http://tvtropes.org/pmwiki/pmwiki.php/NightmareFuel/CarmenSandiegoWordDetective
This is based on opinion. Please don't list it on a work's trope example list.
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- You actually see people captured, mind raped, and held hostage. They can't move due to being restrained, and when they try to voice their protest, all that comes out is a garbled mess.
- The environments have a much darker tone and color schemes to them. One is set in a graveyard at midnight (where a known vampire lives), one an ancient Egyptian Tomb, one in a mad scientist's lair, etc. And all of these places are completely deserted, lending a nice dose of uneasiness to the atmospheres.
- The music is also much less upbeat than in previous games. While most of the pieces aren't scary in and of themselves, one piece that plays in the background of Esther Odious, Doug Grave, Nick Furtive, and Dr. Ima LeZard's hideouts whenever your radar detects that they're close by really takes the cake for creepy even without the hideouts. It consists of minimalistpizzicato strings playing short phrases that start off soft and build up volume to a mildly loud but still very effective Scare Chord on their last notes. It really makes you feel like the villain is going to just jump out at you at any second without warning. Listen for yourself here.
- Once you finish collecting passwords in a villain's hideout and start to transport away, they will appear and often catch sight of you. Not particularly scary, right? However, every time you use those passwords to unlock and secure the key you're after, the game points you in a certain direction and makes you watch as the villain of whatever hideout you're in at the time actively tries to harm you, even though you always escape in time. And since every hideout houses a key at different times, all of the villains get a turn. A couple of attempts are rather comical (Otto Readmore grabs a cart of books to throw at you, only to forget that it had books inside, which proceed to fall on his head and knock him out; I.I. Captain loses his balance when he attempts to lunge at you and falls off the banister he's standing on) but the others can get pretty scary - such as Queen Notalotenkammen's snake hissing in your face, Dr D. Ranged ripping his own hair out and laughing maniacally while activating his mummified Frankenstein's Monster, Esther Odious' vicious pet dog running for you with bared fangs, Nick Furtive walking towards you intent on a No-Holds-Barred Beatdown, freaking monsters and aliens about to grab or bite you.. Yeah.
- What's worse, the action freezes at just the right (or wrong) moment, giving you a great view of the alien about to bite your face off or the sword that's centimeters away from your face. Brrr..
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- Carmen's master plan in this game, as explained by her and Chase, is pretty horrifying in its implications. The Babble-On Machine has the ability to completely destroy speech—and not in a silly way, but one that completely degenerates all forms of talking by directly affecting the part of the brain that controls language. There isn't even a pattern to the garbled sentences that would allow people to work out how to communicate—it's implied that the order of the syllables is different each time someone speaks. An e-mail from Chase Devineaux reveals that the machine also works on print, which would destroy the concept of written language as well. All of this adds up to a system that makes communication completely impossible—and Carmen comes extremely close to unleashing it on the entirety of the world. It's a good thing you foil the plan, because if you didn't..
- For reference: Ra's al-Ghul once tried to kill 90% of the human race through this exact method, and damn near succeeded.
- In order to progress through the game the player has to repeatedly test their English skills by spelling/unscrambling words, learning about suffixes and prefixes, doing word searches, etc. The puzzles which involve spelling words often put context to those words by having them be blanks in larger sentences. Some of these sentences relate to the V.I.L.E Villains whose hideouts you're going after. Although a few are funny, some of them can be disturbing in their implication. Such as one particular sentence about Dr D. Ranged chasing down one of his escaped 'patients'.
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Index
http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/CarmenSandiegoWordDetective
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The story opens with the latest agent in a line of failed missions being captured by one of Carmen's surprise traps. This leads the chief and ACME agent Chase Devineaux to turn to the player character, dubbed Agent 13, to rescue the captured agents and destroy the machine. The gameplay centers around locating the keys to the agent's cells using 'password decoders', in the form of various language puzzles hidden in various VILE hideouts around the world (and even beyond).
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Carmen Sandiego: Word Detective displays the following tropes:
- 13 Is Unlucky: Inverted. The player as Agent 13 is the only one to successfully take Carmen down.
- Alphabet Soup Cans: The puzzles in this game have no relevance to the environment whatsoever, and are all about language and its construction.
- America Saves the Day: Averted. In an agent list from various cultures with a villain plan made to scramble language worldwide, the American agents are captured just as easily as the rest. Though Chase is also American, the game never gives any identifying features to the player, leaving their nationality completely up to the imagination.
- And I Must Scream: The fate of the captured ACME agents; they get shackled, hit by the Babble-On Machine, and then somehow get frozen in a standing position and put under a spotlight, making it look like they're trapped in tubes. Fortunately, once you free them, they can talk normally.
- Biblical Motifs: In addition to being a Punny Name, the Tower of Babble references the Tower of Babel in the Book of Genesis, which a large group of prideful people intended to build high enough to reach Heaven. God decided He didn't want that to happen and threw a Spanner in the Works by way of giving each person a different language, meaning that they could no longer collaborate on the massive project and were forced to stop, naming the unfinished tower so because of it.
- Bittersweet Ending: On the one hand, all of ACME's agents escape and are relatively unharmed, and the Babble-On Machine is toast. On the other hand, Carmen has escaped, and none of her villains are captured.
- Continue Your Mission, Dammit!: The game's radar starts going off once all the passwords in a hideout are found to warn you of an approaching villain, but you can remain in the hideout for as long as you want without any ill effects. Even opening and closing the Transport menu won't do anything (opening it when the radar is beeping moves and locks your view of the hideout into a certain position in preparation for the outgoing cutscene, and closing the menu is all that's needed to unlock it again); the villain won't even appear until after you click the Launch button and actually start teleporting away.
- Curse of Babel: Carmen plans to steal the power of speech by invoking this trope on the whole world. Fittingly, the tower she uses as her headquarters is named the Tower ofBabble.
- Darker and Edgier: As far as you can go within this genre (and series). The art style isn't anywhere near as colorful as in previous games, the music is much less upbeat, and this is the first game where VILE agents will actively attempt to harm the player as they try to make their escape from the lair. Depending on which VILE agent is housing the key at the time, they can actually get surprisingly close to harming the player.
- Faux Affably Evil: The blatantly mocking concern for Agent 12 when she's been reduced to babbling nonsense is Carmen's Establishing Character Moment in the game.
- Fetch Quest: The game centers around solving puzzles to decrypt passwords, which are required to unlock and secure keys that free the captured agents so that you can obtain their part of the code to destroy the Babble-On machine. It's a fetch quest inside more fetch quests.
- Hard Boiled Detective: Nick Furtive appears to be an evil variant.
- Intangible Theft: By scrambling the sounds that people articulate, the Babble-On Machine effectively allows Carmen to steal speech.
- Interchangeable Antimatter Keys: Every key you acquire can only be used to free a single agent. Justified as they're all made to fit the same lock and you can choose which agent you want to free before using the key (although it has no effect on the plot or gameplay).
- Karma Houdini: Carmen's plan might have been ruined, but she escapes scot-free. For that matter, so do all of the other villains you encounter in the game.
- Mad Scientist: Dr. D. Ranged.
- Mythology Gag: Some of the captured ACME agents resemble Good Guides from the 1995 versions of World and USA.
- Noodle Incident:Carmen:[to a henchman] Take these keys and hide them. And not under your pillow like the last time.
- No Plans, No Prototype, No Backup: The Babble-On Machine.
- Oh, Crap!:
- Agent 12 says 'Uh oh,' right before falling through a Trap Door in the opening.
- For the first two times you collect all of the passwords in a hideout, Chase sends you an e-mail alert to leave before a villain spots you.
- Punny Name: Carmen's underlings, of course (consisting of librarian Otto Readmore, ship captain I.I. Captain, and Egyptian tomb dweller Queen Notalotenkammen, among others), but also the Babble-on Machine, which is a play on the ancient city of Babylon. This ties into the name of the tower it's housed in, which is named for more than just a pun (see Biblical Motifs above).
- Right-Hand Attack Dog: Esther Odious has one, which she attempts to sic on the player after obtaining her hideout's key.
- Snark-to-Snark Combat: Occasionally Carmen and Chase have a verbal sparring session when sending messages to Agent 13.
- Supervillain Lair: The Tower of Babble serves as Carmen's, and all of the environments of the game involve traveling to those of other V.I.L.E. villains.
- Towers of Hanoi: Variation, where you have to stack words in alphabetical order and can never stack them unalphabetized. Math Detective features an identical game, only with numbers instead of words.
- Trap Door: Agent 12 falls through one at the top of the Tower of Babble in the opening, leading to her capture.
- Worthy Opponent: Carmen comes to consider Agent 13 this.
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Index
Carmen Sandiego, international fugitive and head of V.I.L.E., has hatched a brand new scheme. Using her latest invention, the Babble-On Laser, Carmen seeks to destroy communication by rendering languages into incoherent gibberish. The ACME Detective Agency, once again attempts to stop Carmen Sandiego by finding the location of the Tower of Babbel. Already twelve Agents have been lost and only Agent 13 remains to put together clues using Acme's latest interface, the CyberCom 2000.
As Agent 13, your main goal is to rescue the previous 12 agents and stop Carmen Sandiego. You do this by gathering individual keys to rescue each of the agents. These keys in turn are guarded by several passwords, all of which must be decoded. These passwords are decoded by discovering 'clues' in Carmen's hideouts which then launch anyone of 5 mini-game.
These mini-game sequences are the following: Code Breaker: Using a series of letter tiles, the player must spell specific words already chosen (Searcher Mode) or create new words that are present inside Word Detective's dictionary (Builder Mode). Fusion Chamber: The player must find the meaning of a core word, the meaning of a prefix or suffix, and the meaning of the combined word. Micropix: The player is given a page of text with several nouns, verbs and adjectives missing. The most logical choices must be placed in these missing areas. Power Pack: Words must be placed in alphabetical order to form a tower on the right side of the screen Spellanyzer: The player is given an audio recording of a word, as well as it's usage in a phrase and must either unscramble or spell the indicated word.
Progress for individual or total players is kept and may be printed out or compared as an aid to teachers.
In Carmen Sandiego Word Detective, by Broderbund, you are on the trail of that criminal mastermind Carmen Sandiego once more. Not only does this game allow you to track her and her minions, but it also reveals some of her background. Apparently, Carmen was herself an Agent of ACME and partner to Chase Deveraux before deciding her talents were better used for crime.
Now, she has decided to steal language itself by use of her Babble-On machine, which scrambles the speech and thought centers of the brain so all that comes out is babble.
Passwords to the key stashers that will free the other agents that Carmen has captured are hidden in the hideouts of her henchmen. Bahasa indonesia to english. The password can be encrypted in one of five ways.
In the codebreaker, you need to find hidden words in stacks of tiles. In the searcher encryption, you need to find words from a set list. All letters must touch each other to be valid. In Code Builder, there are no set words, and you can make them up on your own. You can also change letters on tiles if you are really stumped.
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In the fusion chamber, you create words from pieces, picking a word and a prefix or suffix and then matching it to a description.
In Power Pack, you must arrange a series of words into alphabetical order on the right of the screen. You can only move one word at a time, and words must always be stacked in alphabetical order.
In Micropix, you must repair a damaged microfilm by replacing nouns, adjectives, adverbs, verbs and punctuation. When you have replaced all the parts correctly, the password is decoded.
Finally, in the Spellanyzer, you need to repair missing, damaged or scrambled words. The voice says the word and you must spell it correctly to fix it. after you type, hit the 'check' button or the enter key. After a set number of correctly spelled words, the password is decoded.
After you have freed all twelve agents, you need to do one last thing, which is to decode the self-destruct sequence for the Babble-On machine.
Carmen Sandiego Word Detective Online
Also included is a Training Simulator, which allows you to practice on the types of problems you will encounter, and a Progress Tracker, which shows parents how well the child is doing against the various types of problems. You can also set the custom spelling lists.
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