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EarthBound 64

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This article is about the unreleased Nintendo 64 version of the game. For the final version of the game released on the Game Boy Advance, see Mother 3.
EarthBound 64
๏ผญ๏ผฏ๏ผด๏ผจ๏ผฅ๏ผฒ๏ผ“ ่ฑš็Ž‹ใฎๆœ€ๆœŸ Mother 3: Fall of the Pig King
๐Ÿ‘ Image

Title screen
System Nintendo 64
Genre RPG
Rating N/A
Publisher Nintendo
Developer Ape Inc. / HAL Laboratory, Inc.
Release dates

EarthBound 64[1] was an unreleased version of Mother 3 planned for release on the Nintendo 64. The game began development for the Nintendo 64DD with a projected release in 1999, but was switched to a normal Nintendo 64 Game Pak in the summer of 1998 when the Nintendo 64DD's future began to be doubted; however, due to the game's development potentially taking away resources from Nintendo's upcoming console, the Nintendo GameCube, the game was ultimately cancelled in late 2000 before being brought back into development for the Game Boy Advance in 2002, where the game ultimately saw release in 2006, exclusively in Japan. At one point, the team considered bringing the game to the Nintendo GameCube. [2]

During development, the game was stated to have 12 playable characters across 12 chapters. This was later reduced to 9 chapters after the switch from disk to cartridge. [3] The subtitle used in the Japanese game was changed several times during development, with the first being "Forest of the Chimera" (ๆฃฎใฎใ‚ญใƒžใ‚คใƒฉ), the second being "Forest of Strange Creatures" (ๅฅ‡ๆ€ช็”Ÿ็‰ฉใฎๆฃฎ), and the final being "Fall of the Pig King".[4]

Story

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๐Ÿ‘ Image
New Pork City destroyed in EarthBound 64. Some have speculated that this location is actually Tazmily Village after the time-jump, reformed by Porky into a near-perfect replica of Onett.

Though the storyline of the game is, for the most part, the same as the Game Boy Advance release, several things were changed from the planned Nintendo 64 game. For one, the game was spread over the course of 10 years, unlike the final game, which is spread over the course of only three years. The overall tone of the story was intended to be darker than the final product was.

The story was intended to consider one place changing over time, and day by day see how the area changes; consistently changing "town gossip" was an idea in place as a plot device. Each enemy was supposed to have its own perspective, no matter how minor.

Unfortunately, the story was deemed too complex to be told on the Nintendo 64's hardware, given its limitations. The size and scope of the game's story had to be dramatically reduced in order to accommodate the Nintendo 64's hardware, before expanding to take advantage of the 64DD's hardware capabilities; it was shrunk to fit within the scope of a standard Nintendo 64 cartridge.

The following list is for known major story changes or omissions from the N64 version to the final GBA release, ordered using the cut-down chapter structure.

General

  • The scenario in the N64 version was supposedly "a lot more depressing" according to series creator Shigesato Itoi. This was because back during the N64 version's development, in comparison to the GBA version's development, there weren't as "many dark or sad stories in games", and that "Games didn't even give you many choices either..." and wanted to "dig more and more into feelings that would disturb (the player)". Additionally, he brought himself to tears while writing certain events of the game's plot.
  • 1998 coverage of the game revealed story details such as "the protagonist's child at chapter 1, shows up in a future chapter as an adult", that the game would take place over "ten or so years (10 plus a few extra) years", and that "the story is tear-jerking, with situations such as the protagonist getting severely bullied".[5][6] Additionally, at E3 1997, Benimaru Itoh said that the 64DD version would take place over a time period of ten years.
  • Flint had a much larger and active role in the second half of the story in the original N64 version. Originally he had a role in the White Ship story. According to Itoi, while writing the script for the GBA version, another development team member had just given birth to a child. Thus, this member felt a strong sense of sympathy for Flint, which affected Itoi and the manner in which he was writing the story, resulting in a lot of changes.[7]
  • PSI was called "magic" in the game. While it's unknown as to what implications this could have had with the game's story, it is speculated that this would be the name PSI would have before the protagonists encountered the Magypsies.[8]
    • Additionally, Flint was magic-capable.
  • Houses resembling Porky and Ness' houses respectively from EarthBound can be seen in modernised Tazmily. In the final game, no houses resembling those are present.

Chapter 0

  • The story (according to the Spaceworld '99 booklet) originally began with the discovery of an unknown object in a nearby inlet. This is likely referring to the Kraken droppings that wash ashore in Great Scale Village, as depicted in Volume 10 of the Mother 3 Times.[9]

Chapter 1

  • The search for Flint's family in Chapter 1 was originally longer, spanning an entire day. On the night of the forest fire, the twins rode in a minecart to try and get their way out of the forest and back to the village, falling into the river. They were later found and participated in the search for Hinawa (as unused GBA data reveals they were originally unaware of her fate), which spanned across the next evening. In the final release, the minecart scene is cut and the twins are found moments before Hinawa's fate is revealed, with everything being simplified to one entire evening. [10]
  • Jonel was to be the villager to disclose Hinawa's fate to Flint, instead of Bronson. Unused GBA data suggests Bronson occupied Thomas' final game role as a guest party member.

Chapter 2

  • The subplot involving the Kraken attacking Great Scale Village was completely cut in the final release. However, the Oh-So-Snake likely took its role in the story.
  • The Fierce Pork Trooper was originally fought upon returning to Osohe Castle with Wess in Chapter 2. This was likely replaced by the Claymen Boss in the final version, but the presence of "Unfounded Revenge" as a Chapter 2 song in the sound player suggests this may have been a very late change.

Chapter 3

  • A playable segment with Salsa and Samba in a jungle area was entirely omitted from the GBA version.
  • Wess and Kumatora weren't present during the battle against a Pork Tank.
  • The environment shown in the screenshot of the Pork Tank battle suggests that the battle was to take place in the same spot that the earlier campfire scene occurred, unlike the GBA version, which occurs in the middle of the Sunshine Forest. Unused GBA data corroborates this.[11]

Chapter 8

  • The ending in the N64 version was a lot more vague only to "betray the players", with Itoi saying that The final boss was considered to include no dialogue throughout (he implied this was scrapped in favour of something closer to the final game's version of the boss fight, however). Although it did not change in summary, it was directed in a way which the characters questioned if there was any hope to begin with.[12]
  • In particular, Itoi expressed the N64 version's ending as an "empty white void" that was "beyond tears", further describing the ending "as seeing the morning light after staying up through the pitch black of night". [13]

Twelve chapter structure

Sometime after November 1999 (the last mention of this structure)[14] and before May 2000, the chapter structure for EarthBound 64 was reduced from twelve to "seven, (technically nine)" chapters. It is all but confirmed that this revised chapter structure was what was utilised for the GBA version, as seven of that version's chapters are full gameplay segments (chapters 1-5, 7, 8), and two are small segments lacking much gameplay (chapter 0, 6). Below is a list of notes regarding the game's story, from when the game was still be 12 chapters.

  • The March 1998 issue of The 64 Dream mentions that Flint was the protagonist of chapter 1.
  • During the cancellation interview, Shigesato Itoi stated that "there's a strange world that you can't quite decipher between the middle ages or the old west, and in the end you realize the circumstances of what made it so strange. It was made in a way that you'd be thinking 'This is weirdโ€ฆ' then make it through Chapter Eleven, and hit Chapter Twelve and scream. It's terrible." [15] Interestingly, not only was this comment made after the chapter structure had been compressed down, but Itoi's wording, suggesting that the player would "realize the circumstances of what made [the game's setting] so strange", and then mentioning chapter 11 and 12, implies that Leder's speech of the history of the White Ship people would have been either the ending point to chapter 11, or the beginning of chapter 12, originally.

Characters

The following characters were showcased or mentioned in some capacity, in promotional material for the game. Characters that are speculated to have been in the game but do not have written confirmation, bar a few exceptions, will not be mentioned on this list.

๐Ÿ‘ Image
The cast image for the game from Space World '97.

Full Party members

  • Lucas
  • Flint
  • Duster (originally lacked his Rope Snake (originally a non-sentient rope according to unused GBA data)
  • Kumatora (name shown in the Space World '99 trailer)
  • Wess (was downgraded to a Guest Party member in the final release)
  • Salsa
  • Fassad - Referred to as "the Mysterious Peddler" in promotional material. (was downgraded to a Guest Party member in the final release)

Guest Party members

Characters of unknown status

The following characters do not have confirmation regarding their status as either fully playable, or just guest party members.

  • Claus
  • Boney
  • Alec (confirmed to have existed via an interview with an anonymous developer)[16]
  • Bronson (originally had role in Chapter 1 that Thomas has in the final release. Unused GBA data suggests he was a guest party member.)
  • Ionia - Was described as a fortune-teller in the Mother 3 Times. (It is unknown if they were to also be a guest party member as they are in the final release, but there is currently no evidence to suggest otherwise.)

Non-playable characters

Other

  • Drago - Was controllable on the overworld via your player character riding upon them.
  • Save Frog - Same functionality in game as they had in the GBA version.
  • Claymen - Were described as a character that would be "bound to make you cry".[17]
  • Porky Minch

Cut characters

The following characters were mentioned at least once, and were not included in the GBA version in any capacity.

Gameplay/Battle System

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Enemies

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The editor who added this tag believes this is the reason: Unless this is needed, remove this template. Otherwise, please provide an enemy gallery of the enemies from EarthBound 64. Here is a source: https://mother4ever.net/mother-64-enemies/
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Development

General Development

๐Ÿ‘ Image
A Ness look-alike character that was created specifically for the Space World 1996 showcase event, meant to "make the world of "MOTHER" easier to understand."[18]

EarthBound 64 was planned not long after EarthBound itself was nearing release, with an in-game reference to the development team planning Mother 3 in Japan, localized as them planning EarthBound 2 in the English release. The initial planning stages were for a Super NES release, and development began using EarthBound as a base. According to Starmen.Net co-founder Reid Young, the game was to use pre-rendered graphics akin to Donkey Kong Country [19], but this fact is unsubstantiated. Itoi stated in a 1992 interview, however, that "it was decided" that they were creating Mother 2's successor on the Super NES CD add-on. [20] But when the add-on was cancelled, development instead begun on the Super Famicom shortly after the Japanese release of Mother 2. However, the Super NES was quickly on its way to being replaced by the Nintendo 64, so development shifted to the Nintendo 64 in late 1995 after the Super NES version was partway complete. Inspired by the Nintendo 64's planned launch title, Super Mario 64, the development team decided that EarthBound 64 would be a 3D game, rather than it being a 2D sprite-based game like the first two titles in the series. When the project moved to the Nintendo 64DD later that year, it allowed the team the freedom to implement the planned scope of the game in accommodation with the vast potential for the 64DD hardware, [21] with the planned cartridge size being 64 megabytes (or 512 megabits). [22] But when the 64DD add-on kept getting delayed, and its future as a commercial success began to be uncertain, the game was changed to a cartridge release in late 1998, with a planned use of the same size cartridge which contained The Legend of Zelda: Ocarina of Time and utilization of the Rumble Pak add-on for the Nintendo 64 controller.[23]

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EarthBound 64's demo playable at Space World '99.

The team for EarthBound 64 consisted of several notable figures who had contributed to the Pokรฉmon series. Benimaru Itoh (who had also previously illustrated and written the Ness's Adventure Chronicles manga) was selected as art director. Toshinao Aoki was selected as enemy designer.[24] Tomoaki Imakuni was one of the 3D modellers.[25] Shogo Sakai was brought on as the composer for the game, as Hirokazu Tanaka and Keiichi Suzuki were busy with other projects. Sakai was brought on to compose in November 1996, as he had given a demo tape to the game's team, who loved his music and brought him on immediately to compose.[26] In addition, a sound programmer was brought on to work with Sakai, that being Takuto Kitsuta. Kitsuta was also a secondary composer for the game, as Sakai stated in a December 1997 interview "I left all the techno or mechanical music to (Mr. Kitsuta). [27]

Early on, the team was overambitious with the product, and the team envisioned and implemented ideas, characters, and elements that were too massive for the Nintendo 64's hardware to contain. Halfway through development, the team had to drastically downscale their original vision, as the team could not achieve their large-scale ideas on the Nintendo 64DD (and later on Nintendo 64) and its limitations. Due to the difficulty of development, with the 3D aspect of the game being far more complex than the 2D sprite-based past games, the team, including Shigesato Itoi, were discouraged from making a fourth game in the Mother series. Other aspects of development were shortchanged as well, with Iwata stated in an interview regarding the development of Mother 3 for the Nintendo 64; "any normal project has a trial period where you make a sample product and get the green light based on the response. But MOTHER 3 was special in that we skipped the trial period and went straight to game production. Without that trial period, all we had was our experience and achievements from making MOTHER 2, without the benefit of starting off with a team of people who worked on MOTHER 2". These shortcuts were primarily due to financial concerns. Development also was impacted by the financial situation at HAL Laboratories, and their lack of ability to afford to train talent. [28] To relieve this problem, the team that worked on Pokรฉmon Stadium was brought on to help with 3D elements. [29]

Initially, the development team was unskilled at 3D graphics, as they had only programmed 2D sprite-based games in the past; however, over time, the team's 3D programming steadily improved, with the team additionally studying physics books in order to accurately program the character's movements in a realistic manner. [30] During the switch from the 64DD to the N64, the team received help from outside sources for the game's development, providing better textures for the models and making them more refined and detailed overall. Development only progressed further when Pokรฉmon Stadium's team was brought over to assist development early in 2000, improving both the visuals and performance of EarthBound 64.[31]

The game was officially unveiled at Space World 1996, where it showcased footage of multiple areas of the game along with screenshots of the environments and characters; the game's reception was highly positive. [32] During the year, the game was given the subtitle "Forest of the Chimera". In 1997, the game's subtitle was changed to "Forest of Strange Creatures", as someone had already trademarked the name "Chimera". [33] While the game was shown at Space World 1997, a playable demo was not provided. A demo not appearing was a last minute change, and a apology over this was included in the official booklet for the show. Footage was shown from the game however, including Lucas riding a cartoonishly-animated Pork Bean, the Claymen working at the Clayman Factory as slaves, the Pigmask army marching through a desert, and more. In May of 1998, the game was only shown in a sizzle reel for E3 1998, with all of the footage reused from the Space World 1997 showing. A magazine even claimed the game was "many times more impressive than Final Fantasy VII", based on the footage alone. [34] Only months later, EarthBound 64's development was transitioned over from the Nintendo 64DD add-on to the Nintendo 64 console.[35][36]

In 1999, the game's subtitle was altered to its final name: "The Fall of the Pig King". A trailer and playable demo were featured at Nintendo Space World 1999, with a projected release date of May 2000, the game being estimated to be around 50-55% complete by various magazines and Space World demo reviewers. [37] The game received moderate to immense critical praise from every attendee and reviewer, with the game being lauded for its vibrant graphics, its in-depth soundtrack, its unique control scheme, its gameplay, and its visually-stunning in-game cutscenes. One reviewer particularly highlighted the mine-cart cutscene: "It moved so fast and looked so good that for a minute we forgot it was on the N64."[38] However, following more delays (during which the EarthBound fan community petitioned the game's North American release on the fan-site Starmen.Net) Shigesato Itoi announced that EarthBound 64 had been cancelled on his website on August 22nd, 2000, with the first part of the announcement containing a personal letter to the EarthBound fans expecting the game[39]; the second part containing a roundtable discussion, during which Itoi, Iwata, and Miyamoto discussed EarthBound 64's development, history, and its cancellation; and the third and final part containing 24 screenshots and some music tracks from the final prototype build, which were available in both Mono and Stereo sound.

Planned Localisation

Despite EarthBound's commercial and critical failure in the United States, Nintendo of America were undeterred from planning a localisation for Mother 3, with the planned localised name of EarthBound 64, showcasing the game at E3 1998[40], and on various pages on their official website.[41][42][43] With the cancelation of the EarthBound 64, this English localized version of the game of course never materialised.

State of the product as of cancellation

In the roundtable interview, Satoru Iwata estimated the game was about 30% complete, while Shigeru Miyamoto believed it was approximately 60% complete from a programming perspective. Apparently a complete script was produced but not perfected. In the interview was estimated that it would have taken around one to two more years of work for the game to be properly released [44], with Itoi stating in an interview with Yomiuri News Stream that "they were told" that the game would have required one more year of work to be completed. [45] Even though EarthBound 64's development was steadily progressing at a healthy pace, it apparently went astray when Iwata was unable to be on sight to act as a director/"game-play manager". The game's continued development also ran the risk of taking away resources from the then-in-development Nintendo GameCube. In the roundtable discussion, Iwata noted that if they had created what was essential and skipped the polishing, that the game could have been completed in a short amount of time. He also stated that the team had drastically reduced their original vision for the game halfway through development; if the team had reduced their version earlier, then the game might have been completed and released in 2000, like originally planned. The programming team was also unwilling to sacrifice even the littlest detail in the final game, instead trying to implement everything they could from their vision into the Nintendo 64 hardware.

No content from the game was properly released beyond the small samples from the 1999 Space World exhibition and Itoi's website, as the team believed that putting out the unfinished and buggy product would let down the high expectations set for the game. In the same interview, Itoi said that "the first half of the game runs pretty normally", with a large-scale twist occurring in the middle of the game. [46] During the interview, Itoi considered turning the game into a film, novel, or stage play, but later on refused specific requests about creating the game for the Game Boy Advance, believing the handheld to not be adequate for realizing his vision for the game. [47] The whereabouts of the few copies produced are largely unknown. At least one is believed to be with Brownie Brown, and some others may be circulating, but without a concrete trail. Four blue-colored 64DD disks were rumored to contain the 64DD version of Mother 3, but were revealed to actually be copies of Mario Artist, Doshin the Giant, another copy of Doshin the Giant, and SimCity 64.[48]

At least two post-1998 cartridge copies of EarthBound 64 were sent to Nintendo of America in early 2000, for the purposes of producing a localisation prototype. The whereabouts of these cartridges, as well as the amount of work finished for this localisation, is unknown.[49] In 2024, four more additional blue 64DD prototype disks resurfaced, one with a paper label suggesting it contained some sort of content relating to EarthBound 64. Upon being dumped the following year, it was revealed to be prototype Randnet software on the disks instead, although it is probable that data for EarthBound 64 was at one point present on the disks before being overwritten.[50][51]

According to an employee who worked on testing Mother 3, and played through most of the first chapter of EarthBound 64, "there is no mystery MOTHER game that was never released. You got MOTHER 3. When development was handed over to Brownie Brown, they were also given everything they needed to get the job done, including previous reference material. The GBA version is the final draft of a vision that took a long time to get out the door".[52]

The development for Mother 3 is continued over on the final version's development page...

Differences to GBA Mother 3

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Below is a list of a comparison between screenshots of EarthBound 64, and the final released GBA version of Mother 3.

N64 Version GBA Version
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  • More villagers are present in the N64 version, Boney and Butch, and several unknown villagers. Tessie, Isaac and Fuel are absent. In total, there are at least 12 villagers present, with the GBA version having 10 villagers present.
  • Lucas and Claus are not covered up in a towel/blanket in the N64 version, since they were found earlier in the day.

Gallery

For the subject's image gallery, see Gallery:EarthBound 64

Promotional Art and Materials

Logos

Title Screens

Trivia

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  • In the reformed-Tazmily/New Pork City screenshot, the Onett billboard, burger shop, arcade, and Monotoli Building can be seen collapsing.
  • Super Smash Bros. Melee borrows many elements from this game, including:
    • The texture for the Onett sign, a chicken weather vane, and a ground texture were reused for Melee's Onett stage.
    • Several trophies with reflections use the screenshot of Osohe Castle.[53]
    • Various sound samples from the EarthBound 64 soundtrack were reused in Melee's OST.[citation needed]
    • Lucas was planned to be a fighter had this game been released on time.[54]
  • Three songs from EarthBound 64 were revealed, and each can be found in the GBA version of Mother 3 in some form.
    • The theme used for the game's trailer is "Big Shot's Theme".
    • Several variations of the theme for "Tazmily Village" appear in the GBA game, such as "Monkey's Delivery Service".
    • The game's only revealed battle theme was slightly altered into the final version's "Etude for Ghosts", an unused version of which sounds more like its N64 counterpart.
  • Lucas had a unique battle ability named Call, which would summon friendly animals to aid in battle. [55]
  • Party members would become ghosts once unconscious, similar to the two games preceding it.
  • The animal waste that was discovered at the Great Scale Village could be a possible foreshadow to the eventual appearance of the Kraken, as it is speculated that the waste came from the creature.
  • A possible explanation for Iwata's quote of "reducing their vision earlier" is that they should have switched from the Nintendo 64DD disk format to the regular cartridge format much earlier than they did.

Videos

External links

References

  1. โ†‘ https://tcrf.net/Prerelease:Mother_3/1997#E3_1997
  2. โ†‘ https://web.archive.org/web/20001217205400/https://www.yomiuri.co.jp/stream/digital/
  3. โ†‘ https://web.archive.org/web/20001217205400/https://www.yomiuri.co.jp/stream/digital/
  4. โ†‘ http://www.mother-jp.net/mother3-64/
  5. โ†‘ https://archive.org/details/gamemakers-select-1
  6. โ†‘ https://www.reddit.com/r/earthbound/comments/1c5w9h6/mother_3_n64_coverage_from_a_1998_cdrom_named/
  7. โ†‘ Feelings of MOTHER 3 - Hobonichi, April 28th, 2006
  8. โ†‘ http://www.charapit.com/mother/n64/index.htm
  9. โ†‘ https://tcrf.net/Prerelease:Mother_3/1999#Spaceworld_.2799_Booklet Spaceworld '99 Booklet - Nintendo of Japan, August 27th, 1999
  10. โ†‘ Early "F-F-Fire!" Cutscene - Lorenzooone, Feb 24, 2019
  11. โ†‘ https://tcrf.net/Mother_3/Unused_Tables,_Objects_%26_Maps#Map_012_-_Table_.234_.28Unused.29
  12. โ†‘ Shigesato Itoi Talks All about MOTHER 3 - Nintendo Dream, July 2006
  13. โ†‘ MOTHER 3 Was So Difficult to Make I Can't Even Think about "4" - 64 Dream, May 2000
  14. โ†‘ https://tcrf.net/Prerelease:Mother_3/1999#64_Dream_2
  15. โ†‘ https://yomuka.wordpress.com/2013/08/18/earthbound-64-cancellation-interview-itoi-miyamoto-iwata/
  16. โ†‘ https://web.archive.org/web/20230712033510/https://mother4ever.net/mother-64-characters/
  17. โ†‘ https://tcrf.net/Prerelease:Mother_3/1997#E3_1997
  18. โ†‘ https://web.archive.org/web/20240519155802/https://mother4ever.net/mother64-misinfo/
  19. โ†‘ https://twitter.com/reidman/status/1188522984132116480?s=19
  20. โ†‘ https://yomuka.wordpress.com/2009/04/30/famitsu-06191992/
  21. โ†‘ https://staff.starmen.net/eb64/miscinfo/history.php
  22. โ†‘ https://starmen.net/eb64/publications/images/Nintendo_Power_PG62.jpg
  23. โ†‘ https://web.archive.org/web/20010221002017/http://www.ant.com/n64/previews/earthbound/earthbound.html
  24. โ†‘ https://tcrf.net/Prerelease:Mother_3/1997#The_MOTHER_3_Times_Volume_3
  25. โ†‘ https://mother3land.neocities.org/staff
  26. โ†‘ https://www.tcrf.net/Prerelease:Mother_3#1996
  27. โ†‘ https://www.tcrf.net/Prerelease:Mother_3/1997#The_MOTHER_3_Times_Volume_5
  28. โ†‘ https://web.archive.org/web/20001217205400/https://www.yomiuri.co.jp/stream/digital/
  29. โ†‘ https://tcrf.net/Prerelease:Mother_3#1999
  30. โ†‘ https://mother4ever.net/mother64-misinfo/
  31. โ†‘ https://tcrf.net/Prerelease:Mother_3
  32. โ†‘ https://mother4ever.net/press-events/
  33. โ†‘ https://starmen.net/eb64/interviews/2.php
  34. โ†‘ https://starmen.net/eb64/publications/Computer_and_Video_Games_Issue_195_1998-PG18.jpg
  35. โ†‘ https://www.ign.com/articles/1999/08/14/mother-35
  36. โ†‘ https://tcrf.net/Prerelease:Mother_3
  37. โ†‘ https://web.archive.org/web/20010204071600/http://ign64.ign.com/previews/1968.html
  38. โ†‘ https://web.archive.org/web/20010217175256/http://videogames.gamespot.com/n64/rpg/mother3/index.html
  39. โ†‘ https://www.1101.com/nintendo/nin13/nin13_1.htm
  40. โ†‘ https://bsky.app/profile/frankcifaldi.bsky.social/post/3mclduqrois2p
  41. โ†‘ https://web.archive.org/web/19971011210229/http://www.nintendo.com/product/n64/mother3/motherframe.html
  42. โ†‘ https://web.archive.org/web/20010217155522/http://www.nintendo.com/n64/earthbound64/index.html
  43. โ†‘ https://web.archive.org/web/20010121184500/http://www.nintendo.com/home/features/spaceworld/99/dan_mother.html
  44. โ†‘ https://web.archive.org/web/20001217205400/https://www.yomiuri.co.jp/stream/digital/
  45. โ†‘ https://web.archive.org/web/20001217205400/https://www.yomiuri.co.jp/stream/digital/
  46. โ†‘ https://www.1101.com/nintendo/nin13/nin13_2.htm
  47. โ†‘ https://mother4ever.net/history-of-mother-3/
  48. โ†‘ https://mother4ever.net/the-blue-disk-saga/
  49. โ†‘ https://www.youtube.com/watch?v=D4A2Cab1qq4&t=2681s
  50. โ†‘ https://twitter.com/64ddexchange/status/1838947203416531316
  51. โ†‘ https://www.youtube.com/watch?v=lZT6x0Egdz4
  52. โ†‘ https://earthboundcentral.com/2010/12/interview-with-a-mother-3-debugger/
  53. โ†‘ https://tcrf.net/Super_Smash_Bros._Melee/Unused_Graphics#Reflections
  54. โ†‘ https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/0717/
  55. โ†‘ https://tcrf.net/Prerelease:Mother_3/1999#Space_World_.2799


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