A few weeks ago, Marcus Lindblom logged onto TwitchTV. He found someone playing Earthbound, and he watched them stream for a while. Every time they smiled in the right place or laughed at the right joke, he felt a jolt of vindication. Validation. Eighteen years later, he could finally see people enjoying his work.
This piece originally appeared 8/23/13. Weâve bumped it up in honor of Earthboundâs release on the Virtual Console for New 3DS today.
In 1995, Earthbound was a dud. Critics panned itâânauseatingly cheery,â wrote one reviewerâand sales were disappointing thanks to a bizarre marketing campaign and graphics too cartoonish for many American gamersâ tastes at the time.
When Lindblom, who spent a grueling four months writing the English text for almost all of the quirky role-playing game, saw the reviews and sales figures, he was crushed.
âIt was pretty difficult in some ways for those of us that had been involved,â Lindblom told me during a recent phone chat. âI guess the feeling at that time wasâand this is not a lot different than todayâgraphics were a big important component to pushing forward the game industry And a lot of people looked at Earthbound and considered the graphics to be fairly simplistic.â
But over the past few years, something unlikely happened: People who had grown up with Earthbound began to tell their friends how charming it was. Buzz began to build. And gradually, Nintendoâs quirky RPG became a cult classic.
On July 18, Nintendo re-released Earthbound in North America. For the first time in almost two decades, Lindblom could directly watch people enjoy what heâd done. It no longer felt like a failure.
Like many in the gaming industry, Marcus Lindblom accidentally fell into what would become a career-launching gig. Raised to a traditional, middle-class familyââIt was almost an Earthboundy kind of upbringing,â he told meâLindblom got bored during his college days and dropped out, marrying a woman and moving to Japan for what they thought would be a few months. It turned into four years.
In 1990, Lindblom and his wife came back to America, and he went back to school. He took a job at a Nintendo call center because it fit into his schedule; he could get up at 4am and work for a few hours every day before class, a process he describes as energizing. Heâd go into Nintendoâs offices in Redmond, Washington, where heâd work customer service and field calls from people desperate to get through difficult chunks of Mario and Zelda games
https://kotaku.com/earthbound-the-trippiest-game-in-rpg-history-5903445
After finishing school, Lindblom moved over to Nintendoâs game group, taking the all-purpose title of Software Analyst. Although Nintendoâs development teams are all based in Japan, both then and today, their American headquarters plays an important role helping translate, polish, and produce games for Western shores. Lindblom would be part of that, working on games like Warioâs Woods, and eventually, a niche little game called Mother 2, a low-priority RPG that never had quite as much clout as bigger titles, like Donkey Kong Country
The first game, Mother, had come out for the NES in Japan back in 1989. Nintendo never brought it here, and to avoid confusion, they retitled its Super Nintendo successor from Mother 2 to Earthbound
âWhen I was offered the Earthbound job, they also said yeah, this was a game that was going to be done on the NES,â Lindblom said. âThey actually showed me a bit of the old NES versionâI had known that it had gotten translated and basically done, but it was so late in the life cycle of the NES, they decided to shelve it and go to just doing Earthbound for the Super Nintendo.â
When Lindblom started, a Nintendo writer named Dan Owsen (still at the company today) had already written some 10% of the script, including some of the gameâs most iconic phrases, like âsay fuzzy pickles,â a mantra recited by the bearded photographer who intermittently descends from the sky in order to record your partyâs progress. But Owsen moved on to another game, so the bulk of the work was left to Lindblom and a Japanese writer named Masayuki Miura, whose role was to help Lindblom understand what was going on in the game.
They worked off of paper. A translator would go through the Japanese script and send Lindblom rough English translations, while Miura would help him understand the tone and message that Earthbound director Shigesato Itoi and crew were trying to convey in each scene.
âIt was a large amount of work in a really short amount of time.â
And Lindblom wrote. A lot. From jokes to combat messages to items and weapons, the amount of text in a role-playing game like Earthbound would boggle the mind of your average Hollywood scriptwriter.
âIt was a large amount of work in a really short amount of time,â he said. âI know in the middle of it I went through a stretch of about 30 days when I didnât take a day off, and I was doing something like 14 or 15 hours a day. It was just lots of grinding-out time with the text in the game.â
The resulting script is funny, clever, and evocative. While it might not have been appreciated when the game was first released, Earthboundâs writing has since been praised by fans and critics alike. Writer Clyde Mandelin, who regularly analyzes Japanese-to-English localization on his website, called Earthboundâs script âtop-notch for its time.â
Assuming that the originally-translated text was as raw as it seemed, Mandelin wrote, âthen NOAâs editors were absolutely INCREDIBLE at the job, like a million times more than I imagined before To be able to go from that kind of raw translation to sensible, well-polished English is amazing.â
https://kotaku.com/wup-earthbound-its-an-essential-nintendo-rpg-here-829451674
Lindblom says he considers Earthbound to be his finest accomplishment.
âWhile it was a lot of work, it was probably the best project I ever worked on in a lot of ways,â Lindblom said. âJust because it was really satisfying to know that I got to put things that were important for me just on a personal level, or things that I thought were interesting and funny. And to find out later that thankfully it translated to a decent number of people.â
The Mystery Of BH Pirkle
Ask an Earthbound fan what he or she likes most about the game, and youâll probably hear something about that feeling of innocence, that sense of whimsical adventure, that humor and charm and wonder around every corner of the gameâs beautiful 2D maps.
In the hands of a less competent writer, things might have turned out differently. Beautiful, poignant moments of Earthboundâs storyâlike, for example, the Mr. Saturn coffee breakâmight not have been nearly as effective.
But it was tough, Lindblom said. To hear him describe the process is to wince at how difficult it must have been.
âIn terms of the text alone, one of the biggest challenges was working in a large text file that was, for lack of a better phrase, kind of like free-form jazz,â Lindblom said. âOftentimes, it was really difficult to know where lines appeared in the game, what may have come before or after, and what special context was needed to really know how to phrase things best in English.
âTwo things saved me. First and foremost, I had a fantastic co-translation director in Masayuki Miura. He was able to let me know context, answer questions about the finer points of the game situation, and always make sure that I understood how lines fit into the overall game story. The second thing that really made a difference was the overall tone of the game. Because it was written with the goal of being quirky and goofy, I was able to really get away with lines that, on their own, would have been looked at as pretty odd. That latitude, which I was encouraged to explore, allowed me to keep everything in that âI canât imagine what I may run across nextâ style, and get away with it.â
âI really canât believe I called Pokeyâs mom Lardna.â
The humor works, to be sure. Instead of the elves and orcs of your typical fantasy game, monsters in Earthbound have names like âNew Age Retro Hippieâ and âUnassuming Local Guy.â Characters frequently snark and break the fourth wall. There are silly puns all over the place.
I asked if Lindblom has a favorite bit of writing. âI really canât believe I called Pokeyâs mom Lardna,â he said. âItâs just the most ridiculous thing to have picked.â
Lindblom also scattered little easter eggs throughout the game. He named a character after his daughter Nico, for example. And he threw in little secrets wherever he could.
âOne of the default names for Paula, if you go through those, is my wife,â Lindblom said. âOne of the default names for Ness is my other daughterâs name, though I didnât know weâd have her at the timeâwhen we named her, I had forgotten what I had put in for the default names. So in a weirdly prophetic way, I had put the name Lane in as a default name, and this is what we named my daughter a few years later.â
He also put in some easter eggs that people have actually been able to figure out. âThere has been a theory that the Onett mayor, BH Pirkle, has some hidden meaning in the initials,â Lindblom said. âThe Japanese meaning of the initials refers to the character as âbaldâ in a hidden way. In English, BH does in fact stand for âBald Head,â as has been put forth by some fans. This, by the way, was a suggestion by Miura-san that I thought was a fun little thing to put in. So the true credit goes to him.â
âInside Nintendo, I kind of donât know that they ever really understood that the game had as big a grassroots following as it did.â
Over the past two decades, Earthbound fans have developed their own sort of lore, coming up with theories to explain puzzling questions. For example, fans guessed that Nintendoâs reluctance to re-release the game in North Americaâat least until last monthâwas because of music licensing issues. Earthbound samples segments from The Beatles and Chuck Berry, among other artists.
But Lindblom says that never even came up when they were working on the game.
âWe did sit down with our legal department and we were pretty certain that there werenât going to be any issues with a lot of this stuff because we were kind of protected to some degree by the parody clause you get,â Lindblom said. âI think it was more just the fact that inside Nintendo, I kind of donât know that they ever really understood that the game had as big a grassroots following as it did, so I think that they justâit was easy for them to say, âWe can make half a million maybe if we released it or something, but we can make half a million selling plush toys, so why bother?ââ
Lindblom also shot down the infamous âabortion theoryâ that has been floating around the web for a while now. It alleges that Giygas, the gameâs main baddie, is actually a fetus that you are forced to abort at the end of the game.
âI think that this is a great instance of people reading in stuff that was probably never really intended,â Lindblom said. âThereâs certainly nothing wrong with people doing that kind of thing. In reality, as far as we were ever concerned, nothing like that ever came up.â
One theory that is most definitely true: censorship. Nintendo had strict rules for bringing games to U.S. shores back in the 90s, which meant that Lindblom had to change a few thingsâand ask Earthboundâs Japanese artists and programmers to change a few more. Alcohol was replaced by coffee, red crosses were removed from hospitals, and Ness was given pajamas for his dreamy sojourn through the mystical world of Magicant.
âIf I had my choice I wouldâve left Ness naked in Magicant,â Lindblom said. âBecause I thought that was kind of awesome.â
A Legacy, Brought Back To Life
After Earthbound, Lindblom worked on a couple of other games at Nintendo, and then he made his way to a few other studios. He worked at EA and Vivendi, and now he runs a company called Carried Away Games, where he and his team are working on games for iOS and Android.
But heâs still most proud of what he helped create in 1995. Heâs been talking to gaming reporters about his work on Earthbound, and he spends a lot of time tweeting and retweeting articles about the old RPG. He says heâs amazed at how public perception has evolved over the years.
âThereâs a lot of times inâitâs happened to me at times in my career where Iâll work on something and the things that I know went into the game donât get noticed by reviewers,â Lindblom said. âI always had this feeling that people take a quick look and itâs sort of cursory, and then there are people who buy the game that actually pay attention to a lot more stuff because theyâve put more money into the game… in the case of Earthbound, thereâs a lot of things that people are noticing today and comment on today that kind of got blown off when the game got released.â
âLike what?â I asked.
âThe rolling HP meter,â Lindblom said, referring to Earthboundâs battles, during which your charactersâ health points are on a meter that gradually rolls down when theyâre damaged. If youâre quick enough, you can actually prevent a character from dying, even if he or she has been hit for all of their health.
âThere a lot of people who say, âWell, I donât understand why things like this arenât in any other RPG afterwards.ââ
âThere a lot of people who say, âWell, I donât understand why things like this arenât in any other RPG afterwards,ââ Lindblom said. âEven just how at some point enemies run away from you, things like that, that really I think were pretty revolutionary for the day in terms of roleplaying games, and then just kind of got ignored later on.â
In 1995, Lindblom couldnât watch people enjoy what heâd done. He couldnât get direct feedback on the Internet. All he could do was read the magazine reviews, crushed, wondering why people didnât seem to appreciate all the work he had put into Earthbound
âYears ago, I only ever got to see what a reviewer thought of the game,â Lindblom said. âToday, itâs fantastic because whether itâs Twitter, and people posting things they like about the game, or itâs TwitchTV, itâs nice to know that people laugh when I sort of hoped they would, or they smile at the stuff that I hoped would make them smile. Thatâs what really makes this worthwhile, all these years later. Whereas 18 years ago it was kind of frustrating and disappointing.â
Thereâs a happy ending here: Earthbound is a successâNintendo recently sent out a press release declaring that the game has been a top-seller on the Wii Uâs Virtual Console.
People love it. When I asked Kotaku readers who are playing Earthbound for the first time what they think of the game, the response was overwhelmingly positive. For good reason.
https://kotaku.com/playing-earthbound-for-the-first-time-tell-us-what-you-872335013
âI am really happy that the game has done as well as it has,â said Lindblom. âAlso because to me the game itself I think is a very positive-at-its-heart kind of game. Lots of things are in the game that are meant purely to entertain, to get people to enjoy the game and that kind of thing… There are times when I wonder how cynical the younger generation is, so itâs heartening for me when I see people respond to Earthbound like this.â