No matter how compelling the story, RPGs live and die by their combat systems its what youre going to be spending 80 hours doing, after all. Itoi was keen that people who didnt normally play games should like Earthbound, so his team overhauled the way that combat had worked in Mother Earthbounds predecessor on the NES. The biggest innovation, and one thats still largely uncopied today, is that the characters hit points roll down gradually when theyre attacked, giving you crucial seconds to act do you quickly sacrifice someones turn to heal them or try and blitz through to the end of the battle, thus stopping the clock? Outside of combat, monsters roam visibly around the world when they encounter Ness and the gang, other nearby enemies will rush forward to help, but if they cant get to you in time, they wont be in the fight. As such, its possible to divide and conquer a room of baddies, sneaking up on them for a free hit before battle begins. By far the most refreshing change, though, is that enemies will start to avoid you if your stats are high enough, and if you do collide with them youll get the EXP without having to battle. Its a stunningly effective idea that makes exploring old areas a cakewalk, and is one mechanic todays RPGs would do well to take note of.