Question: Who created the game mechanics that were later used by the "Mother" series of video games?
Context: The history of video games spans a period of time between the invention of the first electronic games and today, covering a long period of invention and changes.  Video gaming would not reach mainstream popularity until the 1970s and 1980s, when arcade video games, gaming consoles and home computer games were introduced to the general public.  Since then, video gaming has become a popular form of entertainment and a part of modern culture in most parts of the world.  The early history of video games, therefore, covers the period of time between the first interactive electronic game with an electronic display in 1947, the first true video games in the early 1950s, and the rise of early arcade video games in the 1970s ("Pong" and the beginning of the first generation of video game consoles with the Magnavox Odyssey, both in 1972).  During this time there were a wide range of devices and inventions corresponding with large advances in computing technology, and the actual first video game is dependent on the definition of "video game" used. Theorycraft (or theorycrafting) is the mathematical analysis of game mechanics, usually in video games, to discover optimal strategies and tactics.  Theorycraft often involves analyzing hidden systems or underlying game code in order to glean information that is not apparent during normal gameplay.  The term has been said to come from Starcraft players as a portmanteau of "StarCraft" and "game theory".  Theorycraft is similar to analyses performed in sports or other games, such as baseball's sabermetrics. Dragon Quest, published as Dragon Warrior in North America until 2005, is a series of console role-playing video games created by Yuji Horii and his studio Armor Project. Emergent gameplay refers to complex situations in video games, board games, or table top role-playing games that emerge from the interaction of relatively simple game mechanics. The Marriage is an experimental art game for Windows created by Rod Humble in 2006.  Humble had set out to explore the kinds of artistic expression unique to video games, leading him to express his feelings associated with marriage by relying on game mechanics rather than traditional storytelling, audio, or video elements. Survival horror is a subgenre of video games inspired by horror fiction that focuses on survival of the character as the game tries to frighten players with either horror graphics or scary ambience.  Although combat can be part of the gameplay, the player is made to feel less in control than in typical action games through limited ammunition, health, speed and vision, or through various obstructions of the player's interaction with the game mechanics.  The player is also challenged to find items that unlock the path to new areas and solve puzzles to proceed in the game.  Games make use of strong horror themes, like dark maze-like environments and unexpected attacks from enemies. Awithlaknannai Mosona is a two-player strategy board game from the Zuni Native American Indian tribe of New Mexico, United States.  It is unknown how old the game is.  The game was described by Stewart Culin in his book "Games of the North American Indians Volume 2: Games of Skill" (1907).  In this book, it was named Awithlaknan Mosona.  Awithlaknannai Mosona resembles another Zuni board game called Kolowis Awithlaknannai (Fighting Serpents) with few minor differences.  The former having a smaller board, and depending upon the variant, it also has less lines joining the intersection points.  The rules are the same.  Awithlaknannai Mosona belongs to the draughts and Alquerque family of games as pieces hop over one another when capturing.  It is actually more related to Alquerque, since the board is made up of intersection points and lines connecting them.  It is thought that the Spanish had brought Alquerque to the American Southwest, and Awithlaknannai Mosona may have been an evolution from Alquerque.  However, in Stewart Culin's 1907 book, the Zunis claim that they had adopted a hunt game from Mexico similar to Catch the Hare and the Fox games of Europe, and transformed it into Awithlaknannai Mosona.  In these games, one player has more pieces over the other, however, the other player's piece has more powers.  The Zuni's equalized the numbers of pieces and their powers, and also may have transformed the board making its length far exceed its width.  Diagonal lines also replaced orthogonal lines altogether.  However, the hunt game from Mexico may have used an Alquerque board even though the game mechanics of their new game, Awithlaknannai Mosona, were completely different. The "Mother" series (Japanese: マザー , Hepburn: Mazā ) consists of three role-playing video games: the 1989 "Mother" for the Famicom, the 1994 "Mother 2", known as "EarthBound" outside of Japan, for the Super NES, and the 2006 "Mother 3" for the Game Boy Advance.  Written by Shigesato Itoi and published by Nintendo, and featuring game mechanics modeled on the "Dragon Quest" series, the "Mother" series is known for its sense of humor, originality, and parody.  Set in a late 20th century United States, the player uses weapons and psychic powers to fight hostile, everyday objects.  Signature elements of the series include the lighthearted plots, the battle sequences with psychedelic backgrounds, and the "rolling HP meter": as player health ticks down like an odometer, players can outrun the meter to heal before dying.  While the franchise is popular in Japan, in the United States, it is best associated with the cult following behind "EarthBound". The British Academy Video Games Award for Game Design is an award presented annually by the British Academy of Film and Television Arts (BAFTA).  It is given in honor of "the best game design that captivates and engages the player", including recognition of elements such as game mechanics, use of controls, level and world structure, and pacing.  The award was first given at the 8th British Academy Video Games Awards ceremony, held in 2012, with the Valve Corporation title "Portal 2" winning the award. A role-playing video game (commonly referred to as role-playing game or RPG, as well as computer role-playing game or CRPG) is a video game genre where the player controls the actions of a character (and/or several party members) immersed in some well-defined world.  Many role-playing video games have origins in tabletop role-playing games (Including "Dungeons & Dragons") and use much of the same , settings and game mechanics.  Other major similarities with pen-and-paper games include developed story-telling and narrative elements, player character development, complexity, as well as replayability and immersion.  The electronic medium removes the necessity for a gamemaster and increases combat resolution speed.  RPGs have evolved from simple text-based console-window games into visually rich 3D experiences.
Answer: Yuji Horii