Ed's Top Ten Games of 2025

For my 2025 game clearing project, and hopefully for any future ones as well, I decided to do something a little different.  In the past, I ...

Wednesday, January 28, 2026

Earthbound Beginnings - A Gaming Diary



Review:

I am going to begin by stating something that is very obvious but needs to be said: Earthbound Beginnings is not a good game.  It's slow, it's not well balanced, in many places it's not well designed.  Enemies are overly frequent, there are massive difficulty spikes that require you grind.  It's a very infamous video game and one that I completely understand if you find it to be unplayable.  I adored Earthbound Beginnings.  As a fan of this trilogy of games, Earthbound Beginnings is such an impactful work for me.  It's like seeing the origin of so many things you love in real time, from the art style to the general themes to the music, Beginnings is, if nothing else, historically important.  But for me it was also just a joy to play through.  To see this sort of alternate universe Earthbound, one where the games still satirize but are far more serious and dark.  Where they have more in common with Western RPGs, with an open world to explore and the only "roadblocks" in your way being not being able to fight certain enemies.  And playing Beginnings made me both appreciate the trilogy more and understand the trilogy on a very deep level, it contextualizes why these three games fit together in a very meaningful way.  I could never recommend this game to anyone who isn't an Earthbound fan and, even still, doesn't have a lot of patience.  But I really enjoyed it myself.  8.1/10

Diary:

1/21/26

I am updating this blog after an hour of play, I got about the first hour of this game done before I had to make dinner.  Already I'm super into this game, which like.  I'm aware doesn't always have the best track record, I've been immediately into a few games in the past that ended up letting me down.  But I think as an Earthbound fan, Earthbound Beginnings has a lot to offer.  Especially if you, like me, are playing it third.  I know this game is very archaic, don't get me wrong, but you can also instantly tell how much love is put into it, how unique it is as an RPG.  Itoi cooked, I don't know what else to say.

I think as an Earthbound fan, the thing that works to its strength is how instantly it feels like coming home.  Playing Beginnings third is, in my opinion, the absolute correct choice because it really feels like fulfilling the franchise this way.  The presentation, atmosphere, and especially music just instantly feel so warm, so nostalgic.  Beginnings defines Earthbound's sound, even as Earthbound is more iconic and Mother 3 has a more passionate fanbase, Beginnings is what Mother sounds like.  It's impossible to overstate how happy I was hearing PollyannaPollyanna is the best song in the entire series, it's not a contest.  The title music too, Mother Earth, is also just such an emotional track, it's difficult not to latch onto.  I'm pretty impressed by them being able to do these songs on an NES, they're pretty complex melodies and granted, this was 1989, they had a few years, but still.  They feel like fully realized compositions and that's not always apparent in NES soundtracks. 

But it's also such it's own thing immediately, it's very unlike the other Mother games.  Like, in many ways Earthbound is, at least one the surface, a remake of Mother 1.  So it can be easy to think Mother 1 doesn't have its own sauce, Earthbound just seems to be like "taking the core elements of Mother 1 and reworking them into an RPG that has a more solid structure and a more satisfying gameplay loop".  But when you sit down to play it, it's so unique.  It's way less jokey than its successors, it has some little gags here and there but it also has this way darker tone to it too.  It's trying to be a more serious, more grounded story than its contemporaries, which are often overly optimistic high fantasy RPGs.  This game instead takes place in, much like its successors, a satire of modern day America and has this real background of "the world is wrong now because we've messed with things we shouldn't have".  

The most famous departure, perhaps, from the general Mother tone is that it sets up a mystery at the beginning rather than having it build.  The game opens with a text scrawl discussing how the protagonists great-grandparents, scientists 80 years prior to the game's events, went mysteriously missing for two years back in the early 1900s and how only his great-grandfather ever returned.  It's a very cool hook, and it quickly establishes Earthbound Beginnings as a unique science fiction mystery in a genre dominated by fantasy.  It's super good, I'm excited to play more.  Sometimes I wish this game had a remake so modern audiences could experience its unique flavor of Mother vibes without having to invest in an NES RPG.  Not as many people have the same admiration for old RPGs as I do.

I've only had a couple encounters so far with the infamous encounter rates of Mother 1.  It is pretty ridiculous though that immediately entering a battle after you exit one is an option?  I do, however, think that, at least so far, people have overstated how brutal Mother 1 can be.  That's something I've always heard, Mother 1 not just has a brutal encounter rate but also a brutal difficulty in fights and I will say, fights aren't easy per se.  Enemies get way too many crits for my liking and leveling up can be pretty slow going.  But it's not as bad as people tend to make it seem.  The biggest problem so far is just that healing options are scarce and without scrolling HP like the later games, you have to be a bit proactive with healing instead of reactive?  So you can't play risky to optimize damage knowing you'll have a safety net because you will often just die.  Is it hard?  Sure.  Is it brutal?  I don't think so yet.  If anything I think people may have just accidentally wandered into areas they weren't prepared for and decided that the game was hard because they weren't used to its more freeform design when compared to later JRPGs?

1/22/26

Y'all, I think I might be too in love with the Mother series already to judge this game fairly.  I try not to let this happen to me, I will absolutely be candid about how I think a game in a series I love is bad.  But with Earthbound Beginnings it's become like "yeah the encounter rate can be a little ridiculous and the enemies get too many crits but as soon as I leave battle I hear Pollyanna and remember this series is perfect".  And like, I got to hear Bein' Friends in this section too!  I don't know if Mother 1 has my favorite soundtrack of the three games, but it absolutely has the one that makes me smiley the most.  It's like I'm finally getting to see all these tracks that I've loved for so long in real time, it's so good.

I'm really impressed by the Bread Crumbs item.  So Earthbound Beginnings has bread as a healing item you can use.  This is common for the series, they take place in some approximation of the modern day, so instead of like item shops you have commercial bakeries.  Beginnings, however, allows you to use the bread as an item.  This will allow Ninten, your protagonist, to set down a "trail of bread crumbs" That allows you to generate a fast travel point, you can select the "Crumbs" item in your inventory and Ninten will follow the trail of bread crumbs back to where you laid the first one.  It's such a great mechanic and I'm surprised they got it working on the NES of all things.  Fast travel itself was always such an iffy concept back then but to then be able to allow the players to set fast travel points?  I'm sure other games did this, don't get me wrong, people did amazing things on the NES but it's still so impressive, especially for a game as relatively simple as Beginnings.

It's also super interesting seeing the origins of a lot of tropes in the Mother series.  Like I guess technically the origin of these tropes is that capitalism is awful and our lives are all hell, but like.  In the Podunk section we see a lot of similar themes that would later be revisited in the sequel, once again kind of establishing Earthbound as a pseudo-sequel to Mother 1.  We have like, a little girl getting lost in an unnerving area.  A corrupt politician who is manipulating the main character into doing his dirty work because reelection is coming up and he needs to put on the impression that he cares.  A zombie infested graveyard that is slowly encroaching on the world of the living.  The same mayor sending you out after he solves all his problems in town to someplace super dangerous to reap all the benefits from your actions.  It's like the Podunk section of the game is a microcosm of the first, like, 8 hours of Earthbound, it's super neat.

I am, however, starting to get more into the "pain points" of Beginnings.  Enemy encounters are pretty ridiculous, it especially feels like it in the graveyard.  As you're walking the lost girl out of the cemetery, it feels genuinely like you're encountering an enemy every step.  It's not just annoying because of how overtuned the encounter rate is, but also because 90% of the encounters are not worth your time.  Like it's mostly just bats that go down in one hit but spawn in four at a time, making battles not difficult but very tedious.  But like, running from an encounter also isn't worth your time, you are in desperate need of the experience because you spend so much of the early game severely underleveled.  As with other NES RPGs, to pad out the time and make it more of a full experience, Mother DEMANDS you grind.  Especially in the early game, there are two immediate difficulty spikes where if you don't level up properly, you're going to be taken down in only a couple turns while you're doing nothing to the opponents.  As people who have read the blog before may know, grinding is not my favorite thing to do in an RPG, but at least Beginnings has a pretty competent auto battle system to make this point less problematic.  Still, while I am enjoying myself quite a bit for other reasons, playing Beginnings is incredibly frustrating at times.

1/23/26

We are the topiary creatures, we're very pleased to meet ya's, seƱors and senoritas too.  The animals we feature you know they'll never eat ya, they'll sing so very sweet to you.  You know it's kind of crazy that Earthbound Beginnings is the only game in this series to have a zoo as a proper set piece.  Like Mother 3 kind of has a zoo section where Porky keeps his prized hybrids, but Mother 1 is the only game in this series with an actual zoo.  Given that a central idea of this series is to portray the kind of adventures a normal kid might have, you'd think having a zoo in these games would be a no brainer.  It must've been iconic to Sakurai too, as the "Mother" section of the world of Subspace Emissary in Brawl is comprised of the Mother 1 Zoo.  I really wish I could capture my WiiU because it's just crazy how, despite the three pretty different art styles that the Earthbound games have, the monkeys just look the same.  They got those in one, they made a perfect monkey sprite in the first game and have just been tweaking it since.

I was surprised to get the Franklin badge this early.  Like maybe it's not actually early, I was about 3 or 4 hours into the game when I got it which was also probably about the point where I'm getting to Happy Happy in Earthbound.  I guess because you don't leave Podunk for such a long stretch of time it FEELS earlier.  It had never occurred to me that the Franklin badge is named after Ben Franklin.  Until I got it in this game that thought had never occurred to me but that makes total sense.  It's the Franklin badge because it's said to be the badge that Ben Franklin wore to make sure he wasn't hurt by lightning during his experiments.  It's also crazy to me how it's kind of optional?  In practice it's not, the boss you need it for, the Starman Jr., is likely to just hit you with an instant death move during the fight if you're not wearing it.  But if your run is cracked, you could hypothetically just go without grabbing the Franklin Badge at this juncture.  Earthbound Beginnings continues to be such a fascinating game, like an alternate history Earthbound.

Speaking of which, we got to Magicant!  First of all, amazing song.  Love the Magicant theme, even if it's very scuffed in the NES soundfont.  I'm a little surprised this is the only game that has Magicant as like.  A recurring location we can and do visit.  In my opinion, Magicant is one of the most decidedly "Mother" areas in the series and it's really only a proper location in this game.  Side note, is Sakurai just a very big fan of Mother 1 specifically?  I'm realizing now how much Mother 1 keeps showing up in Smash, to the point where one of the new stages in Smash 4 was Magicant which, while it does have some bits from Earthbound (Dungeon Man, the Flying Man sprite), it's clearly built after Mother 1.  It's very interesting how "real" Magicant feels in this game, like it's an actual magical world in the clouds that Ninten is just passing through.  In Earthbound, they're very candid about Magicant just being a place in Ness' subconscious but the Magicant in this game is like a proper kingdom with a Queen who Ninten needs to aid.  It feels very Little Nemo-esque, where this world, despite being very dreamlike, feels as though it exists independently of the protagonist.

But this also somehow makes Magicant feel more like a dream that Ninten is having as a result.  Like, in dreams you don't know the world is a dream, right.  You do think that this is all "normal" until you awaken and your memory grounds you into reality.  Much like the other Magicant, the people in Magicant are there to love Ninten, to make him feel safe.  The literal queen of this realm says as much, that this world exists to love Ninten unquestioningly.  It also exists in a neat contrast to the "real world".  Whereas before entering Magicant, Ninten was fighting normal animals and weird, angry people, in Magicant we get more into the Earthbound style of enemies the series is famous for.  Weird floating eyes, sentient trees with unnerving faces, creatures with backwards names and designs.  There are talking cats who swim through the clouds and birdman who serve Ninten in the hopes of dying a glorious death in battle.  It's a truly magical place, I'm glad we will seemingly be coming back to visit it often!

I'm surprised how many of the 8 melodies we already have.  In Podunk alone, 3 of the 8 melodies were hidden.  I have to wonder if this indicates we're either, a, going to go a long time without another melody being added to the song or, b, the eight melodies aren't actually the "end goal" like they are in the sequel.  Like, clearly the eight melodies are the main quest of this game, the Queen of Magicant needs to hear the complete song in order to sing it for you to beat the game.  But I have to wonder if this quest will end much earlier than I'm expecting.  Like there's maybe more to the "endgame" in this one than there was in the other game(s), we maybe go to Magicant and finish that quest at the 2/3 point and then have to quest to find the final boss.  But I could also see it being an instance of going a very long time without obtaining a new melody, just by how freeform Beginnings' design is.  Like there's not as much of a solid linear structure to Beginnings like there is in the other two games, it's way more of an open experience where you can tackle objectives at your speed.  We'll see, I guess, there's a lot of game left!  I haven't even gotten a second party member yet (even though I'm already level 18, oops).

The pain points of Earthbound Beginnings are real bad, by the way.  I want to be clear, because I know I'm gushing about this game 90% of the time, this game sucks.  I could not recommend this game to anyone who doesn't already love the Mother series and have a lot of patience for old game design.  I will inevitably rate this game much higher than it deserves because I am just feeling very good about playing it, I have a lot of bias going in.  But this game is awful to actually play.  Its encounter rate is ridiculous and enemies just exist to be annoying.  Like, maybe it's because I'm fairly overleveled I think, again I'm level 18, but enemies are doing like 1 damage to me.  So basically every fight is "get into it, enemies poke for one, I try to run, probably fail because running is not always a guarantee in this game even with a massive level difference, have like three more enemies poke for one, do it again next turn".  It's a very annoying game to play and if I didn't love literally every other aspect of it, I would be out.

Earthbound Beginnings hates cops and the American healthcare system.  Based take.  When you finish up at the Podunk Zoo, the mayor is hesitant to "lift the curfew" that restricts access to and from Podunk and keeps most residents in their houses because like.  He already secured reelection through "saving the lost girl", what does he care.  So the cops near Podunk proper are like very hardline about the rules and are enforcing the barricade.  But talk to them and they just literally go "yeah, we may be doing our jobs, but that's just because eyes are on us.  Those guys up north near the zoo will probably let you around the barricade, cops are lazy after all."  I've had very little time to delve into the second town in the game, Merrysville, but one of my few interactions is a cop just roaming the streets harassing minors to get to school instead of doing, like, anything worthwhile.  Shigesato Itoi hates cops as much as he hates capitalism.  He also takes time to have a go at the American healthcare system.  When you reach Merrysville, there is a hospital you can visit and, should you go inside and require their "services", they charge you like half of the money you currently have on you.  Just straight up being like "yeah, American doctors squeeze more money out of you because they know that they can get away with it".  Even on the NES, Itoi's social commentary was on point.

1/24/26

I finally got another party member!!!  Unfortunately it's the items guy!!!  So, I made it through the quest in Merrysville.  The railway out of town, funny that Itoi thinks that America has a usable railway system, anyways the railway outta town is blocked and you have to find someone who knows a lot about explosives to remove the blockade.  It is here that you find Lloyd (I accidentally spelled it Lloid because I didn't look up the names and thought it was like the Gyroid from Animal Crossing for some reason), a shy but intelligent young boy who has been sneaking into the factory south of town to experiment with the fireworks they have there.  If you can bring him back a firework, he'll join your party and help you on your quest to clear the rockslide that is preventing the train from running.  Lloyd, unfortunately, is awful, at least in the stage of the game I'm in.

So, the Mother series has this archetype in all three games.  The guy who fights moreso with items and tools than he does with weapons.  Jeff is a very famous example, so much so that Jeff's usage of bottle rockets made it into Smash.  And then Mother 3 has Duster, who uses a variety of tools instead to inflict statues on enemies.  Lloyd is more like Jeff, his whole deal is using items in his inventory, namely explosives, to gain an advantage in battles.  He's the first party member who can hit multiple enemies at once and, if given the right tools, can deal massive damage to all of those enemies.  Unfortunately you just don't really have access to anything good that Lloyd can use just yet, assuming there is anything Lloyd can use at all.  Bottle Rockets are a now iconic weapon in the Earthbound series, dealing massive damage to groups of enemies and being the big win buttons in Jeff's inventory in Earthbound during various parts of the game.  In this game they do around 20 damage.  Not exactly 20 damage, they instead roll a random number that seems to be no less than 16 and no more than 24.  Which not only makes them incredibly unreliable, they are also already powercrept when you get them.  20 damage is insufficient, even as a full party attack.  By the time you get Lloyd, enemies are regularly beginning to have 80-100 HP, Bottle Rockets are just a waste of time.

Getting a new party member also meant that I had to grind them up.  Earthbound Beginnings starts the "main" party members at level 1 regardless of where or how you get them so you probably have to grind the moment you get them.  First off, just wanna say how amusing it is that Earthbound Beginnings constantly displays your EXP in your UI.  It's amusing to know that there will always be around a 6000 EXP gap between Ninten and Lloyd.  As far as grinding is concenred, luckily this isn't an impossibility for them to get caught up easily, the game gives you the ability to transport yourself to Magicant at any time so you can grind off the relatively easy, high EXP enemies there.  It's a little funny, actually, for how infamously brutal Mother 1 is, it feels like it has a lot of little things to make it a much easier experience for the player.  That being said, grinding is still super annoying.  Like even if I'm one shotting every opponent in Magicant, which I am, it's still just fighting the same basic enemies over and over ad nauseum for like an hour straight while I get Lloyd up to a workable level.  

The most annoying thing is that the best enemy for this, the Grouchos, are entirely luck based for how they give out EXP.  The Grouchos, modeled after Groucho Marx's iconic look, are non-threatening Magicant enemies that both have low HP and low strength.  They go down in one hit and deal 1 damage, but they have this gimmick where if you leave them alone they'll just leave.  In doing so they will gift one member of your party randomly about 130 experience, way above what the average currently is for EXP.  It's a great way to grind up your party fast, unfortunately it's also entirely random.  There is no way to get the Groucho to put experience onto the party member you want it to go to, just a coin flip at two party members and a 1 in 3 at 3, which I did also get the third party member but I haven't done any grinding with her yet.  It's really not difficult to see why Beginnings has numerous fan mods to make EXP grinding a lot less problematic, this game has so much of it.  Again, if I didn't love basically everything else about this game I would be bouncing off of it due to the excess grinding.

There were some really cool tracks in this section of the game.  The theme to the elementary school where Lloyd attends, Twinkle Elementary, was a neat track to experience.  Like it has the normal chimes you associate with like a school or a clock tower, but then it also has the melody for the file select theme from the sequel in it.  Was excited to hear that out of nowhere.  The train theme, The Paradise Line, is such a good train theme.  Very high energy, very bluesy, you can absolutely tell the impact it had on the rest of the series.  I got to the town of Snowman in this section, Snowman is one of the most iconic and possibly my personal favorite Mother song.  To me, Snowman is THE winter song in gaming history, there are loads of good ones but Snowman is THE track.  Also now that we have party members, the "generic overworld" song has shifted from being Pollyanna to being "Bein' Friends", which isn't like "better".  Pollyanna is undoubtedly the better song, but I do love Bein' Friends.

I think it's really interesting how they depict Merrysville.  Like, Mother is obviously a satire of American culture but I feel like this is probably also very personal to Itoi as he grew up in the ever changing, rapidly urbanizing Japan of the post war.  Whereas Podunk is a small town through and through, a place with a single shop and a small hotel and not even a proper hospital.  It's very rural.  Merrysville looks like it was much the same until pretty recently, when factories started popping up in the area, causing a rapid industrialization.  This tiny town is suddenly being grown into a "big city", or at least the kind of smaller city where a lot of people live for work but want to get out of.  And you're seeing that impact through NPC dialog.  They mention that one of the corporations that has set up in their town has started buying up land en masse, including land where people work and live, to try and establish more facilities to entertain their workforce.  In a surprising move they even directly reference that they're building a strip club, much to the chagrin of their citizens.  Surprised Nintendo allowed that one past censors when they rereleased the game for WiiU.

It's really interesting how Beginnings has more or less already settled on what the Earthbound character archetypes are going to look like, but it doesn't balance them in a way to where they're particularly effective.  Ninten is a good example of this, much like Ness and Lucas after him, Ninten is your tank.  While he does decent damage in a fight, and especially in a game like this where Ninten being overleveled is almost an inevitability due to how long you go with just him and how crucial it becomes to ensure you can one shot enemies because of that, Ninten is meant to be your support.  His "magic" is all healing and support.  He casts shields and heals statuses and stuff like that.  Ninten is supposed to be your support line.  Ninten does not have an HP healing spell better than the base one at level 23, which means that his PP doesn't really do a whole lot right now?  Like Ninten is one shotting most things and there's rarely a moment where he needs to set up a shield so all Ninten really does is go super aggro on opponents.  His status healing PSI abilities also don't seem to be useful, though I imagine that will change?  I've encountered like two statuses so far and neither of them are healed by his status healing techniques.  What's more is that Ana, the offensive PSI user, COMES with the level 2 HP recovery PSI, something Ninten still has yet to learn.

1/25/26

I swear it feels like in each of these sections I don't get, like, anything done because of how much grinding I have to do.  I promise I won't complain about the grinding again, it's obnoxious, we all know it.  There's only so many ways I can say "I love everything about this game except for the process of actually playing it, which is often rather annoying".  I will say though, it's very funny how much NES RPGs rely on grinding to pad for time.  Like, this game would be 10 hours EASY if you took out all the grinding.  This isn't the first or last grind session I've had that took up the majority of my play time, two of the three hours I played last night probably went to grinding.  This is not the only NES RPG on my "to-play" list either so expect me to be complaining a lot about grinding again when I play Final Fantasy 1.

A lot of this session was spent just exploring the world.  I think I commented on this once, but I'm actually a pretty huge fan of how open Mother 1 is.  Like, the game started out "open", the town of Podunk was a very open area for the player to run around in and explore and just kind of find the walls on their own.  Which I'm sure a lot of people were mad about when they first played, the fact that the game doesn't have any real guard rails up for the player to be like "you can't do this yet", but it's game design I'm rather fond of myself.  Anyways, after you finish up the quest in Merrysville, the game becomes fully open to you more or less.  You gain access to the train line and after that point, the world's your oyster.  There are large parts of the game that you could theoretically never go to if you know what you're doing, entire party members and towns that you could entirely skip.  Ana, your primary offensive PSI user, is entirely optional, at no point in the game do you have to go to her hometown of Snowman and even if you did, the quest needed to unlock her is also optional.  It's so interesting how freeform Beginnings is, the Earthbound series has always been good about feeling like "the kind of adventure a kid would imagine they had" but in Beginnings it feels very grounded in a way that's like "this is just the kind of adventure a kid would have".  I could imagine Mother being adapted into an 80s kids movie and becoming a massive cult classic, it's that sort of vibe.

I think it's also interesting from a historic standpoint as well.  Like we now associate JRPGs with linearity, you know?  JRPGs tend to be very narrative driven and their game design trends towards having either partial or full linearity.  A lot of JRPGs prefer a "world map" style where there is technically an open world but it's really just a big field to roam around to simulate passing over long distances quickly.  The sort of open design where you can explore the world at your own pace and tackle objectives in an order you prefer tends to instead be associated with Western RPGs, games like Fallout and The Elder Scrolls.  It's to the point where a lot of JRPG fans are mad in the modern day that so many JRPGs are trying this open world game design, believing that it is just a cynical ploy to appeal to Western gamers.  So it's really fascinating to see these old NES RPGs where the game design is super open, that the player kind of has full reign of the world and it's just whether or not they can fight the enemies that determines whether they can progress.  That these game design ideals that we now associate with entirely different cultures and thought processes were once more similar than they are different.

I think I was wrong about the "character archetypes" as I talked about them last time.  While Ninten is clearly meant to be a support unit, don't get me wrong, I don't think he's necessarily meant to fulfill the same role as Ness and Lucas in the subsequent games.  I think Ninten is just supposed to be your primary damage dealer who just so happens to have a lot of support options to take advantage of his high speed stat in harder battles.  The more I play the game, the more clear it is that Ana is instead just intended to be your all around PSI user.  She learns, like, every PSI tech in the game it feels like, be it offensive, defensive, or support.  Each levelup comes with some new tool for you to use, be it a powerful offensive attack, a powerful healing spell, or some sort of really strong support tech.  It's become clear that what Mother 1 wants you to do is attack with Ninten, use items with Lloyd, use PSI with Ana.  Which makes sense, as far as I know Ninten never learns a really powerful offensive PSI technique like the subsequent protagonists of this series, so his primary option is just a standard attack.  And his attack stat is overtuned on top of it, while enemies are finally keeping pace with it as I get further into the game, Ninten is still regularly dealing between 60 and 80 damage to enemies whose health remains in that range.

I previously mentioned how strange it was to get three melodies effectively in a row at the beginning of the game and one of my speculations did end up coming true.  You do kind of get three melodies and then go like 4-8 hours without grabbing a fourth one.  But once you do grab the fourth one, four, five and six are kind of all lined up for you.  Granted, I have a rough idea of what I'm doing, I'm not super familiar with Beginnings like I am with Earthbound and Mother 3 but I had seen a Let's Play or two back in the day, I know the rough structure of this game even if I don't know the details.  But it seems like what the game intends for you to do is "get three of the melodies, play for a while, get three more of the melodies, play for more of the game, get the last two".  

The sixth melody in particular is pretty tricky to get, as it requires you to fight what is probably the hardest boss in the game: the Magicant Dragon.  The Magicant Dragon lies in wait in the labyrinth that bridges Magicant with the real world, sleeping eternally until Ninten is strong enough to fight it and obtain the sixth melody.  I'm honestly surprised it only took me two attempts to beat the Dragon, I'm kind of underleveled for it to be honest.  I fought it more or less as soon as I was able, you're able to fight it when Ninten is level 25, I got him to 26, and Lloyd and ESPECIALLY Ana are super underleveled for it.  Like if the dragon had done anything else but PK Fire turn one, which trades off damage for the ability to hit your opponents' entire party, Ana would just not have survived long enough to setup properly and mitigate the damage it otherwise would deal.  To be honest, it's probably the only super interesting fight I've had so far in this game, most of the others are just like "Ninten hits hard, Lloyd hits less hard, Ana uses PK Beam to one shot".  And that's only if the enemy doesn't have an instakill attack, which for some reason, one in 10 enemies have instakill attacks!!!

We kind of got back into the Earthbound tropes in this section, though again they're just a little off.  Like, this section featured an abandoned town where the residents were run off by the undead, very similar to Threed in the second game.  There's even a fake hotel where the owner tries to dispose of you immediately.  But in this one the spirits are directly attributed to alien meddling and not something more supernatural, a Starman is pulling the strings.  You go to a desert and adventure around the endless sands, but the sands are untouched, the only person living out there being a pilot who suspiciously wants you to get rid of his definitely not stolen tank for him.  There's a secret civilization comprised of bizarre characters who speak in weird ways, but in this game they aren't Mr. Saturns, who haven't been created yet.  No, they're monkeys.  Just an underground civilization of monkeys.  Which ALSO harkens to a trope in later Earthbound games, wherein there's a cave system inhabited by intelligent monkeys, but these monkeys are also wrong because they always lie and don't want anything from you.

The more I play Beginnings, the more I'm like "this might actually be my favorite soundtrack of the three".  Like, it doesn't sound the best and the other two probably have more tracks I'm passionate about, but genuinely this is what Mother sounds like.  This is Earthbound.  These songs are primitive, don't get me wrong.  And they don't always sound the best because of the hardware.  But this soundtrack is masterful.  I'm glad most, if not all, of the songs that originate from this game have gotten remade in later entries.  Yucca Desert is an all timer, an iconic desert theme that made it's way into Earthbound, complete with a little radio effect.  Airplane Ride is a classic, a very 80s rock inspired tune that really feels like you're flying above the ground in a small plane.  Monkey Cave, though, was such a wild track to hear.  Sometimes when you're playing Mother 1, you can feel like you've stepped an alternate universe.  So many things are like Mother 2/Earthbound but they're all just somewhat wrong in some way.  An uncanny Peaceful Rest Valley, if you will.  Monkey Cave sounds like "Saturn Valley but wrong" and it's one of the most uncanny valley moments I've had in this game.

1/27/26

I made it to LA baby!!!  Literally, the last town in this game is called "Ellay".  It's very funny that Itoi's opinion of Los Angeles is apparently "it's a city that's ruled by gangs where the cops are corrupt and ineffectual".  To the point where if a grown woman offers to buy a minor a drink, the cops arrest the minor, for seemingly no other reason than wanting to steal their cool stuff!  I have to wonder if Itoi had ever actually been to LA before making this game or if he got this depiction from, like.  Movies and TV shows.  There were a lot of depictions of LA in the 80s especially that depicted the city as grimy and violent.  Which I guess wasn't inaccurate given what would happen there in the early 90s when all that tension in the city came to a head, but like.  It was definitely exaggerated to essentially fearmonger to middle America.

But before you go to Ellay, you have to go to Youngtown.  Youngtown is a town we've heard a lot about throughout the adventure.  Various NPCs have talked about trying to venture onto Youngtown as their friends and relatives have, previously, headed off to Youngtown as it's the last train stop before you get to Ellay, only to never be heard from again.  This is the reason Ana had joined us on our journey, her mother had left for Youngtown and had disappeared shortly thereafter.  When we arrive in Youngtown, we find out why pretty quickly.  All the adults in the village have been abducted by mysterious ships that come from the giant mountain to the East.  The children have been left to fend for themselves, trying to develop a sense of normalcy by mimicking their parents' jobs and roles while constantly breaking down from how scared and alone they are.  A lot of children have taken to wandering the streets, crying for their parents, and those that are trying to keep it together are still like "I'm so lonely, please come by more so I have someone to talk to".  Except for the guy who took over running the town store.  He seems to be doing great!

The song that plays in Youngtown, by the way?  One of my absolute favorite Mother songs in general.  I know I said that about Snowman too and probably a hundred songs in Mother 3 but this is really high up there.  The Youngtown theme is the theme that plays in Earthbound when you enter Paula's home and she's not there.  It's one of the most beautiful pieces of music in this series to me, it's unnerving and hopeless but so mystical.  It's the exact perfect theme for "something very strange and potentially supernatural has went on and really imparts a sense of "this is bigger than your adventure, this is about the fate of the world".  I don't know if anyone reading this is familiar with the Rock Candy albums, they were Mother fan albums back in the day that you could download off Starmen.net which featured loads of interesting and amazing Earthbound fan covers.  Shoutouts to Stephen Georg and his evergreen classic I Am Earthbound.  Anyways, I loved the Rock Candy albums so much back in the day and one of my favorite pieces from that collection was a cover of the Youngtown/Paula theme, PSI Piano Omega.  It's so beautiful, I love it so much.  Still sad Rock Candy 6 never materialized but like, most of the core people from Starmen had moved on by that point I feel.  Shout outs to the community.

As we are approaching the end game, I feel like combat is finally becoming interesting.  Like, a big problem with how Beginnings is structured is that you spend so much time in the early game leveling up Ninten and accomplishing your goals there that for the next like 50% of the game, you are just going to breeze through it.  Even moreso because enemies pose no threat to you, you have access to the best defensive equipment in the game once you reach Magicant.  Ninten is probably going to one shot everything at least until you make it to Duncan's Factory, there are very few enemies that require any actual strategy.  And even past that, you're going to be running into a lot of enemies that, thanks to your expanded party, still go down in one or two turns with basic attacks.  Namely because there are very few encounters for the first 75% of the game that even contain multiple enemies.  But as I approach the endgame, I'm encountering more enemies with interesting stat layouts and party compositions to where I'm like "okay, turn one, Ninten sets up our defenses while Ana goes for PSI damage and Lloyd uses his Plasma beam to get off some beam damage, turn two I attack with Ninten to clean up the HP of whatever wasn't finished off turn one and then finish off the remaining enemies".  It's not AMAZING, the gameplay is still the worst part about this game by a mile, but it's something.

We also received the second third party member.  Mother 1's party is a party of three, Ninten, Lloyd, and Ana, but there are technically four party members as, in the endgame, Teddy joins you.  Teddy is the leader of the gang in Ellay and took great offense to you roughing up his guys.  After a brief back and forth in a boss fight you can't actually lose, he joins up with the party, telling Lloyd to take a breather as Teddy needs to go up to the mountain, Mt. Itoi, to seek revenge for his murdered parents.  Teddy is broken!  Teddy is so incredibly strong that once he joins the party and you equip him with the best stuff possible, he's probably one-shotting whatever you throw him at.  A big part of this is that, unlike the other party members, you don't receive at level 1 and need to train him up.  You receive him at level 18, already kind of on pace with the rest of your party.  And with naturally high strength and speed, he becomes the one shot king either out the gate or after a few level ups.  It's actually kind of nice QoL, you can, theoretically, beat this game at very low levels aside from Ninten if you wanted to avoid the process of grinding, and Teddy just lets you cover your weaknesses if you're doing that.  He's just a big ol' beatstick.

Ninten finally learned Lifeup Beta!!!  PSI techniques are wild in this game.  Like I'm fascinated by how they function and how the characters get them through level up.  Ana didn't get the ability to use PK Fire until she was like level 20 or something crazy like that.  PK Fire Alpha is a useless PSI ability that deals ~20 damage to all foes.  PK Freeze Gamma, the penultimate upgrade of Freeze, doesn't actually deal damage, what it does instead is reduce the target to 1 HP.  It does this whether or not the enemy has already taken damage as well, meaning that because Ana goes after Ninten, it's useless in a lot of one-enemy scenarios as it would just be "Ninten hitting only to have progress undone because it's being set to one anyways".  Ninten, the "healer" of the group, doesn't learn a proper healing spell until like ~level 30.  The game design is just exceedingly weird and while it definitely feels intentional with its quirks, it doesn't always make for the best experience.  I'm glad that later Earthbound games really refined these ideas.

I am very close to finishing the game.  I have just entered Mt. Itoi, the game's final dungeon, and I find it doubtful that I will have to split it up into two play sessions.  So, as I typically do with the "penultimate chapter" of these gaming diaries, time to post my sort of overall feelings about this one.  In many ways, Earthbound Beginnings was a delight to play.  As I mentioned in entry 2 of this one, as a fan of this series, Earthbound Beginnings is a magical game for me.  It feels a bit like coming home, Beginnings is seeing this franchise I love so much at its origin point.  Unrefined, but still every bit of itself.  The music, the presentation, the themes.  It's all stuff I do love and have loved for many years.  It's also just an awful video game.  I will not mince words with you, for as much as I love about this game, it's like genuinely terrible.  Poorly balanced, poorly paced, uninteresting gameplay, insane encounter rates.  It's an archaic NES RPG, and I can totally understand why so many people just skip it outright.  When it comes time to rate, I will be very kind to it because I've adored playing this.  But I just wanna be clear, this game is awful.  See y'all next time for the finale!

1/28/26

So uh.  I'm emotional now.  Look, I've made no pretense that I am being overly kind to this game because of how I much I love this series.  I am being overly generous to it, I am too emotionally attached to judge it fairly.  But y'all don't understand what the Eight Melodies do to me.  This song is ingrained into my soul at this point.  Finally forming this song after an entire game of hearing it bit by bit, here and there, it's just.  I can't help but cry.  I'm sorry that I love the Mother trilogy.  It as I said forever ago, "yeah, the encounter rate is ridiculous and enemies get too many crits but then I get out of battle and hear Pollyanna and I remember this series is perfect".  I'm apologizing more to myself right now, by the way, I know you, dear reader, don't care if I'm an Earthbound shill.  I'm more mad at me for always being like "if the game's story is good but its gameplay is bad then it's just a really bad game and/or a really weird book" and now here I am having feelings about this objectively terrible NES RPG from 40 years ago.

I'm honestly starting to wonder if, at a certain point, Itoi was just like.  "You know what, we screwed up, our game is too hard, let's just make the coolest enemy designs possible because our player is just going to run from everything anyways."  Mt. Itoi is grueling, it's the first time I would say this game's infamous reputation for being brutal is founded.  Between the bottom of the mountain and the top, enemies start snowballing out of control in difficulty.  It's to the point where, by the time you reach the peak, you are fighting enemies that have the potential to one shot you if you're at level cap.  They even give you the Ultimate Weapons for this game all together just so the player has some sort of safety net, even though giving Ana any weapon at this point is little more than a funny joke.  On top of that, you have to climb the mountain twice, once with the very powerful Teddy who can split the difference for you and deal massive damage to opponents, but then a second time with Lloyd who just, frankly, can't do anything.  Lloyd might be the worst party member in the entire series, even moreso than like.  Salsa from Mother 3.  And like, there's not really any reason to level yourself up other than to just get ever PSI technique because the final boss is, honestly, kind of a joke.

Oh also Teddy just straight up dies.  Not really, but he does go into a coma after a certain point in the story and that's why you have to take Lloyd back up the mountain.  There's a very interesting tune the game plays both at Teddy falling into a coma and later on when you reach the peak of the mountain and find the Gravestone of... I think the game implies it's Ninten's great-grandfather George's but it makes more sense for it to be Maria's.  Simply titled Tombstone, it may sound very familiar to Earthbound fans but in an entirely different context.  It sounds eerie now.  Sad.  Like the kind of song you would hear while mourning or reflecting on the dead.  It's a bit like how the core theme of Mother 3, the "Love Theme" that plays in various contexts, is kind of a reinterpretation of Eight Melodies.  The music in this series is so good and so impactful, I adore it.

It's unsurprising to me that they do try to put in a romance between Ninten and Ana right at the end.  Again, in another way Earthbound is sort of a remake of Mother 1, Ana, like Paula, has developed very strong feelings for the protagonist despite only having met them recently.  The reason being that, due to their psychic powers manifesting so much sooner than Ninten/Ness', they've spent their entire lives plagued with visions of the boy they would eventually save the world with.  And like, especially in Mother 1, it makes sense to do this, this is way more of a traditional RPG where the protagonist isn't a character in their own right but rather a blank slate for the protagonist to put their self into.  But also like, this does just come out of nowhere.  Even among the scope of NES romances, which are all bad due to how primitive storytelling has to be, this is a bad one.  Ana is on this journey for her own goals, she does not have a specific reason to latch onto Ninten, it's just.  You get to Mt. Itoi and Ana is suddenly like "I love you and have loved you since you first entered my dreams".  If anything I thought that it would end up that Pippi, Ninten's neighbor he rescues back in Podunk, would be Ninten's love interest at the end, since at least those two have that "saving her life" connection.  Oh well, at least the song that plays, Fallin' Love, is lovely!

I cannot believe that they just give Ana an instantkill move.  Once again, the game balance in this game is actually insane.  PK Freeze Gamma, one of Ana's oddest moves, is already a move that reduces your opponent's HP to 1.  This is very powerful, obviously, but not the most useful because, at least at the time Ana learned it, she was in a party with two people who were faster than her.  She would just be setting up for next turn.  Thankfully, Lloyd rejoins the party so that solves that issue in theory but by that time you've learned PK Beam Gamma, a move that just kills any enemy that isn't immune to Beam damage.  This does make Ana the "win condition" of the party, mind, and keeping her PP up is a main objective of the end game.  It's just weird.  Looking at PSI I didn't get too, Ana just will learn a move that instakills all enemies if I wanted to grind her up that much?  Handy, why is the game designed like this?

So, as you may expect, once you get to the top of Mt. Itoi, a lot of the questions this game has produced get answered.  You reach a lake at one point, despite the aliens' attempts at stopping you, and by boarding your grandparents' boat to head to the center of the lake, you find their underwater lab.  In it, there's a massive robot named EVE, who explains that she was built by George to combat the evil alien Giegue and to protect the chosen one, Ninten, on his journey.  In the two years that George and Maria disappeared, they encountered the evil alien Giegue, who held them for two years at the end of the universe.  Eventually George would escape and, knowing that the alien would eventually find him and his family again, built EVE as a measure to defeat the alien.  Unfortunately, Giegue was keen to their plans, and EVE would end up being destroyed by his own robot, the two taking each other out and leaving the children helpless and alone at the top of Mt. Itoi.  EVE's last parting gift being the seventh melody, allowing the children to continue their true goal.

Upon receiving the eighth melody from George's spirit at the top of the mountain, we return to Magicant for the final time.  We must go to the Queen, Mary, and finally restore what she has lost.  Unsurprisingly, Queen Mary of Magicant is actually our Great-Grandmother Maria.  While George was able to make it back home, Maria got caught in between dimensions, attempting to set things in motion to stop Giegue.  Her body fell into an eternal slumber, a state of both waking and sleep, and from it spawned forth the magical realm of Magicant.  This is why Magicant was seemingly created to protect Ninten, to make him feel safe and loved, it's a reflection of the love Maria herself has for her family that she never got to show them in life.  Her soul, though, scattered across the world, finding its home in various melodies hidden throughout.  The Eight Melodies, once returned to Maria, restore her memories and awaken her finally, allowing her to rest after eight decades of being trapped in limbo.  But before she does, before she moves on and reunites with George, she tells us a story.

When George and Maria were sent to the end of the universe, they did indeed meet Giegue.  But unlike what EVE implied, Giegue was not some sort of horrible alien conqueror.  Not yet, at least.  No, Giegue was a baby.  Maria mentions specifically how happy he was, how his adorable little tail would wag.  Seeing the alien conqueror like a small animal to be loved and cherished.  But darkness entered his heart.  Loneliness.  He was a sole being at the end of the universe and eventually, George and Maria would have to go home, have to return to their family.  He grew bitter and resentful of this "real world", and wished to keep George and Maria to himself.  And that is why he has arrived on Earth these 80 years later.  He wants to kidnap or eradicate Earth's populace out of his resentment for their love for each other.  Love he only had for a fleeting instant.  With Maria awoken, Magicant disappears, and she imparts us with the final weapon we need to defeat Giegue.  The lullaby she used to sing to him when he was a baby.

Equipped with out final gift from our great-grandparents, we enter the cave where Giegue has been hiding this entire time.  Bypassing a room full of all the people Giegue has kidnapped, including Ana's mother and all the adults from Youngtown, we reach the end of the pathway and find Giegue's mothership.  The alien steps out of it, existing within a giant life support pod, and enters battle with us.  In true Mother fashion, his attacks are incomprehensible, so powerful and so metaphysical that our protagonists cannot even begin to understand what they are.  It is here he tells his own version of his past with George and Maria.  Giegue paints them as liars and thieves, saying that their love was simply a ploy to steal his secrets, exploit his technology.  His heart is so infected by his bitterness, by his resentment, that he no longer remembers the kindness he was shown.  The love he experienced.  But some part of him still considers them his family.  In all his want to eradicate humanity, he cannot bring himself to hurt Ninten outright, hurt this boy that he considers family.  He offers him a choice, join him and conquer the universe by his side.  Ninten, unsurprisingly, refuses, and Giegue flies into a rage.

Unable to hurt him and with our backs against the wall, the party only has one option: to sing.  To make Giegue listen to the lullaby that used to soothe him so long ago, to feel Maria's love for him envelop him.  It's a long fight, he interrupts you before you finish the song many times.  His own hatred fighting the battle against Maria's love directly.  He becomes more erratic and violent, devolving into incomprehensible screams as he loses his battle against Maria's love for him.  In the end, the lullaby soothes the conqueror.  For a brief moment, Giegue allows himself to be wrapped in that warmth that he had so long ago.  But before he can allow himself to be taken by it fully, Giegue retreats, promising one day, one fateful day, he shall return to have his vengeance on this world of love.  Giegue flies off to the far reaches of time and space, wherein he will fester in his hatred until he becomes Giygas.  But for now, the day is saved.  Everyone returns to their normal lives, Ninten, Lloyd, Ana keep in touch, and the world seems to go back to normal.  That is until a post credits stinger where our father, who had been talking to us this entire time through the phone, calls us with "important news", setting up a sequel that will never technically come to pass as the actual sequel is effectively in a new universe.

I really liked Earthbound Beginnings.  Is it a good video game?  Absolutely not.  It has so many problems, a lot of them due to its age but even more due to just transparently bad game design.  Like a lot of what is wrong with Beginnings does come from it being an NES RPG, lots of padding, lots of grinding, not enough structure to point the player in a proper direction.  Final Fantasy 1 was an NES game and I don't Final Fantasy 1 has aged especially well either but a player who really likes RPGs will be able to pick up Final Fantasy 1 and still get a lot out of it.  Because despite its age, it's still a good game.  Beginnings doesn't have that, the gameplay is just strictly very bad.  But as an Earthbound fan, as someone for who this trilogy means a lot, this was masterful.  It made me happy, made me emotional.  It felt like coming home.  This game, this trilogy means a lot to me.  I will never tell you, you should play Earthbound Beginnings.  But I will always tell you that I really liked it, and if the gameplay was just a little more interesting or better designed, this would probably sit with its brethren in my favorite games of all time list.  8.1/10

Sunday, January 18, 2026

Secret of Mana - A Gaming Diary

Review:

I will be honest with you before I begin this review: I did not finish Secret of Mana.  Moreover, not only did I not finish Secret of Mana, I didn't get close enough to finishing it to where I can give a full view of the game necessarily like I could with, say, Minish Cap where I played the entire game up to the final boss and then it glitched out.  If that makes you feel as though my opinions on the game are to be disregarded, I understand.  I know it can be seen as unfair to review a game in an official capacity without properly finishing it.  That being said, I think I got enough of a view of Secret of Mana to where I know if I had continued it would've been roughly this score.

Secret of Mana is a game that starts out with a lot of promise.  It has a very interesting combat system, taking a lot of gameplay notes from the Zelda series and evolving it to be more of an RPG.  It has excellent music, with some truly beautiful and mystical tunes.  It's a game with a lot of potential to be truly something special.  Unfortunately, in my opinion, it loses its steam pretty early on.  I just feel like the game is exceptionally poorly designed.  Enemies and bosses are designed in such a way to where stunlocks are exceedingly common.  The combat system is very poorly balanced, with magic, once obtained, completely invalidating the complex weapon proficiency mechanic the game is built around.  Grinding is excessive, shockingly so for what is otherwise seemingly intending to be a beginner friendly RPG with its fairy-tale story and multiplayer capabilities.  The AI is just truly awful, just some of the worst I've ever seen in an action-RPG.  And the plot is just nothing, made moreso nothing by the irreverent localization where characters are excessively jokey.  I didn't have NO fun with Secret of Mana, but I played for 10 hours and I was mostly pretty bored.  One of the easiest DNF's of my life.  4.5/10

Diary:

1/13/26

I have owned Secret of Mana for a very long time.  I feel like I start all these diaries with some paragraph about how this game was a long time coming now, it's almost as if a key feature of my Game Clearing is that I'm filling in gaps in my gaming history.  But legitimately, I have owned Secret of Mana for like a decade and a half at this point.  I had a cousin who knew I liked retro video games and just had a Super Nintendo sitting in the back of her car forever so she gave it to me.  I, unfortunately, didn't get a ton out of that Super Nintendo because I'm like.  Poor.  So any gaming money I had usually went to buying new games.  But I did manage to amass a few Super Nintendo games from going to retro game stores and conventions and stuff.  One of those games was Secret of Mana.  I've always heard really great things about Secret of Mana, it ranks among the greatest SNES games and the greatest games of all time, so I was excited to play it.  But hooking up a SNES is inconvenient in basically any setup I do and so it was always on the backburner.  Luckily, Square Enix released the Collection of Mana, a much easier way of playing the game, so now I have the opportunity to do so!

I'm really intrigued by Secret of Mana's combat.  I knew going into this that Secret of Mana was an ARPG instead of a more traditional turn-based RPG, which makes it kind of an outlier in the SNES RPG boon.  But I wasn't expecting its combat to be so reminiscent of Zelda?  Like that's kind of what Secret of Mana feels like so far, a Zelda game where it continued to delve deeper into the RPG elements instead of stepping away from them more and more.  But it also enhances the Zelda style of combat a whole lot.  Like you can do combos where you follow up moves with other attacks with attacks to either close in gaps or do powerful attacks.  I don't know how this happens, mind.  It kind of seems to happen at random, like.  I think the game is doing a bunch of calculations that determine whether the player does a follow up.  Dodging also seems to happen at random, though I do like that if you attack mid dodge you appear to always land a critical.  It's a very paced combat system that I find very compelling, even if I don't fully understand it.

I also enjoy that there aren't any weapon limitations.  Every party member can seemingly use every weapon and, if anything, you're encouraged to do so.  Every character has weapon proficiency levels that you level up as you use your weapons.  I don't exactly know what these do yet either, the person who has the highest level in the fist weapons still appears to miss most of her attacks, but I have to assume that the higher the proficiency, the strong you will be with the weapon and the less likely you will be to whiff attacks.  Which is, unfortunately, a high likelihood currently.  The first dungeon had so many slime enemies that were really hard to take down as I kept missing attacks and when one of them fell, the other slimes would clone themselves, it's ridiculous.  Neither one of the boss fights I've done so far took that long, I swear.

Speaking of boss fights, that's been the weak point of combat so far.  Especially the first boss, which is meant to be a tutorial for boss fights in this system.  It's meant to be a fairly fast paced but not unreasonable boss that you cannot truly die to so you can learn how this combat system really works: much like a Zelda boss you memorize patterns, wait for an opening and retreat.  In theory, great.  In practice, man, this boss sucks.  His attacks come out way too quickly, he's incredibly large for the area, some of his attacks are unavoidable despite this being a tutorial on how to play bosses in this game.  It's a very poorly designed fight in my opinion that only isn't a problematic wall because the game gives you infinite revives.  The second boss is much better, feeling way more like what I think they wanted out of the bosses, a boss that you wait for an opening, hit a couple times, and then go back to dodging.  But it's still not great, sadly.

I have concerns about the party AI in this game.  I'm not going to say it's bad yet, I grew up with Kingdom Hearts 1, a game that a lot of people will tell you has bad party AI when really they just didn't explore the menus enough to find out how to make Donald and Goofy do what they wanted them to do.  But I do not understand the way to make the AI to do what I want it to do.  It's like, on an Alignment grid?  You have four different extremes, two on each axis, and they control whether or not your AI rushes forward or plays cautiously on one axis and whether or not they attack or defend on the other.  It's intuitive in theory but in practice it feels like the AI will either rush in recklessly, draining their own HP to comical degrees to get a single hit in, or they will play too cautiously and just not do anything in a fight.  I'm sure I'll learn how this works as I play around with it more but man, I already wish I had someone to play with.  It would make this whole thing a lot easier.

Speaking of things that have a learning curve: the menu in this game.  I think I'm getting the hang of it now but at first, nah man.  I hated this menu.  It's like a weird ring menu that pops up surrounding the character you're trying to view the stats and change the equipment of, but because the characters are typically standing together it's difficult to parse whose menu I'm currently on.  Also the fact that it's not immediately apparent how to use items or equip weapons because they aren't just on the ring menu?  Bonkers.  Like I said, I'm getting the hang of it though and even though I'll probably never be the biggest fan of the menu, it'll probably become natural for me in time, y'know.  Having an entire option to change the window AND the controls on every menu but not an item menu or weapons menu though?  Absurd.  What are you doing?

So, I'm a little concerned at this point that the diary I'm currently writing is going to get thrown out.  If you're reading this, hi, I'm not editing this if this makes it to a blog post the point is to be genuine.  The main reason being that the way I tend to structure these things, especially when it comes to RPGs, is that I talk about the gameplay at the start to give a baseline and then most of my updates are progress related as they relate to plot beats.  As I finish more of the plot of the game I update the blog based on that information.  Secret of Mana is already both very fast paced, with plot beats happening rapid fire one after another with no clear plot arcs happening to give the player a moment to breathe, but also very gameplay focused.  You'll show up to a place, receive an objective, then immediately get back to the wilderness to fight monsters until you reach said objective.  It's not a bad structure, I have been critical of games that take too long to get through the plot points so I can just play, but it's a bad structure for what I'm doing here.  So, we'll see if you ever read this, I guess, lol.

The soundtrack to this game is amazing though.  I'm particularly impressed by how mystical and otherworldly some tracks feel so far.  It reminds me a lot of the works of Joe Hisaishi, that sort of magical ethereal Ghibli sound to it.  The more fun tracks I've heard so far are great too, don't get me wrong, however the real high point has been the more solemn stuff.  The title theme for Secret of Mana, Fear of the Heavens, is such a magical piece of music, it's immediately become one of my favorite RPG intro themes.  I Won't Forget, the song that plays when you're talking to the villagers after the first boss, is a solemn and sad piece that really resonates with me.  But the moment I truly knew I loved the Secret of Mana soundtrack was when I heard the track Spirit of the Night.  Spirit of the Night is the track that plays when the main character is being exiled from the village and his backstory is being told to the audience, and even if it's a pretty simple loop, it's such a beautiful and heartbreaking piece.  I love it so much.  This game, if nothing else, already has an A+ soundtrack.

1/15/26

Y'all, I don't think I like this game.  I played through three, maybe three and a half more hours and like.  I don't think I'm vibing with this game.  I apologize, normally I like to balance things I like about the game with my criticisms but I think the following is just going to be complaining about this game.  While hours 1-3 showed a lot of promise, with an interesting combat system and an amazing soundtrack carrying the work.  It was a little rough around the edges, sure, definitely had some pain spots, but it showed a lot of potential.  Hours 4-7 though were just miserable.  It's like every worry I had in the first few hours came to pass in this second play session.  I'm so sad because like, when a game is as important or well-loved as Secret of Mana, when you dislike it, it just feels bad you know.  It feels like you're walking into an art museum and looking at a painting that is a masterpiece and just seeing a canvas with paint on it.

I got magic in this section.  So, there are two big things about magic that kind of rub me the wrong way.  The first is that magic makes you realize how much the game wants you to grind.  It's absurd.  If you want your magic to be upkept at a decent pace so it isn't stuck at level 1 all the time, you will be stuck casting spells at least dozen times in order to gain one level.  The pace of the game slows to a crawl after getting magic as you try and fail to understand the way magic levels up.  I'm told by a walkthrough, fwiw, that the way magic levels up is that, with each use, it goes up 9 - the element's current level.  I.e., each cast of level 0 Ice magic will go up 9 exp, causing you to have to cast said magic 12 times before it reaches 100 EXP, the amount needed, and goes up a level.  So already we are in a situation where magic needs to be grinded out in excessive amounts.

The second problem I have with magic is how unbalanced it is.  It is no secret that magic tends to be the more powerful option for your RPG party, a necessary exchange for you to even consider using it in the face of its sometimes steep cost.  But Secret of Mana's magic is so ridiculous that it completely invalidates the entire rest of the combat system?  Yeah, that combat system I was actually really excited about, no reason to ever mess with any of that anymore.  Even at level 0, the magic is already so strong that it'll probably one or two shot most regular enemies and will take out bosses within a few turns.  Or if you want to just AOE everything, magic can do that too, because for no additional cost you're allowed to cast spells on all your enemies at once with just a minor damage reduction.  This may seem like a bonus to some, and I'm sure it is how a lot of people made quick work of this game once they figured it out, but I actually don't like it.  I don't like that the systems inherent in the game   Like, glaring game design issues are not something I'm often willing to overlook even if they directly benefit me.  I want to like the weapons systems and the core combat of the game, but there's no reason to engage with any of it when one of the characters can just burn through enemies in a single turn with magic spamming.

I am now officially going to say that the AI is terrible.  If you give your party members a melee weapon and they are AI controlled, they are simply useless.  They will endlessly charge at an enemy in a direct path only to get up close to the enemy and not do ANYTHING.  They are constantly getting caught on walls and stuck behind things as you traverse areas, which is a problem because your party has to all be together to move about the land.  Secret of Mana is, perhaps, the earliest instance of a local co-op game being single screen and having that thing where players can no longer move if they're too far apart from each other.  So if a party member is stuck, you are also stuck, and need to figure out how to get them to reunite with the rest of the party before you can proceed.  The party member AI is completely unhelpful and I think it's to the detriment of this game, I have to imagine a lot of the people who really love Secret of Mana had someone to play with to make this problem far more bearable.  It's very annoying playing this game with two AI controlled party members.

Stunlocking is just so common in this game.  Like, this is going to vary by player, I've seen a lot of people be like "I've never been stunlocked playing Secret of Mana".  But it seems like in any dungeon, it becomes exceedingly easy for enemies to get you in a corner and hit you, which then stuns you for a while, only for another enemy to come up and hit you again, stunning you again, and then those two enemies are hitting you in just the right patterns to where you can never move until your allies manage to get one of them off you.  I feel like the majority of the situations I've been put in where I've been in danger of dying have been, exclusively, because of stunlocking.  Especially in boss fights, there are so many bosses that can just put you in a stunlock because their cool down is exactly as long as you're stunned for.  And what's worse is that sometimes bosses have access to the "unconscious" condition, which knocks you down for even longer periods of time, so not only can they stunlock you, their ability to stunlock you does not require them to constantly attack you.

That bit in the first section where I was like "the game was teaching you how to fight bosses and while it did a poor job of it, you kind of get what they're going for".  Yeah so that was a lie.  Bosses in Secret of Mana are just obnoxious.  They do not have noticeable patterns for you to learn and counter because their moves are thrown out faster than you can respond to them.  They don't really have wind up or cooldown animations, they just throw out attacks like it's nothing.  It's not impossible to respond but it is overly difficult given how early in this game this is.  Moreover, every boss in this game has just an absurd number of magic attacks?  And magic is unavoidable.  So really it doesn't matter if you try to play ball or not, the game is just going to lock you into a boss chain casting magic over and over anyways and there's nothing really you can do about it unless you want to chain cast magic too.  The once promising combat system is frustrating and boring and it's really drained my want to play this game.

I also just don't really like the characters or the story.  In part it's because of the localization, I'm usually a defender of 90s era Square localizations, I think that they are more funny than detrimental to the work.  Secret of Mana though is a very bad instance of this, it's light hearted to a fault.  Character personalities are so obnoxiously jokey that key moments of the story just do not land due to how unserious the characters actually are.  But also the story just isn't gripping, it's utilitarian to a fault.  It's very "go here, get a plot beat, go somewhere else, get a plot beat".  It's like getting a Wikipedia summary of the plot of Secret of Mana, there's nothing compelling here, nothing that's gripping me, it's the hardtack of stories.  Just there to provide sustenance without any flavor.  I want to give this game one more play session, see if it hits me in the next few hours but like.  I don't like the gameplay, I don't like the story, I don't like the characters, so far the only thing I like is the music.  I think this might be a DNF, y'all.  I think Secret of Mana might be something I stop playing early because I just do not think this game is good at all.  I am however still interested in playing Trials of Mana as I've heard that game is way better so this probably won't be the last time you see a Mana game on this blog regardless!

1/17/26

So, I want to start this next section by saying that I did enjoy this game a little more during this next part.  I did make the decision, ultimately, to end my playthrough here, I was not having a great time of Secret of Mana, I have too many problems with the game already.  But I think by accepting that this game wasn't my thing and had all these pretty glaring problems, I just kind of let myself chill, you know?  Like, I still didn't like the game but now that I knew what game I was playing, I was able to engage with it better.  It was to the point where I finished my play session and was like "do I actually want to continue this" and then I was like "well, I don't LIKE the game, I've just accepted how to play it".  So my contempt for Secret of Mana from the previous section has dulled considerably, it's a game I'm more indifferent on now.

That being said like, 1/3 of what I did last night was just grinding up spells.  This part of the game is so annoying, like.  I will never understand why people have this deep love of grinding in RPGs.  I still see people complaining that Pokemon is a lesser product because you don't have to spend like 15 hours of your 40 hour playtime just fighting random wild Pokemon to grind up.  I feel like especially in the RPG fanbase, there's way too much reverence given to tradition, like, "this is the way things have always been so this is the way things always should be forever".  I digress.  It is very deflating how, in this game, it seems like each time you unlock new magic you are effectively forced to grind.  

Magic is paramount in this game, having it up as high as you can get it is how you are going to progress because the actual combat is ineffective.  As you progress, more and more enemies have punishingly high evasion stats, and some of them have ridiculous Defense stats on top of that so even if you do hit them, it does 0.  So you just gotta cast magic and hope for the best!  I'm honestly surprised how stingy this game is with MP because of how central magic is to combat?  Like, where I ended off, if I were to fight every enemy and use magic since the game is telling me "hey, magic is like the only worthwhile thing in combat, so just use it", I'd be running out of magic every screen.  I have to heal multiple times each grinding session, it's legitimately absurd.  Secret of Mana's game design sure is something, y'all.

I did like the area I got to in this section, though.  I made it out of the "starting area" which constituted 8 hours of the playthrough, sure, and headed north into the world proper.  And the first introduction to the world outside of the little starting area was a fae woods area, an enchanted forest which seems to stretch forever.  It's one of those areas that is all four seasons at once and you have to navigate the seasons in a specific order to progress.  Also, there are Moogles!!!  I knew there were Moogles before, one of the statuses in this game that is way too common to run into is the "Moogle" status where you just turn into a Moogle and can do nothing for a little while but run away.  This is different from the balloon status where you can do nothing and are stuck in place but have access to your menu, and the unconscious status where you can do nothing but cannot move.  Or the shrink status where you can do nothing but can run away but also you're tiny!!!  The latter status also doesn't go away by itself.  Anyways, the fae woods were a cool area and I at least liked to look at them even if I was kind of over playing the game by that point.

Me deciding not to finish Secret of Mana is not indicative of the game being unfinishable.  I feel like this game is absolutely someone's game and, if I maybe was playing it with a friend or something and committing to a full playthrough like that, I would be more positive on this game.  Like I said at the beginning, I kind of just accepted that Secret of Mana was like this for this play session and had a better time.  If I really wanted to, I could commit to finishing it and, who knows, maybe I will someday.  Maybe I'll be bored and go "I should finish this game".  But while I thought that maybe I could finish this game, I realized that I would be finishing Secret of Mana for no other purpose than to check off the game on my backlog.  I do not enjoy it and I probably gave it more time than it deserved by even playing up to the 10 hour mark.  It's one of those games where I wonder if it's more influential than it is good, you know.  Secret of Mana is a very early action-role-playing game and it's one of if not the first of its specific kind, a game trying to marry JRPG with action elements.  But it's kind of shoddy work in my opinion, I do not think it has aged well and I don't really like it outside of its cultural relevance and its music.  I don't know how it's persisted in the discussion of the best SNES games of all time especially, that is a stacked console library and this is not there.  4.5/10

Saturday, January 10, 2026

The Legend of Zelda: The Minish Cap - A Gaming Diary



Review:

The Legend of Zelda: The Minish Cap was not a game I thought I was going to like.  I've seen people play through Minish Cap at various points in my life and it's not that I ever thought it was a bad game, but it was that it seemed to be a generic one.  I jokingly referred to it as the "most" Zelda game for many years.  And there are definitely things that I do not like about Minish Cap and, largely, think are pretty generic.  Minish Cap has a lot of reverence for the Zelda series in a way that can both be a blessing and a curse.  Its dungeons can be pretty bog standard, its overworld doesn't rock the boat, it tends to follow convention to the letter.  That being said, I kind of fell in love with Minish Cap a little bit.  This game has so much charm and so much heart that it's difficult not to love it.  Minish Cap is one of the most aesthetically and thematically pleasing Zeldas.  With its pitch perfect adaptation of the Wind Waker style and its story about little people that can only be seen by children, Minish Cap sells itself as a fairytale very effectively.  It has some very inspired ideas that make its very small over world a joy to navigate.  I think, genuinely, if there was a game that took the core ideas of Minish Cap and made a more expansive adventure out of them, I'd adore it.  It might even replace Link's Awakening as my favorite 2D Zelda.  As it stands though, I like Minish Cap, but I don't love it.  It has really high highs and also really low lows.  7.9/10

Diary:

1/2/26

This was a long time coming.  I've been a fan of the Zelda series for most of my life, I've played almost every game in the series at this point save for the most recent entry, Echoes of Wisdom.  I need to get on that, I think I'd really love Echoes of Wisdom.  There are very few Zeldas thar I haven't beaten, actually, with most of them being handheld titles from the series' history.  The Oracles games, I've played half of Seasons of none of Ages, Phantom Hourglass and Spirit Tracks (I've DNF'd Spirit Tracks, I'd be interested in playing it though if Nintendo did like a remaster with button controls), Tri-Force Heroes which is bad, and today's subject, Minish Cap.  I'm cautiously excited to finally be playing Minish Cap, I know a lot of people really adore this game.  More than a few of my friends say this is the best 2D Zelda, which is crazy because Link's Awakening and Link Between Worlds exist but I digress.  But also like, I've had kind of a character arc with Zelda and what I want out of it.  And for the traditional Zeldas, I've come to find out that I like Zelda the most when it's very exploration based, with a big free open world to explore, and less so when it's heavily dungeon based.  Starting this off with a controversial take, I think Zelda dungeons are actually pretty overrated.  People talk up a huge game about how great the puzzle design and then like 90% of the time the puzzle is "push a block to the right spot to proceed".  Minish Cap IS a pretty dungeon heavy Zelda game from what I can gather.  I'm curious how I'll feel about it when all is said and done.

The presentation in this game is excellent.  I tend to be critical of GBA graphics, it is unfortunately a system that, in hindsight, did not produce games that look good.  A lot of GBA games have very washed out color palettes unfortunately.  It's always amazing to me when a GBA game, in spite of its system, looks amazing.  Minish Cap looks really good, it's a very pretty game.  I love how well they managed to convert the Wind Waker art style to a GBA game.  I think this game is actually a better transition of the cel-shaded art style to a handheld system than like.  The actual sequels to Wind Waker do.  It's probably the best looking game on the system all told.  It especially comes out in the environments where the game is trying to make you feel how small you are, some incredibly beautiful scenes arise as a result of this.  S tier presentation.

I like how the story for Minish Cap now kind of contradicts the story for Skyward Sword.  Like, they couldn't have known this at the time of course, Skyward Sword would be over half a decade off from Minish Cap's release.  But I actually adore how incompatible these two stories are.  Full disclosure, I am a pretty massive critic of the Zelda timeline.  I think most things are lessened from in-depth lore discussions, I tend to find that people who hyperfixate on lore tend to really miss the point of the work.  This is especially true of Zelda, I think the Zelda timeline really detracts from Zelda as a series.  I strongly believe that the best way to view Zelda is as what is said on the tin, a legend.  Each Zelda game exists as a story being retold, passed down throughout the generations, each telling being slightly different.  So Minish Cap having some of the bones of Skyward Sword but telling an entirely different, largely incompatible story with them really does feel kind of special to me.  It's like the idea that the Legend of Zelda is just a Legend being told and retold over and over is validated somehow, it's super neat.

I'm amazed by how small this world is?  Like, I knew going into it, obviously, that it was going to be fairly small.  I've seen playthroughs of Minish Cap before and I've played the intro through the first dungeon myself in the past.  But I think, genuinely, that this is the smallest map the series has had so far.  It's like divided into a handful of sections and each section is only 2-3 screens long.  I don't know if maybe the focus was so much on the dungeons that it caused the world to be tiny or maybe it was a consideration for the size changing mechanic.  A world that is too big would be a pain to navigate around in the instances where you have to navigate around as small Link.  Either way, this game feels so tiny, and it's crazy.  This console had Link to the Past ported to it and that game is like 5 times the size of this one, AND has an entire second map.

You can tell the Capcom team that made this game adores Zelda just from the very beginning.  Zelda has always been a series that is very self-referential.  Every Zelda game will include references to locations, characters, and events of previous Zelda games.  Minish Cap is unique in this, however, in that it basically attempts to include every Zelda character it can think of.  It not only has much of the cast of Wind Waker reappearing, providing different roles, but it also has a lot of the cast of Ocarina of Time in the game too.  Like the entire construction crew who got themselves arrested trying to meet hot singles in their area makes an appearance in this game!  You can tell there's a reverence for the series' history that would not be seen again until like.  Breath of the Wild, a game which includes references to basically every Zelda game.

Ezlo is a very entertaining partner character.  It's kind of crazy, actually, I think if I had played this game as a kid and encountered Ezlo then, I'd probably hate him.  I remember the first time I played Majora's Mask, a game I now consider my favorite game of all time, I hated it for many reasons but Tatl was a major one.  This arrogant, presumptuous, selfish partner character was not the vibe for me as a kid.  Now though?  I find Tatl hilarious, she's so good.  Ezlo is similarly absolutely hilarious.  He has such an ego about him, immediately deciding he's a fixture in Link's life and like, if you go home he keeps mentioning about how he's moving in and Link should lead him to his room.  He's so self-important, but it's so funny.  If only he wasn't such an obnoxious handholder at the beginning.  Like, he already has a built in hint system, I don't know why he also stops you in he dungeon to go "oh we can't do anything in this room yet, so don't bother".  Hopefully that gets better as it goes on.

The first dungeon was definitely a Zelda dungeon!  It's funny, I joked about "pushing blocks around" being most of the Zelda puzzles and like, pretty literally the first dungeon is mostly pushing blocks.  It was fine.  Like, the impression I've always gotten from Minish Cap seeing others play it is that Minish Cap is the most "comfort food" Zelda?  While it certainly has its unique flavor, a lot of the game's theming and gameplay is built around the size changing mechanic, by and large Minish Cap seems like it's goal is to be the most Zelda.  And so far that's been true, the first dungeon is an incredibly bog standard Zelda dungeon with an admittedly very cool and impressive central set piece, this barrel that you have to rotate inside of to progress.  I'm amazed they got this to work on a GBA, to be honest.  The boss is also really cool, I appreciate Minish Cap using its theming to make normal enemies into larger than life bosses.

1/4/26

Why is the spin attack a thing I have to learn?  This has actually been tripping me up for the entire early game so far, the fact that the spin attack isn't part of Link's basic kit.  The spin attack is almost inarguably the most important part of Link's moveset in the top down Zeldas, it gives you such an important range of motion that it lacking is super noticeable.  I have to wonder if the idea was that this was meant to be a full origin story for Link and his iconography, you know?  Like, a major part of this game is the Minish Cap, the hat that Link wears, and it's always been implicit that this was the origin of the hat.  Actually I remember back when Zelda timeline discussion was pretty common, THE timeline video by Ocarinahero10 I think his name was back then was very controversial in that it posited that Minish Cap being early on the timeline just because it seems to be the origin of Link's hat was stupid.  But yeah, having the Spin Attack being a part of his kit that he has to learn instead of being default would give credence to the idea that Minish Cap was intended as an origin story.

I'm surprised at how little I mind the Kinstones.  The Kinstones have always been the mechanic I dread from Minish Cap, this massive sidequest where you have to talk to like every NPC and find out who has Kinstones to fuse and match the Kinstones so you can then go find the thing they spawn.  It seemed tiring and while Minish Cap is a pretty small world, I wouldn't want to be scouring it for stuff I unlocked by doing Kinstones.  But I'm surprised at how easy the system is to use in practice?  Like you cannot possibly miss an NPC who wants to trade Kinstones, they have comically large thought bubbles that take up half the screen.  A lot of Kinstone pieces are just found by interacting with the environment, cutting grass or destroying pots, so it's hard to hit a wall where you find a character who has the wrong Kinstone piece for what you have?  And something I never realized from watching other people play Minish Cap is that the Kinstone treasures you unlock are on your map.  Minish Cap has a horrible map, mind, I don't particularly love it, it's weird that this tiny world needs you to zoom into each section of it like it does.  Give how small it is you probably could've just done the map as one thing and let us scroll.  But at least I'm never at a loss for where a Kinstone treasure is!

Mt. Crenel is just like an unnecessarily epic place for the second area of the game.  A major contributing factor is the theme, mind, it feels like an endgame theme.  It goes way too hard for no reason.  But it fits the area a lot.  A lot of Zelda mountains tend to be overly epic but there's also some familiarity to them, you know.  Like people live in the mountain, there's a civilization built around it, so while it tends to be a very aggressive area there's also a softer edge.  Mt. Crenel is untamed wilderness, the only thing up there is an abandoned mine.  It's a place that the Kingdom of Hyrule never goes to, they literally have guards stationed at the exit to insure citizens never go up that way.  Not even the monsters seem to want to go up there, with the only thing around being Tektites who are obviously native to the mountain.  It's a great theming for an area, especially in a game about such an early version of Hyrule.

I met the Great Fairy in this session for the first time and like.  There have been a lot of excellent Great Fairies in the series' history.  I like the Wind Waker Great Fairy a lot, with her otherworldly appearance and multiple arms.  I know a lot of people find the Ocarina/Majora Great Fairies to be creepy but I always thought they embodied the fae very well.  The BotW/TotK Great Fairies are my loves forever, I think about them all the time.  But the Minish Cap Great Fairy is so stunningly beautiful it's astounding.  There's kind of a Lord of the Rings inspiration with her design, she looks a lot like Cate Blanchett's interpretation of Galadriel in particular.  It's a rare moment where I think GBA games' tendency to be very bright and washed out since they were designed around the base GBA screen, which famously did not have a backlight, works to the game's favor.  It gives the Great Fairy this ethereal quality, like she's appearing to you through fog.  It's very well done, I'm always astounded by how good this game looks.

I really wish this game had more to its overworld.  Like, it definitely has a lot, especially with the whole Kinstone mechanic, but like.  As mentioned before, I love Zelda games that are really exploration based, I love it when a Zelda feels more like a big open area for me to explore and find my own adventure in.  I've grown to be dissatisfied with the more dungeon focused Zelda games.  So Minish Cap has created this interesting little feedback loop where I'll get to exploring the overworld and the game will introduce some really interesting mechanic to help exploration.  Like in this section the game introduced gliding, an incredibly useful mechanic that could absolutely make for some super deep exploration.  But then like, the overworld is really small and really railroaded because Minish Cap's focus is on dungeon design.  This was at a point in Zelda where dungeons were king, the post Ocarina world where dungeons became the most defining part of any Zelda game and fully reshaped how people viewed Zelda games.  And so these mechanics are usually introduced in a tutorial capacity in the overworld to then be used to aid the dungeons.  Like, this isn't bad game design, it's just not what I prefer.

That being said, I am enjoying Minish Cap a lot more than I thought I was going to.  I think it's just such a charming and well made little game that it's hard not to be endeared by it.  It's just so ambitious and so pleasant, it's not surprising to see why it ranks on a lot of lists as THE best GBA title of all time.  It wants to be the best Zelda it possibly can be and I think it's commendable for that, especially since it does not come from the core Zelda team.  I don't even know if the Capcom Zelda team is still around but if they are, I'd love to see what they would do with a more modern approach to Zelda, I think taking Minish Cap's core design ideas and attaching it to a more open world Zelda would rule, honestly.  I'm actively looking forward to playing Minish Cap.  It's wild too, I was so sure for so long that Minish Cap would be a bottom 5 Zelda but I'm really digging it!

1/5/26

Oh boy, the boss of the third dungeon was a giant head!?  AND it had two floating hands!?  WITH EYES???  Minish Cap, you spoil me.  I kid but this is probably one of the better Nintendo eye bosses there's ever been in my opinion.  Which, you know, is crazy since this game wasn't made by Nintendo but as mentioned previously, Minish Cap is obviously made by people who have a ton of reverence for the Zelda series.  The boss is a very nice take on a similar boss from Wind Waker, taking the core Aztec inspired design and make it super bright and colorful.  It's a very good use of all the mechanics of the game, with you having to shrink down to go inside the head to deal any actual damage after the boss has been stunned.  It manages to not only use the dungeon item effectively but also requires other parts of Link's toolkit, meaning it's not just a "use the dungeon item to win" boss like so many Zelda bosses tend to be.  Good boss fight, probably one of my top ten Zelda bosses now.

Unfortunately this dungeon is among the worst in the series in my opinion.  The Fortress of Winds is a very odd dungeon with how it functions.  So, if you've played a Zelda game before, you know how dungeons typically work.  You go in blind, with the game autofilling the rooms you've been in, until you find various items to help you progress.  Usually a map to show you the dungeon layout and a compass to show you where all the chests are.  The Fortress of Winds, for some reason, has several rooms in the dungeon that just aren't on the map.  Like, I guess the idea is that it technically has an outside and inside area, the Fortress is built within a cave and half the dungeon is in the cave because of that, so why would it appear on the dungeon map?  But because of this, navigating the cave half of the dungeon is often really annoying!  I've mentioned recently that I tend to be over reliant on maps in games, it's one of the reasons I wasn't initially gelling with Hollow Knight.  So having just half the dungeon be off the map?  Big issue for me.  I kept getting lost spatially.  It also has two rooms that are required to finish the dungeon that are completely hidden!  Like, one of them does kind of appear on the map because the two chests in there appear even if the room doesn't, but the other definitely took a while to figure out how to get in there.

The introduction and usage of the clone mechanic though is pretty cool.  Adds some depth to my favorite Zelda puzzles, putting something on a switch!!!  I'm surprised how immediate they are with going "okay, you have a cloning ability, now we're going to make a whole bunch of puzzles where you need to be mindful of your specific positioning."  It's a welcome escalation, mind, but a surprising one, I kind of expected them to ease you into this more.  I guess, despite all of Ezlo's overexplaining and handholding, they do trust their playerbase to be smart enough to just get how to use the mechanics super quickly.  It's also surprising that this really doesn't come back as a mechanic in future Zeldas?  Like the Four Sword is a thing, Minish Cap is the origin for it, and you could probably do a lot with building an entire game around a cloning mechanic.  But instead the Four Sword is just used for the multiplayer titles.  It's sad, to be honest, I would love an entire Zelda game ABOUT cloning. 

I think the pacing for Minish Cap is kind of weird?  Like, it feels like as I get more and more into this game, the time between areas/dungeons is getting longer?  Granted, a part of that is that I am doing a lot of Kinstone stuff, I'm kind of running around between dungeons talking to everyone and fusing any available Kinstones I have.  So I'm adding quite a bit of time between dungeons that way.  That being said, it feels like as the game has gone on, I've had to do more running around between dungeons each time.  Like, there's just been more and more errands I have to do.  It's not a bad thing per se, I'm glad on some level that the game is taking me around the world each time I finish a dungeon.  Giving me room to find new things with the items I've obtained from the previous one.  But I also feel like Zelda games should have a pretty consistent flow between the dungeon and non-dungeon segments as well, it makes the game feel a bit padded to have the time between dungeons keep increasing?  At least to me.  I got a fast travel in this section though so maybe the time between dungeons will slow down as a result of that?

That being said, I do love how much more the shrinking and growing is coming into play for completing objectives too.  Like, you're finding out more and more about the Minish themselves, as you go into town and find all these nooks and crannies that they use to get around.  The fairytale influence is especially coming into focus, with cute little plot points like "the Minish are living in the home of the town cobbler and finishing his shoes for him while he sleeps".  When you're small, you can talk to animals to either gain information or overcome roadblocks.  Talking to the dogs and having them be super pleasant is great, love them dogs!  As an aside, Lon Lon Ranch is in this game but in this game it's more of an actual ranch with cattle and I really hope I get to talk to the cows later on, I love cows.  I've mentioned Minish Cap being charming like a hundred times already but, genuinely, for all my problems with Minish Cap this is one of if not THE best Zelda in terms of tone and theming.  It feels like a genuine fairytale, it's infinitely endearing.

Matching with that fairytale vibe, I love how unrepentantly evil Vaati is.  Like this guy is just such a fun, blatantly evil antagonist, very Maleficent.  Like, the Zelda series has done this kind of antagonist before, mind, Ganondorf is practically the poster child for "blatantly evil" in most of his incarnations.  But I think Vaati has the benefit of being in a lighthearted project.  Ganondorf is often depicted as an intimidating, grand sorcerer, the kind of character who would be the final boss of an epic fantasy film or a D&D campaign.  You are meant to fear and respect him, because the tone of the works he's in are more serious.  Vaati, meanwhile, is in something far lighter, and as such he gets to chew the scenery.  Vaati LOVES being evil, he turns the Princess to stone on a whim, he turned Ezlo into a hat just to show he's better than him.  And now his plan is "I'm tired of working hard, so I'm going to mind control the King of Hyrule and make him send his army to do my work for me".  I love Vaati, he's such an entertaining villain.  Top 3 Zelda villains, easily.

1/6/26

This section is the best section of the game because we get to be a librarian!!!  Ignore the fact that in order to start this chain, you have to go fast travel to a point you've never been to but is in an area where you could, reasonably, go there during the main journey and so you have to just remember which fast travel points you have or have not unlocked.  Odd decision, to be honest, but whatever.  Anyways, you have to obtain the flippers in this section to cross the water and they belong to a Minish elder named Librari.  So, obviously, you have to go to the library to meet him.  But it turns out that Librari has been trapped in his house for some time as the way to get in and out of Librari's house, which is found within a book, is through a series of books that are long overdue.  And so we get to play the librarian's enforcer, traveling around Hyrule Town to shake people down for their overdue library books.  Support your local libraries, see if they too need an enforcer!!!

Remember when I mentioned how it felt like I was doing more and more errands between sections?  Yeah, this section was much longer than the previous one.  Some parts of it I did like, the game is providing useful tutorials in these sections for what exactly your recently obtained items can do for you.  The Mole Mitts especially can tunnel into certain walls to reveal caves to explore, so by forcing you to do it in the main questline you're then like "wait a minute, I've seen these walls before, I should go check them all out".  And again, how can I hate on this section, we're helping the librarians!  The librarian is even a cutie!  On the other hand, like.  I'm just not about the pacing.  I understand that, with a game as small as Minish Cap actually is, they are already running out of new areas to take the player, making them do a runaround between each dungeon makes sense.  I just wish Minish Cap had a more substantial world to explore so that it didn't need to keep padding the between dungeon sections by making you run around Hyrule Town for four hours.  It's not bad, it's just not to my preference.

I do, once again, want to highlight how good the vibes in Minish Cap are.  Like, despite my other criticisms of Minish Cap, its tone and theme have been hard carrying.  The library section was yet another instance where I couldn't help but smile, being able to approach this bookshelf and dive into this entire civilization of Minish that live within the books really makes me happy.  The ability for this game to just make the player feel joy is unparalleled in the entire Zelda series, for all my other problems with this game, it's really a top 3 Zelda in terms of vibes.  I've always believed Minish Cap was going to be a game that ranked really low in my Zelda rankings because it does a lot of things I don't prefer within my Zelda games and in general it always felt toothless to me seeing gameplay.  Like its only thoughts were "be a Zelda game" and it didn't have any ambition beyond that.  I am pleasantly surprised, this game is probably my 7th or 8th favorite Zelda, it's endeared itself to me in such a massive way.

That being said, Temple of Droplets is once again one of the worst dungeons in the series' history.  I feel bad because in theory I like the Minish Cap dungeons a lot.  They all have pretty interesting themes, they play well with the mechanics of the game, they do really make you feel like you're small by having ordinary enemies become larger than life bosses.  The Temple of Droplets especially has a very strong boss fight which turns THE Zelda enemy, the Octorok, into this giant monster that we have get creative on how we fight as our sword cannot pierce it at our miniscule size.  And it also does a really unique thing, starting the player out with the boss key as the boss is technically in the main room of the dungeon and then kind of having them play the dungeon backwards from there until they awaken the boss.  I can't think of another Zelda dungeon that does something like this.

The Temple of Droplets is also an ice dungeon with entirely slippery floors that has numerous puzzles built around pushing blocks on slippery floors.  It's the worst.  There's already a critical mass of block pushing in this game and now you want to do it on ice!!!  Not to mention that it's only our second dungeon which takes place entirely as small Link, previous dungeons would have you switch between the two sizes to solve puzzles.  And a lot of the dungeon design is incredibly similar to the first dungeon of the game.  You have the lilypad raft that dominated the first dungeon being a core mechanic of this one.  They repeat a lot of similar rooms and enemies from the first dungeon except now they're on ice.  The midboss of the Temple of Droplets is just an enhanced version of the boss of the first dungeon.  In a way this is nice, you have that "look how far we've come" moment from revisiting these ideas.  But also, I feel like doing this is best served in a final dungeon where you can repeat a lot of the themes of the previous dungeons, not just a dungeon in the middle of the game?  It feels worse this way for some reason.

I only have one more dungeon to go, I'm pretty sure?  Well, I have two, of course, the final dungeon obviously is a thing.  I don't know if anyone else does this but I often forget to count the final dungeon when I'm thinking of Zelda dungeon counts.  Like I guess it's because the final dungeon usually doesn't have an item connected to it, so it doesn't FEEL like a proper dungeon even if it objectively is?  Vaati is continuing his role as both a very intelligent villain and a very fun one, manipulating the king into now locking down the castle in an attempt to prevent Link from inserting the castle.  I would not be surprised if my next update is my last update, if I just choose to play through the rest of the game in one sitting.  I have a lot to do before the next part, I just unlocked the ability to make three clones so if I really wanted to, I could do a whole other sweep of the game and figure out what I can do with it.  Also I have the flippers so a ton just became accessible to me as tiny Link, water was a massive hurdle in the past as even puddles were essentially oceans for tiny Link.  If this is my penultimate update, I just wanna say I was pleasantly surprised by Minish Cap.  As I've mentioned previously it was a Zelda I was always skeptical of, and even if I don't always LOVE the game, it's presentation and commitment to feeling so distinctly like a fairytale has really won me over.  It's a good Zelda game, I'm glad I played through it.

1/8/26

I should've known that this game wouldn't end without a lost woods segment.  Capcom just has too much love for the Zelda series to not do a Lost Woods section.  I don't know why I always expect the solution to every Lost Woods to be "North, West, South, West", objectively speaking while that would be a fun nod to include, it's a terrible idea.  But my neurons did fire when I saw that the first two rooms were "North" and "West".  Anyways, the Royal Valley has such a good vibe to it.  Like, again, Minish Cap's strength to me is in its vibes, it's a good game to experience even if I'm not always in love with the gameplay.  But Royal Valley is an S tier spooky area.  Its dark color palette and effective atmosphere really puts you into that haunted house headspace.  And it obviously has a Lost Woods and like, who doesn't love a Lost Woods section?  ESPECIALLY in a spooky area, having this endless labyrinth of trees to get lost in really sells the atmosphere well.

The Royal Crypt being a sort of throwback to Zelda 1 dungeon designs because it's the tomb of the first king of Hyrule was such a clever choice.  Though it is kind of funny in context of the greater Zelda series that Minish Cap is doing retro throwbacks to other Zelda games when it's one of the earliest Zelda games on the timeline.  I digress.  The Royal Crypt is one of the highlights of my adventure so far.  Like, I'm a huge fan of Zelda 1, playing Zelda 1 was a really magical experience for me.  It still holds up as one of the greatest adventure games of all time.  And it feels like the Zelda series doesn't really focus on Zelda 1 fanservice in the way the Mario series focuses on Mario 1 fanservice.  More often it feels like if the Zelda series is doing fanservice, it's to, like, Ocarina of Time.  So the Royal Crypt made me smile from the moment I heard the theme.  It's also an interesting little microdungeon where you have to guide a series of clones through obstacle courses because the clones will disappear immediately if one of them hits a wall.  It's a good tutorial for one of the key mechanics of the fifth dungeon in the game, the Palace of Winds.

I've been doing a ton of Kinstone stuff and by and large I don't think it's the most interesting.  There are certainly some sidequests locked behind Kinstone fusing that are potentially interesting, helping the witch make the perfect potion, the Gorons digging a tunnel in Lon Lon Ranch, finding the three Oracles from the Oracle duology homes in Hyrule.  But a specific Kinstone that I find fun is from just a random NPC.  There's a random NPC living in Hyrule Town who you can fuse Kinstones with and they do something super unique.  A glowing rock spawns next to Link's house, a very peculiar rock.  When you step on it, it instantly warps Link to a mysterious building filled with people who dress like the NPC you fused Kinstones with.  You can fuse Kinstones here but can't do much else, as you cannot leave the building and cannot progress with what the characters here wish for you to do.  See, their elder has been infected with a ghost and you do not currently have any methodology for dealing with ghosts.  Unable to do anything here, you are forced to exit and come back later.

So, after you head up into the sky, you meet the Wind Tribe.  They are a race of humans who, long ago, abandoned their home in the southwest of Hyrule to go to the clouds, dissatisfied with the impurity of the world.  That's a big thing, to live in the clouds you must be pure enough of heart as to essentially walk on air.  Again, extremely fairytale.  They are currently locked out of their home because the winds shifted while they were down on the surface for the festival that starts the game.  After reopening their doorway by gliding around the clouds fusing Kinstone pieces, you arrive at their home, a giant castle in the sky, and when you enter it you find out this is where you've been warping to this entire time.  It's interesting that, by doing the Kinstone stuff, you get foreshadowing to an area you won't naturally be able to get to for several more hours of gameplay.  It's also convenient to do this because it means you get a fast warp back to the surface, you don't have to find your way back outside the castle and then call for the fast travel bird.

So I haven't been in love with any of the dungeons so far in this game, they all kind of rank pretty low in the history of Zelda dungeons.  My general opinion has been that while Minish Cap has a lot of excellent ideas for dungeons, they are at best pretty standard and at worst they're some of my least favorite dungeons in the series' history.  The Palace of the Winds though?  The Palace of the Winds is REAL GOOD.  It kind of takes the idea of the Temple of Droplets, the idea of doing the dungeon in reverse, and really commits to it.  You start on the outside of the dungeon and you have to climb around the outside, steadily making your way up until you find the boss key and use it to enter the dungeon proper.  Because instead of taking you to the boss, it takes you to one of the minibosses which then allows you to enter the dungeon's interior.  At which point you have to climb back up through the interior of the dungeon, finding your items in reverse order.  It's incredibly well done, I'm a big fan of the Palace of Winds' structure.

It's also the first dungeon and, honestly, the first thing in the entire Zelda series that has actually good platforming.  Zelda games, especially Capcom's Zelda games, have tried platforming in the past, typically with an item that Link would use to jump.  The problem with this item, the Roc's Feather, is it tended to limit Link's movement a lot.  You basically had vertical movement now, but your horizontal movement tended to be very limited.  Enter the Roc's Cape.  The Roc's Cape completely revolutionizes Link's platforming abilities, giving Link not just an increased vertical capacity by giving him a double jump, but also giving Link a glide.  The Roc's Cape really allows Link to platform properly, as he has a considerable amount of horizontal movement in the air.  The dungeon is very well built around this, using the crumbling ruins on the exterior and the clouds that have formed around them to get effect as Link jumps and glides around the central Palace to get in.  Super cool item, definitely the best platforming has been in any Zelda game.  Also, it allowed them to adapt the down thrust into a Zelda game again!  The down thrust is such an iconic piece of Link's toolkit that it's crazy it's almost exclusively been in Smash games and the only Zelda it appeared in before Minish Cap was Zelda II.

Gyorg is also just an absolutely killer boss.  Once again, I'm super impressed by how they got this to work on a GBA.  The Gyorg fight not only has multiple massive sprites, as you battle these flying rays high up in the sky, but it has to remember where all these rays are at any given moment.  The main Gyorg is absolutely huge, it's a true larger than life boss fight and it's one of the best looking parts of this game.  It also effectively uses the GBA's limited 3D capabilities, with the rays not only flying over and under each other, but also doing barrel rolls as they attack you.  It's just fun too.  Like, it makes great use of the dungeon item as you jump from ray to ray, dispatching each of them before hopping off to your next target, but it uses the cloning mechanic super well.  The main Gyorg has eight eyes on the top of its head but will open three of them in a pattern.  You have to make three clones of yourself to hit the three eyes, causing the beast to then open all of its eyes and allowing you to damage it.  It's kind of an actiony switch puzzle like that, it's super well done.  One of the best Zelda dungeons, one of the best Zelda bosses, I'm a big fan.

I found out in this section that the cap of Mysterious Shells is only 999?  That's like actually ridiculous.  The Mysterious Shell thing is something I'm not doing, I have actually 0 interest in playing gachapon.  But if you were to 100% Minish Cap, you would have to do this because a Heart Piece is locked behind 100%-ing the gacha machine.  So the game gives you an overabundance of mysterious shells so that you can afford to keep pulling the lever and getting new figures out of it.  In a way, it's well designed.  It's not actually, mind, there are videos on why this heart piece is one of the worst 100% requirements in gaming history.  But in theory it's well designed.  The problem with there being a cap is that, well.  Let's just say, for the sake of argument, you didn't know that the gacha machine was a necessary piece of completing Minish Cap until late in the game.  You thought it was just a cute side thing and only found out via walkthrough that it's required for 100%.  If you did that, you would likely have just thrown away thousands of mysterious shells.  A lot, and I mean A LOT, of chests give you dozens if not hundreds of mysterious shells.  And because this is a pre-Twilight Princess Zelda game, if you open a chest that has something you don't have room for, it's just gone.  It's an absurd way to do things, if you ask me, I would've simply just had Rupees be used for gacha pulls.  They are much easier to obtain, lol.

I have a feeling my next and final update will be pretty short.  Like, maybe I should do some Kinstone stuff, get the most out of this game I possibly can, you know.  But in practice all I have left is the final dungeon, which is going to be Hyrule Castle.  It always is.  And then Vaati.  I find it interesting that Vaati is now holing himself up inside the castle, having ordered the guards to not allow any trespass and flooding the place with monsters.  Like, it seems obvious, every Zelda villain does this.  They take over the castle and wait for Link to come to them.  But Vaati actually benefits the most from giving Link a clear path to achieve his goal?  Like, to get into the Sacred Realm and obtain the Triforce, Vaati needs Link to finish infusing the Minish Sword with the four elements, thereby becoming the Four Sword.  And I'm pretty sure he knows this, it's the only reason why, despite his ability, he doesn't just come to Link and kill him outright.  I don't know, just seems like an oversight for what is, typically, a fairly smart villain.  Either way, next time I update, I'll have beaten the game.  See you then!!!

1/9/26

As expected, this final post will be the shortest because I technically didn't even finish the game!!!  I'll explain in a bit.  So, to answer the question I had posed at the end of the last section: Vaati knew exactly what he was doing the entire time.  He needed Link to get into the royal vault and so he presented the illusion he had already lost and was trying to wall himself up to incentivize his opponent to hurry up on his own quest.  As soon as Link actually got into the vault, Vaati appeared, overjoyed that he now knew the location of the "golden light" and doubly so that it was already within his grasp.  Vaati, in overtaking the castle had gained unrestricted access to the Princess he turned to stone at the beginning of the game.  And wouldn't you know it, the Princess has the golden light within her!  So now Link has to make his up to the bell tower at the top of the castle before Vaati can take the golden light for himself.

The problem is that Dark Hyrule Castle in Minish Cap is awful.  I'm not going to act like Dark Hyrule Castle is ever great, to be honest.  The final dungeon always feels kind of bad in these games, a dungeon built out of necessity rather than a desire to build the best dungeon possible.  They usually don't have particularly interesting or memorable mechanics or puzzles, the final dungeon is almost always the weakest one.  Dark Hyrule Castle in Minish Cap sets itself apart by being an entirely combat focused dungeon in a game whose combat isn't always its strong suit.  A lot of 2D Zeldas have problems with their combat, namely from being a top down experience and thus limiting the movement you can do.  While Minish Cap does give you a lot of interesting combat options, it's still pretty limited combatwise and, so this dungeon just doesn't work out very well.

The primary reason is that the main combat in this dungeon is against Darknuts.  Darknuts are an iconic Zelda enemy and especially in this era, they kind of became the go-to "mini boss enemy" because they got recontextualized from their top down roots as just soldiers into these super cool royal knight enemies.  Those of us who grew up with Twilight Princess remember how cool it was to get to the Temple of Time and fight that Darknut for the first time.  Darknuts in this game are insufferable.  You have to play this waiting game with them because they're only open for attack either from behind of after they have attacked.  This is a pretty direct adaptation of the way you fight them in Wind Waker, the game Minish Cap takes a lot of its style from.  Wind Waker, though, was a 3D game with a counter mechanic.  You could roll around or helm split over an enemy if you hit the button with good timing, so exploiting Darknuts' weaknesses and openings was very natural.  Here you can just fight a Darknut for a hundred years waiting for it to open up and hope your positioning is right to exploit the windows where they are open.  It's very unfun combat, some of the most unfun in the series' history, and it's made worse by the fact that this dungeon not only has the strongest variants of Darknuts, the red and black ones, but that you fight them multiples at a time pretty frequently.  It's just not fun, I did not like this final dungeon.

So why didn't I technically beat the game.  Well, I made it all the way until the final room before the final boss.  Vaati is, at this point, trying to put infinite roadblocks in your way so that Link won't make it to Zelda in time to stop him.  The final room is the most challenging of these, as it has two red and one black Darknut.  I tried my best to fight this trio but I lost due to the black Darknut's fast movement and very limited windows of opening.  And when you lose on this final chain, what is meant to happen is it shows a bad ending cutscene, Vaati successfully obtains the Triforce and wins the day.  It may also be timed to do this, I don't know, it seems like it isn't but it very well could be.  Anyways, I didn't get that bad end.  Instead the game just softlocked.  It softlocked in the beginning of the cutscene, I don't know how exactly, I know it wasn't frozen.  The fire graphics were still working.  It just completely softlocked.  I'm willing to call that a game clear though, like yeah, I didn't technically beat it but also like.  I beat 99% of the game and then the game said "no, you don't get to do the final boss".  And reloading my last save would literally just mean playing all of Dark Hyrule Castle again.  Not about to do that just to get a more legitimate game clear.  No thank you.  So that's it for Minish Cap, I'm sorry it's anticlimactic, but that's how it rolls sometimes.

Despite a rocky finish, I did end up enjoying Minish Cap.  I think that if you took a lot of the core DNA of Minish Cap and applied it to a more open Zelda experience, this would be a top 3 Zelda game for me.  There's so much to like about this game, it has so much heart and charm to it.  It has so many interesting items and ways to travel around the overworld.  It has a wonderful fairytale vibe to it.  I even liked the Kinstones way more than I thought I was going to.  Unfortunately I think that it's not always a great gameplay experience.  The dungeons, while cool conceptually, have some of the worst design in the series in my opinion.  It tends to go overboard with both enemies and mechanics.  And it's truly a nightmare to 100%, one of if not the worst in the series.  It's almost brilliant to me.  But still, fun game, decent little game.  7.9/10