Gaming History 101

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Podcast: Found in Translation

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This week Fred flies solo to discuss the world of fan translations.  Many titles come out in foreign lands and never make the trip over the United States, often only available in the native language of Japanese: enter the fan translation.  We discuss the roots and makeup of a fan translation and then close with a long list of the most popular ones for each console.


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Written by Fred Rojas

May 1, 2013 at 7:44 pm

Review: Mother aka Earthbound Zero (Famicom)

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mother_boxConsole: Famicom
Released: 1989
Developer: Ape
Publisher: Nintendo
Instruction Manual: None released outside of Japan
Difficulty: Difficult
Played it as a child? No
Value: N/A – No official US release, most versions are fan translations and prototype carts have no official price
Other Releases: Yes – This game was updated and re-released in Japan on GBA as Mother 1 + 2
Digital Release? Yes – Although technically not true.  Digital fan translations to English are available but not really legal.

Thanks to a strong and devoted fan community and some odd ambiguity with Nintendo’s releases of this series, Mother (known as Earthbound Zero with most circles that play english translations) has got to be one of the hardest series to cover.  Having never played Earthbound (Mother 2 in Japan) I did the traditional completionist thing and started with the original game, which is extremely dated by almost all RPG standards.  Mother suffers from everything I dread about going into retro role-playing games: a ton of grinding (or “meat walls”), constant random encounters, no true direction as to where to go next, casual dungeons with incredibly hard boss battles, slow pacing, and a limited inventory system.  Not only that, anytime you try to look up help on this game, everyone who’s written about it has played the game a million times and speaks so condescending of people who get stuck that you feel like an idiot.  That’s because Mother has a small but incredibly devoted community that feels this game and its sequels are the apex of game design.  Despite all these faults, the charm of the writing and what it was doing at the time was enough to keep me invested until the grueling end.

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Written by Fred Rojas

December 27, 2012 at 12:45 pm