You can use the shyness book on anyone who replies with "..." And "quiet!" In the library. There's like 3 npc's. They have text that I'd bet the vast, vast majority players hasn't seen. When I reported it on starmen over a decade ago, someone in the hacking community was like "oh so THAT'S what that flag does."
@@commanderclaus. Just uploaded a video on my channel. Standard Earthbound NPC dialog stuff :) One other thing I didn't capture in the video is that the librarian also has a reply if you use the book on her before the end of the game (something like "that book is great" or whatever).
By watching this insignificant video, I had a very fruitful experience that cannot be understood by someone who did not watched this insignificant video
The post-game part feels like a throwback to Dragon Quest 1 where you can explore the whole map with no random encounters and everyone congratulating you. I wish more games did that sort of victory lap.
Sonic Adventure 1 reopens all the levels again after you beat a character's Adventure mode. I think some NPCs probably have new text? In Black Ops 4 when you complete the "boss" on Tag Der Toten, you get to explore a firey, lava covered version of the map with no zombies before you collect the game ending item And while they don't exist, I really wish that the 3rd floor and basement of Luigi's Mansion could be lit up. I also used to wish as a kid that you could visit a completed version of the Bowser's Castle boss level in Paper Mario Sticker Star - Just like how you can visit other completed boss levels/arenas
My fav youtube folks do this. Irregular schedule with rare uploads, but banger videos every time. Quality over quantity, and such. Plus they get to live their lives outside youtube.
The description for the cup of coffee has lived in my head for years and to this day I can’t think about coffee without thinking “I guess it tastes good to adults.”
When the game first came out I grinded levels at the start and was inundated with Cookies. I will never forget how melodramatic the phrasing was of dropping Cookies to free up inventory space: "You abandoned the Cookie..."
In Earthbound, if you try to throw away the "Pak of bubble gum" key item, you get the dialog "Don't spit your gum out. Even if it has lost it's flavor..." which is flavor text in the most literal sense of the word. In MOTHER 1, to ensure the cutscene battle against Teddy goes the way it is suppose to, the game prevents you from triggering the sequence if Ninten is petrified. If you go on stage while petrified, you trigger the dialog "(The crowd becomes restless and upset.) What in the world is that stone with a hat on!" Since there are no enemies that can petrify you anywhere near Valentine, this dialog is pretty rare. Its too bad too, since its one of my favorite random one off lines in the game.
if you manage to corrupt your save file, there's a very rare message on the file select, complete with improper formatting. "We're very sorry... but the record of adventure number (number) has been lo st..."
@@blahblah6787 That explains why the English version doesnt have that same oh shoot no oh my god Im so sorry vibe that it has in Japanese Because why would the game be sorry about deleting your quote en quote illegal save
I found an extremely obscure piece of dialogue myself while messing around with the debug menu one day. If you warp back to Moonside after already having completed it, you can beat the Mani Mani statue again and it'll warp you to the basement of Jackie's Cafe just like it does normally, but this time the rat's dialogue will read "I'm lucky I'm a rat. We have such easy lives...". This dialogue is normally inaccessible to the player since you can't re-enter the basement after leaving it, so I was shocked that they even bothered including a dialogue change like this.
Judging by how comprehensive the edge cases are, I'd bet they didn't even test them, they just added dialogue for every conceivable flag and didn't care if it was possible or not to get it in a lot of places, it's covered now either way.
13:46 Don't talk to Porky in the Monotoli building AT ALL until you give the trout yoghurt machine to the maid. Once you're in the Monotoli building to rescue Paula, visit Porky and his dialogue will be like this
Great video man! I actually said recently one of the best things about earthbound is you can easily unearth dialogue never before seen on multiple playthroughs
Yesterday I was looking at the channel like a famished Victorian peasant, searching for scraps of food, today I open youtube to see a cybershell drop, 11 minutes ago, and I feel like a king. This is what I was made for. This is my destiny
You gotta savor it and space it out until his next upload. Since it'll probably take another 9 months, then that means you can watch 1 minute of this video every 10 days
26:32 hey thanks for the shout-out & credit in the description! This is probably my favorite topic ever...the attention to the tiniest of details in both EarthBound & MOTHER 3 especially is key to why this series has continued to captivate me ever since I first played through it a decade ago. I'm glad to see you shining a spotlight on this tucked away dialogue a lot of players would likely never see otherwise!
25:22 This dialogue isn't actually unique to this scenario. Mother 1 has a really odd Easter Egg where, if you're facing a party member somehow and use the talk action, you will get a dialogue box containing "What?!?". It's been a long time since I've played Mother, but I believe the easiest way to trigger this is on a rope/ladder. It's a funny thing for the devs to add, though I kind of wish the feature was expanded upon a little bit. Speaking of Mother 1 though, there's a lot of weird niche interactions similar to the ones you talked about in this video, especially surrounding Teddy and his recruitment. Because you aren't actually forced to recruit Teddy at any point, you can skip his interaction and complete the section of Mt. Itoi where he would normally be injured and replaced with Lloyd. Going back and triggering his recruitment after doing this allows you to bring him to the end of the game, at the cost of losing Lloyd permanently. You can also complete the game with a party of just Ninten by teleporting out of the bedroom where Ana temporarily leaves your party for the dance scene. Mother 1 is weirdly non-linear and I'd absolutely recommend checking these things out if you haven't already.
Oh, that's interesting. I knew from editing the game that that dialogue only occurs when speaking to party members, but I didn't know there were other ways to "legally" obtain it.
I can't believe you talked about item descriptions and didn't mention the ridiculously overly-detailed descriptions for the Pasta Di Summers and Royal Iced Tea. They even give us lore about extremely obscure characters, "Anna Summers" and "Mr. Y. Todaar" who might be the least-recognisable EarthBound characters I can think of.
Don't forget Beef Jerky: "Recipe for making jerky. Obtain some type of meat, slice it into pieces about a half of an inch thick. Hang the pieces on a laundry line or something like it and leave out in the sun for maybe 6 months... Well, that's what my recipe says."
Discusses going through the raw text dump would require a mental illness. Constantly references the raw text dump in the video. Quality content as always Cybershell.
14:55 I can absolutely tell you why it's in the game -- it's a left-over debugging script. The person who programmed that beam of light effect probably wanted a way to control the values that drove it in real time so they could test how it works -- after all it had to use horizontal interrupts to draw which wasn't as straightforward as drawing regular sprites. I can almost promise you this is the same reason for that "hidden" knuckles animation in S&K. In the Sonic situation, I'd guess that the code was used as a quick way to "audition" the animation for the rest of the team before they ultimately decided to cut it, but then they forgot to remove the debug code.
bingo, there are a number of debugging functions bound to P2 (or certain macros, like B/SELECT+R) but the vast majority are controlled by the debug flag. I assume this one wasn't treated properly as it's in an action script, not regular code.
It's... a bit more complicated than that. As far as I know, there's no intentional debug code added here. There is a debug routine that depends on the Select button, but it normally doesn't affect anything (it switches between two functions that sort sprites by their vertical position, to see which is faster). While verifying all of this info, I found a note someone left about an uninitialized local variable in the function that sets up this effect, used as the Y position for some part of the effect. When you don't hold the Select button, that uninitialized variable reads data that was set by... that sorting function. Normally, by coincidence, the sorting function leaves the value as -1, which makes the windowing effect extend past the top of the screen. But when you hold Select and switch the sorting function, it doesn't write to that variable anymore... And by the time Buzz Buzz appears and starts moving around, other code starts writing values to that location for _its_ local variables, and it starts using those instead. So... yeah it looks like this is more a case of a bug/nasal demons than an intentional feature.
What an awesome video! I was really happy to see this because I'm actually working on a "Full Dialogue Run" for EarthBound. I've routed up to Dusty Dunes Desert and have uploaded segmented videos of the run so far on my channel. A few things I've discovered in addition to what's in your video: -- The For Sale Sign summons several different NPCs who all have unique dialogue if you refuse to sell them something, and/or try to sell an un-sellable item. -- There's also unique dialogue if you try to use the Exit Mouse right after the For Sale Sign: "If you release the mouse now, it might be stepped on by the approaching customer. So... it's not a good idea to release the mouse now." (mentioned in the video!) -- If you talk to Carpainter before getting the Franklin Badge and he strikes you with lightning, you respawn next to the blue cow, who says: "(You got mooooved here because you gave Mr. Carpainter some lip.)" -- The Runaway Five in Twoson all have unique dialogue if you use the Wad of Bills on them. They also have different things to say if you go backstage after they perform, and Gorgeous (red jacket) will give you the option see an encore. (Wad of Bills interaction mentioned in the video!) -- Ness' dad periodically calls you with a "take a break" message and has alternate dialogue if Ness is dead. He also has a unique third alternative if you're playing Jeff or Poo's sections. -- If your inventory is full when the Mach Pizza man tries to deliver the Zombie Paper, he repeatedly tries to convince you to drop an item. If you refuse, he'll only try to make the delivery again after you go into the Threed Mach Pizza store and step back outside. -- The old lady outside the Department Store in Twoson has custom dialogue that breaks the fourth wall if Jeff has joined and Ness is dead: "My grandson is playing a game called EarthBound. He’s now talking to a plain, old lady in Twoson. I heard that the game has some messages that are just there for fun." -- You mention it in the video, but there are a truly _massive_ number of post-Giygas dialogue changes. More than 100 NPCs change what they say, by my count. A fun one is the lady in the Onett bakery, whose dialogue depends on whether you talked to her all the way back at the start of the game. She says "Isn't it nice to talk to so many people?" and if you spoke to her at least twice before defeating Giygas, she adds: "I gave you some advice when I spoke to you the first time, right?" I could go on about this all day, those are just a few of the examples I thought of. It really feels like these lines amount to a "second script" that most players will only see a bit of, and few if any have ever seen all of. Earthbound a heck of a game for many reasons and I continue to be impressed by it even after 30 years. Thanks again for the really great video! Edit: OK, one more. There is some additional plot detail about the Mani Mani statue that is incredibly easy to miss. Once you've visited Twoson, you can go back to Lier X. Agerate at the bottom of his tunnel and he'll mention selling the statue to someone (Carpainter): "There was a man who insisted that he buy the golden statue, so I sold it to him. It's not that I needed the money... It's just that his unbridled mania affected me. As you know, I'm a sucker for sentiment. Bye, for now." (There's also a "detective from Twoson" in Threed who's investigating the theft of the statue from Happy-Happy headquarters, but I haven't yet figured out when/if he appears.) PS -- I didn't realize you could wedge yourself behind the punk guy to see the alternate door text in Threed, so I'll have to revise my route accordingly! PPS -- I'll check into Pokey's trout-flavored yogurt comment when I get to that part of the route and will be sure to reply here if I figure out how to access it.
Really good list of stuff, MonkeyNess posted on twitter that the way to see that Pokey dialog is to talk to him after Moonside when the maid tells you about the Trout Yogurt, but it must be your first time talking to him. Another really obscure one I learned in the comments here is you can use the shyness book on the NPCs in the onett library who say "..." for some extra dialog.
I actually visited the hint man A LOT because I played earthbound on a phone at my school with very limited internet access. Didn't wanna connect to school wifi so I relied on the game itself guiding me through.
Love the part where Ness gets all the 7 emeralds and turns into super Ness And that part where Poo will shoo you off only if you stand in a very specific spot Greatest game ever
I am also one of the five children who had Earthbound early enough to recognize him in Smash. I think my parents shed a few tears when they bought the box set for Earthbound. (Seriously. The game would have sold better if it were just the cartridge.)
A cool piece of dialogue I discovered is if you use the diamond on the guy you present your show ticket to in the topolla theater, he’ll say “No kidding…” (This led to using the diamond on every NPC you could talk to in that point in the game) nothing was different.
The Mr. Saturn house in Happy Happy Village can actually be accessed if you visit Happy Happy Village after it's not all blue anymore. Far earlier than the postgame.
The dialog in Lunar Silver Star Story Complete and Eternal Blue Complete have the same trait as Earthbound. I remember being flabbergasted just how many times random characters had new things to say depending on the point in the story. Some of them have entire side plots.
I was thinking the same thing! I remember traveling to out of the way spots just to see if specific peoples dialogues would change after an event. I loved those games, spectacular music and lore.
The Hint Man was invaluable to me because my first full play-through was a rental. No packaged player's guide, and little to no internet access in 1995. I went back to him more than a few times and I, too, also still pay him the occasional visit when playing it today even though I could play the entire game blindfolded at this point.
cybershell is like that cool uncle that only shows up every now and then but always brings cool trinkets and is always a pleasure to have around whenever he does
This game, FF6, Super Metroid, Sonic 3, and Donkey Kong Country in the same year is wild (yeah EarthBound came out in North America in 1995 but shut up)
25:30 If you move your character just right so that you're facing the one of the other party members, they will say that. This is just a weird way of doing that.
I see someone already explained how Pokey's dialogue is used, but... yeah it's reaaaally obscure. It only triggers if the *first time* you talk to Pokey is _after_ you get the trout yogurt. And only in the SNES/Super Famicom version! It's obscure enough that it actually got removed in the GBA version of the game, making it so that you can't see it with any combination of flags. (That removal doesn't apply to VC versions of the game though.) The meteorite light thing is... kinda weird. The game devs tried optimizing the "sprite sorting" code, which determines which sprites appear on top of which other sprites. So holding the button is supposed to switch to an alternate routine that they hoped was faster but behaves mostly the same way. It didn't end up being appreciably faster in practice, but they never removed the code to switch between them. And the Buzz Buzz effect happens to have an uninitialized variable that gets written to by _one_ of the sorting functions. So when that function doesn't run, random values related to Buzz Buzz's movement replace the value that the one sorting function normally puts there, and the result is the rectangle position getting thrown way off. My personal favorite obscure dialogue is that there's special text for one specific item that you can try to throw away: the Pak of Bubble Gum. *Don't spit your gum out. (A press) Even if it has lost its flavor...* Like, why does that specific key item have different text when you try to throw it away?? A close second I just remembered after posting the comment is this one cop who yawns on the hill in Onett in the beginning of the game, after you've talked to Pokey and you're on your way back home. *Aaaaah--h... If I yawn like this... it looks like I'm goofing off. Aaaaah--h... ...yes, it does...* I didn't remember all of the hint man text so it was neat to see some of those
Your video made me realize why I fell in love with EarthBound when I first rented it from the video store 25+ years ago. It's all this attention to detail, especially in the dialogue. Never before, had I played a game where NPCs would say anything more than one or two lines. In other games, non-plot NPCs would only ever say a bit of information to help you move forward. In Earthbound, so many NPC have so many unique dialogues. This adds flavor and personality to this game, and made me feel like I was adventuring in the real world. Truly a masterpiece.
The Exit Mouse not being agreeable reminds me of when you try to use Zoom or something in a Dragon Quest game but you're not supposed to leave the area like that, so you're just told a mysterious force prevented Zoom from working
@@FederalBulgeInvestigator I recently rediscovered Steven After Not Surviving and died laughing so this is a very opportune time for you to make that connection, thank you
Literally, started playing a couple days ago and made everything Sonic related. Ness: Sonic Paula: Amy Jeff: Tails (Makes sense doesn't it?) Poo: Knuckles (Or "Knucks") Favorite thing: Speed (I'm not very creative.) Favorite food: Chili Dogs (Or "C.Dogs") and the dog is named Cheese
@@LuckysGachaVideos That was the exact set of party names I picked on my first playthrough of EB back in the 90's. I was a big Sonic fan at the time and it wasn't uncommon for me to name things as something Sonic related but I was surprised how well the Sonic names fit the main party of EB in particular.
I'm in Japan right now. I shouldn't be watching this when there's so much to see and do. But I am ecstatic about a new upload, especially since it's about earthbound
That porky line with the trout flavored yogurt might trigger before the maid tells you about it. I remember seeing it on my most recent playthrough, though im pretty sure its after paula gets kidnapped
@@qtips1719 he's right though Earthbound is a bad cheap knock off of the brilliant genre-defining toe curling genius subversive master piece known as "Undertale".
I too am one of the 5 Americans that played earthbound as a child, my sister gave away our cart when we were teenagers though. It was going to be my retirement, oh well
hey cybershell, it’s me, your MOTHER (2)! you forgot your adult diapers at the house so i brought them here for your trip to super nintendo world! you’re getting so big now…
The Legends of Localization book on Earthbound is really a masterpiece, cybershell is not misleading you here. Really, any book mato makes on localization is worth a glance. Also, always nice to see someone else who was hyped for Smash 64 because Ness was in it. I was happy to see Link and Pikachu, but you better believe I grinded until I could beat Normal mode without continuing. Great video as always.
14:54 i think developers back then had stuff like this when testing the game kinda like sonics debug mode where you Bassicly kinda code the game with the controller in a way it might be a leftover from that that accidentally wasn't removed.