376:). Some of the artists had been on the project for over three years. They estimated the project to be about 60 percent complete at the time of cancellation—the basics were complete and only programming was left. About 30 percent of the final product was completed. Itoi estimated that it would have taken an additional two years to finish properly, and Iwata said that the game might have been finished by 2000 had the scope been reduced two years earlier. Miyamoto was involved in other work and spent little time on-site with the project, and Iwata too was distracted by bankruptcy concerns at HAL Labs and was off-site in 1999 due to circumstances that required travel. Iwata was also hospitalized during production for stress-related reasons. The team intended to have the game finished by the end of 1999 and knew they had to reconsider their priorities when they missed the milestone. They said that the
456:. He conceptualized the process as designing 3D "puppets" that could then be easily moved around the "stage". In actuality, each custom scene required special programming. The player-character changed between each chapter—a concept they first attempted in their previous game—so as to see multiple characters grow. As development wore on, Itoi offered to compromise by replacing full chapters with sequences of still images and text. They cut the total chapters to seven or nine by the time it was canceled. Itoi described the story as "normal" for its first half, leading up to a "triple-play twist". One of the game's themes was the reckless appearance and "uncomfortable beauty" of
337:
541:). The battles had psychedelic backgrounds and a circular menu that included a command to "get up" if the player was knocked down in a real-time sequence. Attacks could be timed with the in-game music for stronger effects. The developers also planned multiple routes for advancing through the game and unforeseen complications from minor actions, such as a monster finding food dropped in the forest. The game was set to include features such as synching the game's time with the real time, but those features required the 64DD.
719:'s. Itoi processed each line individually as he wrote the final scene, and later reflected on its moral content that bad people sometimes need even more help than the good people. He said that the one line that makes him most emotional is, "You must be tired". Itoi said that the ending's renewal theme reflected his worldview of appreciating our time on Earth in light of the planet's inevitable end. Much of the rest of the script was written after-hours at a local hotel where they would continue their work.
385:, but realized that it would take "just as much time" with 40 to 50 staff members to make such a game. In retrospect, Iwata wondered out loud in an interview why the game needed to be in 3D when Itoi's "greatest talent lies in words" and thought that the energy poured into making a 3D game might have been a poor choice. He said he was "genuinely ashamed", and acknowledged that they were both "caught up in the 3D obsession and felt obligated" at the time. At the time of its cancellation, Itoi predicted that
750:
346:
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666:". The antagonist, Porky, was designed as a "symbol of humankind". Itoi associated the game's view of evil to the "fun and games" on the spectrum of "pranks" to "crimes", and likened its tone to the lyrics of the song "Reunion" by Kazuko Matsuo, where the subject falls in love with someone the world finds evil. Itoi compared how the characters come to realize their psychic powers with
2279:
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There are 250 tracks in the game's sound player. Itoi did not have a favorite of Sakai's work. He noted that the final track, "Love Theme", was added towards the end of the development cycle. While the ending was incomplete, Itoi planned to use the
Pigmask theme, but they decided to add a new song to
714:
was canceled. His
Nintendo 64 version was darker, "dirtier", and more upsetting, though the final version changed little in concept. The Nintendo 64 version was to be more vague and left to the player's imagination through its sparse dialogue. Itoi attributed the change in tone to his own growth and
674:
was "one of his themes". As such, players sweat when learning an ability, based on Itoi's belief of how physical struggle facilitates growth. He also included characters like the
Magypsies and Duster (who has a bad leg) to show the value of having friends with different qualities. Some environments
502:
logo was made from a fusion of metal and trees, which Itoi interpreted as an "uncomfortable beauty" from two materials that were impossible to fuse. This is also a theme in his only novel. The chimeras theme informed the game's original subtitle: "Forest of the
Chimeras". Itoi compared the reckless
561:
In its review of the Space World 1999 demo, IGN found the mine cart scene—where Lucca and Klaus outrun a collapsing cave in a minecart—to be its "most impressive" sequence. They added that it "might be one of the most impressive cutscenes on the N64 yet". IGN said that the controls were intuitive,
311:
as a sign of further delay or cancellation of the 64DD altogether. In April 2000, IGN estimated the game's development as "safe to assume that the game is nearing its final stages of completion". The company struggled to find a firm release date, and was expected to release in Japan before a North
380:
supervisors had wanted to cancel the project since 1999, but later changed sides and said that cancellation would be wasteful. They discussed bringing the game to their forthcoming GameCube, which
Miyamoto said would have solved some of the Nintendo 64's hardware issues. Miyamoto and Iwata also
630:
and decided, based on encouragement from several failed fan petitions, to release the game. Itoi had earlier assumed that restarting the project was impossible, and said that his final effort to finish the game to be more like a "prayer" than like "vengeance". Other than the graphical changes
402:
434:
who would become engrossed in a big murder case, and the story would unfold from a young female clerk at a flower shop who would slowly recall parts of a story consequential to the plot. Thus, the city would appear to grow. This idea of a "single place changing over time" was central to
244:
development team carried over to the new game's development, though several people left and the team grew in size. They forwent the usual prototyping phase and went straight into development expecting to create something unprecedented. Itoi said he wanted to make the game like a
566:"strong", and the battle system "confusing". They wrote that the game would be highly original, but were not able to tell the degree to which the story or characters would interact. IGN compared the multi-character aspect of the narrative to the Japan-only Super Famicom RPG
715:
the character composition of the new development team. He said that he had not been changed by fans. Itoi always planned for the two brothers to fight each other, though he did not write the ending until after production had already begun, a process he compared with
587:
520:
with two boys, Lucca and Klaus (later becoming Lucas and Claus), and a dog, Boney. The game was to include over 10 playable characters and span 10 years in its story based around the Pig army, which attempts to use "primitive machinery ... to enslave mankind". At
771:
for his fans. Itoi had to choose a composer from the development team who understood the series and could work full-time on the project, including other development duties. Thus, he could not choose Suzuki, who was outside the project, or
682:
s "hallucinatory city", Moonside. Another of his themes is the duality of the seriousness and lightheartedness of games, which is why he added a serious death scene to the first chapter. Parts of the game reference outside media such as
792:
wrote that the game retained the quirkiness of the previous soundtracks in the series though switching composers. He found the second half of the album, which included reinterpreted "classics" from the series, to be its strongest.
266:. Their early technical specifications exceeded the capabilities and memory limits of the platform. About halfway through development, the team attempted to scale back its large scope and changed its target from cartridge to the
554:
722:
By July 2004, the game was about 60 percent finished and was set for a late 2005 release in Japan. The game was released on April 20, 2006 in Japan for the Game Boy
Advance, whereupon it became a bestseller. A
443:" with little reason for the hero to backtrack to previous areas, and instead wanted the player to see the town gossip grow dynamically. Miyamoto and Itoi compared this type of progression to the story of
303:, where IGN described the development's progress as "very far along" and half complete. Having followed a period of media silence, the announcement there of its conversion from 64DD disk to
29:, spanned a total of twelve years between 1994 and 2006 with a three year gap in between, and spanned four consoles and multiple delays. Following the commercial success of its predecessor,
509:. The subtitle eventually became "The End of the Pig King" before the game was canceled and the final release has no subtitle because Itoi did not want to lead the player's interpretation.
675:
were added to serve specific purposes. For example, Osohe Castle was meant to show the scale of time and
Tantane Island was designed to reflect the player's worst nightmares as similar to
364:
Iwata clarified that the franchise was not abandoned but that the game would no longer be developed for the
Nintendo 64, and Miyamoto added that it was not due to project complications or
1910:
871:
780:. Sakai also understood the game's story intimately and named the Magypsies after musical terms. He worked to make the music feel similar to previous entries in the series.
205:
452:
Itoi originally intended the game to have 12 chapters with varied game mechanics; for example, one with classic role-playing game mechanics and another as just
2304:
1848:
475:
s development. He saw himself as simultaneously making the game he wanted to play and setting traps for the player, and as making a game
Nintendo could not.
59:, the team set out to create a 3D game that ultimately exceeded the capabilities of the platform. Along the way, the team changed its console focus from the
997:
962:
76:
1024:
2026:
1902:
157:, renewal, and fungibility on the morality spectrum. Its music was composed by Shogo Sakai, and retained the quirky style of series composers
449:. The game was enough of a departure from the series that the development team questioned whether fans would consider it part of the series.
423:
s production. He called another person on the project to describe a "detective story where the city was the main character". He envisioned a
1267:
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939:
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because he was uninterested in computer graphics trends. He said that it was only coincidentally related to the resurgence of interest in
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106:, but did not materialize when the 60 percent-complete Japanese release was canceled in August 2000 in reprioritization leading up to
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389:
would remain a story that only the game's staff would know, though he also expressed an interest in making the story into a novel or
868:
525:, IGN sampled environments including a hovercraft in a desert canyon, a snake dungeon, a cutscene with a bullet train, a town with
445:
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American version would be considered. At the time, the 64DD was only released in Japan. Nintendo did not show the game at the 2000
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s development and built a 12-chapter story with player-characters that rotated between chapters. Having been a producer during
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was released on April 20, 2006 in Japan, whereupon it became a bestseller. It has not been released outside Japan.
40:
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768:
256:
s development would end around 1996 with a release on
Nintendo's then-upcoming console. The team was inspired by
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and Franklin Badge pin. It did not receive a North American release on the basis that it would not sell well.
480:
My personal feelings steer me to want to affirm everything the player thinks about the game. I wanted to make
1020:
658:(Chinese characters) so as to remain accessible to young children. Itoi described the world as governed by "
2012:
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wrote that the game's emphasis on "magical transgender gurus" might have also affected the decision.
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staff assisted in the game's development, and Itoi worked with them on individual pacing issues.
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s development spanned four consoles, but eventually released for the handheld Game Boy Advance.
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would be one of the four games for the then-expected 1998 launch of the Japan-only peripheral.
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series that he wanted to be more of a team member and scriptwriter and less of a manager in
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canceled the game altogether prior to Space World 2000, as announced by Itoi on August 20.
79:
of the 64DD, the game was converted to cartridge. Itoi developed the game's concept during
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readers ranked the game as one of their top ten most anticipated towards the end of 1999.
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Flint within an inn, as compared between the Nintendo 64 and Game Boy Advance versions of
369:
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107:
784:
better reflect their intentions in December 2005. The game's soundtrack was released on
240:
and was experienced at pitching video games, so Miyamoto provided a team willingly. The
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to the Advance. The game kept its original story and received a graphical overhaul in a
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All of the game's music was composed by Shogo Sakai. Itoi saw Sakai as competing with
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1978:
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460:—multiple creatures fused into one—which was the idea behind the metallic and wooden
197:
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if he had the time. Miyamoto was still interested in bringing the game to fruition.
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required for a release on the Advance, the game was to keep its original story.
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529:, and a mine cart scene, through themes including fantasy, the medieval, and
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like a mirror. One that reflects the heart of the player off of the screen.
453:
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triggered a turn-based battle scene shown in the first-person (similar to
114:). At the time, the game was estimated to need another two years of work.
2100:
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television advertisement included a slide announcing a future release of
373:
111:
31:
26:
20:
1903:"EARTHBOUND CREATOR SHIGESATO ITOI TEASES A RE-RELEASE FOR HIS CULT RPG"
930:
616:
574:
132:
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IGN was impressed by the mine cart sequence shown at Space World 1999.
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to the Game Boy Advance, Itoi predicted further pressure to release
553:
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and decided that they too could creatively flourish by making a 3D
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585:
552:
176:
850:[About the development of "MOTHER 3" has been canceled].
2004:
267:
182:
68:
2008:
316:, though IGN expected to see a finished version of the game at
1383:
1346:
1258:
1221:
1150:
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1052:
988:
308:
516:. The player-character, Flint, was a cowboy in the vein of
296:. Nintendo displayed a playable version of the game at its
503:
appearance of chimeras to the mutilated toys of Sid from
200:(Super Nintendo Entertainment System) beginning in 1994.
71:
peripheral, for which the game was expected to be a 1998
1835:"Years Later, Mother 3 Still Lives Up to All the Hype"
512:
The game was set to continue 10 years after the first
288:
anticipated a sequel, and a North American release of
2255:
971:(Interview). No. 99. Nintendo. pp. 104–105.
1936:"Shigesato Itoi Tells All about Mother 3 (Part One)"
1761:"Shigesato Itoi Tells All about Mother 3 (Part Two)"
1712:"Shigesato Itoi Tells All about Mother 3 (Part One)"
1670:"Shigesato Itoi Tells All about Mother 3 (Part One)"
1625:"Shigesato Itoi Tells All about Mother 3 (Part Two)"
1583:"Shigesato Itoi Tells All about Mother 3 (Part One)"
1538:"Shigesato Itoi Tells All about Mother 3 (Part Two)"
1420:"Shigesato Itoi Tells All about Mother 3 (Part One)"
1299:"Shigesato Itoi Tells All about Mother 3 (Part Two)"
1179:
1177:
562:
the sound "well orchestrated and memorable", the 3D
125:
in 2003 within a Japanese television commercial for
2198:
2172:
2131:
2068:
727:Deluxe Box Set was produced with a special edition
307:cartridge plus mission expansion disk was taken by
545:was set to run between 40 and 60 hours in length.
961:Imamura, Takao; Miyamoto, Shigeru (August 1997).
206:Nintendo Entertainment Analysis & Development
50:was given the previous game's development team.
1490:
1488:
838:
836:
834:
832:
830:
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826:
706:Itoi wrote the game's ending while overseas in
478:
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1083:
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1079:
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818:
816:
814:
812:
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808:
806:
745:Music of the EarthBound series § Mother 3
615:. While working on the compilation that would
2020:
1146:"Earthbound 64 (MOTHER 3) Last Known Details"
226:outside Japan) had sold well. By this point,
185:peripheral, shown here as docked beneath the
8:
919:
917:
915:
913:
911:
693:, a company for which Itoi had written film
234:had worked on the series' earlier games and
1930:
1928:
1901:Agnello, Anthony John (December 21, 2012).
1755:
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1751:
1749:
1664:
1662:
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249:film. In September 1994, he predicted that
117:After multiple years and failed petitions,
2027:
2013:
2005:
100:A North American version was announced as
1633:. August 2006. p. 10. Archived from
984:"FOUR GAMES TO LAUNCH WITH JAPANESE 64DD"
926:"Vapor Trails: The Games that Never Were"
638:Itoi chose to use the pixelated style of
1769:. August 2006. p. 8. Archived from
1546:. August 2006. p. 7. Archived from
1307:. August 2006. p. 7. Archived from
963:"Pak Watch E3 Report "The Game Masters""
904:(in Japanese): 21–23. September 2, 1994.
650:. The series' games were written in the
533:. Physical contact with an enemy in the
400:
2262:
802:
464:logo. Itoi has said of his role in the
274:in June 1997, Miyamoto speculated that
90:, Itoi served as a scriptwriter during
1944:. July 2006. p. 2. Archived from
1913:from the original on December 26, 2012
1870:Sloderbeck, Matt (February 22, 2006).
1720:. July 2006. p. 6. Archived from
1678:. July 2006. p. 4. Archived from
1591:. July 2006. p. 3. Archived from
1428:. July 2006. p. 1. Archived from
1395:from the original on February 20, 2015
1358:from the original on September 3, 2014
1270:from the original on February 19, 2014
1162:from the original on November 29, 2014
1108:from the original on February 19, 2014
1872:"Mother 3 Gets a Little More Special"
1833:Eisenbeis, Richard (March 29, 2013).
1027:from the original on February 8, 2018
858:from the original on October 18, 2000
7:
1882:from the original on August 24, 2014
1814:from the original on August 24, 2014
1507:from the original on August 22, 2014
1473:from the original on August 22, 2014
1196:from the original on August 19, 2020
1184:Mandelin, Clyde (October 17, 2018).
1046:Thomas, Lucas M. (August 17, 2006).
788:on November 2, 2006. Kyle Miller of
599:is announced at the end of the 2003
381:discussed releasing the game on the
2305:Development of specific video games
1000:from the original on April 27, 2015
354:Satoru Iwata and Shigeru Miyamoto,
216:was "a commercial decision", since
1989:from the original on July 25, 2014
1851:from the original on June 19, 2014
1802:Adashek, Jeffrey (July 22, 2004).
1233:from the original on June 26, 2014
1064:from the original on July 14, 2014
776:, who had become the president of
237:Itoi Shigesato no Bass Tsuri No. 1
14:
942:from the original on May 22, 2011
924:Cowan, Danny (February 7, 2007).
898:"Interview with Shigesato Itoi".
196:was originally developed for the
25:, a role-playing video game from
2277:
2265:
2238:
2237:
2122:
1019:Johnston, Chris (May 30, 1997).
344:
335:
1377:IGN Staff (September 2, 1999).
1804:"Mother 3 to See 2005 Release"
607:Three years later, a Japanese
446:Legend of Zelda: Majora's Mask
412:Itoi conceived the premise of
368:, but to resources needed for
181:The game was designed for the
1:
1340:IGN Staff (August 31, 1999).
1252:IGN Staff (August 21, 2000).
1186:"MOTHER 3's Timeline of Hope"
1144:IGN Staff (August 22, 2000).
848:"『MOTHER 3』の開発が中止になったことについての"
697:and had voiced the father in
662:" and its power struggle as "
314:Electronic Entertainment Expo
153:. The game's themes included
1463:"Mother 1 and 2 Hit the GBA"
1215:IGN Staff (March 22, 2000).
1090:IGN Staff (April 18, 2000).
1021:"Nintendo Says 64DD Delayed"
439:. He saw previous RPGs as "
2321:
2300:Mother (video game series)
1497:"Further News of Mother 3"
982:IGN Staff (June 2, 1997).
742:
489:Itoi in an interview with
2233:
2120:
2045:
1254:"EARTHBOUND 64 CANCELLED"
594:for the GBA too! Dakota!"
1495:Putnam, Gabriel (2003).
1342:"THE BEST OF SPACEWORLD"
121:was reannounced for the
1461:Hindman, Heath (2003).
1190:Legends of Localization
1048:"RETRO REMIX: ROUND 25"
880:Translated introduction
686:Kiki's Delivery Service
654:alphabet instead of in
1217:"MOTHER 3 PUSHED BACK"
760:
604:
558:
486:
409:
190:
110:(the code name of the
2081:EarthBound Beginnings
752:
589:
556:
527:non-player characters
404:
180:
1948:on February 26, 2015
1724:on February 26, 2015
1682:on February 26, 2015
1595:on February 26, 2015
1550:on February 26, 2015
1432:on September 2, 2006
432:private investigator
212:producer, said that
1379:"JAPAN WANTS ZELDA"
1311:on February 1, 2014
846:(August 22, 2000).
416:towards the end of
1964:2014-07-16 at the
1789:2014-10-18 at the
1740:2014-07-15 at the
1698:2014-07-18 at the
1653:2014-07-10 at the
1611:2014-07-15 at the
1566:2017-12-07 at the
1448:2014-11-21 at the
1327:2014-10-09 at the
1092:"NOT BOUND FOR E3"
885:2017-11-11 at the
874:2017-11-04 at the
761:
700:My Neighbor Totoro
660:might equals right
605:
559:
410:
191:
77:commercial failure
2253:
2252:
2224:Super Smash Bros.
670:, and added that
292:was announced as
149:style similar to
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672:human physiology
582:Game Boy Advance
523:Space World 1999
494:
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383:Game Boy Advance
366:development hell
348:
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717:Hayao Miyazaki
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1993:September 1,
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1946:the original
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1886:September 1,
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1845:Gawker Media
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1818:September 1,
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1771:the original
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1680:the original
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1593:the original
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1023:. GameSpot.
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2284:Video games
2211:Megalovania
2190:Porky Minch
2107:development
1979:"Mother 3+"
1959:Translation
1784:Translation
1735:Translation
1693:Translation
1648:Translation
1606:Translation
1561:Translation
1443:Translation
1322:Translation
869:Translation
648:retrogaming
569:Live A Live
564:game engine
441:road movies
305:256 megabit
187:Nintendo 64
173:Nintendo 64
75:. Upon the
73:launch game
65:Nintendo 64
2294:Categories
2173:Characters
2093:EarthBound
1952:August 31,
1777:August 31,
1728:August 31,
1686:August 31,
1641:August 31,
1599:August 31,
1554:August 31,
1436:August 31,
1389:Ziff Davis
1352:Ziff Davis
1315:August 31,
1274:August 31,
1264:Ziff Davis
1227:Ziff Davis
1200:August 14,
1166:August 31,
1156:Ziff Davis
1102:Ziff Davis
1058:Ziff Davis
1004:August 31,
994:Ziff Davis
936:Ziff Davis
862:August 30,
797:References
609:Mother 1+2
601:Mother 1+2
539:EarthBound
429:womanizing
391:kamishibai
301:trade show
284:EarthBound
264:open world
223:EarthBound
204:, head of
128:Mother 1+2
37:EarthBound
778:Creatures
767:composer
549:Reception
535:overworld
506:Toy Story
454:cutscenes
358:producers
324:producer
247:Hollywood
147:pixelated
2244:Category
2101:Mother 3
2089:Mother 2
2050:Nintendo
1987:Archived
1962:Archived
1917:June 15,
1911:Archived
1880:Archived
1849:Archived
1812:Archived
1787:Archived
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1325:Archived
1268:Archived
1237:June 15,
1231:Archived
1194:Archived
1160:Archived
1112:June 15,
1106:Archived
1068:June 15,
1062:Archived
1031:June 12,
1025:Archived
998:Archived
946:June 15,
940:Archived
883:Archived
872:Archived
856:Archived
852:1101.com
765:Mother 2
754:Mother 3
712:Mother 3
695:taglines
677:Mother 2
652:hiragana
644:Mother 3
640:Mother 2
628:Mother 3
624:Mother 2
613:Mother 3
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592:Mother 3
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418:Mother 2
414:Mother 3
407:Mother 3
387:Mother 3
378:Mother 3
374:GameCube
356:Mother 3
290:Mother 3
276:Mother 3
251:Mother 3
242:Mother 2
218:Mother 2
214:Mother 3
210:Mother 3
194:Mother 3
167:Mother 3
151:Mother 2
143:Mother 2
119:Mother 3
112:GameCube
92:Mother 3
88:Mother 2
81:Mother 2
67:and its
46:creator
32:Mother 2
27:Nintendo
21:Mother 3
2258:Portals
2199:Related
1876:RPGamer
1808:RPGamer
1501:RPGamer
1467:RPGamer
931:1UP.com
710:before
575:Famitsu
458:chimera
63:to the
2206:Fandom
2180:Giygas
2132:People
2077:Mother
2039:series
2037:Mother
1983:RPGFan
1840:Kotaku
790:RPGFan
708:Saipan
620:Mother
514:Mother
466:Mother
397:Design
322:Mother
228:Mother
138:Mother
44:series
42:Mother
2272:Japan
2218:Music
2069:Games
757:'
739:Music
680:'
664:macho
656:kanji
473:'
421:'
372:(the
254:'
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2185:Ness
1995:2014
1954:2014
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1601:2014
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1401:2014
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1276:2014
1239:2014
1202:2020
1168:2014
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948:2014
864:2014
642:for
622:and
617:port
498:The
425:hack
281:The
268:64DD
208:and
183:64DD
161:and
141:and
133:port
131:, a
69:64DD
16:The
2055:Ape
1384:IGN
1347:IGN
1259:IGN
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