Famicom Detective Club: The Girl Who Stands Behind - Finale | Madness [Chapter Eleven]

Famicom Detective Club: The Girl Who Stands Behind - Finale | Madness [Chapter Eleven]

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Welcome to my blind let's play of Famicom Detective Club: The Girl Who Stands Behind! In this episode, we finally uncover the insane truth behind the Girl Who Stands Behind...sorta.

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Thanks for watching, and don't forget to "LIKE" the video, leave a "COMMENT" if you enjoyed, and "SUBSCRIBE to the channel for this and my other playthroughs, both current and upcoming!

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Famicom Detective Club is an adventure game duology developed and published by Nintendo for the Family Computer Disk System. The first entry, The Missing Heir, was released in 1988, followed by a prequel released the next year titled The Girl Who Stands Behind. In both games, the player takes on the role of a young man solving murder mysteries in the Japanese countryside. The duology was the first writing project for Yoshio Sakamoto, before he found greater success and recognition with Metroid. The games were inspired by The Portopia Serial Murder Case (1983) and horror films by Dario Argento. The Girl Who Stands Behind was remade for the Super Famicom in 1998 and distributed via Nintendo Power flash cartridges.

In Famicom Detective Club, the player chooses commands from a menu such as Ask, Examine, Take, Show, and Go to interact with the environment and characters. Character dialogue is displayed in a message box at the bottom of the screen. Commands are only listed in situations when they can be used. Some commands like Examine or Take place a cursor over the scene which the player can direct to an item or area to interact with. At certain points in the story, the player is asked to answer questions, and must scroll through letters to write out an answer. The player may save their progress to return to the game later when the option is listed in the command menu.

Development of the games began when Gunpei Yokoi asked Sakamoto to develop a game titled "Famicom Shōnen Tanteidan" (Famicom Youth Detective Group) with another company. The game would ultimately become Famicom Detective Club. Only being given the title as a foundation, Sakamoto pulled inspiration from The Portopia Serial Murder Case (1983) to make it a text-based adventure game with a tight story.[9] Early in development, Sakamoto briefly worked on the dating sim Nakayama Miho no Tokimeki High School (1987), which had a troubled development due to the involvement of Miho Nakayama and using the Disk Fax network. Sakamoto made sure to avoid those frustrations when developing Famicom Detective Club.

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