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...

Editor, Player (44)
Joined: 7/11/2010
Posts: 1022
That ending sure looks a lot like a Game Over screen if you don't know the game. I suppose that when a game gets too glitched, you can't tell a win from a loss…
Joined: 12/6/2008
Posts: 1193
pirohiko wrote:
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
Sooo are you going to submit this run?
Player (12)
Joined: 6/17/2006
Posts: 501
MUGG wrote:
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.
As I already mentioned in the SMW credits glitch submission thread, I completely disagree with this logic. I don't care about seeing longer ending sequences, and on top of that doing so in this case more than doubles the input length. I have voted Yes, but only because the quick ending version was not submitted separately. You should definitely replace the current submission with this much more entertaining and shorter one. By the way, congratulations for this awesome improvement!
Banned User
Joined: 10/9/2011
Posts: 12
If people want the full credits, that's what the any% is for, not the glitched run. Personally, the 9 minute sudden-jump-cut is hilarious, if only because of the circumstances.
Editor, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
I'd like to wait until the SMW run gets judged because it's conveniently facing the same problem right now. Will its "the end" TAS get published or the "credits" version? Also, what would happen if we ever manage to finish the game early without going to the debug menu? Then it would make the most sense to have it obsolete the 70 minute TAS, wouldn't it? Earthbound's glitched category was only created due to the use of a debug menu.
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
MUGG wrote:
Also, what would happen if we ever manage to finish the game early without going to the debug menu? Then it would make the most sense to have it obsolete the 70 minute TAS, wouldn't it?
I don't think it would, because the only time that ever happened was with Chrono Trigger. And that was because of how old the original run was. I disagreed with that decision (as did many others), in part because of the confusion that arose from it. But aside from that one case there have always been multiple categories for "regular" playthroughs and those that skip vast portions of the game.
upthorn
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It made sense for Chrono trigger glitchy to obsolete the old chrono trigger run, because by its goals, the old run would have used them if they had been known at the time of its creation. If the current non-debug EarthBound publication isn't explicitly low-glitch, then yes, a new, glitchy run that doesn't use the debug menu should obsolete it. Actually, a glitchy run that does use the debug menu should, given that use of debug menu is deemed acceptable for publication at all.
How fleeting are all human passions compared with the massive continuity of ducks.
Joined: 11/22/2004
Posts: 1468
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upthorn wrote:
It made sense for Chrono trigger glitchy to obsolete the old chrono trigger run, because by its goals, the old run would have used them if they had been known at the time of its creation.
This is the first time I've heard of that argument. But that's a particularly draconian way of doing things because "regular" runs pretty much become low-glitch runs when extremely severe game-breaking bugs are discovered. You're basically dumping perfectly good runs on the basis of a technicality. Again, the only time we've ever done this (that I know of, anyway) was with Chrono Trigger, and that was because the run was old and found to be lacking. And even then a lot of people complained. Myself included. TASVideos has always been far too puritanical with this sort of thing, throwing perfectly good runs out for want of some vague arbitrary definition of a category.
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MUGG wrote:
I'd like to wait until the SMW run gets judged because it's conveniently facing the same problem right now. Will its "the end" TAS get published or the "credits" version?
Well, both the runs will now probably get published, so does that mean the run can be replaced?
Editor, Expert player (2315)
Joined: 5/15/2007
Posts: 3856
Location: Germany
Yes, I think we should replace the run. Since this is the "glitched" category I'm ok with this having a credits-less ending. http://dehacked.2y.net/microstorage.php/info/1167297370/Mother2_BADEND.smv Even though this will be so much shorter I don't think we need another re-submission..
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I am okay with the BADEND run.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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klmz wrote:
I am okay with the BADEND run.
love this.
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Ness gets ambushed by Spiteful Crow. The End...?
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Editor, Player (67)
Joined: 6/22/2005
Posts: 1041
Archive.org collection Archive.org download Archive.org 10-bit YUV444 download Here are some possible publication screenshots. As usual, they'll be up for about 24 hours, so vote quickly, or recommend a completely different one. EDIT: expired image link removed
Current Projects: TAS: Wizards & Warriors III.
Joined: 6/26/2011
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I'd be in favor of either of the 'gibberish text' screenshots. Moreso the actual corner-debug menu one. Nothing about the "Ness gets attacked by the crow" screenshots really kind of says much about this run.
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.
Personman
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I vote for the first one, with Ness just nonchalantly standing where he should never be. Hints at brokenness, but leaves most surprises intact.
A warb degombs the brangy. Your gitch zanks and leils the warb.
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [1946] SNES EarthBound "check glitch" by pirohiko, MUGG in 09:01.77
Editor, Expert player (2315)
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I'm usually not one to nit-pick but it would appear the Youtube encode is horizontally stretched and it's somewhat bothersome to watch, for me...
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MUGG: I used the standard resizing practices for YT encodes so that the final output fits the 4:3 display resolution of a TV.
Current Projects: TAS: Wizards & Warriors III.
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Wow I liked how the game crash la lala lala lalala DKN IDUSMSK? Spankety, Spankety, Spankety!!! THE END... ~ ...? :)
Joined: 11/4/2011
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Just wondering: Why isn't this considered corrupting memory? Is it because it only accesses invalid data or something?
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"The End...?" My words exactly
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Patashu
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EagleEye wrote:
Just wondering: Why isn't this considered corrupting memory? Is it because it only accesses invalid data or something?
This is my understanding, yes. It's only corruption if you actually do out of bounds writes.
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