Why the Mother Video Game Series Still Feels Like a Fever Dream 35 Years Later

Why the Mother Video Game Series Still Feels Like a Fever Dream 35 Years Later

If you ask a Nintendo fan about the Mother video game series, you’ll usually get one of two reactions. Either they’ll stare blankly because they only know Ness from Super Smash Bros., or they’ll start crying about a talking sunflower and a golden needle. There is no middle ground.

Shigesato Itoi, the man behind the series, wasn't actually a game designer by trade. He was a copywriter—a guy who wrote catchy slogans for Studio Ghibli movies and high-end department stores. This explains why these games feel so different from the typical "save the princess" tropes of the late 80s and 90s. Instead of swords, you have baseball bats. Instead of magic spells, you have psychic powers that cost "Psychic Points." Instead of health potions, you eat a hamburger you found in a trash can. It’s weird. It’s deeply personal. Honestly, it’s a miracle it ever got made.

The series consists of three titles, but the history is a mess of localization drama, cancelled sequels, and a fan base that essentially willed the franchise back into the public consciousness through sheer grit.

The Famicom Roots: Mother (EarthBound Beginnings)

Back in 1989, Nintendo released Mother for the Famicom in Japan. At the time, RPGs were almost exclusively high-fantasy. You played as a knight or a wizard. Then came Ninten. He was just a kid in a striped shirt dealing with a poltergeist in his lamp.

The game was a massive departure from the norm because it dealt with contemporary Americana through a distorted, Japanese lens. You weren't fighting dragons; you were fighting "New Age Retro Hippies" and stray dogs. Itoi’s writing focused on the mundane. He understood that a gift from a father—even a father who is only accessible via a telephone—carries more emotional weight than a legendary Excalibur clone.

There’s a famous story about Itoi pitching the game to Shigeru Miyamoto. Miyamoto was skeptical. He basically told Itoi that being a writer didn’t mean he could design a game. Itoi persisted, eventually leading to a small team at Ape Inc. (which later became Creatures Inc.) building what would become one of the most subversive RPGs ever.

The game was actually fully translated into English in the early 90s under the name EarthBound, but Nintendo of America shelved it. They thought the market wasn't ready. They thought it looked too simple. That prototype sat in a vault for decades until it was finally released on the Wii U Virtual Console in 2015 as EarthBound Beginnings.

EarthBound: The "Failure" That Conquered the Internet

In 1994, Mother 2 hit the Super Famicom. When it came to the US in 1995, renamed EarthBound, Nintendo spent a fortune on marketing. You might remember the "This Game Stinks" ad campaign in magazines like Nintendo Power. It featured scratch-and-sniff stickers that literally smelled like garbage.

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It flopped. Hard.

People hated the marketing. The graphics looked "kiddy" compared to the gritty, pre-rendered look of Donkey Kong Country or the cinematic flair of Final Fantasy VI. But the game itself was a masterpiece of surrealism.

The story follows Ness, a kid from Onett, who is told by a time-traveling bee named Buzz Buzz that he must stop an intergalactic entity called Giygas. What follows is a psychedelic road trip through cities like Fourside—a pixelated New York—and the eerie, cult-run village of Happy-Happy Village.

One of the most innovative things about EarthBound was the "Rolling HP" meter. If you took a mortal hit, your health didn't just vanish. It ticked down like an odometer. If you were fast enough, you could finish the fight or heal yourself before the numbers hit zero. It turned turn-based combat into a frantic, high-stakes race against time.

Then there’s the ending. Without spoiling too much for the uninitiated, the final battle against Giygas isn't about how hard you can hit. It’s about something much more human. It was uncomfortable, terrifying, and deeply moving. It broke the fourth wall before that was a common indie game trope.

The Mother 3 Heartbreak

Then we get to Mother 3. This is where the tragedy starts.

Originally planned for the Nintendo 64 Disk Drive (64DD) as a 3D epic called EarthBound 64, the project was stuck in development hell for years. It was eventually cancelled in 2000. Itoi was devastated. The fans were devastated.

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Years later, it was revived as a 2D game for the Game Boy Advance and released in Japan in 2006. It never came to the West. To this day, despite constant memes and petitions directed at Nintendo, there is no official English version.

Mother 3 is darker than its predecessors. It deals with grief, the loss of nature to industrialization, and the breakdown of a family. You play as Lucas, a boy who is the polar opposite of the brave Ness. He’s shy. He’s a "crybaby." The game forces you to grow up alongside him.

The fan translation, led by professional translator Clyde "Tomato" Mandelin and a team of dedicated hackers, is legendary in the gaming community. They did Nintendo's job for them, providing a localization so high-quality that it's often cited as the definitive way to play. The fact that Nintendo hasn't sent a cease-and-desist or simply bought the script from them remains one of gaming’s greatest mysteries.

Why We Are Still Talking About It

Why does a defunct series with only three games—none of which were massive commercial hits at launch—still dominate the conversation?

It’s the "Itoi Magic."

The dialogue doesn't read like a video game script. It feels like a conversation with a weird, brilliant uncle. Characters will stop you just to ask how you're feeling or to tell you a pointless story about their day. It’s "slice-of-life" before that was a genre.

The Mother video game series also pioneered the idea that RPGs could be about the modern world. Without EarthBound, we likely wouldn't have Undertale, LISA: The Painful, or Omori. Toby Fox, the creator of Undertale, famously got his start making EarthBound ROM hacks. You can see the DNA of the series in almost every modern indie RPG that prioritizes emotional resonance over stats.

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The games tackle heavy themes:

  • Absentee Fatherhood: Your dad is literally just a voice on a phone who deposits money into your bank account.
  • Consumerism: The villains are often driven by greed or the corrupting influence of "modern" conveniences.
  • Loss of Innocence: The shift from the whimsical Onett to the terrifying Cave of the Past is a metaphor for growing up that hits home for anyone who has ever felt the weight of the world.

The Reality of a Mother 4

Let’s be real: Mother 4 is not happening. Shigesato Itoi has been very clear about this. He compares the series to a band—they played their three albums, and they’re done. He feels that if he made a fourth, it would just be for the sake of making it, and the soul wouldn't be there.

There is a fan-made project formerly known as Mother 4 (now renamed Oddity to avoid legal trouble), but as for an official Nintendo release? Don't hold your breath.

But that’s okay. The trilogy as it stands is a complete arc. It starts with the discovery of the supernatural in the mundane, moves into a global exploration of the human psyche, and ends with a heartbreakingly beautiful story about family and memory.

How to Play the Series Today

If you want to dive in, you don't need an old console or a dusty cartridge.

  • EarthBound Beginnings: Available on Nintendo Switch Online. It’s grindy and tough, so maybe save this for last.
  • EarthBound: Available on Nintendo Switch Online. This is the entry point. Play it first.
  • Mother 3: You’ll need to look into the fan translation. It’s easily found online and can be played on an emulator or an original GBA via a flash cart.

Stop waiting for a remake or a sequel. The games we have are enough. They are messy, weird, and occasionally frustrating, but they have more heart in a single line of dialogue than most AAA games have in their entire 60-hour runtime.

If you're looking for a next step, start by downloading the Nintendo Switch Online SNES library. Fire up EarthBound. Don't look at a guide. Just walk around Onett, talk to the NPCs, and let the weirdness wash over you. When you get to the part where you have to wait behind a waterfall for three minutes without touching the controller, you'll know you're experiencing something special.

Check out the Starmen.net archives if you want to see the sheer scale of the fan community that kept this series alive during the dark years. It’s a testament to the power of a good story that people are still making fan art and music for a game that "stank" back in 1995.