Hidden Flags in Earthbound, and the Mole Playing Rough

It’s a bit old, but Chaz on Youtube has a great video explaining some weird facts about Earthbound, including mysterious crashes, when the game registers the effects of statuses like Sunstroke, and why there’s a small number of places in the game where you can find an early enemy, the Mole Playing Rough, in regions where you usually find much stronger enemies. It’s ten minutes long:

Here’s the gist:

Earthbound maintains a flag that the video calls the Overworld Status Supression Flag. If this flag is on then your characters can’t get a number of statuses like Sunstroke, or take environmental damage. If this flag is on, though, and your party loses to a scripted (not random) battle, then a bug is triggered that’s popularly called the Game Over Glitch: the battle loss cutscene music plays, but the screen turns black and nothing appears to work. In fact, the game has not crashed: entering the Town Map screen, or feeling around for and entering a door, will display graphics again, although glitched out. The Game Over Glitch is best known for happening if the player loses to one of the Shattered Man fights in the Museum after the game has been won: during the ending, the Overworld Status Supression Flag is set on permanently, so getting into any scripted fight and losing will result in the glitch happening.

As it turns out, random encounters disable the flag. So there is a hard-to-avoid Mole Playing Rough at the entrances to areas with environmental damage, to make sure the flag is turned off. But the mole is just hard to avoid, not impossible, so if you can avoid it, and all other random enemies of course, and then reach a place with a scripted fight, then lose to it, the glitch will still happen.

Hidden Dialogue in Earthbound

It might not seem like it, but in the 8- and 16-bit era, text in a game was rather expensive.

The expressive power of an English sentence is great, but in a way, that of an equal number of bytes of assembly is greater, due to it living and working in the machine, and not just in the head of the player. A page of text is about 700 words; at an average of five characters each, uncompressed that’s 3,500 bytes, or 3.5 kilobytes. By contrast,the whole OS of the Commodore 64, Kernel and BASIC ROMs combined, is 8K.

Most JRPGs are thought to have lots of text, but really they have less than you might think. Square used a few tricks to make a little text seem like more than it really was: like the use of larger fonts, and using graphics to put on little skits to illustrate scenes instead of just displaying them as plain old words. And of course there’s compression. A good compression scheme, while troublesome for fan translators, can still cut down the size of text by half.

But Earthbound is a unique game in many ways, and one of them is the amount of text it has. Creator Shigesato Itoi is a copywriter and essayist, and he wrote a ton of words for Mother 2, Earthbound’s Japanese version. Translator Marcus Lindblom gave it a localization that many regard as one of the greatest of all, that manages to get across much of the wit and charm of the original.

It was a huge task. The text dump on GameFAQs, compiled by someone going by the name “BlueberryButtface,” is 391 kilobytes; the size of the game’s ROM is a bit over 3 megabytes. A direct comparison isn’t really helpful because the dump on the page is uncompressed, but it’s still useful to get a sense of scale.

A lot of this text, as it turns out, is hidden. Not in the sense of being locked off from the player, unused in the game. The text is findable in the game, but much of it is obscure, available only at a specific part of the game, or easy to miss. And, this being Earthbound, much of the text is pretty funny!

On Youtube (again), Cybershell has put together a 28-minute video that uncovers much of this hard-to find text. I already knew about much of it, because I’m weird like that, but it’s nice to have someone present a guide to what’s there and how to find it. A lot of it is the text of the Hint Guy, who, as in the style of Nintendo’s games at the time, will give you a pointer to whatever you have to do next in the story if you pay him a fee. All the hotels in the game have newspaper text appropriate to the point of the story you’re in, even the one way back in Onett, the starting town. Items have interesting descriptions if you think to ask for them. And of course, after you win the game, you can go back in and talk to the NPCs on the way back home, and frog help me, Shigesato Itoi wrote, and Marcus Lindblom translated, congratulatory text for nearly everyone in the game. And there’s more, even than that.

Here’s the video. It’s a fun use of half an hour, if you have any interest in Earthbound.

Rare and Obscure Dialogue in Earthbound (Youtube, 28 minutes)

Sundry Sunday: Stop-Motion Kirby Dance

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

The Youtube channel Animist did a stop-motion recreation of the famous Kirby victory dance a couple of years ago. (Well, one version of it, there’s many.) Most of the 9 1/2-minute video depicts the making of, including showing off the toys that were used, so if you just want to get to the finished version use this link. Here it is in full:

Making Kirby’s Victory Dance in Stop Motion (Youtube, 9 1/2 minutes)

Sundry Sunday: Kirby Animations with Aqua Teen Hunger Force Audio

Painter Seap has done a number of very short Kirby cartoons that use the sound from bits of Aqua Teen Hunger Force as the soundtrack. It’s surprising how natural Master Shake’s voice seems coming from out the mouth of King Dedede! Here is a couple as embeds:

Here is all of them, linked:

Checkers (0:40) – Ice Cream (0:12) – Breakfast Time (0:32)

Tennis (1:05) – Hair (1:32) – Dedede Planet Robobot (1:42) –

And one extra, sort of (1:43)

Sundry Sunday: Lego Dimensions has GlaDOS meet HAL 9000

Lego Dimensions was much too awesome for this decayed world. Sadly, many of its greatest moments were part of DLC locked to various figures you had to collect individually.

But if you had the right bits of plastic, you could witness moments of pop cultural crossover greatness. Witness then this meeting between Portal’s GlaDOS and 2001: A Space Odyssey‘s HAL 9000, with the voices of each, sort of interacting with each other in their various impersonal AI ways.