EarthBound 64: Difference between revisions

298 bytes removed ,  15 December 2019
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==Story==
==Story==
[[File:NessEB64.jpg|left|thumb|The original [[Ness]] lookalike design of [[Lucas]] in EarthBound 64.]]
[[File:NessEB64.jpg|left|thumb|The original [[Ness]] lookalike design of [[Lucas]] in EarthBound 64.]]
Though the storyline of the game is, for the most part, the same as the Game Boy Advance release, several things were changed from the planned Nintendo 64 game. For one, EarthBound 64 was intended to be placed some ten years after EarthBound, in 200X, rather than the unstated amount of time the final game occurs after its prequel. The length of the game's story, in time, also was altered, with EarthBound 64 having 12 chapters spread over the course of ten years, each with their own main character, unlike the final game, which only has eight chapters spread over the course of three years. One of the chapters was stated to feature the disappearance of a [[Nana]]'s 40-year-old father. The overall tone of the story was intended to be darker than the final product was. Particularly the final boss was intended to include no dialogue and to be more of a terrifying experience.   
Though the storyline of the game is, for the most part, the same as the Game Boy Advance release, several things were changed from the planned Nintendo 64 game. For one, EarthBound 64 was intended to be placed some ten years after EarthBound, in 200X, rather than the unstated amount of time the final game occurs after its prequel. The length of the game's story, in time, also was altered, with EarthBound 64 having 12 chapters spread over the course of ten years, each with their own main character, unlike the final game, which only has eight chapters spread over the course of three years. One of the chapters was stated to feature the disappearance of [[Nana]]'s 40-year-old father. The overall tone of the story was intended to be darker than the final product was. Particularly the final boss was intended to include no dialogue and to be more of a terrifying experience.   


The story was intended to consider one place changing over time, and day by day seeing how the area changes, and consistently changing "town gossip" was an idea in place as a plot device. Each enemy was supposed to have its own perspective, no matter how minor.  
The story was intended to consider one place changing over time, and day by day seeing how the area changes, and consistently changing "town gossip" was an idea in place as a plot device. Each enemy was supposed to have its own perspective, no matter how minor.  
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*Lucas had a unique battle ability named [[Call]], which would summon friendly animals to aid in battle.
*Lucas had a unique battle ability named [[Call]], which would summon friendly animals to aid in battle.
*Wess was originally going to be a fully player-controlled party member.
*Wess was originally going to be a fully player-controlled party member.
*Sneaking up on an enemy would tilt the screen.
*[[Present]]s would rotate.
*Party members would become ghosts once [[unconscious]], similar to the two games preceding it.
*Party members would become ghosts once [[unconscious]], similar to the two games preceding it.
*Scoring a successful combo in battle would make the word, "Funktastic!" appear.
*Scoring a successful combo in battle would make the word, "Funktastic!" appear.
*[[Nippolyte]] was going to closely resemble [[zeldawiki:Dampé|Dampé]].
*Bronson was going to have a son/apprentice.
*A child in Japan named Hiroki won a contest and got his face inserted into the game via the Mario Artist program.
*A child in Japan named Hiroki won a contest and got his face inserted into the game via the Mario Artist program.
*The [[Clayman Factory]] was going to be underwater.
*The [[Clayman Factory]] was going to be underwater.
*The [[DCMC]] was to have two members closely resembling Lucky and Gorgeous of the [[Runaway Five]].
==Gallery==
==Gallery==
{{gallery}}
{{gallery}}
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