
1995 · HAL Laboratory · rpg · Nintendo
20 sources · 36 facts · verified 5mo ago
Why this one is in the canon, and how to start it well.

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Cheat-device culture around EarthBound ran lighter than Dragon Quest or Final Fantasy — the game’s structure resists grinding, money is plentiful, and the difficulty curve is uneven rather than brutal — but Game Genie codes for walk-through-walls, instant level-99, and skip-to-endgame circulated in the same Usenet .plan files and BBS text dumps that carried the game’s reputation through the commercial failure and into the Starmen.net fan-translation era. The game’s anti-piracy routine (quadruples enemy spawn rates and deletes your save at the final boss if it detects a copier) became as famous as the game itself, a piece of technical theater that felt right for a game about consequences cite. By the time Nintendo re-released it on Wii U Virtual Console in 2013, EarthBound had become the ur-text for every indie RPG about melancholy, mundanity, and the terror of growing up — Undertale, OMORI, and Deltarune all trace their lineage directly here.
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Talk to your mom before leaving Onett. She refills HP/PP for free and becomes your lifeline teleport point once you learn PSI Teleport. Stash excess cash in your bank account via the ATM or phone — death costs you half your money.
Buy the Cheap Bracelet and Tee Ball Bat from the Onett drugstore immediately. Defense matters more than offense early; the bracelet cuts damage from Starmen Jr. and Sharks by 30%. The bat outdamages the Cracked Bat through Twoson.
Grind to level 7–8 before fighting Frank. The Spiteful Crow and Coil Snake loops south of Ness’s house are safe. Frank hits for 18–22 HP; you need at least 60 HP and PSI Rockin’ α to avoid burning through Burgers.
Always carry 2–3 Burgers or Bread Rolls. Healing items work instantly in battle — no turn cost for the item itself, only the menu navigation. PP-restore items are rarer; ration PSI Rockin’ for clusters and bosses.
Check trash cans, phone booths, and gift boxes obsessively. EarthBound hides consumables and cash everywhere. The Onett library trash can has a Hamburger; the town hall box has Bread.
Save at phone booths, not hotels alone. Hotels full-heal, but phones let you save progress and call Dad to bank your current cash. Call after every major fight.
Equip status-protect items the moment you find them. Tainted enemies (Pile of Vomit, Ramblin’ Evil Mushroom) inflict Mushroomized and Poisoned; the Pharaoh’s Curse and Mummy enemies in Peaceful Rest Valley spam paralysis. A $2 Wet Towel from the Burglin Park vendor blocks Mushroomized.
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Save at phones, not just hotels — your dad picks up any phone for a free save; hotels charge but also heal. Death sends you to the last hotel (not the last phone save) and costs half your cash. Hit a phone every few towns.
Talk to NPCs twice — second conversations unlock hints and the occasional free item the first pass won’t. The NPC who waves you off once might tip you off about a nearby cave on round two.
Teddy Bears tank boss physicals — these plush decoys absorb every physical hit until destroyed, buying free turns to heal or set up. Stock multiples before story bosses; they’re consumable but last until broken.
PP is the real currency — Ness and Paula drain PP fast in long dungeons. Hoard PSI Caramels and Magic Truffles (best PP restore) whenever shops stock them. PP-draining enemies like Starmen die first.
The rolling HP counter is your safety net — damage ticks down instead of landing instantly. Lethal hits give you seconds to Lifeup before the counter zeroes out and the character drops. Heal during the roll to clutch-save.
Block status before Threed — zombies and ghosts spam Diamondize (paralysis) and Mushroomize. Cheap Bracelets and later Pendants block both; without them you burn healing items every turn instead of dealing damage.
Stutter-step to dodge overworld fights — enemies chase on the map. Stop for a half-second, then move again; their pathing resets and they often turn away. Saves Skip Sandwiches when you’re limping to the next town.
Check every trash can and present box — consumables, equipment, and rare drops (Pizza, Bags of Dragonite) hide in searchable objects. EarthBound rewards pixel-hunting more than its JRPG peers.
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The walls players actually hit, and the way through each.
Threed Zombies & Tent Trap
After Paula gets kidnapped, Threed goes quiet—no obvious trigger, no NPC pointing you forward. Sleep at the hotel. Ness dreams, Apple Kid calls, and the Zombie Paper arrives to clear the graveyard. If you never bought the Zombie Paper from the Twoson inventor, you’re locked—backtrack to Twoson, call him from any phone, wait for delivery, return to Threed, and sleep again.
Desert Gold Mine Cart Puzzle
The mine cart sequence in Dusty Dunes Desert runs five carts in a specific order to reach the exit. Ride the wrong one and you loop back to the start. Correct path cite: take the second cart from the entrance, then follow the linear progression through the remaining four. If you’re lost, exit the mine entirely, re-enter, and start fresh—no penalty except time.
Dungeon Man Navigation
Dungeon Man’s interior is a deliberate maze with dead-end floors and staircases that loop you backward. Fifth floor, east side: cracked wall. Walk through it—no item required—to access the true path forward. Players who don’t experiment with walking into suspicious walls circle the same three floors indefinitely. Pink Cloud encounters here hit hard; if you’re taking 60+ damage per turn, grind in the Scaraba desert outside until Ness hits level 52.
Magicant Nightmare Phase
The final Magicant boss has three forms. The second form (Ness’s Nightmare) reflects PSI attacks back at full damage, which kills most players who spam PK Rockin. Switch to physical attacks—bash with Ness, use the Gutsy Bat if you have it—and healing items instead of PSI. Stock at least 10 Cups of Lifenoodles before entering. You can’t leave Magicant to resupply once you’re inside, and the Sea of Eden has no shops.
Giygas Prayer Mechanic (spoiler:)
The final boss is immune to all damage until Paula prays nine times across three phases. Players expect a traditional damage race and waste PP on useless attacks. Pray every turn with Paula, defend and heal with the others, survive. After the ninth prayer, the battle ends automatically.
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Fuck, Marry, Kill; Earthbound the video game, Earthbound the live King Crimson album, Earthbound the store in the mall
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