EarthBound Handbook

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Title: EarthBound Handbook: Travel Eagleland the EarthBound Way
Art Direction: Audrey Waner
Editor-in-Chief: Dan Moore
Publication Year: 2016
Publisher: Fangamer
Pages: 260

This guest review is written by Lance Mulcahey.

To call EarthBound Handbook: Travel Eagleland the EarthBound Way merely a charming guide to EarthBound (Mother 2 in Japan) would be an injustice to Fangamer, whose staff clearly put their creative heart and soul into this book. Much more than a simple illustrated walkthrough, the Handbook assumes the guise of a travel guide akin to something like Lonely Planet, with a chapter-by-chapter introduction to all the unique locales of the EarthBound world, complete with maps, shop info, enemy stats, and game tips.

However useful, substantive information is not the main goal here, as each chapter seeks not to lead a player through each in-game task and battle but rather to deepen the established EarthBound world and immerse the reader within it through humorous articles and beautiful models and artistic renditions of characters and places. What brilliantly separates the Handbook from other fan materials is that it does not parade itself solely as an artifact from its respective game universe but an actual travel guide for the “real” Eagleland to help fans of the “real” EarthBound game experience the “real” inspiration for the game… except the reality of Eagleland seems closer to the fictional events of EarthBound more than you’d think!

The Handbook is divided into fourteen chapters, each of which is roughly equivalent to one of EarthBound‘s levels. True to the book’s travel guide billing, each chapter begins with an excerpt from a news bulletin, highlighting each region’s local news as if the reader were a tourist picking up a newspaper. The chapters proceed with day-to-day itineraries that closely follow Ness’s adventure. These sections have a wide variety of content but usually contain various ads for local shops (complete with items and pricing) and activities that give a subtle nod to in-game events or locations, like Scaraba Tours or an ad for the Egg Deboiler. There are also a number of “Get to Know!” NPC profiles scattered about, highlighting “local personalities” with true-to-life pictures and interviews. Of course, no itinerary would be complete without an artistically rendered map and depictions of numerous enemies in the form of trading cards. Each chapter ends with a “Talk Man 9X” fictional cassette-based self-guided tour segment that offers a short retelling of the in-game events of EarthBound and adds a surprising but welcome emotional flair. The last two pages of each chapter contain a scenic photographic spread of models of the area’s Sanctuary location, whose meticulous details jump off the page.

The Handbook is clearly the product of a Kickstarter campaign – in a good way! – in that it’s clear that a group of extremely dedicated and passionate people came together not only to write a love letter to a beloved game but also to deliver a romantic treatise that miraculously captures that unique style and wit so characteristic of the Mother franchise. It makes a fine addition to the already extremely rich body of fan media inspired by the games, but, more than that, the book’s creation served as a rallying cry for Western EarthBound fans, eventually funding the Mother-centric Camp Fangamer convention and bolstering the #ThisIsEarthBound campaign during the Nintendo Virtual Console releases. Clyde Mandelin of the website Legends of Localization also joined the Kickstarter campaign as a stretch goal for a Legends of Localization 2: EarthBound edition. All of this activity underscores how integral fan support and the fan experience is for an aging property like the Mother franchise, as it allows for active participation and engagement with the source material over decades.

While the EarthBound Handbook isn’t as helpful as the detailed walkthrough on Starman.net, it doesn’t need to be. This is a loving homage that feels more impressive each time I pick it up. Reading through it, I experienced the magical spark and sheer joy of EarthBound right on the page, which is no mean feat. The Handbook doesn’t feel like a throwaway coffee table book, with its sturdy hardcover and tasteful silver etching – even the dust jacket is an artistic showcase. The appeal of this book extends beyond the purview of the hardcore EarthBound-ophile, as its artistry begs to be enjoyed by anyone with an interest in gaming. I definitely wouldn’t recommend this guide for anyone seriously looking for a walkthrough, but EarthBound is best experienced with as little handholding and as much fan participation as possible.

. . .

Lance Mulcahey is a not-so recent graduate from UCLA with an MA in Japanese Studies. His time there included research on Japanese folklore, the formation of Kamishibai theater, contemporary homosexual identity in Japan, and neo-colonialist practices in postwar Japan and the U.S. He currently lives in Chicago and works at small Japanese plastics company. His love of Japan and gaming keep him engaged as an amateur translator, and he has a deep passion for all things Nintendo. You can find more information on his LinkedIn profile.

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Legends of Localization

Legends of Localization

Title: Legends of Localization, Book 1: The Legend of Zelda
Author: Clyde Mandelin
Publication Year: 2015
Publisher: Fangamer
Pages: 198

Clyde “Mato” Mandelin is a professional translator who is famous on the internet for two things: first, leading the team of fan translators who put together an English patch for Mother 3 (which was never given a commercial release outside of Japan), and second, his website Legends of Localization, on which he posts detailed essays about the changes made to video games as they are prepared for the North American market.

Legends of Localization, Book 1: The Legend of Zelda is an offshoot of this website and the first book in what seems slated to become an ongoing series. As its title suggests, it focuses on the original The Legend of Zelda game from 1986.

The book is divided into six main sections.

The first section, which lists the differences in the game music and sound effects between the Japanese and American versions of the game, is an odd place to start (seeing as how books don’t produce audio – yet!), but the descriptive comparisons are a good introduction to just how far (and deep into the game code) the process of localization can go.

The second chapter, which analyzes the text spoken by the old men and women (and lone Moblin) in the game, explains the linguistic justifications for the bad grammar of the English text. It also bravely attempts to puzzle out what the hints these characters offer the player are actually supposed to indicate.

The third section, which covers the game’s items, explores some interesting cultural differences, including why the “Bible” was called such and why it was changed to the “Book of Magic.”

The fourth section explains the origins of the names of common Zelda enemies, such as Moblins and Like Likes, which are based on Japanese wordplay.

The fifth section, which examines the game manual, is a blast of nostalgia for those of us who treasured the little booklets that came included with game cartridges. This section includes an amazing line-by-line comparison of the introductory story text in Japanese and the English translation (which was surprisingly well executed), as well as several cogent explanations for the mistranslations that litter the remainder of the text.

The final section, “Beyond the Game,” collects information on hardware, promotional materials, television commercials, strategy guides, and spin-off games, including the vastly different Japanese and American board games.

What I especially appreciate about Legends of Localization are its illustrations. In addition to a wealth of screenshots, the book contains high quality scans of various print media, as well as photographs of game consoles, cartridges, and other paraphernalia. All of the images are informatively and appropriately labeled, and many are accompanied by humorous captions. My favorite of these captions are the ones that propose outlandish theories, such as “Link is dead and everyone is directing him to the light.” Because of the book’s uncluttered layout, it’s fun to flip through the pages while letting the pictures and cute captions catch your attention.

Legends of Localization is brilliant, witty, and thoroughly entertaining. Mandelin is a hero of the international gaming community, and this paper-and-ink publication of his work is a treasure. Even if you couldn’t care less about the Zelda games, or video games in general, I still recommend Legends of Localization for its clever insights into both Japanese and American popular culture.

As the cave-dwelling shield merchant should have said (if his dialog had been translated properly), “This is a good value and definitely worth buying.” Don’t keep it a secret to everybody!

The publisher, Fangamer, has put out a number of other gaming books, including the Zelda-themed graphic novel Second Quest and a small guide to navigating The Legend of Zelda in Japanese. They’re good people, and everything they release is golden as the Triforce.