Game information

Earthbound (also known as Mother 2) is a game where the hero, Ness, is just an average 13 year old kid from the suburbs... until the night a meteor lands in his backyard. The local wildlife starts attacking him, he begins to realize psychic powers, and a mysterious messenger from the future tells him that he must save the world, but before he faces any of that Ness has to change out of his pajamas. With a baseball bat as his weapon, Ness begins a quest to stop an evil alien presence from destroying the world. He will later meet with Paula, a girl with strong psychic abilities, Jeff, a young genius with the ability to repair broken things, and Poo, a prince from far, far away who also happens to have strong psychic abilities.

About the run

  • Uses warps
  • uses two controllers (?)
  • Abuses programming errors
  • Genre: RPG
Used emulator: snes9x rerecording 1.51 v6

Due to the many revisions of this run shortly after its submission to the site, we now have 2 notable runs that I'd like to present separately.
This 20 minute run improves the published run by 38229 frames (10 minutes, 37.15 seconds). It goes to the End Credits.

Credits: 09:26.13
The End: 20:04.96



This 9 minute run improves the published run by 78021 frames (21 minutes, 40.35 seconds). It goes to the The End screen. It was decided that this version of the run would obsolete the published run.

Credits: skipped
The End: 09:01.77



Comments written by mugg.
In the previous run Ness heads out to make his way to the circus tent in Threed in order to use the "Check area" glitch there. This glitch occurs if you check certain places that aren't located on the map (10.2 MB). The game reads from random places in the memory and may rarely crash, warp you somewhere, bring up menus etc.
There are many such glitch spots as the red spots on this map [dead link removed] indicate (ignore the notes). As you can see, and as came to my attention shortly after the previous run was completed, there's such a glitch spot right at the top of Onett and only a cliff separated Ness from it. After some testing it turned out you can bypass the cliff with a Skip sandwich, which we could get at the Onett bakery, fortunately.
I had much hope the run could go near or below the 20 minute mark with this new route since all the stuff up to Twoson is skipped (the run was at this point in February 2011). I came up with a lot of rather interesting stuff and I posted it in the forum topic. I could warp to Twoson, Threed, Dalaam, Winters, Belch's Factory, Fourside's Bar or start many sequences such as the tunnel ghosts in Threed pushing me back, or the photoman shooting scene. But there just wasn't anything useful that could lead me to the credits or the debug menu.
As time passed, Ross Miller (Sprocket2005) posted a 4 minute run [dead link removed] using the same route, but without a Skip sandwich. So he could skip all of the night part in Onett and go to the glitch spot while Ness was still in his pajama. The run is considered fake because neither pirohiko nor me could bypass the cliff without a skip sandwich and looking at the video frames of sprocket2005's video, Ness walks literally through the cliff diagonally which is impossible since any diagonal movement is stopped when walking against a solid wall whereas walking vertically or horizontally may eject Ness and let him move on sometimes. It's also considered fake because the author never provided an SMV (instead he blocked me on YT), and is known to have created fake runs in the past. Needless to say, I was rather pissed since I spent much of my time trying to replicate his run and the way he walks through the wall without a skip sandwich. His Mother3 runs are the only runs I'm fairly sure he didn't cheat on.
Eventually, I managed to bring up some debug menus in Fourside's bar, but most of them were glitched and I was stuck after going to Event 70 (Giygas defeated). Of course, by this time I pretty much lost my motivation and only tested every now and then when I felt like it, for an hour at most. I took my "Threed warp" SMV I posted in the forum topic and tried going to the tent from there. I tried saving & restarting in the hotel, then going to the tent and surprisingly I got a debug menu but, as far as I remember it was too slow and didn't save time over the published run. Some days ago I got the debug menu in the tent again, by pure luck and it was fully functional and useful. This led to the 25 minute TAS that was initially submitted.
Just within two days after submitting, pirohiko surprisingly managed to make some multi-minute savings which brought the run's time down to 20 minutes 9 minutes ! This goes to prove I was a little hasty with submitting the run on the same day it was completed... Due to the large savings, the old submission was canceled and the TAS is now re-submitted.

Explanations on 2p Input, text-based RAM, etc.


Since I have a hard time understanding the technical aspects myself, since pirohiko worked on them all by himself, I'll be quoting him.

7E0073 (becomes 14 if there's 2player input, then decreases)
7E0074 (always zero)
7E0075 (depends on the buttons pressed, A=0x80, X=0x40, L=0x20, R=0x10...)
7E0076 (depends on the buttons pressed, B=0x80, Y=0x40, s=0x20, S=0x10, ^=0x08, v=0x04, <=0x02, >=0x01)

If these addresses have values 0A, 00, 80, C5, the game will go from the glitched blank textbox to the debug menu (pirohiko apparently found this by investigating the Game Genie code that makes the debug menu appear when checking your ATM card). By pressing a 2player button beforehand, we can have 7E0073 be 0A. And by pressing ABYv> at the right frame in the blank textbox, we make addresses 7E0075+7E0076 be 80 CD. Using this method we could make the debug menu appear right away.
For future reference:
<pirohiko> Yes, I used 2P input in 32066-32076
<pirohiko> 0A is GOTO code, and 08 is GOSUB
<pirohiko> The message which was out of order after warp again by having changed it to GOSUB appears.


Route

The route:
  • Went to the glitch spot in Onett
  • Debug menu was triggered right away, by abusing text-based memory
    though I don't understand this very much. Pirohiko plans on writing some explanations
  • The debug menu is used to warp to "Onett". By keeping a glitched text pointer and using screen positioning, pirohiko managed to go to the "The End" screen right away.
This run has been updated many times after submitting it. It went from 25 minutes to 21.5 minutes, then to 20 minutes and now it's 9 minutes (without the staff roll). I take my hat off to pirohiko for finding these multi-minute improvements!

ROM version change

The old run used the Japanese version because the debug menu could be reliably manipulated in it. This time around, the debug menu couldn't be manipulated at all in both versions. Much more time was spent testing on the US version because people kept saying the debug menu only appears in the Japanese version, and I wanted to make a run on the version most people are familiar with (and the English version is prefered on TASvideos). The Japanese version would be about a minute or so faster, but I have no idea if the same route could have worked. Probably an entirely different route would have been born if I had focused on the Japanese version - or maybe it wouldn't have been successful, who knows.

Closing words

Thanks to Nitrodon (for our conversations), Fractalfusion (for lua help) and others. Feel free to ask questions.

Mukki: Judging...
Mukki: Updating the submission with a file that skips the end credits. While the time difference may seem large, the two runs are virtually identical with the exeption of the ending.
Mukki: Accepting as an improvement to the currently published run.
Dacicus: Publishing...

TASVideoAgent
They/Them
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This topic is for the purpose of discussing #3406: pirohiko & MUGG's SNES EarthBound "glitched" in 09:01.77
Editor, Experienced player (608)
Joined: 11/8/2010
Posts: 4012
Definitely voting Yes after watching Dada's encode from the previous submission!
Joined: 12/4/2011
Posts: 33
Location: Australia
Yes vote. this game has been completely broken. bonus points for no longer having the creeping music XD
Joined: 2/18/2010
Posts: 156
Location: home
I watched the .smv Mugg posted in the canceled run earlier today and my yes vote carries over from the previous one. Good job Pirohiko and Mugg on glitching the debug menu from the Onett glitch spot!
My user name is rather long, feel free to call me by htwt or tape.
Joined: 2/27/2010
Posts: 11
Location: Canada
This is ridiculous, Yes vote. Kinda sad the glitchy music isn't there from the first submission. Congratulations either way!
Joined: 4/30/2008
Posts: 39
I'm reminded of Cadash. 'You have done a great thing.'
Joined: 6/26/2011
Posts: 167
I voted yes on the previous run due to the craziness involved. And now you've managed to cut out an entire city, so Ness (practically) never even leaves Onett. How could I not vote Yes again?
First a movie gets submitted, and ends up accepted despite breaking rules other runs have been rejected for. And when I vote less than spectacularly on this movie, I become the victim of harassment and threats. Yay, favoritism.
Player (116)
Joined: 5/13/2009
Posts: 700
Location: suffern, ny
..... that was.... AWESOME. I love every second of it. Yes vote!
[19:16] <scrimpy> silly portuguese [19:16] <scrimpy> it's like spanish, only less cool
Post subject: Re: #3406: pirohiko & mugg's SNES EarthBound "glitched" in 20:04.97
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
TASVideoAgent wrote:
As time passed, Ross Miller (Sprocket2005) posted a 4 minute run using the same route, but without a Skip sandwich. So he could skip all of the night part in Onett and go to the glitch spot while Ness was still in his pajama. The run is considered fake because neither pirohiko nor me could bypass the cliff without a skip sandwich and looking at the video frames of sprocket2005's video, Ness walks literally through the cliff diagonally which is impossible since any diagonal movement is stopped when walking against a solid wall whereas walking vertically or horizontally may eject Ness and let him move on sometimes. It's also considered fake because the author never provided an SMV (instead he blocked me on YT), and is known to have created fake runs in the past.
Ah, so that solves the mystery. I had been wondering about this since I remember seeing the same video, but it took ages for an optimized version to be released here. Very strange that someone would make a fake run. Yes vote from me, of course. The run is insane. Since I haven't played Earthbound myself, could someone tell me how exactly the music is glitched in the earlier version? I'm guessing that it loads the wrong instruments? I might rip it to MP3 since it sounds really interesting.
Post subject: Re: #3406: pirohiko & mugg's SNES EarthBound "glitched" in 20:04.97
Editor, Expert player (2312)
Joined: 5/15/2007
Posts: 3855
Location: Germany
Dada wrote:
Since I haven't played Earthbound myself, could someone tell me how exactly the music is glitched in the earlier version? I'm guessing that it loads the wrong instruments? I might rip it to MP3 since it sounds really interesting.
at about 12 minutes? It just randomly happened :) Feel free to rip it, I actually thought about doing that myself. I encountered many such glitched themes during my countless hours of testing.. This is the original theme as it's supposed to sound.
Joined: 12/27/2007
Posts: 50
Location: UK
Wow, what a game-breaking glitch. Anybody expecting any normal gameplay will be severly disappointed! Then again, that's not really what TAS's are all about :) I myself enjoy seeing games obliterated like this, so a yes vote from me!
Editor, Expert player (2312)
Joined: 5/15/2007
Posts: 3855
Location: Germany
"The End" screen TAS in 9 minutes This smv aims to go to the The End screen as fast as possible. Another crazy thing pirohiko found!
Joined: 7/22/2010
Posts: 53
MUGG wrote:
"The End" screen TAS in 9 minutes This smv aims to go to the The End screen as fast as possible. Another crazy thing pirohiko found!
How does pirohiko find this stuff? I was staring nervously at the frame counter the entire time, thinking there's not even enough time for the credits... And there wasn't! A very different story than usual, to be sure. What does this mean for this submission? By the way, thanks for the glitch music rip, Dada. I find it oddly... compelling.
Editor, Experienced player (608)
Joined: 11/8/2010
Posts: 4012
MUGG wrote:
"The End" screen TAS in 9 minutes This smv aims to go to the The End screen as fast as possible. Another crazy thing pirohiko found!
I like how it glitches to the "The End...?" screen, like the new glitch for Super Mario World does. If this "The End" movie was submitted, I can't see it being a separate category to this movie, so I assume it would obsolete this movie. Unless this case is different from Super Mario World, and glitching to The End wouldn't count as beating the game.
Editor, Expert player (2312)
Joined: 5/15/2007
Posts: 3855
Location: Germany
The 9 minute smv sure is a crazy way of ending the TAS, but I figured the majority of the audience would want the staff roll in the TAS, for its beautiful and moving ending themes. I'm not so sure about this one. Personally I find the The End screens in SMW and EB quite abrupt and it's not offering the "feeling" of having completed the game to the viewer. Therefore, I'd like to note that I'd be in favor of the upcoming SMW TAS to trigger the ending sequence rather than the abrupt The End screen. At the end of the day I can appreciate both versions of both runs, it's just bothering me to see the CREDITS glitch in smw to simply show a The End screen with the level's BGM still playing. It's not showing any credits.
Joined: 12/6/2008
Posts: 1193
I can't get that smv to sync. It will only play in Snes9x v1.52 so I guess that is the right one. But it will end on this: http://i39.tinypic.com/10r3h8p.jpg
Editor, Experienced player (608)
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I got it to run in snes9x v1.51 v7 svn147 (the latest v1.51) just fine first try.
Editor, Expert player (2312)
Joined: 5/15/2007
Posts: 3855
Location: Germany
It syncs fine for me on 1.51 v6, with the (U) [!] ROM.
Joined: 12/6/2008
Posts: 1193
CoolKirby wrote:
I got it to run in snes9x v1.51 v7 svn147 (the latest v1.51) just fine first try.
Where do you get 1.51 v7? It's not on google code.
MUGG wrote:
It syncs fine for me on 1.51 v6, with the (U) [!] ROM.
That version won't play it at all. It tells me the movie is unsupported. The CRC of the ROM I have fits.
Editor, Experienced player (608)
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Slowking wrote:
CoolKirby wrote:
I got it to run in snes9x v1.51 v7 svn147 (the latest v1.51) just fine first try.
Where do you get 1.51 v7? It's not on google code.
This is where I downloaded it. With the (U)[!] ROM, the movie syncs perfectly on this emulator.
Joined: 12/6/2008
Posts: 1193
Ah ok just doesn't say v7. I'm pretty sure I tried that one before. Will try again. Edit: LOL the movie was corrupted. I redownloaded it and it worked like a charm. Crazy glitch, I love it. Pretty sure that would obsolete this run... How does the guy find this stuff?
Skilled player (1768)
Joined: 5/7/2008
Posts: 187
Location: Japan
I watch behavior of the memory in such Lua. In this case, by $000032 [09 35 01 C9 09], it jump to script of Picky of 0x9C901. I ran arbitrary code using the position data of the screen http://twitpic.com/7zoatd
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
MUGG wrote:
"The End" screen TAS in 9 minutes This smv aims to go to the The End screen as fast as possible. Another crazy thing pirohiko found!
Link to video Still processing right now.
Joined: 9/10/2011
Posts: 8
that ending was hilarious