On the Subject of Earthbound

“Kid, you’re gonna blow up. Say hi to Hinawa for me.”

  • The module contains three screens. One screen shows the character you are playing as, one screen shows the enemy and the background, and the last screen shows the four possible moves that the character could do at the start of the module.
  • Select the correct moves to defeat the enemy and disarm the module.
  • Selecting an incorrect move will incur a strike.
  • Start off by determining the character you are, background number, and enemy you are fighting.

See Appendix MOTHER for an Earthbound identification reference.

Follow all the rules and stop at the end. If the number at the end is negative, Run when the last digit of the timer is the absolute value of the number, mod 10.

    The starting number is the background number plus the number of batteries.

  1. If your character is from Mother 4 (Travis, Floyd, Meryl, Leo), and the serial number contains any character from “ØDIT4”, add 15 to the number.

  2. If the bomb has at least 3 batteries, and the number at this point is even, divide by 4 and round down.

  3. If the serial number has a vowel, subtract 20. Otherwise, add 50.

  4. If the background value is less than 50, multiply by 5.

  5. If the enemy is from Mother 1 (row 1–2), add 35. Otherwise, if the enemy is from Mother 2 (row 3–4), subtract the number of ports. Otherwise, divide by the number of ports and drop the numbers after the decimal, but if the number of ports is 0, keep the number as is.

  6. Multiply the number by the total amount of batteries plus 1.

  7. If there is an indicator with a vowel, add the product of the background number mod 10, and indicators.
  1. If the character is from Mother 1, add 89.
    If the character is from Mother 2, subtract 94.
    If the character is from Mother 3, multiply by 6.
    Otherwise, take the absolute value of the number, and multiply by 16.

  2. Add the number of battery holders, and subtract the product of the number of serial number letters and the last digit of the serial number.

  3. If your number is greater than or equal to 1000, modulo 1000.

At the end of the calculations, use the table range to submit an answer.

Number Range Instruction
0–100 Use PSI when the last digit of the bomb timer is equivalent to (Ports - Indicators) * Batteries, mod 10.
101–200 Bash when the minutes on the bomb timer is even.
201–300 Run when the minutes on the bomb timer is odd.
301–400 Defend when the seconds digits are prime.
401–500 Use PSI when the last digit of the bomb timer is 4.
501–600 Bash when the seconds digits match.
601–700 Run when the last digit of the bomb timer is the digital root of the background number value.
701–800 Defend when the sum of the seconds digits is equal to the number of battery holders, plus 5.
801–900 Use PSI when the seconds are a multiple of 5.
901–999 Bash anytime.

Appendix MOTHER

Characters
Mother 1 Mother 2
Ninten Ana Lloyd Teddy Ness Paula Jeff Poo
Mother 3 Mother 4
Lucas Kumatora Duster Boney Travis Floyd Meryl Leo
Backgrounds
57 97 77 43 53
32 18 88 31 16
76 20 13 89 44
35 48 86 90 67
45 26 24 87 22
84 47 93 49 33
Enemies
R7037 R7038 R7038XX Lone Wolf Mr. Batty
Mad Car B.B. Gang Bear Bio Bat Cerebrum
Master Belch Bionic Kraken Conducting Menace Conducting Spirit Ego Orb
Starman Gigantic Ant Foppy Loaded Dice Mr. Molecule
Oh-So-Snake King Statue Miracle Fassad Mr. Passion Ostrelephant
Fierce Pork Trooper Clayman Eerie Smile Absolutely Safe Capsule Masked Man