Showing posts with label Nintendo. Show all posts
Showing posts with label Nintendo. Show all posts

Friday, December 2, 2022

Programmed for Murder

「俺に解けないコードはない!」 
『プロジェクトハッカー:覚醒』
 
"There's no code I can't crack!"
"Project Hacker: Awakening"

A short post this time because today's topic isn't really a mystery game, but as there aren't really many write-ups on this game in general...

Amatsubo Satoru is a gifted hacker who in his free time enjoys breaking into computer systems, though all he does is "innocently" weaving his way through security systems and peeking inside, and usually he leaves right away without causing any damage. One day, he returns to his apartment to find it completely ransacked by two threatening men who are demanding a CD-R. Satoru manages to escape to Rina, his 'always-act-before-thinking' childhood friend and after some conversation, Satoru realizes the men were actually looking for Rina: she had picked up a CD-R by accident, and the men had accidentally assumed Rina was living with Satoru. Checking the disc, Satoru realizes it holds a special virus program targeting mobile phone models from one company, and this of course means they're now involved in a big corporate scandal. Satoru decides to use his hacking skills to fight back against the men who are after them, but this only puts the two of them in danger again, until they are recruited by the Japanese division of GIS, an international counter-cybercrime organization. As part of GIS, Satoru is put on several cybercrime cases, often involving the mysterious cracker Blitz, and these cases demand quick thinking and even faster hacking in the Nintendo DS game Project Hacker: Kakusei ("Project Hacker: Awakening" 2006).

Project Hacker: Kakusei is a mystery-themed adventure game on the Nintendo DS which people nowadays probably only know from a Spirit reference in Super Smash Bros. Ultimate. The game was only released in Japan, though it was apparently planned for at least a North-American release, but for non-specified reasons these plans fell through. The game is rather interesting in terms of publication, because while Project Hacker was developed by Red Entertainment (of Sakura Taisen fame), it is published and co-owned by Nintendo itself. Nintendo doesn't have that many mystery adventure games in its catalog, and let alone one where you play a hacker! While the game does seem to set things up for further adventures, the game never saw a sequel and is basically a mostly ignored IP.

As mentioned in the opening line, for the most part I wouldn't say Project Hacker really should be discussed here. It is, for most of the time, a fairly conventional command-based adventure game, where you can travel to various locations to talk with people, from whom you will learn new information which will allow you visit other locations or confront other people with your new knowledge. No surprises here. The episodes in this game always start with Satoru and Rina being assigned a mission to investigate a certain cybercrime, like a company's money being transferred to a charity, or having them investigate rumors of an IT problem having led to deaths in a hospital, the plots themselves are fairly straightforward and don't really read like a mystery stories, more like thrillers or tales of suspense, though with a fairly light-hearted tone, with Satoru and Rina always arguing and fairly out-of-there characters like a high school student prodigy programmer who also happens to be incredibly into aliens. But don't expect brilliant cybercrime puzzle plot tricks from this game or having to connect clues together to figure whodunnit or howdunnit.

One very memorable aspect of the game however is its (fake) web functions. Within Project Hacker, you can use computers or your special handheld device to access the web, or at least, the web as it looked like in Japan around 2006. When you connect (in-game) to the web, you're brought to a homepage like you had in the earlier days of consumer internet: a "curated" list of links to all kinds of websites all categorized. You can explore all these links, which can range from corporate websites to homepages of hobby clubs or bands, or personal blogs. The pages are of course all fake and made for this game, but they do feel a lot like the mobile feature phone sites you had in Japan around this time and playing this game now in 2022 does feel a bit like you just opened a time capsule. The layout of these pages, the visitor counters, the type of content you'd find there... it's all really neat to see now, and while it feels like a time capsule now, upon the 2006 release, these websites must have felt pretty "real" too. I think there are like easily over 100 different pages about a variety of topics to be found here, which is quite impressive considering each site does feel distinct. This faux web environment of course plays a role in the game: often you have to do some background research using this internet. One of the earliest examples is simply finding the address of a certain company, so you look up their website and check out their directions sub-page, but later cases have you explore these sites for more subtler hints and sometimes it takes a while for you to find the specific page you're looking for, and this is quite fun. The lower screen on the DS can be used to take notes by the way.

But getting back to me discussing this game here despite me saying it doesn't really belong here. The main reason for that is the hacking gameplay in this game, which is pretty interesting, and definitely a fun mystery mechanic At least, part of the hacking is. Hacking in this game can mean two things, you see. The boring hacking in this game is just a series of minigames that test your hand-eye coordination. Breaking through a firewall is sometimes literally breaking a wall in a "cyber-environment" using well-timed taps on the touch screen, making a conection is often like a racing game, where you rush down a "cyber-corridor" while avoiding obstacles, and sometimes you're just playing a shoot' em up to shoot down viruses. These minigames can be pretty tricky near the end of the game actually, giving you little room (time) for failure, so for those not used to action games, this part of an otherwise slow adventure game might be difficult. But these minigames are the not fun part of the hacking in Project Hacker

So what is the fun part of hacking? That is when you have do social engineering to find out passwords for computer systems! Every once in a while during his investigations, Satoru will find himself confronted with a locked computer or door which requires a password. How do you learn this password? By looking around, both in the actual room you're in, but also on the web! Of course it's never as easy as finding a note with the actual password inside a drawer. But if the owner of the computer for example has posters of the series Captain Pepper hanging on the walls, why not check out the homepage of Captain Pepper and see what words could be used as a password? Could it be the release date, or the name of the creator? Is it perhaps that character they have multiple figurines off in the room? While the first passwords you have to guess are very straightforward, other passwords have you explore more possibilities, for example when a person has multiple hobbies, and because you don't know the length of each password (though always alphabet and/or numbers), it often takes several tries to find the exact one, but it is still very fun, because you really have to read through the (fictional) sites and determine what could be a password. Later passwords have you look at multiple sites about very different topics, but which may have a surprising link with a common term for example. But it is during these moments that the game feels the most like a mystery game, where you look at hints in the room, and search for other clues on the web, and have to guess what the password could be. Because the sites are all fairly well-designed as "proper" sites, these passwords are hidden quite organically in the text and there are of course many 'dummy' pages which I don't think are ever used in the game, but put in there to flesh out the fictional web environment and act as red herrings. It's a shame this mechanic only comes up like two or three times per episode, because it's by far the most fun part of the game.

I assume more people have played Flower, Sun and Rain given the Nintendo DS version was actually released in the West, but the main mechanic there is quite similar to the hacking mechanic here. In Flower, Sun and Rain basically everything required a numerical code, which you could find based on dialogue hints and hints and clues found in a tourist guidebook to Lospass, the island that serves as a setting for the game. The guidebook is acquired at the start of the game and you can look through every single page right from the start and it does actually read like a travel guide, but as the story develops, you'll find all kinds of clues necessary to solve the numerical codes hidden within these pages, so in that aspect, it's very similar to the websites found in Project Hacker, being an "universal" clue you use from start to finish, with the guidebook/websites only turning into proper clues once you have the correct context and know what you're looking for.


Project Hacker looks pretty good for a DS adventure game by the way with interestingly animated characters and really well-designed backgrounds. The characters have a 90s anime vibe with their broad shoulders and fashion, though the music is a bit... limited. Like, the main overworld/investigation theme isn't really exciting or fun to listen to, but you'll only be hearing that for 80% of the game...

Again, Project Hacker: Kakusei isn't really a mystery game, so don't expect too much of it in that regard, but it's overall a competently created crime adventure game, and while I feel really indifferent about the hacking minigames, the social engineering parts of this game are really the highlight of the game and that coupled with an interesting cast and a game that overall has good production values, it's certainly worth a playthrough if you're looking for adventure games on the Nintendo DS, especially as even a brand-new, unopened copy doesn't cost much now.

Original Japanese title(s): 『プロジェクトハッカー:覚醒』

Friday, March 30, 2018

It's All in the Game

「ピカッとひらめいた! 」
『名探偵ピカチュウ』
 
"A bolt of brilliance!" 
"Detective Pikachu"

While they have been a while for a long time, episodic videogames really took off with the many games by TellTale Games like Sam & Max and The Walking Dead and is now a commonly seen format in the videogame industry. Like the term says, an episodic videogame is like an episode of a series: it is considerably shorter than the usual videogame (and also cheaper, of course), but it is intended as part of a larger, contineous series and are released in a more frequent schedule than conventional videogames. This format results in cheaper releases that can be delivered more quickly to the consumer and it gives the developers an early stream of income as they work on subsequent episodes in which they can also incorporate consumer feedback on earlier episodes. This format is somewhat similar to the serialization of novels (which is also an ongoing service), though still very different in key elements, with the most important distinction being that episodic videogames can stand on their own for the most part, while installments in serializations are usually not standalone, as you need the context of the installments before, and also after to make sense of the story. An episodic videogame ideally is a vital part to the whole series, but should also feature its own storyline that is mostly resolved within that particular episode, giving the player some closure at the end of the deal. That is of course not often the case with novel serializations, as the installments are basically excerpts.

Episodic mystery fiction is not common, but there are some examples. Videogames like Famicom Tantei Club and Trick X Logic were originally episodic releases for example. If we look at printed books, the interlinked short story collection is an example, if the short stories themselves are published seperately first before being collected in a volume, though usually, the overall storyline of episodic videogames is far stronger than those you'd usually see in interlinked short stories. Basically, episodic videogames and interlinked short story collections are standing right opposite each other: the interlinked short story stands on its own, but can also be read in relation to the other stories, while the episodic videogame is intended as a vital part of a series, but also happens to work as a seperate piece.

Two years ago, I reviewed the 3DS download-only videogame Meitantei Pikachu ~ Shin Combi Tanjou ("Detective Pikachu ~ Birth of a New Duo"), which was a simple, but entertaining mystery videogame starring Nintendo's famous Pokémon franchise. I absolutely loved it as it was a funny game that actually made creative use of the creatures for its mystery plots, but I mentioned it was only the first episode in what was obviously supposed to be a longer series. I even ended my review with "Let's hope new episodes will follow soon.". At the time, I assumed new episodes would follow in a few months, half a year tops, as that was the standard release schedule for an episodic videogame. How wrong I was. It seems they eventually simply gave up on the episodic format, and decided on releasing a single, full-length standalone version of the game instead! So instead of releasing seperate episodes, they made us wait until March 2018 to release Meitantei Pikachu (Detective Pikachu) on the 3DS, which includes all the chapters of the story (the first episode that was originally released in Japan corresponds to the first three chapters of the final product). So I was a bit bummed I had to wait two years for this mystery to be finally solved, but as I really liked the original release, I had no choice but to get it.

The story is of course exactly the same as the original release. Young Tim Goodman moves to Ryme City in search of his father, a private detective who has gone missing while working on a case. Immediately after his arrival in the city, Tim runs into a talking Pikachu, an electric mouse was actually the partner of Tim's father Harry. Harry and Pikachu got in an car accident and only Pikachu was found. Pikachu lost his memories of what happened, but he gained the powers to communicate in human speech with Tim. Together, the two try to find out what happened to Harry. The original episode ended right after Tim got his first real lead to what happened to his father, but the story of the complete version of Detective Pikachu obviously goes beyond that, and while it still leaves some questions unanswered for a potential sequel, Detective Pikachu works perfectly as a standalone game or a "first season" of a series.


I was reading through my review of the first episode again, and to be honest, there's little I want to add to that. I really recommend you reading that review first, as the full version of Detective Pikachu runs on the exact same way the first episode paved, so all my points still stand. During their hunt for answers, Tim and Pikachu come across problems they have to solve or mysteries that need to be explained. After collecting evidence and testimony at the scene, Pikachu will lead Tim through some questions to see if they can solve their conundrum (=testing the player). Once the problem is solved, the story progresses, bringing new locales and new challenges for the duo. What makes Detective Pikachu stand out is how it incorporates Pokémon into its mysteries. There are about 700 different species of the creatures they call Pokémon (Pocket Monsters), each with their own special powers and characteristics. People use them for a variety of activities, from pets to using them for Pokémon fights and having them help with work. Pikachu, the best known Pokémon for example, is a yellow mouse species of the Electric type, capable of generating electricity for attacks. Only a selection of them appear in this game, but Detective Pikachu makes excellent use of the well-documented powers of the Pokémon to bring a detective story you're unlikely to find elsewhere. For example, Pokémon usually can't speak with humans, but through Pikachu's interpretation skills, Tim's able to question Pokémon for valuable testimony, testimony that human characters usually can't give. These 'humanized animals' allow for all kinds of neat things in the mystery plot, like getting testimony from Flying-type Pokémon, while in the real world, you wouldn't be able to question a bird even if they were witness to some crime.


The fact all the Pokémon are all fleshed-out creatures with special powers is also cleverly used for the mystery plots, as sometimes the powers of a Pokémon are used to commit a seemingly impossible crime, or you yourself have to use their powers to accomplish a task, or even deduce the identity of a culprit-Pokémon by examining the skills it used or other characteristics. Because Pokémon are so well-documented regarding what they can and can't do, it's still a fair-play mystery even if some Pokémon can turn invisible or walk through walls, and everything you need to know to solve the mystery is within the game, so you don't need to know much about Pokémon to enjoy this game.

The cinematic presentation is also top-notch by the way, and I think that people who like Zootopia will really enjoy this game. The banter with Pikachu (who sounds and talks like an middle-aged man) is really funny, and really gives the game its own voice and face. Detective Pikachu is also slated for a Hollywood live-action adaptation by the way, and I'm actually very curious to see how that'll turn out! The source material is certainly brimming with potential for a great film.


They also released an amiibo-figure of Detective Pikachu, which I couldn't resist. I think this is the biggest figure I have of a detective character (then again, the only other figures I have of detective characters are some small keychain mascottes of Detective Conan and Ace Attorney...). Sure beats the classic Sherlock Holmes bust!

So while it is undeniably a very simple adventure game, Detective Pikachu manages to be a very entertaining experience. It has great presentation, and while the story is a bit predictable in a cartoony way, it also brings creative mystery plots that make great use of the fact that this is a Pokémon game, resulting in a detective story that is totally unique and more importantly, incredibly fun.

Original Japanese title(s): 『名探偵ピカチュウ』

Wednesday, June 21, 2017

Cold Reading

Please Set Disk Card
(Famicom Disk System boot-up screen)

Prologue

Takada Naoya is the young assistant of private detective Utsugi Shunsuke, a man so trusted by the authorities he's called in when the lifeless body of 17-year old Youko is recovered from a river. Naoya discovers that Youko has been strangled before she was thrown in the water, thus making it a case of murder. Because Utsugi is busy with a different case, young Naoya is put on this case, which brings him to Youko's high school. There he meets Youko's friend Ayumi, who tells Naoya that Youko, as a member of the school's Detective Club, had been investigating the school ghost story of "The Girl Standing In The Back": a ghostly figure said to haunt the school by manifesting herself behind people's backs. Naoya suspects Youko's death might be connected to this ghost story, which finds its roots in the disappearance of a student of the school 15 years ago. Whether his investigation in Ikeda Misa's Famicom Tantei Club Part II - Ushiro ni Tatsu Shoujo ("Famicom Detective Club Part II: The Girl Who Stands Behind", 1989) is succesful, is completely up to the reader's choices.
Go to 1.

1

As you read the text on the back of the book, you realize that this is a gamebook. The name Famicom Detective Club and Ikeda Misa sound familiar too. You know remember that you already read a review of the gamebook based on the first game on this series a while back. Where do you want to start your investigation?
Read up on gamebooks and Famicom Detective Club ⇒ Go to 2.
Read Famicom Tantei Club Part II - Ushiro ni Tatsu Shoujo ⇒ Go to 3.
If you have read everything ⇒ Go to 4.

2

You remember that Famicom Detective Club was once a mystery adventure game series by Nintendo. Some might be surprised that this Nintendo series was about murder cases that were steeped in legends, ghost stories and other supernatural backgrounds, but the Famicom Detective Club games used to be a fairly well-known series among adventure gamers, though Nintendo hasn't touched the franchise in decades save for ports of the old games. The first two games date from the late eighties, which was also when gamebooks were popular in Japan. The gamebook Famicom Tantei Club Part II - Ushiro ni Tatsu Shoujo is based on the game with the same title, which was originally released in 1989 on the Famicom Disk System (NES) as the second entry in the series. An enhanced (and fantastic!) remake of this game was also released on the Super Famicom (SNES).

Gamebooks, or Choose-Your-Own-Adventure books, have the reader make choices as they read, which lead to branching storylines. Whereas in a normal novel, the protagonist is destined to take the left turn in the maze, in a gamebook, the reader might given the choice to go left, right or back, each choice leading to a seperate outcome (in a gamebook, each choice will lead you to a different page). Many of the choices will eventually lead to a bad ending, and only the true detective can make it to the end of the case. Famicom Tantei Club Part II - Ushiro ni Tatsu Shoujo has some extra mechanics besides making choices: you also need to collect necessary clues and useful items as you fight against time, because movement between locations, but also fruitless lines of investigation all cost time, and you only have a limited amount of time units.
Go To 1.

3

Famicom Tantei Club Part II - Ushiro ni Tatsu Shoujo is set some time before the first book and details how the protagonist and Ayumi, his later colleague at the Utsugi Detective Agency, first met. The story in the gamebook is a more streamlined version of the one featured in the game, with fewer characters and some changes in how the story develops, but is at the core the same. People who have played the original game might be surprised by the changes that do exist though: some of them I had never expected, but I quite liked them in this version of the story. As a detective story, Famicom Tantei Club Part II has always been an engaging experience, as it mixes the murder investigation at a school with a more ghostly substory involving the rumors of the Girl Standing In The Back amidst a cast of rather unique characters in an engaging manner. In comparison to the gamebook of the first game, the prose of this second volume is more enjoyable, with more text before each choice, which helps fleshing out the story. Because you keep on flipping between pages as you make choices, it's easy to lose track of the story, but this book has several moments where the story gives you a breather, and helps you organize all the facts you have collected. Like in the previous gamebook, the focus lies not on figuring out who did it on your own, but on finding all the relevant evidence yourself. A classic Challenge to the Reader gives you all the hints, and then asks of you to deduce who the murderer is. It's difficult to do justice to that in a gamebook, so while the story will make all the necessary deductions for you in this book, it's up to you to actually find all the evidence needed for those deductions. Your choices will bring you along different routes, and choosing to talk with a certain person at a certain time might result in getting your hands on a crucial piece of evidence (or actually missing out on it, as you're supposed to be doing something else).

This gamebook appears to be easier than the one based on the first book. The mechanics are slightly different, but at least this second book doesn't have red herring pieces of evidence that lead to game overs once you get your hands on them. Though this book certainly isn't easy: there are still some items you absolutely need to find if you want to complete the story and it's easy to miss them. There are also many bad endings. Being taken off the investigation because you didn't find enough evidence before a certain point in the story is one of the better bad endings. In a fair number of them, the murderer actually goes after you and the murderer is rather good at err, murdering. The first book is more challenging, but in terms of overall enjoyment as both a game and a tale, this second volume manages to win.
Go to 1.

4

You have gotten a good idea of what Famicom Tantei Club Part II - Ushiro ni Tatsu Shoujo is. Are you satisfied with this review?
Yes ⇒ Go to 6.
No ⇒ Go to 5.

5

The murderer suddenly appeared behind you, driving their knife inside your back. If only... you had been content with the review.... THE END.

6
 
You have decided that you've gotten all you needed out of this review.
Go to Epilogue.

Epilogue

You come to the conclusion that Famicom Tantei Club Part II - Ushiro ni Tatsu Shoujo is an enjoyable mystery gamebook that does justice to the original game. You are now also of the opinion that this should be the last review written in gamebook format. As mystery gamebooks are fun, they'll probably appear on this blog in the future again, but it'll be in a normal review format then.


HAPPY ENDING

Original Japanese title(s): 池田美佐 『ファミコン探偵倶楽部 Part II うしろに立つ少女』

Wednesday, January 25, 2017

Play It Again

Please Set Disk Card
(Famicom Disk System boot-up screen)

Prologue

You wake up in a room to find you have lost your memory. Next to you lies a small pocket-sized book. On the cover are a young man and a girl, with a backdrop featuring a great mansion, gravestones and what appears to be the horrifying image of a ghostly samurai warrior. You look at the title. Famicom Tantei Club - Kieta Koukeisha. While you have no memory of who you are and what happened to you, you do know you can read Japanese and, you interpret the title as Famicom Detective Club - The Missing Heir. The title sounds familiar. Perhaps this book has something to do with your past. The cover also notes this book is part of the Famicom Adventure Game Book series. Flipping the book open, you find out it was written by Ikeda Misa and published in 1988. The introduction explains that this is no normal novel, but a game book, where the reader can choose their own destiny. You are shocked to find out that your own situation mirrors that of the book: a young detective lost his memory after a nasty fall of a seaside cliff, and the only clue he has is that he was investigating the suspicious death of Ayashiro Kiku, head of the Ayashiro clan, in the small village of Myoujin. All of Kiku's relatives appear to have a motive for killing her, but then more murders happen, and the villagers think that Kiku has risen from her grave to avenge her death. As you read on, you become convinced this book will serve as a clue to regain your memories.
Go to 1.

1

You are convinced this book will be the key to retrieving your memories. But in what way? What should you do next? (You can't choose the same option twice).
Find out more about Famicom Tantei Club ⇒ Go to 2.
Find out more about gamebooks ⇒ Go to 3.
Read the book ⇒ Go to 4.
Quit investigation ⇒ Go to 5.
2

You decide to first find out more about Famicom Tantei Club. Luckily, you come across a lengthy review on some random blog on Japanese mystery fiction. Apparently, Famicom Tantei Club was a mystery adventure game series developed and published by Nintendo. While Nintendo hasn't touched this series for twenty years now, it still has some cult status as one of the creepiest games Nintendo has made in the past. In all three games, the young detective protagonists has to solve a murder case related to local legends and ghost stories. The book you know hold in your hands is an adaptation of the first game in the series, which was also published in 1988 with the exact same title. The story of the game, featuring serial murders among a wealthy family living in a secluded village and legends of the dead reviving is obviously inspired by Yokomizo Seishi: in fact, Sakamoto Yoshio (co-creator of acclaimed game series Metroid), who wrote and designed the original game, had little experience with mystery novels and had only read some by Yokomizo, which is why the atmosphere of the game feels so familiar. The gamebook adaptation of the story is largely similar to the game, but there are still some changes that will certainly surprise people who have played the original.
Add (F) to your inventory.
Learn more about the book ⇒ Go to 1.
Quit investigation ⇒ Go to 5.

3

A gamebook, also known as a Choose-Your-Own-Adventure book, is a type of fiction where the reader can participate in the story themselves by making choices. The choices you make lead to different narrative branches, all with varying outcomes. Some gamebooks also feature extended systems, like inventory mechanics or luck mechanics with dices. Sound/visual novel games, such as Kamaitachi no Yoru and Machi are in fact nothing more but (highly complex) gamebooks brought in digital form (which seperates them from adventure games like Ace Attorney). Gamebooks were especially popular in Japan in the 1980s, with many gamebooks being published based on Famicom (NES) games. The book you are holding now was also published during the gamebook boom. In this book, you are given choices like where to go next, or what to ask to whom. As you progress, you collect clues and red herrings (which you add to your inventory as alphabet letters), which allow you to eventually solve the case.
Add (G) to your inventory.
Learn more about the book ⇒ Go to 1.
Quit investigation ⇒ Go to 5.

4

You realize that this book is quite unique, as it's a detective gamebook, whereas most gamebooks are in the fantasy genre. The story in this book is basically the same as the original game (though it does have some surprising changes), but adds in more narrative branches and game over scenarios, some of them quite original and almost hilarious (there is no game over in the original game). A gamebook is a distinctly different experience from a normal novel: here you are forced to make a choice every couple of paragraphs (or even sentences). As such, it's definitely more interactive than a normal book, as you keep flipping back and forth through the book as you keep notes of your clue inventory. In detective stories with a Challenge to the Reader, the reader is often asked to present their own chain of logic to prove who the murderer is. In regards of having to deduce something, this gamebook is very simply. In fact, most of the time, the protagonist will make the connections himself and at set times, the book will also help organize all the hints you've collected until then. What does make this gamebook difficult, and interesting as a detective gamebook, is that you do need to collect all the necessary clues yourself. Forgetting to ask someone something crucial, or accidently going to the village instead of to the doctor's might mean you'll miss out on an important clue. Some clues are vital to proceed in the game, and without them you're forced into a game over scenario. There are also red herrings, which can also prevent you from getting to the end of the story, as simple possession of them already means you're fooled by them. In a Challenge to the Reader-type of story, the story presents you with all the clues, and then asks you to deduce the truth yourself. In this gamebook, you'll have to find the correct clues yourself, but then the story will deduce the truth for you. It's a very different type of experience, but quite unique and a neat way to apply the gamebook mechanism on a detective story. This book is really difficult by the way. Even people who have played the original game will sometimes get tripped up by fake clues and there's very little leeway for mistakes on your way to the end.
Add (C) to your inventory.
Learn more about the book ⇒ Go to 1.
Quit investigation ⇒ Go to 5.

5

It might be time to wrap up your investigation of this book. As you examined it, you could faintly feel your memory returning.
Inventory check.
Do you have (F), (G), (C) and (X) in your inventory? ⇒ Go to 6.
If not ⇒ Go to 7.

6

It is impossible to have X in your inventory. You cheat! As you do not take your investigations seriously, you are unable to retrieve your memories.
BAD END

7

Do you want to want to put the book away?
Yes ⇒ Go to Epilogue.
No ⇒ Go to 1.

Epilogue

You suddenly remember everything. You were so captivated by Famicom Tantei Club - Kieta Koukeisha that you were walking around reading it, and you slipped on the rug in the living room, hitting your head, causing temporary amnesia. Even though you already knew the original game (or perhaps because), you really enjoyed this gamebook, as it was a surprisingly good example of how to do a mystery story in the form of a gamebook. You are now convinced of its possibilities and hope to find more of these.

HAPPY ENDING

Original Japanese title(s): 池田美佐 『ファミコン探偵倶楽部 消えた後継者』

Saturday, March 5, 2011

「たたりじゃ、あ、あやしろけのたたりじゃあ!」

「ざけんなよっ!ガキの探偵はファミコンだけだ」
『ファミコン探偵倶楽部PartII うしろに立つ少女』

"Don't fuck around!  Kid detectives only exist on the Famicom!"
"Famicom Detective Club Part II The Girl Standing in the Back"

I think the very first Japanese mystery adventure game I ever played, was the Super Famicom port of Famicom Tantei Club Part II Ushiro ni Tatsu Shoujo ("Famicom Detective Club Part II The Girl Who Stands Behind") (FamiTan 2). A time when I couldn't read Japanese. When we still had dial-up internet. A time when I was still computer-literate enough to do something as simple as download a(n excellent!) fan translation patch for a videogame ROM and actually patch it. While I had played many point and click adventures, FamiTan 2 was the first time I played a command-style adventure game. Nowadays, it seems like most adventures I play are of the command-style variety. Anyway, at that time, I knew there were other games in the FamiTan series, but as I couldn't read Japanese and there were no translation patches, not much could be done then.

But that's hardly a problem nowadays, so I decided to play through all the games this week. And it was at times a frustrating, yet certainly a satisfying week.

The first game Famicom Tantei Club Kieta Koukeisha ("Famicom Detective Club: The Missing Heir") (FamiTan 1) was originally released in 1988 in Japan for the Famicom Disk System, with big Nintendo names as Sakamoto Yoshio (Metroid, Kid Icarus) and Yokoi Gunpei (Game & Watch, GameBoy) involved with the development. Similar to the Tantei Jinguuji Saburou series on the Famicom, FamiTan 1 was a mystery adventure game. And for people familar with Nintendo, or even more specifically Nintendo of that period, a very heavily plot-oriented game from Nintendo might be a bit surprising

A plot-device that isn't surprising at all though, is amnesia. FamiTan 1 starts when the (nameless) protagonist, a teenage boy, wakes up in the arms of a man. Which is not what it sounds like, because it seems the protagonist has been pushed off a cliff at the beginning of the game and he was just found by a man passing by. Because amnesia is something that occurs immediately when you hit you head (?), the player shouldn't be too surprised at seeing the protagonist wondering what he was doing near the cliff and what happened. As he investigates his own incident, the protagonist meets the girl Tachibana Ayumi, his colleague. He hears from Ayumi that he's the assistant of Utsugi Shunsuke, a famous detective and that he had just begun an investigation in the recent death of Ayashiro Kiku, a wealthy land-owner and head of the Ayashiro Trade Company, living in the village of Myoujin. While it seems like she had just died from a weak heart, her butler isn't so sure and had hired the hero to investigate her death for him. As it's obvious that his own 'incident' is connected to the case, the hero continues with the investigation.


As the hero investigates the family, he finds many people who had a motive for killing Kiku. Her two nephews, Kanji and Jirou, and her niece Azusa wanted to see Kiku dead to get her money. Her grand-nephew Akira had been seen loitering around the house lately. Or are Kiku's missing daughter Yuri and her missing adopted son somehow connected to Kiku's death? And then the case enters a new stage when Kanji is killed. And more follow.As more and more people get killed, the people of the Myoujin village recall the old legend of corpses getting back to life and getting revenge on the living. Are the murders the work of a revived Kiku?

Well, of course not, but FamiTan 1 sure is creepy. 8-bit music and crude pixel-art help a lot of course, but this game surely has the atmosphere right. The suggestion of the supernatural would remain a characteristic of the FamiTan series. As an adventure game, it's still quite rough with unnatural actions required to activate story flags (and a very irritating maze at the end). As a detective game, it's also quite crude, the game doesn't really allow you to think and there are only two or three instances where you have to input a name of a suspect / item to show your own deductions. And while Ayumi returns several times in the story, offering support, it's strange that detective Utsugi, who is supposed to be the boss of the hero, doesn't show up in the whole game. Not even once.

Yet, I really liked it. The atmosphere was creepy, the story OK (don't expect a masterpiece though) and for a Nintendo game, it was quite dark with the murders and all. It has a cool commercial too!

The second game is probably the most famous, also in the West. Famicom Tantei Club Part II Ushiro ni Tatsu Shoujo ("Famicom Detective Club Part II The Girl Who Stands Behind") (FamiTan 2) was originally released for the Famicom Disk System in 1989, but it was ported to the Super Famicom in 1998 for the Nintendo Power cartridge system. As there is an English fan translation for the Super Famicom version available, this is probably the only FamiTan most people have played in the west. It's arguably the best of the series anyway.

FamiTan 2 is a prequel to FamiTan 1 and stars the same hero. The game starts with a short prologue explaining how the hero became the assistent of detective Utsugi (who makes an actual appearance in the game), followed by the discovery of the strangled dead body of the schoolgirl Kojima Youko. The hero starts an investigation at Ushimitsu High School, assisted by... Tachibana Ayumi, who was a close friend of Youko. The two of them had a detective club, and it seems like Youko had discovered something big. The murder of Youko seems connected with the school legend of the Girl Standing in the Back, a school ghost that would appear right behind you and the disappearence of a high school girl many years ago.


I don't why, but schools in Japan all seem to have some kind of urban legend. At least, that's what detective manga have taught me. And games. Anyway, as FamiTan 2 is mostly set in a high school, it's slightly less creepy than FamiTan 1, though those empty corridors and classrooms (with portraits hanging on the wall) can be quite scary too. Once again, not much is asked of the player's intelligence, but players will have experienced a satisfying story ties nicely in with FamiTan 1. I haven't played the Famicom Disk System version, but the Super Famicom version is actually fantastic. Nintendo's R&D1 did an outstanding job with some graphical tricks and music. As FamiTan 2 was released 8 years after the Super Famicom's release, R&D1 really pushed the hardware. And with an English translation patch available, this is the most easily accessible game of the series. Except for me. When I replayed this game yesterday, I got stuck on trying to patch the ROM, so I just gave up and played it in Japanese. I could do something as simple as that many years ago, why not now?

Anyway, storywise, the story ends with Ayumi joining the Utsugi Detective Agency, leading into the events of FamiTan 1. Set in the same year as the events of FamiTan 1, is the third and last game in the series.

Which was actually released one year before the Super Famicom version of FamiTan 2. 1997 brought us BS Tantei Club: Yuki ni Kieta Kako ("BS Detective Club: The Past Lost in the Snow"), released on the Satellaview add-on hardware for the Super Famicom. Due to how the system works (connecting to a satellite), it's actually impossible nowadays to play the game (at least not with all the music and voice-over work). In the end, I had to give up and I watched a full play-through of the game on Youtube. From a VHS source. I hope I will never have to do that again.

This time, the protagonist is Tachibana Ayumi, who has gone back to visit her mother in Ochitani village, who is recovering from illness. When Kusano Genzou, the former mayor of Ochitani village is found murdered, Ayumi's mother is a suspect, because only her footprints were found in the snow leading to the crime scene. When the son of Kusano, current mayor of Ochitani village, is also killed, stabbed by a spear, the villagers start talking about a legend of a fallen warrior coming back to life to kill the corrupt mayor. Ayumi, helped by her friend Reiko, tries to find out the real murderer, but she finds out her family has had a family fued with the Kusano family for a long time. Is the murderer someone in her family?



BSTan is probably the shortest and weakest of all FamiTan games. While it features voice-work and a cleaned up interface, it's very small in scale with few characters and few developments. Which is a shame, as the story offers many opportunies to make it a grander story, but it never really gets anywhere. The footsteps in the snow? The locked room where they found Kusano's son? They are solved mostly as an afterthought. The ending is quite bad though. While the FamiTan games have always been more about telling a story, than making the player a real detective, to have Ayumi pretty much walk in on the murderer who happened to be confessing to the murder, well, that's a bit easy.

But the first two games were great and I do hope that Nintendo will revisit this little R&D1 series in the future again. But please not for something obscure this time please. Famicom Disk System, Nintendo Power cartridges, Satellaview, no wonder this game series is practically unknown except for a small group of fans.

Original Japanese title(s): 『ファミコン探偵倶楽部 消えた後継者』、『ファミコン探偵倶楽部PartII うしろに立つ少女』、『BS探偵倶楽部 雪に消えた過去』

Awesome music: ???- ファミコン探偵倶楽部BGMアレンジ (Famicom Tantei Club BGM Arrange)