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An instant win skips a battle the party is sure to win. EarthBound runs the check when a fight starts: unless the enemies struck first, it needs as many able party members as enemies, and either a slowest member who outruns every enemy and a weakest bash that kills each one, or, after a first strike, a played-out win with one bash each1.

  • Guaranteed winEarthBound (1994). Skipped when the party's weakest bash would kill every enemy and its slowest member outruns them all, or the first strike plays out a win.1

Games

GameYearHowNote
EarthBound1994Guaranteed winskipped when the party's weakest bash would kill every enemy and its slowest member outruns them all, or the first strike plays out a win
Every claim about this mechanic, by game (1)

References

  1. ^ abIn EarthBound (US release), a battle the party can't lose is won without being fought. The check fails if the enemies struck first, or if there are more enemies than able party members among the four main characters (unconscious, diamondized, paralyzed, nauseous, poisoned, sunstroked, cold, mushroomized, and possessed ones don't count). In an even start, the four's lowest Speed must be at least every enemy's Speed, and twice their lowest Offense at least each enemy's HP plus Defense. When the party struck first, it sorts the able members by Offense and the enemies by HP, both highest first, and plays one round in that order: each member makes one attack of 2 × Offense − Defense on the current enemy, moving on to the next enemy only when one falls (any surplus damage is lost), and the party wins if every enemy falls.CodeHerringway/ebsrcrevised
    How we know
    17	LDA BATTLE_INITIATIVE
    18	CMP #INITIATIVE::ENEMIES_FIRST
    19	BNE @UNKNOWN0
    20	LDA #0
    21	JMP @UNKNOWN37
    
    src/battle/instant_win_check.asm lines 17–21 at 68aec5c · upstream ↗
    46	CPX #1
    47	BCCL @UNKNOWN6
    48	CPX #4
    49	BGTL @UNKNOWN6
    ⋮
    55	LDA PARTY_CHARACTERS+char_struct::speed,X
    56	AND #$00FF
    57	CMP @VIRTUAL04
    58	BCS @UNKNOWN4
    59	STA @VIRTUAL04
    
    src/battle/instant_win_check.asm lines 46–59 at 68aec5c · upstream ↗
    130	LDA ENEMIES_IN_BATTLE
    131	CMP @LOCAL08
    132	BLTEQ @UNKNOWN9
    133	LDA #0
    134	JMP @UNKNOWN37
    135@UNKNOWN9:
    136	LDA BATTLE_INITIATIVE
    137	BNEL @UNKNOWN18
    
    src/battle/instant_win_check.asm lines 130–137 at 68aec5c · upstream ↗
    183	ADC #enemy_data::defense
    ⋮
    188	STA @VIRTUAL02
    ⋮
    191	ADC #enemy_data::hp
    ⋮
    198	ADC @VIRTUAL02
    199	STA @VIRTUAL04
    200	LDA @LOCAL07
    201	STA @VIRTUAL02
    202	ASL
    203	CMP @VIRTUAL04
    204	BCS @UNKNOWN16
    205	LDA #0
    206	JMP @UNKNOWN37
    
    src/battle/instant_win_check.asm lines 183–206 at 68aec5c · upstream ↗
    383	LDA INSTANT_WIN_SORTED_OFFENSE,X
    384	ASL
    385	STA @VIRTUAL04
    386	LDX @LOCAL09
    ⋮
    388	ASL
    ⋮
    406	LDA @VIRTUAL04
    407	CMP @VIRTUAL02
    408	BCS @UNKNOWN34
    409	LDA @VIRTUAL04
    410	SEC
    411	SBC @LOCAL05
    ⋮
    414	SEC
    ⋮
    
    src/battle/instant_win_check.asm lines 383–427 at 68aec5c · upstream ↗
    16	JSL INSTANT_WIN_CHECK
    17	CMP #0
    18	BEQ @UNKNOWN2
    19	JSL INSTANT_WIN_HANDLER
    20	STZ BATTLE_MODE
    21	BRA @UNKNOWN5
    22@UNKNOWN2:
    23	JSL INIT_BATTLE_COMMON
    
    src/battle/init_overworld.asm lines 16–23 at 68aec5c · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Revised after a check by a second AI model, 2026-10-21.

    In the claim ledger

Sources

Code