Mother 3

Mother 3 had a very long history: originally planned for the Super Famicom, development moved to the N64DD and finally the N64 before being cancelled. A decade later, it was released for the GBA...but not outside of Japan, leaving a group of dedicated fans to eventually translate and localize the game into English.

Unless otherwise noted, the content on this page can be found both in the original version and the English translation.

Debug Room
On a GameShark (v.3) or emulator, use the following codes during gameplay:, , and. Enable these codes while playing the game. Hold down the L button while entering a new screen, and the player will be redirected to the debug room.
 * The Mr. Saturns allow the player to start playing from the beginning of a select chapter. The Mr. Saturn to the left begins Chapters 1-3, while the Mr. Saturn to the right begins Chapters 4-8.
 * Flint allows the player to select during which event they should begin Chapter 1.
 * Duster allows the player to select during which event they should begin Chapter 2.
 * Salsa allows the player to select during which event they should begin Chapter 3.
 * Lucas allows the player to select during which event they should begin Chapter 4.
 * The Clayman allows the player to select during which event they should begin Chapter 5.
 * Ionia allows the player to select during which event they should begin Chapter 7.
 * The Mecha-Porky robot allows the player to select during which event they should begin Chapter 8.
 * There are two Hinawas in the room. Speaking to her top-row sprite allows the player to view the game's ending cinematic. Speaking to her lower-row sprite allows the player to save their progress.
 * The projector allows the player to select whether Lucas and Kumatora use their kid or adolescent sprites.
 * "CAST" causes the character and production credits to roll. If this is viewed before the player has entered names for Salsa, Duster, and Kumatora, their names default to "Salsa", "Duster," and "Kumatora" (it is plausible that the same would apply to Lucas, Claus, Flint, Hinawa, and Boney, however it is not possible to enter the Debug Room before naming them, rendering the notion moot); however, if viewed before the player's name has been entered, the name is left blank at the end of the credits.
 * The Pigmask allows the player to configure the current party members, being able to put Flint, Lucas, Duster, Kumatora, Boney, Salsa, Wess, Thomas, Ionia, Fuel, Alec, Fassad, and Claus into the party, and may select up to five characters (as opposed to the usual limit of four). Interestingly, it's possible to set a level value for Wess, unlike all other NPC party members. It doesn't do anything, though.
 * The Pigmask Captain allows the player to configure the level of a party member. They may set between levels 1 through 60 at intervals of 5, and level 99.
 * The Navy SQUEAL allows the player to fill his/her inventory with Nuts.
 * The Pigmask Major allows the player to view several screen transitions.
 * The Pigmask Colonel allows the player to turn on all memo flags and obtain every regional map.
 * Losing to the Firefly in the corner of the Debug Room is the only method of direct exit, although starting a chapter by consulting one of the appropriate characters in the top row is an alternative method of leaving the room. You can actually sneak up on it from behind and see its back sprite, even though this is normally impossible. Note that it will never turn around and just will keep fighting as normal, because it is a mini-boss.

Debug Warp NPCs
It seems there are four Magypsy NPCs which are used as instant warps to any given location, changing your party configuration in the process. They can be accessed in Chapter 2 after getting into the castle through the graveyard passage and using the walk through walls cheat to go through the drawbridge while it is still locked. The available warps are for Chapter 7 locations. kuB0StbxUms

•Go how far into Murasaki Forest? ←END SELECTION→ ←Chimera Lab→ ←Spec. Room→ ←Ult. Chimera→ ←Doria's Gate→ ←Pump Chimera→ ←Heart Needle→ ←Doria's Gate 2→ •Go how far into Snowcap Mountain? ←END SELECTION→ ←Lydia's House→ ←Uninv. Guest→ ←Riding Sled→ ←Cemetery→ •Go how far into Saturn Valley? ←END SELECTION→ ←Saturn Bean→ ←Saturn Valley→ ←Phrygia→ ←Volcano→ ←Tunnel Destr.→ ←Birdcage→ ←Ceru. Beach→ •Go how far into Tanetane Island? ←END SELECTION→ ←Tanetane Beach→ ←Funky Beach→ ←Missy's House→ ←Island Hill→ ←Defeated→ ←Octopus Ride→ ←Ceru. Beach→

Sanctuary NPC
•It used to that Tazmily's villagers were the only people you saw around here, but these days, visitors from far away have been growing in number. •And these visitors are us! •Hahahahaha!

Policeman NPC


A policeman hidden in the top left corner of one of the New Pork City maps. His dialogue is the following: •Master Porky referred to you as very dear and captivating guests. •You're dear? And captivating? •You don't seem so special to me.

Hidden Sign


In the map with Flint's house, there is a hidden sign in the top right corner. What's on the sign varies. How far you are in the game determines what it says:

Chapter 1: •The contents of these boxes belong to everyone. •Use them however you wish.

Chapter 2: •The contents of these boxes cost money. •Please refrain from using them without paying.

Chapter 4 and beyond: •Be sure to talk to frogs once in a while.

Pigmasks


Two Pigmasks can be found at the top right corner of the factory's map. They have no dialogue.

Save Frog


A save frog at the DCMC bathroom room area in the bottom right corner. He has no dialogue. Also the door that leads to the area has an unused warp to the left of it. Use it and be warped near Alec's house.

Inaccessible Areas


The final boss room has some areas on the very top which are never seen during normal gameplay.



There is a locked room in the Toilet Dungeon, in Chapter 8, which has water leaking from under its door. It is never accessible during normal gameplay, and the door is non-functional, but if you use a walk through walls code in the next room, you can actually access the flooded room. There are no NPCs inside, and no solidity is programmed.

There is also a room in another corridor that is rendered inaccessible when a man rushes in and prevents you from entering. Walking through the walls here reveals that it is filled with toilet paper.



This room can be accessed with the cheat code and use the walk through wall cheat with it.



An unused bathroom that was most likely going to be in Club Titiboo. If the room is left, it leads to the bathroom door in Violet's room. This may be an early version of Violet's bathroom, from before the decision was made to place a hot spring inside.



It's just an empty room with the music "Blessing (Baldy's Recommend.)". When you pull up the menu, it will be glitched. This room can be accessed with the cheat code when you enter a new screen.



This room is just like the one before, but instead it has two empty presents boxes and plays the cave music. Access it with the cheat code.



Just another empty room but with no music. Access it with.



Under certain circumstances when using the debugger to access the exterior of Alec's house, the palette will be different to create a sunset effect.

Unused Cutscenes
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Using the code, one can access a few cutscenes the game never uses. This is done by replacing XX with one of the values seen below, then go to a new room to see the cutscene. E5 – Fassad's Interpreter flying in the sky. Her lack of animation suggests she is a placeholder sprite. F5 – Lucas and Claus playing and swimming (flashback) F6 – Lucas and Claus are playing janken, Lucas wins, Claus and Lucas get into a fight, Lucas cries, Flint gets angry while trying to take care of the sheep, Claus runs off (flashback) F7 – Lucas and Claus with Hinawa (flashback)

It seems like F5, F6, and F7 were intended to be shown during the final battle, since the game drops the player off at the final battle with the Masked Man after playing those movies. Also, notice that the three cutscenes have static flickering throughout, likely to indicate Claus's mental status.

qENvfKEK6uk Using the code, one can access an alternate version of Hinawa's letter. After the scene, the player is dropped off inside Alec's house. In the final version, Hinawa is outside Alec's house with her letter contents scrolling over the scene.

If you use a Walk Through Walls code to bypass the Pigmask guarding the Chimera Lab entrance in Chapter 4, you can talk to the receptionist of the lab to trigger a cutscene involving the mini theater, which is never used during the final game. The dialogue used during the cutscene is shown on the 'Unused Text' subpage.

"Unused" Stat: Kindness
Alongside the OFF, DEF, IQ and SPD stats, there is a mostly-unused stat called Kindness, which is mentioned in the unused Memo menu. It is hinted in the Memo menu that this stat might trigger alternate story events. It says: “This is one of the most important things for us humans, so let’s be kind to others. If your “Kindness” goes up, something good is bound to happen.” Some sprites of Porky's death, Flint killing the Mecha-Drago, and a "HAPPY END" graphic might evidence this.

While it is never talked about during normal gameplay, it is used in the final game:
 * Whenever the message "You felt something warm inside your heart" appears, it increases by 1 for the whole party. However, it never exceeds the single digits, due to such opportunities being rare. It has some effects on the game: when hacking it to a higher value, it directly influences the amount of HP restored whenever Lucas uses PK Life Up, but no other known effects appear for the other characters.


 * The message "Your Kindness increases by ..." is stored among the Battle engine text block, specifically inside the Level-Up messages. Obviously, this message never appears normally in-game because the Level-Up data is set up so that this stat always increases by zero. However, some rare glitches (or heavy EXP cheating) can cause you to level-up above Level 100 (the cap normally being 99), which causes the game to read data from other areas as level-up data, which in turn increases the Kindness stat and displays this message.


 * Here are some Kindness adresses, which must be set between and  (Max 255):
 * Lucas:
 * Claus:
 * Duster:

Unused Battle Action: Consider
Among the special battle actions script, like the ones used by Salsa, Flint, and Duster, at the very end of the text block, there is a Battle Action called "Consider". It is unknown how this command might have functioned. It may be related to a similar action, "Pray", which has been a recurrent feature in the previous games but oddly absent in the third game.

Unused Audio
Any piece of audio in the game can be heard using the code, with the question marks replaced with the values shown in this section inside parenthesis, in bold, which are in decimal. These values are unsigned and 2-bytes long. To hear them, open the sound test and play to the first song. If you don't press the stop button, it'll automatically play the next song on top of it after around 1 minute, which is how long Let's Begin! takes.

Unused Music
A sad version of the Pigmask Army theme. Although it is unknown where this piece was meant to be used, the developers have stated that the Pigmask theme was once the main theme of the game instead of the Theme of Love, so this piece may be a remnant of that original plan.

An alternative version of the love song that didn't get used.

This is the music used when the player talks to a Sanctuary boss in EarthBound.

An unused version of And... Stop!.

A variant of Fight With Mecha-Drago. At 0:14 and 0:28, some weird buzzing noise is inserted for around 1 second. During this period, there are no combo beats. After the loop, a small set of drums extend the song's duration, but even with their upbeat nature, the BPM does not change.

A shorter version of Etude for Ghosts. This was one of the battle themes in the unreleased EarthBound 64.

A weird song, that when sped up, is revealed to be OJ from the DCMC saying "One, Two, Three, Five!"

Some eerie creature's breath. It loops forever.

An underwater version of Good Morning!

A heartbeat, with ominous background noise. It's just the same thing over and over. It has no BPM data, so it couldn't have been a battle theme.

An alternate version of Run, My Dog, Run!, sometimes called Fetch, My Dog, Fetch! It's a bit shorter.

An alternate, slightly calmer version of The Green Train's Fun, Too!

An alternate version of the Tazmily theme, based on A Railway in Our Village!. It was meant to be played in the unused flashback cutscenes.

An alternate version of Formidable Foe called Formidable Foes. The BPM is halved at 0:23, 0:48 and 0:59.



An alternate version of Try Kinda Hard.

Duster's Unused Melodies
Due to a glitch, Duster's chosen attack melody isn't randomized like everyone else's, being 00 all the time. Turns out he actually has 5 more melodies, just like everyone else. In this file, each melody part plays individually, and there are 3 melody parts per melody, as usual. (Video containing Duster's melodies)

Unused Beat Data

 * The pause menu, file load/save menu and the Pigmask radio's song on the training grounds have associated BPM data, even though that data's only used for the rhythm combos in battles. (Example)