
In 1994, Mother 2: Gigyas Strikes Back, the follow-up to Shigesato Itoi’s beloved Famicom game was released. It accomplished the impossible by eclipsing the seemingly insurmountable popularity of its predecessor. Although it took some time, the sentiment was eventually shared with Western gaming fans who knew the game as a standalone title named Earthbound. With two smashing successes under their belt, it wasn’t long before fans clamored for a sequel. They weren’t alone either; so great was Mr. Itoi’s own enthusiasm that he called the lead designer, Akihiko Miura, in the dead of night to inform him of his new idea for the series’ concluding installment before promptly being informed that “it wasn’t time for that”. In fact, he had this idea so early, it was originally slated to be released on the ill-fated Super Famicom CD, a peripheral for their 16-bit console made to compete with the Sega CD, their rival’s equivalent. The team behind Earthbound regrouped for its sequel, and in a daring move, they forewent the prototyping phase, going straight into development under the belief that they would create something unprecedented. Mr. Itoi is on record stating that he wanted to make the game like a Hollywood film. He and his team began the project in 1994, expecting to complete it in 1996 whereupon it would see the light of day on Nintendo’s then up-and-coming 3D console: the Nintendo 64.
Unfortunately, it didn’t take long for their plans to go awry. While Earthbound ran into its own problems, the Super Famicom was an established system, and any technical issues were solved once a gifted programmer named Satoru Iwata dealt them. The Nintendo 64 was a horse of a different color – especially in the mid-nineties when 3D gaming was in its primordial phase. That the hardware was largely experimental coupled with the team’s understandable lack of experience with it caused development to stall. Not helping was that Mr. Iwata had been promoted to president of HAL Laboratory, meaning he had far less time to work on the game, and in 1995, Mr. Itoi’s company, Ape Inc., became Creatures with many of its members proceeding to assist an up-and-coming designer named Satoshi Tajiri with a project of his own: Pokémon.
Despite these setbacks, by 1996, the game was in an advanced state under the working title of Mother 3: Strange Creatures Forest. During this, Nintendo tried once again to capitalize on the increasingly popular CD-ROM format that paved a golden road for Sony’s PlayStation console with their proposed Nintendo 64DD (Dynamic Drive). It was touted as “the first writable bulk data storage device for a modern video game console,” which included features such as a real-time clock for persistent game world design, and expanded, rewritable data storage. Shortly after the technology’s announcement, it was decided that Mother 3 would be one of the system’s launch titles. Nintendo originally intended for the 64DD to be released in 1996 – the same year as the Nintendo 64, but it ran into numerous delays until it was pushed back to 1999. By then, interest in the product had waned, and it only boasted nine games in its library by the end of its run.
The tumultuous handling of the 64DD prompted Mr. Itoi and his team to downgrade their project to a simple Nintendo 64 title once more. By 1999, they managed to complete a playable demo which was showcased at Spaceworld, an annual video game trade event hosted by Nintendo. This time, the game had a definitive title: Mother 3: The Fall of the Pig King, and it was even scheduled for a North American release under the name Earthbound 64. As Earthbound gained a significant following in the West and it was a beloved classic in its native homeland, fans waited with bated breath to see what Mr. Itoi had in store for them. Their hope began to fade once the game was delayed again to 2000, yet failed to make an appearance at the E3 convention of the same year. With nothing to show for all of their hard work, Mr. Itoi announced the project’s cancelation in August of 2000, and it seemed his story would remain untold.
However, Shigeru Miyamoto was still interested in bringing the work to fruition. In 2003, the fans’ faith in the series was restored thanks to the release of Mother 1 + 2, a Game Boy Advance compilation port of Mr. Itoi’s first two games. A small message at the end of a TV advertisement stated, “We’re working on Mother 3 for the Game Boy Advance…” Various people had approached Mr. Itoi for the proposal of film or novel adaptations of his canceled project, but he declined, believing it could only be a game and nothing else. Mr. Iwata speculated in hindsight that the game didn’t really need to be in 3D when his colleague’s talents lied in the written word, and Nintendo’s newest handheld console seemed to provide the perfect solution for their troubles. The machine would provide them with specifications similar to the tried-and-true Super Famicom, eliminating any uncertainties the team might have had. With an entirely different team formed by employees from two companies, HAL Laboratory and Brownie Brown, Mr. Itoi set forth to at last create the third and final installment of his series. The latter company was composed of former Squaresoft 2D artists, and one of its members, Nobuyuki Inoue, served as the director for Mother 3, having achieved success as the scenario writer and battle designer for Live A Live. This time, development progressed with little incident, and the game, now simply titled Mother 3, was finally released in 2006 – twelve years after its direct predecessor.
As the compilation Mother 1 + 2 was not released in the West, North American hobbyists attempted to persuade Nintendo to localize Mother 3. To ensure their pleas would not fall on deaf ears, they sent a petition that received over 30,000 signatures along with a book containing Earthbound art, stories, comics, and even music all made by fans. Sadly, these impressive efforts were for naught, as Nintendo announced that they were not interested in exporting Mother 3 overseas. Unwilling to let this deter them, the fans took it upon themselves to provide their own translation. The project was led by Clyde “Tomato” Mandelin, a professional translator who previously worked on anime such as Dragon Ball and Lupin the 3rd as well as other video games including Kingdom Hearts II. The process proved arduous, and Mr. Mandelin said that “no text display routine wound up untouched.” Even those with lesser roles were estimated to have spent anywhere from fifty to one-hundred hours while the leaders contributed one-thousand. Still, the team soldiered forward, and the patch was completed in 2008. Within its first week, it received over 100,000 downloads, and Mother 3 enjoyed an overwhelmingly positive reception. Fans have been quick to point it out as one of the decade’s finest works – a sentiment echoed in several gaming publications – with some going as far as declaring it Mr. Itoi’s magnum opus.
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