time we talk, it's going to be about Mother 3.
Yeah, yeah.
But, again, Mother 3 is a fantastic game.
I think it is in terms of being a video game,
not in terms of storytelling or jokes or emotional feelings it will give you.
It is the best video game of the series in terms of how it plays.
It's strange to me, though, that it has the most focused story.
It is about at town more than it is about any characters.
And it is a very, like, Kurt Vonnegut slash Haya Miyazaki story about,
the corrupting power of capitalism versus nature in which it's a very it's very on the nose this is not me reading into it with my english degrees it is super on the nose and sometimes a little bit of an annoying way but it's just like what happens when a gift a gift currency society or maybe a barter currency economy what happens when we introduce money capitalism television and it destroys them it is it is a very depressing game because as this town becomes quote unquote more civilized more
Or maybe even more Western, everyone loses their soul.
Everyone just becomes a greedy capitalist.
Yep.
And it's like...
It's a much angrier, sadder game.
It is.
Yeah, I think it's...
I wish I knew the name of the Japanese novel.
It's based on a very dark dystopian Japanese novel.
Like, you toy read it and he was like, this is great.
I think it's Hungarian.
Oh, Hungarian.
I actually read it like two months ago.
Oh, wow.
Yeah.
So the notebook, the proof and the third lie.
It's like three novellas.
Yeah.
Agata Christoph, I think it's a new.
Is it, I assume it's much darker than Mother Three.
Uh, yes.
It's much, it's kind of hard.
to read at times, but...
Wow.
Yeah.
Mother 3 is full of tragedy.
It is...
But again, it's full of beautiful moments, too, and the battle system is great.
And I feel like many things...
I'm saying this as a former and failed academic.
Many things can be viewed through a Marxist lens, like, Animal Crossing.
You can make your jokes about that, how it's like...
It shows you how capitalism is, like, kind of cruel.
But this game is a Marxist RPG.
It takes a very Marxist perspective, which is something like...
When I played this game, I was like, I was not expecting this at all, this message.
but I like, this is the only thing I play that does this.
It's very strange.
Yeah.
Technology versus nature and everything there too,
where it's just,
it's completely unambivalent about how it feels about those things.
Yeah, even the logo is like made of wood with like steel corrupting the logo.
Yeah, like they're incompatible.
Like there are two materials that are,
I think that's why he said that's why that was in the logo.
But yeah, and then like, you know, pokey comes back and he runs a megalopolis
and it's filled with sad, depressing, horrible people.
Yes.
A fascist pigman state.
And you're just like, there it is.
It's a fantastic game, and I don't know when this episode will be coming out.
Hopefully Nintendo is now desperate enough to actually want to release it in some capacity.
When they release one, I mean, that was, they have to.
I totally agree.
I think we'll see it.
It's also that weird thing where, like, God, when you talk about the development history of Mother 2,
Mother 3 is just as fascinating in the saga of Earthbound 64,
and where those discs are now is like the white whale of stories I want to tell.
For sure, yeah.
And it could have even been an S&S game at some point.
I heard it started development on the S&S, then moved.
to the 64 disk drive, and then finally
it became a Game Boy, advanced game.
But the funny thing is, if you look at screenshots
from the N64 version,
the dialogue is the same. It's telling the same
story, but with different parts.
And you can recognize, like, obviously, Flint is there.
You recognize areas, and the roller coaster
and stuff, or the Minecraft.
Yeah.
Ray, have you, I mean, what do you think about
the other three? I haven't heard much from you about this game.
Are you interested in it, or...
Yes, I am interested.
Okay, I'm interested in this.
I've not really played it much, though.
Oh, I totally recommend it, Ray.
I'm waiting for all those rumors to come true,
and we'll just be able to buy it for $10.
It has to be the year.
I hope so.
I mean, this could be the Wii U's one game this fall, maybe.
That's the Earthbound fans reprise right there.
It has to be this year.
Please tell me it's this year.
And again, we talked about Fam Gamer, and they're great.
And I played through this game as soon as it was released,
the fan translation in October of 2008.
That's right.
And I've been holding off on playing it again
until I know it's going to be coming out for Wii U
because I do want to play it and buy it.
But they released a strategy guide.
that looks just like the Mother 2
slash Earthbound strategy guide
in the same style, it's a travelogue
they made clay models for almost
every character and enemy
That was the first thing I ever bought from Fan Gamer
and like it came with like a little hand drawing and everything
And I was like that's great
Mine came with a
I got the Franklin badge because I pre-ordered it
Yeah so I saw the Franklin badge on my keychain
Never been struck by lightning folks
So I haven't been able to test it out
But yeah if you want to play Mother 3
Definitely head over to fangamer dot net
And get that guide
Bob where do I collect the fangamer trick?
Not on the air
Not on the air, please
No, I mean, you don't need a guide
To play the game
In fact, the guide wasn't finished until
like four months after the fan translation came out
But it is like a great companion
piece that really like lets you in on the
World and the characters and things like that
Because the game is about the
How a town changes and there's like 20 characters in the town
And every time you revisit the town
Something new is happening. Somebody has done
something terrible. The old people
are shoved further back into the closet.
It's a very depressing.
interesting game, but I recommend you play it because
I think the tagline is like you'll cry,
like this game will make you cry.
And her older sister.
Yes, and she'll cry too.
The skitter in the room.
But in a sad way.
Yeah, exactly.
It's like an onion.
So can we recommend,
this goes without saying,
but can we recommend this to people
who maybe have never played it ever before?
I mean, it is an older style of game,
but I think just the sheer variety
of the things you're doing
can help you rise above some of those lower.
or grindier moments.
Ray, you sound like you're mulling it over.
What do you think?
No, yeah, it's kind of a loaded question for me.
I'm not entirely sure.
I think.
I can't remove myself from being the kid excited about Earthbound
like 23 years ago.
It's hard to say.
Yeah, and I'm trying to.
I don't really know what to put.
I think, yeah, like you said, it's kind of grindy.
And maybe some people go back to it might not like that
and get sick of it.
But it's in the canon.
and it's part of that.
It's one of those top super NES RPGs.
It's like it's going to be up there with quantum trigger and everything else.
And I think it's one of those things you shouldn't miss.
Yeah, even if you're unsure, I think it's worth it just to see, like, why does everybody care, you know?
Right, just to figure it out, at least for, like, novelty sake.
Yeah, exactly.
And like we've touched on, like, yeah, there have been some modern-day-ish RPGs out there,
but it's usually, like, you know, Magami Tense type stuff, or it's still like...
You still have a sword.
Yeah, yeah.
You're not fighting cops and hippies and cars and fire hydrants.
You're fighting just demons.
Jack Frost again.
He's back.
And yeah, now it's like, you know, every third JRPA comes out of set in Tokyo.
It's like, oh, yeah.
Yeah, you like the Shibuya 109 building?
Here you go again.
It's like I'm there.
Yeah.
So, like, yeah, I think there's something a little bit fresher and see where it actually came from,
that sort of style and approach.
I think, yeah, it's worth going back to it.
What do you think, Andrew, should...
Do you recommend this game to people today?
Maybe someone who's never played an older JRP or anything like this?
It's weird because I, since the Wii release and now more recently, the 3DS release,
that's literally what I've been doing, is trying to tell my friends,
like, hey, that game I never shut up about.
You can finally play it.
And it's kind of anecdotally, it's really interesting that, like,
one in every five people, like, sees it through and loves it.
But it is definitely kind of an uphill battle.
Yeah, that's true.
tell there's like the people who
can't get past Frank and then the people
who won't get past Paula and then the people who
get right up, they're about to get poo and then they stop
and then there are the people who finish it and it is definitely
I think it's
accessible in terms of yeah the setting
and everyone can understand what's going on but yeah
it is definitely a product of
its time. It's a little grindier
but I think Ray nailed it in that if you're
interested in that era
like if you're talking about Final Fantasy 6 if you're
talking about Chrono Trigger you should be talking about
earthbound I think it's definitely one of those
big players from the S&S era.
Michael, what do you think about recommending
Earthbound to people? I think it's tough.
My suggestion would be buy it and then
maybe watch a let's play. It's a game where you can probably cut out
some of the combat. That's the ethical way to do things.
Right, right. Yeah, I think if you're
one of those people, and there are some people out there who are like that,
it's like, no, I got to play the first one before I play the second one.
You don't have to play the first one. Yeah. That's something
you may be, again, buy the game, watch a let's
play or buy the game, and then do what I did
and get the emulated version with the easy patch.
And I would even say not even just you don't have to, don't.
You should start with Mother 2.
If you're that curious, don't play it at all, jump to Mother 2.
Maybe go back to Mother 1 if you want to see like, oh, these were all these songs came from.
And this is where, you know, this happened.
I think Mother 1 is kind of like the Wes Anderson short film that became the full movie.
Oh, is that bottle rocket?
Yeah, yeah.
Cool.
That's a great analogy.
We can end with that.
Thank you, Ray.
That was very synced.
You're welcome.
So all of our promo info for the show is part of the commercial break.
Thanks for listening to it because I know you did.
But you can find me on the internet as Bob Servo.
I also write for Something Awful and U.S.Gamer.
Go to something awful.com, usgamer.net.
And check out my other podcast, Talking Simpsons.
It's the Lasertime Podcast Network's chronological exploration of the Simpsons.
We should be towards the end or middle of season three by this point.
It's a great, fantastic show.
I'm so proud of it.
Please check it out.
Lasertime Podcast.com.
Everybody else, Ray, where can we find you?
Oh, gee.
Well, yeah, I don't have much else to promote, really,
except my other podcast called No More Whoppers.
I talk with my friend Alex on that.
He lives in Japan, so we talk about Japan and stuff,
but we mostly just get mad at each other.
It's a fun kind of anger, right?
It's productive.
No More Whoppers at Tumblr.com.
Cool.
Michael, where can we find you?
Do you have anything you want to do public-facing?
I don't know if you have a website or anything.
Not really.
You don't have our disease.
Not much of a self-promoter.
I don't know.
At pseudo bread on Twitter is really where I spend most of my time.
You make some funny tweets.
That's a big accolating.
I need more affirmation than.
just strangers reading my tweets. I need strangers reading everything
I do. I have problems.
Andrew. I'm Garfap
on Twitter, and you can find me on IGN.
I'm on our PlayStation podcast, podcast
Beyond, and then I'm usually just
unboxing JRPGs in
videos and talking about them in articles.
Please don't unobox on Earthbound, though.
Yeah, I'm going to bring down the value precipitously.
We'll be back with a brand new episode of
Retronauts Micro next week. See you later.
I'm gonnae.
I'm gonna'n't
I'm gonna'n't
I'm gonna'n'n't
I'm not going to be able to be.
I'm going to be.
I don't know.
I'm going to be able to be.
I'm sorry.
I don't know.
I'm going to be able to
I'm going to
I'm going to
I'm going to
I'm going to
Thank you.
