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  1. The following is a somewhat lengthy review of MOTHER, a Famicom
  2. (Nintendo) game which probably won't be available in the US until next
  3. year. Some personal "history" relating to the game will be posted
  4. separately. I should note that the Japanese title of the game is
  5. MOTHER in roman capital letters, which is why I use them as well. I
  6. have a feeling the name will be changed for the US release, which will
  7. be a real shame. Kyoko Watanabe is often implied here by the use of
  8. "we"; she has pretty much the same opinion about the game, and if
  9. anything feels even more strongly toward it.
  10.  
  11. *** MOTHER (Nintendo/Shigesato Itoi) Released 7/27/89. 6500 yen.
  12. 3M ROM + 64K RAM
  13.  
  14. SUMMARY
  15.  
  16. A modern day role-playing game set in a mythical USA. Scenario writer
  17. Shigesato Itoi, together with Shigeru Miyamoto's design team (of Super
  18. Mario Bros. and Zelda fame) and music by Keiichi Suzuki and Hirokazu
  19. Tanaka, create a beautiful fantasy world to get lost in. The
  20. advertisement for this game boldly says "Guaranteed Masterpiece."
  21. They are not exaggerating. Along with SMB3 this is the best video
  22. game we've ever played. Rating: 10+
  23.  
  24. BACKGROUND STORY (loosely translated from the rulebook)
  25.  
  26. "The Strange Story of Great-grandfather and Me"
  27.  
  28. In the early 1900's, in a rural area of America, a shadow like black
  29. clouds fell, and a married couple disappeared. The husband's name
  30. was George; his wife was Maria.
  31. People grieved at their loss, but nothing could be done except to
  32. pray. Perhaps this prayer was answered, because two years later
  33. George unexpectedly returned to his home. However he said nothing
  34. about where he had gone or what he had done. As they watched George
  35. devote himself to some mysterious research, people spread rumors about
  36. him.
  37. But as time went on the rumors decreased. The one thing people didn't
  38. forget was that Maria had never returned....
  39. It is now 1988.
  40. "It's terrible! It's terrible!"
  41. What is terrible? In Mini's room a table lamp is rattling and
  42. moving around, and in Mimi's room a Kewpie doll is flying around, so
  43. is something even more terrible happening?
  44. Is it still my duty to protect my younger sisters? I'm only 12
  45. years old, but the only man in the house. I have to protect the
  46. three women here. Come to think of it, where's my mom?
  47.  
  48. Whew. Somehow the house has become quiet again. Mom, who had been
  49. nervous, has also settled down. Ah! Let's call Dad.
  50. "That was a poltergeist. I think your great-grandfather had been doing
  51. research in psychic powers (PSI). If you look in the basement perhaps
  52. you'll understand."
  53. Dad is reliable after all. But he did forget one thing, the
  54. location of the key to the basement. However I figured it out
  55. quickly.
  56. In the basement I found Great-grandfather's diary, and some
  57. seemingly useful things. What could I use them for?
  58. I've made up my mind. With my strength I will discover the origin
  59. of these strange occurences, and protect Mom, Mini, and Mimi.
  60.  
  61. THE GAME
  62.  
  63. MOTHER begins with a rather cinematic opening, which ends with the
  64. single line "1988. On the outskirts of the town of Mother's Day."
  65. You begin as the boy in your room when the poltergeist strikes. And
  66. from there you embark on your journey....
  67.  
  68. MOTHER is a role-playing game, and essentially follows the mechanics
  69. of other games in this genre, but differs from them in many ways. One
  70. strong point is the scenario by Shigesato Itoi, a rather famous writer
  71. in Japan. Although a somewhat strange and disjointed story, it is
  72. extremely imaginative and enjoyable. The game design is by Itoi and
  73. the production by Shigeru Miyamoto, who also did the Super Mario and
  74. Zelda series. As one would expect, the sense of fantasy and childhood
  75. wonder is extremely high. You really feel a part of this world.
  76.  
  77. Your journey first takes you to the town of Mother's Day, where you
  78. find other strange things have been happening: a girl living near your
  79. house has gotten lost in the graveyard, and animals in a nearby zoo
  80. have gone crazy and escaped. You continue onward to other towns with
  81. whimsical names like Thanksgiving, Easter, and Snowman as the mystery
  82. increases. Along the way you solve puzzles, build up your strength,
  83. and meet some friends that follow along to help, including a nerdy
  84. coward who loves to play with rockets and other toys, a girl with
  85. psionic powers, and bully from a gang. There are mini-stories, plenty
  86. of good humor, and many many beautiful surprises. One great thing
  87. about the game is the numerous subtle touches that really make it a
  88. work of art. And eventually you may even understand what the title
  89. means....
  90.  
  91. GRAPHICS AND MUSIC
  92.  
  93. The graphics and music of MOTHER are the best I have seen in any game
  94. on any system. Of course the Famicom cannot provide as good
  95. resolution or as good sound quality as other systems; nonetheless
  96. these aspects are unsurpassed. What makes them so good is not only
  97. their artistic quality, but also that they combine with each other and
  98. the other aspects of the game perfectly, creating an overall mood
  99. which is incredible.
  100.  
  101. The graphics are extremely colorful and cheerful for the most part,
  102. and the outdoor scenes especially are striking. But they can also be
  103. very dark and mysterious; check out for example the staircase in the
  104. graveyard. I should note that unlike other games one does not enter a
  105. town and have it expand in size; everything is on the same scale in
  106. the game, which makes the world seem particularly huge. The graphics
  107. are usually 3/4 perspective, rather abstract and somewhat "cute".
  108. It's impossible to describe them; they really must be seen.
  109.  
  110. The music too is beautiful. There is different music for each major
  111. area, and it sets the mood perfectly. The music itself is excellent,
  112. and we would often return to areas just to hear the music. It was
  113. composed by Keiichi Suzuki (of the group Moonriders) and Hirokazu
  114. Tanaka (perhaps an in-house composer) and every piece is excellent. A
  115. lot of work must have gone into the music, as most of it was also
  116. written as pop songs which appear on the soundtrack album (which also
  117. contains over 16 minutes of background music from the game). The
  118. album is well worth getting on its own, and I listened to it more than
  119. anything else over this past summer.
  120.  
  121. DETAILS
  122.  
  123. As far as mechanics go MOTHER is a fairly typical RPG. The basic
  124. action of the game involves solving puzzles, fighting monsters to gain
  125. experience and money, and exploring new areas. I wouldn't say any of
  126. the puzzles were really hard; we did get stuck in one place near the
  127. end but it turned out we had missed something fairly obvious (although
  128. some people who helped us said it wasn't obvious to them either at
  129. first). Usually there are several different paths to explore at any
  130. time, and the game is fairly non-linear. But it is carefully planned
  131. out and there are tasks that must be performed in order to continue.
  132. Mostly the joy of playing the game comes from exploring the world and
  133. discovering more of the story, as well as small but truly wonderful
  134. events that occur along the way. We want to play again just to
  135. experience these events.
  136.  
  137. Instead of spells, the hero, as well as a girl he meets later and many
  138. of the monsters, can use PSI powers. You start with telepathy, useful
  139. in several places, and get others that help attack, defend, heal, and
  140. so forth. By far our favorite was teleportation which is really fun
  141. to use, and very funny when it doesn't work! Another great way to get
  142. around quickly is to take the train, which turns corners with amazing
  143. agility, and has some excellent music. And what's this people are
  144. saying you can do with the bread...?
  145.  
  146. My least favorite part of any RPG is combat, and MOTHER is no
  147. exception. However they do try to make combat as painless as
  148. possible. You have a wide variety of options, can attempt to run away
  149. at any time (which sometimes doesn't work, although there is a PSI power
  150. "dimension slip" which almost always works), attack, use items or PSI
  151. powers, and even check the enemies' strength. If you make a mistake
  152. you can backtrack. One really nice feature is "auto"; if you are
  153. feeling lazy just select this and the computer will do the entire
  154. battle for you! This isn't always recommended as it sometimes makes
  155. some poor choices.
  156.  
  157. There is a wide variety of monsters, many of them somewhat silly (such
  158. as the "mad truck" which attacks with its exhaust fumes and tries to
  159. run you over) and many with special abilities (some even laugh at you
  160. or chide you, and one annoying one steals your things) including PSI
  161. powers of their own. Up to four can attack you at once, and you can
  162. have several people in your party. There are only about three pieces
  163. of background music for combat and only one is particularly good (the
  164. one for "oniisan" (young man), who would probably be "hippie" in the
  165. US version); this was the only music we got tired of. The main
  166. complaint about combat is that it happens too often when you are
  167. trying to explore sometimes, and it can be annoying. When you defeat
  168. the monsters you get experience, sometimes find an item, and instead
  169. of receiving money your father deposits the money into your bank
  170. account, so you have to go to an ATM to get it.
  171.  
  172. You also rely on your dad to save the game, which you can do by
  173. calling him; he'll also say how much money you have in the bank and
  174. how much experience you need for the next level. The cartridge allows
  175. up to three games to be saved (and you can make copies of a single
  176. game) but our cartridge was defective and sometimes erased the second
  177. or third game. Apparently this is not a general defect, though. If
  178. you play too long Dad will even call up (no matter where you are!) and
  179. suggest it is time for a rest.
  180.  
  181. One of the nicest things about the game is when you die. (Actually
  182. you and everyone else never "die" in the game; rather you "become
  183. unconcious" or "stop moving" or whatever.) Along with going to a
  184. somewhat striking scene, you lose almost nothing and simply return to
  185. the last point at which you called your father. To be precise the
  186. only thing you lose is half the money carried with you as well as all
  187. your PSI points; the money in your account as well as any experience
  188. gained is all intact. So "dying" is not such a traumatic experience,
  189. and can even be used as a means of transportation.
  190.  
  191. At towns you will usually find multi-story department stores with an
  192. ATM and phone as well as several shops, a hospital, perhaps a
  193. fast-food restaurant, and of course many people to give you clues or
  194. just say amusing things. You can use a map which points out your
  195. location as well as the major towns and most (but not all) of the
  196. interesting spots you will need to visit. The rulebook (which folds
  197. out to one big sheet) also has a map on the back. The rulebook itself
  198. is quite short by US standards; it gives the a reasonable amount of
  199. useful information but there are still many things you need to figure
  200. out on your own.
  201.  
  202. There is just too much to say about this game; I've left out a lot but
  203. the joy is discovering it for yourself. I will warn though that the
  204. ending was quite disappointing, probably because we were expecting
  205. something really amazing. I don't think it gives away too much to say
  206. that it is essentially "to be continued." This would be fine--we
  207. would be ecstatic to play the the sequel--but I have heard nothing
  208. about this coming out and it is over a year after MOTHER has been
  209. released. I will be really upset if they decide never to bring it
  210. out. In any case, except for the tedium of combat, we are looking
  211. forward to playing again. It is more than good enough to play several
  212. times, and it was quite sentimental to watch a friend play through the
  213. beginning again.
  214.  
  215. As for when the game is due in the US, I can't say for sure but
  216. Nintendo Power implied it would be sometime in 1991, let's hope in the
  217. early part (perhaps in Spring, a year after SMB3?). I have a feeling
  218. several things will be changed, because although the game is set in
  219. America it is really quite Japanese, but it will be interesting to see
  220. what happens. For people like me who can't wait, certainly the
  221. Japanese version is well worth buying (you need a Famicom also though
  222. as it won't play on the NES) but you should know a fair amount of
  223. Japanese. I had two years of courses and lived in Japan for the
  224. summer and still found it tough going, but enormous fun.
  225.  
  226. CONCLUSION
  227.  
  228. Certainly not everyone will be as thrilled with this game as we were.
  229. But if you enjoyed Miyamoto's earlier creations such as Super Mario
  230. Bros. 3 and The Legend of Zelda, you should love this game. Not a
  231. perfect game, but it is so good in so many ways that it deserves a 10+
  232. on the 1 to 10 scale.
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