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EarthBound Review: Nintendo’s 1994 RPG Still Casts a Spell

EarthBound, Nintendo's 1994 SNES RPG, swapped swords for a meteorite in the backyard. A look at Ness, Giygas, and why it still scores 8.9/10.

By mitch·3 min read
A boy with a bat and pack walks alone through a strange, quiet town at the edge of evening.

Nintendo let a boy named Ness walk out his front door in 1994, and the Super Nintendo Entertainment System never looked the same. EarthBound, developed by Ape Inc. and HAL Laboratory and published by Nintendo, is a role-playing game that swaps swords and dragons for a meteorite in the backyard. It scored 8.9/10, and that number holds up.

A Meteorite in Eagleland

The story starts in an unknown year of the 1990s. A meteorite crashes in Eagleland, and Ness investigates with his neighbor Pokey Minch. They find Pokey’s brother Picky asleep behind a tree, then meet Buzz-Buzz, an insect from the future.

Buzz-Buzz warns that in ten years an alien force named Giygas will engulf the world in hatred, turning humans, animals and objects into malicious creatures. He tells Ness to collect eight melodies with a Sound Stone. Then Buzz-Buzz dies, and Ness starts alone.

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Paula, Jeff and Poo

Ness does not stay alone. In Happy Happy Village he rescues Paula from cultists abusing her psychic powers. In Threed, Paula summons the child scientist Jeff, who flies in from Winters on his father’s saucer.

In Summers, Ness sees a vision of Poo, prince of Dalaam, who joins after finishing his “Mu Training.” The four fill the Sound Stone, and Ness visits Magicant to fight his own dark side.

No Random Encounters

EarthBound drops the random encounter. Enemies stand on the overworld like any other character. Touch one from behind and a translucent green swirl gives the party first strike; get ambushed and the swirl runs red.

Battles against weaker enemies play out automatically. Weaker monsters flee from Ness rather than chase him. The world is seamless, with no separate map screen between towns and wilderness, drawn in oblique projection rather than the usual top-down grid.

Release Platform Region
August 1994 Super Famicom Japan
June 1995 Super Nintendo Entertainment System North America
2003 Game Boy Advance Japan only

The Game Boy Advance port, Mother 1 + 2, was handled by Pax Softnica and bundled with the first game. It never left Japan.

Five Years and a Rescue

Development ran five years. Writer and director Shigesato Itoi returned from EarthBound Beginnings, along with lead programmer Satoru Iwata and composers Keiichi Suzuki and Hirokazu Tanaka, who pulled salsa, reggae and dub into the soundtrack.

The game was scheduled for January 1993, finished around May 1994, and faced repeated cancellation threats until Iwata joined the team. That is the detail that matters most here.

Robots, Time Travel and Giygas

The endgame sends the party back in time with the Phase Distorter. To survive the trip, they transfer their souls into robots. Pokey then reveals himself as Giygas’s ally, and when Giygas falls, Pokey releases him in a transformed state — the embodiment of evil.

Paula calls for help from the world through her psychic powers. It is a strange, sincere finish to a strange, sincere game.

What EarthBound Gets Right

EarthBound’s real trick is that it treats childhood as material worth taking seriously. The modern setting, the parody of Americana, the enemies that run away — none of it is a gag for its own sake.

The seams show. Five years of development and near-cancellation leave marks, and the back half leans hard on fetch-quest structure. But the seamless world and the on-screen encounters were ahead of their era, and the writing has a warmth few RPGs of the period matched.

8.9 of 10.

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