Gaming History 101

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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

Know this Publisher: Sunsoft

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Normally we focus on developers, the true makers of video games, but it’s also important to focus on the publishers responsible for making sure we ever see the game in stores.  In many cases these notable publishers are the ones that grab a bunch of smaller developed or imported games and grants them release in another region.

Sunsoft was such a great publisher back in the days of the NES.  Back in those days the few of us who read the labels of game boxes didn’t normally notice a developer, but rather a the publisher logo (although to be fair the two were often the same).  Whenever the Sunsoft logo crossed your boxed copy you could almost guarantee two things about it that normally don’t go together: 1.) your game would be a license game 2.) it would be good.  Yes, you read that correctly, Sunsoft made good licensed games on the NES.  As time continued, Sunsoft got more linked in with lackluster mascot games of the 16-bit era, but that doesn’t stop them from still being a publisher worth noting.  In fact, had it not been for Sunsoft porting many a game that wasn’t slated for release outside of Japan, we may never have seen these classics.  Oh yeah and Blaster Master, they made that too.

Atlantis No Nazo box art

Sunsoft is not in any way related to the short-lived SunSoft that was part of Sun Microsystems in America, but rather a subsidiary of Sun Denshi (or Sun Electronics) that entered the video game realm in the late 1970s.  When the publisher/developer opened a branch in the United States it went under the title Sunsoft of America but the logo still remained simply “Sunsoft”.  They developed mostly unknown games on arcades at that time: Arabian, Ikki, and Kangaroo – a weird hybrid of Donkey Kong and Popeye – but it wasn’t until the company moved to the NES that it really started making waves.  Sunsoft developed arcade ports and original Famicom games in Japan, mostly odd titles that would never come out over here like Tokaido Gojusan-tsugi (English: Stations of the Tokaido), which is a side scrolling action platformer where you play Kintaro, a fireworks salesman and use fireworks as a weapon.  Of the most famous is a kusoge (Japanese slang for cult video games that literally translates to “sh*tty game”) known as Atlantis No Nazo (English: Mystery of Atlantis), which has the player navigating an explorer through 100 levels of platforming.  What most don’t know is that the hit detection is horrendous and the platforming physics are a crash course in masochism, not to mention the game doesn’t move linearly (ie: you don’t necessarily go onto level 4 when you beat level 3).  Like most other games of the 8-bit era, a game over results in you completely starting over and the real aggravating part is that the game is completed by doing a sequence of about seven brutal stages in a certain order (including hidden warp zones).  Without having the information from the onset, I’d safely declare this title impossible.

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Written by Fred Rojas

August 17, 2012 at 11:06 am