Why should I take a picture, I'll just steal the scene instead. Loot is on my mind, though something else is on my head. I never wear a watch because it's always time for theft. I'll steal the planet's treasures till there's nothing precious left. These eight verses, once pieced together, created a poem that read as follows: Eight of the thirty-nine crooks captured over the course of the game each provided a single line of verse. If the person arrested does not match the warrant, they will be found innocent and released just as they would if the warrant were inaccurate or not issued. The crook's name is only given after the arrest, in which a newspaper ( The Worldly Blab) appears with a headline declaring the criminal has been captured. In the final destination, the crook is seen walking around the location with several innocent bystanders, meaning the player will have to use the warrant to identify which person is the criminal.
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This means that the player will have to compile a full warrant rather than one of just enough traits to distinguish which crook is responsible. and that all the clues given about the suspect are physical traits, enabling the user to identify the crook on sight. The text of notes and of bystanders' dialogue could be dragged into an "electronic notepad" in the bottom right corner of the screen for reference.Īnother change is that the player is not given dossiers describing the members of V.I.L.E. "You'd lose sight of her if stepped behind a lightpost." or "His height wasn't standard for basketball, but it was perfect for miniature golf." Although speech balloons were still used on them, bystanders spoke their dialogue aloud as well. The bystanders, on the other hand, could either be asked where the suspect went, in which case they would provide a geography clue, or what the suspect looks like, in which case they would make a casual comment about one of the suspect's physical attributes, i.e. The scraps of paper exclusively provided clues about the suspect's appearance. Each location provided clues in the form of several bystanders and scraps of paper lying on the ground. Each location had an elaborately painted backdrop that could be scrolled around a full three hundred and sixty degrees.
Unlike in the previous games, the image of the locations took up most of the screen, with the game options only taking up the bottom third of the screen.