This game rules

(under construction)

This is my Mother 1 fanpage, where I'm gonna ramble about the things that make this often overshadowed game special, and why you should play it. The original Mother is my favorite of the trilogy, and I think it has certain qualities that I really love that the other games don't have.



While still a little goofy and whimsical, Mother is much more understated than its sequels. For a game about psychic powers and fighting aliens, I'd even say it's pretty quaint and grounded. A comparison I like to use is saying it's like Peanuts in tone, as opposed to the more "saturday morning cartoons" vibe of Earthbound.


But enough with comparisons,

what's the deal with Mother?

In Mother, you play as a boy named Ninten.


And, through a series of strange supernatural happenings, you discover your psychic powers. From there, you find yourself journeying around America to gather eight melodies. Their purpose is unknown to you at first, but there's an evil force permeating the world and causing chaos, and those melodies somehow hold the key to putting a end to it.

That's more or less the basic premise.

But Mother is much more about the journey than your eventual destination. So, during your travels,

what do you even do in Mother?

I think these strategy guide illustrations do a good job of showing that:


Images courtesy of Mother Forever. Scans by Kody NOKOLO, Biozilla, and Orange.


This game is full of wonderful, sweet, and funny little moments as you make your way through your journey. You meet interesting people, make new friends, encounter strange foes, and explore a variety of locales.

Fan Works

(under construction)