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  • [educationally smooth jazz plays]

  • Greetings folks! Once again we're nestled into the month of April,

  • and on LGR that means edutainment time!

  • And time for a game about time, this time being Where in Time Is Carmen Sandiego, popping

  • up for a plethora of popular personal computers in 1989 by Broderbund Software.

  • It's actually the fifth main entry into the Carmen Sandiego series, after the original

  • game in 1985, Where in the USA in 1986, Where in Europe in 1988,

  • and Where in North Dakota in early 1989.

  • [chuckles] Yes really, how amusingly specific.

  • Then in the latter half of '89 came Where in Time Is Carmen Daggonit, because she just

  • won't stop at messing around with geography anymore.

  • The international woman of mystery is on the loose once again, serving up shady looks in

  • life-size cardboard standee form, and now she's aiming to screw with world history!

  • 1500 years of history, to be specific, spanning from 400 AD to the mid twentieth century.

  • It's still a globe-trotting adventure though, with China, England, France, Holland, India,

  • Italy, Japan, Mexico, Peru, Russia, Spain, and the USA

  • all possible targets of her chronological perversions.

  • But in lieu of traveling by plane to all corners of the Earth, now you have your own Tardis

  • -- er, Chronoskimmer, letting you wander through time and relative dimensions in space while

  • tracking down Carmen and her gang of V.I.L.E. criminals.

  • Where in Time did exceptionally well at retail, selling over a hundred thousand units by January

  • of 1990 and spending plenty of time in the best-selling educational software charts for years.

  • It's little wonder that it ended up getting a board game version in 1996, a full-on remake

  • with a point and click style interface in 1997, and a TV show airing on PBS until 1998,

  • superseding the first Where in the World is Carmen Sandiego show.

  • As before, Where in Time was a half hour game show, this time being hosted by Kevin Shinick,

  • along with the late Lynne Thigpen doing a fantastic job

  • playing The Chief of the ACME Detective Agency.

  • And yep, it has its own catchy theme song too,

  • though it's not nearly as timeless as the original by Rockapella.

  • ♪ ”Tell me where in time is Carmen Sandiego?” ♫

  • ♫ ”Stop her crime and solve this mystery!” ♪

  • ♪ ”Tell me where in time is Carmen Sandiego?” ♫

  • ♫ ”We're on the case and we're chasing her through history!” ♪

  • Back to the game though, packing a selection of goods similar to previous entries.

  • Notably a 1,374 page copy of the 1989 New American Desk Encyclopedia, acting as both

  • a reference guide to the game's take on world history

  • and as a form of copy protection as we'll soon see.

  • There is of course the game itself on floppy disk, with both a 5.25” and 3.5” copy

  • to choose from in this version 1.1 release.

  • You also get a Broderbund registration card, a couple of quick reference cards for installing

  • the game on Tandy and IBM PC compatibles, a fold-out poster detailing the most-wanted

  • criminals you'll soon be tailing through time, complete with all the naming puns you'd

  • expect from a Carmen Sandiego game.

  • And a 23 page black and white Detective's Manual, covering basic setup, gameplay options,

  • and examples on how to solve cases using deductive reasoning and cross-referencing of in-game

  • info and real world historical facts.

  • Enough time on that though, it's time for Where in Time is Carmen Timediego time.

  • Starting with a short time watching this timely intro sequence, complete with an AdLib rendition

  • of the original Carmen Sandiego theme.

  • [bouncy AdLib music plays]

  • Then you're greeted with a view of ACME Headquarters in San Francisco,

  • this being the first game in the series to establish them being there as a matter of fact.

  • And man, I dig the way those graphics look in VGA

  • but I think the game really shines in EGA.

  • There's something special about the way it makes use of the smaller color palette

  • and lower resolution, especially on an actual EGA display

  • like this delectable IBM 5154 monitor.

  • Mm, crispy 16-color graphics always make me smile in no time.

  • Regardless of your choice in graphical mode,

  • the next order of business is ordering this elevator around.

  • [elevator dings, doors open]

  • This acts as the game's menu system, with each floor of the ACME building

  • providing something to do at different points in the game.

  • Your first stop should be the Personnel department though, where you'll meet Diane who explains

  • that becoming a Time Cadet is exceedingly dangerous so you need to sign this waiver

  • before moving forward.

  • Ahh, liability release forms, how educationally entertaining!

  • Once you've brushed aside those pesky rights, congratulations!

  • You're a Time Cadet!

  • Here's a time machine, try not to die or screw up the spacetime continuum.

  • [time machine buzzing]

  • In reality, there's really no risk of either one happening, but

  • the game's commitment to world-building is appreciated.

  • And yeah, just like that you're piloting your very own Chronoskimmer 325i,

  • presumably built by BMW.

  • No word on whether it's an automatic or standard model, but I'm leaning towards

  • the former considering the thing immediately begins diagnostics

  • and presents to you your first assignment.

  • The overall process is similar to previous games, where something's been stolen by

  • one of Carmen's V.I.L.E. goons and it's your job to recover it and put 'em behind bars.

  • The twist of course is that the criminal is travelling through time now, so instead of

  • only tracking down where they are, you need to find out when they are as well.

  • The Federal Time Travel Commission limits all Chronoskimmer usage, meaning you can only

  • jump around for a set number of in-game hours before time runs out.

  • Even though you, uh.

  • You have a time machine.

  • So part of me thinks you could just, get all the clues and then travel back to when you

  • had more hours left to guarantee success, but whatever.

  • Time travel hurts mah brain parts so let's not dwell on it and accept that there's

  • limited time to travel through time.

  • Tracking down a V.I.L.E. gang member happens in three stages as usual:

  • the chase, the warrant, and the arrest.

  • The chase involves traveling to a certain time and place, and then searching for clues

  • as to the thief's identity and intentions.

  • You do this by talking to witnesses, seeing what informants have to say,

  • and using your Sonic Screwdriver -- er, Chronoscanner

  • to zap the area and magically reveal useful objects in the vicinity.

  • Each of these options will provide some kind of clue as to the thief's identity, along

  • with where in the world and when in time they're headed next.

  • If you're on the right track, you'll get a threatening little animation upon arriving

  • in a new location.

  • [V.I.L.E. music plays]

  • [tommygun firing]

  • This simply indicates that you're headed the right direction,

  • it's not showing the criminal you're chasing or anything.

  • It's just a random encounter with a bendy cowboy,

  • a barrel pirate, a ropey man, a fancy lady,

  • a robin hood, or whatever it doesn't matter, they're just silly but useful distractions.

  • All the truly pertinent evidence comes in the form of identifying the unseen perp's

  • characteristics and an array of historical events, people, and artifacts.

  • And this is one reason Where in Time comes with that desk encyclopedia, so players have

  • a way to quickly look up historical facts in a pre-internet era.

  • The other reason being that it acts as the game's off-disk copy protection, where you'll

  • be asked to type in a heading from a specific page in the encyclopedia after completing

  • your first assignment.

  • But yeah, most of the time you'll be using the book to look up people, places, and things

  • throughout history and decipher out how they might relate to things going on in the game.

  • So if an informant says the criminal loves reading French authors, you can infer that

  • that means they prefer Victor Hugo over Rudyard Kipling, for example.

  • Or maybe it's said that the criminal wants to find out who threw the rock that killed

  • Montezuma, so you can assume they'll be travelling to Mexico in the early 1500s.

  • Wild guesses won't cut it here, so it's also advised that players take down a few

  • notes as needed since the game doesn't keep track of location clues.

  • Once you've got what you believe to be a clue, it can then be entered into the ship's

  • computer and cross-referenced against a dossier of known criminals, with the goal being to

  • narrow down the possible suspects to just one.

  • Keep travelling through time and space as needed, look for clues in that location based

  • on the context of the time period, and after you've acquired enough evidence,

  • apply for an arrest warrant.

  • This will awake your ship's Capture Robot, a cyborg justice-bringer armed to the teeth

  • with little toothy arms of justice.

  • However a warrant isn't enough though, so you've still gotta track down the thief's

  • current position in spacetime, so keep following those clues until you're attacked by something.

  • Crossbows, catapults, snakes, whatever it is, you'll know it when you see it.

  • As long as you've got enough time left at this point, you can perform a final scan of

  • the area and capture the criminal, whoever he or she may be.

  • Aw yeah, it's time for robotic justice!

  • [ominous robot tractor beam]

  • And there you go!

  • One less time-traveling delinquent in the world, one step closer to tracking down the

  • master thief herself: Carmen Sandiego, who only shows up after

  • you become an Ace Time Detective, so it'll take a while.

  • But yeah, after each successful arrest, congratulations and possible promotions are in order, and

  • after that it's up to you whether or not you wanna continue playing

  • or head back to headquarters.

  • If you do decide to head back, why not check out those other floors?

  • Like the detectives' lounge, with a coffee maker that rarely works as intended.

  • [coffee pours haphazardly]

  • Or the laboratory with science experiments that go wrong

  • with a concerning frequency.

  • [acid drips, explodes]

  • And don't forget the creepy basement, with its blazing furnace

  • next to the vault of records, which is where you manage savegames.

  • Then there's the hall of fame, a place of triumph once you ultimately succeed, but for

  • a long time is ominously empty with not a single detective having pulled off the task

  • of catching Carmen.

  • Again, I appreciate the world-building going on, it paints a picture of ACME being this

  • run-down fly-by-night operation that's barely holding on.

  • Everything's broken and worn out and none of the other detectives

  • are really doing a good job at anything.

  • Despite the place being on its last legs, these folks are still the best hope at saving

  • the world and human history through federally regulated time travel, so you make do with

  • whatcha got and accomplish your very best in a terrible situation.

  • Inspiring.

  • And that's Where in Time Is Carmen Sandiego!

  • It's got all the sleuthing and worldwide travel you'd expect, augmented by a welcome

  • set of additional challenge in regards to the extra research needed to pinpoint criminals'

  • locations, as well as the hourly time management going on.

  • With every move you make during the chase taking up a number of hours, the whole process

  • is much more intense.

  • Chatting with witnesses, talking to informants, scanning object samples, even running evidence

  • through the computer.

  • All of these slowly whittle away the hours until you either pull off a successful arrest,

  • or you're left with nothing and The Chief sends a message ordering you back to the present,

  • with the case remaining unsolved.

  • It's an effective way of incentivizing players to follow clues much more carefully than before,

  • and making sure they're sure about getting their historical facts straight.

  • Because heading off to the wrong point in spacetime is a huge setback, costing multiple

  • hours each leg of the trip, so it's often worth spending a couple extra in-game hours

  • in each location to be doubly sure where you wanna go next.

  • It's all on the player to pay attention to each line in the game, look stuff up and

  • extrapolate data themselves, and either memorize what they find or write things down.

  • That's some darn good edutainment right there, man.

  • Fun, factual, fast-paced, fantastic.

  • Where in Time Is Carmen Sandiego is not only a great entry in a classic series, but it's

  • an excellent game in its own right, entirely distinct from the others

  • while keeping that original fun factor intact.

  • [upbeat bossa outro]

  • If you liked this video then might I recommend checking out the other edutainment classics,

  • and not-so-classics, I've covered in the past.

  • Or LGR things in general, I upload videos each week on all kinds of topics,

  • so stick around if you'd like.

  • And as always, thank you for watching!

[educationally smooth jazz plays]

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LGR - カルメン・サンディエゴはどこにいるのか? (LGR - Where in Time Is Carmen Sandiego?)

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    林宜悉 に公開 2021 年 01 月 14 日
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