Under Consideration

I have been absent for a couple weeks and change, I am aware. My queue ran out, and though I tried to add posts to it, I still could not be attentive enough. Though I am indeed busy, this is not a fault of my personal life. I simply am unskilled with keeping routine. When I have too much to do, my mind gets jammed and I accomplish less than I normally would if I only had a few things on my list. Sadly, I cannot afford for that to be the case right now. Which is why I think it’s best if I stop work on this.

I do not want to. However, the nature of this kind of project is one of continuity and consistency, which I cannot provide without sacrificing other areas of my day-to-day life. And those things happen to be more important to me. If I felt this was truly something golden, I would perhaps prioritize differently, but I don’t. I think what I’ve done is good, but it’s not great.

I will not claim the blog discontinued. I may want to return to it, sooner or later. But I will not put a schedule on it. If anything I will come and go when I had the time. After all, this isn’t something without an end. Once the game is fully “documented,” that’s it. And that’s originally what I wanted to do. It simply became something else.

However, for the moment, I’m leaving. I don’t think it would be a bad idea to stay following. After all I won’t clog up your dashboard with random junk posts. But if you feel the need to, that’s fine too. Either way I don’t have the time or focus to be able to work on this regularly. Thank you for tuning in. I am sorry.

Foes of FancySo this one time when evolution took LSD…
You engage the Ramblin’ Evil Mushroom.
HP: 60PP: 0Offense: 15Defense: 10Speed: 5IQ: 1Guts: 5
Why is it that every time flora is given anthropomorphic qualities it’s always evil? Where’s the talking artichoke that only wants discuss the weather instead of disemboweling and digesting you? You suppose there are sometimes those giant trees of life you see every now and then, but even those have a history of losing their temper and destroying civilizations. But you don’t even get that. You get mushrooms. Evil mushrooms.
And they pack a punch… or whatever it is they hit you with. They pack a root, you guess—a spring-loaded asshole root. But that’s not why they suck.



You remember that one time you got into Mom’s medicine cabinet and took a few Ambien? No? There’s a reason for that.

Foes of Fancy
So this one time when evolution took LSD…

You engage the Ramblin’ Evil Mushroom.

HP: 60
PP: 0
Offense: 15
Defense: 10
Speed: 5
IQ: 1
Guts: 5

Why is it that every time flora is given anthropomorphic qualities it’s always evil? Where’s the talking artichoke that only wants discuss the weather instead of disemboweling and digesting you? You suppose there are sometimes those giant trees of life you see every now and then, but even those have a history of losing their temper and destroying civilizations. But you don’t even get that. You get mushrooms. Evil mushrooms.

And they pack a punch… or whatever it is they hit you with. They pack a root, you guess—a spring-loaded asshole root. But that’s not why they suck.

You remember that one time you got into Mom’s medicine cabinet and took a few Ambien? No? There’s a reason for that.

Two for Twoson
Aw shrooms!

As you travel down the path, you encounter a pair of wild mushrooms.

You wish you could say you’re surprised when they get up and attack you.

Two for TwosonThe understudy.
You can never get both exit mice at once. If you use the first one, he will simply reappear at one of their hang-out spots and join you again, leaving what is presumably his little brother alone to do… nothing. Poor guy. Maybe in the sequel?
Nah, he’s not get anything but a heaping lack of adventure and a life spent in his brother’s shadow.

Two for Twoson
The understudy.

You can never get both exit mice at once. If you use the first one, he will simply reappear at one of their hang-out spots and join you again, leaving what is presumably his little brother alone to do… nothing. Poor guy. Maybe in the sequel?

Nah, he’s not get anything but a heaping lack of adventure and a life spent in his brother’s shadow.

Two for Twoson
The exit mice.

Rather than carry around a magic escape rope, Earthbound’s form of a dungeon exit item it essentially the living organism version of a GPS. You don’t know why, but this mouse’s mother/father thinks you should take him along, free of charge. These really are very giving creatures.

The sad part is since upon beating a dungeon most enemies begin to run away from you, you really don’t need the exit mouse, so instead you’ll just be carrying around in your backpack for the entire journey, completely ignoring him or sending him to item storage until god knows when. Hopefully you keep some cookies in there or something. Even if he is a tough boy, that’s just mean.

Nonetheless, you don’t know what this “dark road” nonsense is all about, but hell if you’re having any of it. Trust him on the dark road? You’re bringing him along just to tell you when to get the fuck off.

Two for Twoson
A stranger in a stranger land.

Oh. The mice own the house.

Two for Twoson
Well this looks normal.

You wonder if those signs were made or if they’re actually just some kind of growth sprouting out of the mice’s heads. Or if they were attached via some sick experiment, like with Wolverine but instead of crazy metal claws you just get a sign post which pops out of your skull and then stays there. So really not like Wolverine at all.

Two for Twoson
One does not simply—

Oh, wait. It appears one very simply does this time.

In other news, you feel that was very nice of the officer. Even if it’s a small gesture, it helps. After all, you have to face some pretty tough shit. It’s the least that can be done. You hope you’ll find many people along your journey who can give you reassurance and encouragement.

You will.

Two for Twoson
One more for the road.

This was a good idea, you think numbly to yourself, I believe I just found those who truly understand what life is all about. May you cherish these words of wisdom, holding them fast in your heart during times of trouble in your days to come.

Two for Twoson
So long Onett.

The first town you experience in Earthbound is very large on establishing the theme of the unlikely hero. You, the protagonist, being a young child with nothing at your disposal but a baseball bat and lucky trinkets is the big, obvious one. But it doesn’t stop there.

The people you would expect to help you—the police force, the government, adults in general—do nothing to aid your journey and in fact impede you from progressing. You even have to do their job for them by taking down the local gang. What’s more, the leader of this gang actually offers you respect and advice on going further. They ironically show an inclination for peace in the world and become a place of shelter for you if you ever need it.

Your first sanctuary is “Giant Step,” symbolic of the journey’s beginning—the initial, daunting mountain you must overcome to really start on your way, and so often the most important journeys begin this way. Yours is the most important of all.

It’s not all serious though. Often it’s just quirky fourth wall references and scattered insights into the silly, unnoticed phenomena in everyday life, to give you something to think about.