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JUN
26
2020
0

#153 – Where in Time is Carmen Sandiego?

Taking things case by case (by case)

TIME: For the amount of time it takes

To Beat: Solve 80 Cases
Played: 3/18/20 – 4/5/20
Difficulty: 3/10
My Difficulty: 3/10
My Video: Where in Time is Carmen Sandiego? Longplay (Part 1) (Part 2)

Much like the titular character, I never really got close to Carmen Sandiego.  In grade school, I remember our computer lab consisted of all Apple II’s plus a lone Macintosh computer.  During computer time one student a day got to do activities on the Mac and I do remember that there was a Carmen Sandiego game as an option.  I don’t even remember what I did when my turn came up, and even if I did play Carmen Sandiego, I don’t recall anything about it.  The closest I got to Carmen was occasionally watching Where in the World is Carmen Sandiego on PBS, listening to Rockapella serenade the audience and seeing if the winner could mark off all the countries on the map.  I know there were plenty of educational games bearing her name, but I didn’t seek that stuff out on my own and my parents didn’t force educational games on me.  Much like the main character once more, time has eventually caught up to me and now I am finally playing a Carmen Sandiego game to catch her for myself.

Carmen Sandiego is the lead character in a set of educational video games.  Common to all games, the player’s task is to look for clues and use knowledge to follow her and her henchmen around the world, eventually leading to her capture.  The series was created by Broderbund and began in 1985 with Where in the World is Carmen Sandiego?  Broderbund continued to make Carmen Sandiego games until 1998 when the company was acquired by The Learning Company, who have continued to make games in the series to the present day.  Where in Time is Carmen Sandiego? is the 5th game in the series.  It was first released on Apple II in August 1989, then was ported to various PCs, the NES, SNES, and Sega Genesis.  The NES version was released in October 1991 in North America only.  This port was developed by Distinctive Software and published by Konami.

In Where in Time is Carmen Sandiego?, you play the role of a fresh recruit to the Acme Detective Agency.  Carmen Sandiego and her team of V.I.L.E. henchmen have gotten a hold of a time machine and have been using it to heist various well-known treasures across history.  Fortunately, the agency has access to a portable time travel device called the Chronoskimmer 325i and has assigned it to you so that you can chase Carmen and her gang across time.  There are time restrictions to the device so you can only use it for a short time.  You will need to gather clues to follow the bad guys around and hopefully arrest them before time expires.  As you are making a career out of this, you will need to solve 80 cases before you can retire.  Buckle in, this is gonna take a while!

Fresh-faced and ready to go!

The first thing you would notice upon buying this game brand new at retail was that it came in an oversized box.  This is because the game comes with a paperback desk encyclopedia.  Coming in at 1374 pages, it is a comprehensive encyclopedia.  In this game you will gather clues that you reference in the encyclopedia to find out when and where one of the criminals has run off.  I made sure to buy a complete copy of the game with encyclopedia so that I could play the game as it was intended.

At the start of the game, you have just arrived at headquarters.  Your view is from the inside of an elevator at the lobby level.  Use the hand cursor to select an elevator button to move between floors.  In the basement, you can view the game’s credits.  The third floor is the lab where you can peek in on a science experiment.  You can grab a cup of coffee (hopefully) on the fourth floor lounge.  These things are just for fun.  The real destination is the personnel department on the second floor.  Here you enter in your name up to eight characters, then a password if you want to continue from a previous game.  Passwords are seven alphabet characters long.  It seems from my list of passwords that not all letters are used even though you can select any of them.  If either starting a new game or continuing, you will power up the Chronoskimmer and get to searching!

All of your time playing will be spent on one screen.  At the top are a couple of boxes that display which country and year you are currently located.  The left side box is your graphical display while the right side box is for text.  In the center columns are buttons to select options as displayed in either window at times.  The bottom of the screen shows the time remaining in hours as well as your main menu options: Travel, Search, Data, and Abort.  You navigate this screen via a simple hand cursor.  Simply use the D-pad to move across each button and press either A or B to press the button.

This is a learning game, so there’s plenty of historical facts.

The first thing you will want to do in your investigation is look for clues.  You can do that with the options within the Search menu.  Select Search and then choose from either Witness, Informant, or Scanner.  Choosing Witness and Informant does pretty much the same thing.  You will question someone at your location, and they will tell you something they heard about where the criminal is going next.  You take that piece of information to the encyclopedia to figure out the country and rough time period that it relates to.  Sometimes the witness or informant will also give you an additional piece of information related to the description of the criminal.  These extra clues are essential for determining exactly who you are pursuing for this case.  More on that later.  The Scanner lets you sweep the environment for objects the crook may have dropped, which can also be referenced in the encyclopedia.  Sometimes you can do additional scans on the object you found to get a more detailed hint.  Every time you ask a witness or informant, or do a scan or follow up scan, it costs some hours off the clock.

The Data menu is helpful for learning more about the different criminals you are chasing as well as logging any descriptions you may have uncovered during your search of the scene.  In the submenu you can pick from either Evidence or Dossiers.  The Evidence menu lets you log the criminal description clues.  There are five categories of evidence: Sex, Hair Color, Eye Color, Favorite Artist, and Favorite Author.  Some of the descriptions you’ll uncover are very straightforward, while others may require some encyclopedia research.  Log whatever you find, then when you have enough clues you can use the Compute function.  This lets you know how many criminals fit the description you have gathered so far.  Once you narrow it down to one criminal, you will receive a warrant for their arrest.  The Dossiers submenu lets you browse the known criminals and read some basic information about each one from which you can glean some of his or her attributes.
 
When your search turns up enough information to know where your criminal went, now you must to travel through time to catch up with them.  The travel menu pulls up a list of four countries along with a time period displayed on a graph.  The time periods you can travel to are 400-1299, 1300-1699, 1700-1899, and 1900-present.  Sometimes you get the same country multiple times in the list in different time periods, and occasionally there are only three selections in the list instead of four.  When you are confident, click your selection and travel through time.  At your next location, if you have tracked the criminal successfully, once you search for help you will see a cutscene displaying V.I.L.E. Henchman Detected.  Then you look for more clues and keep following leads.  If you miss and travel to the wrong location, the search comes up empty and you will have to backtrack in time to get set on the correct course, wasting your precious hours.

When you see More, you’ll get information about your suspect.

With enough investigation, you will have tracked the criminal through multiple locations and have gathered enough descriptive evidence to have collected a warrant for their arrest.  Now it is time to make your capture.  At your final destination, you simply need to search the location to find them.  There are special cutscenes that play to indicate you are at the final location and time period for this case.  You just need to attempt either two or all three of the search options before you finally see them.  Then you catch the criminal via a cutscene, reveal his or her identity, and see if your warrant matches.  If so, then congratulations, that case is completed!

The game is a very long grind with the 80 cases required to beat it.  There are some milestones along the journey that slightly help to break up the monotony.  As you complete more cases, you advance job titles.  You begin as a Time Cadet, but at certain numbers of cases completed, you will get a promotion to such job titles as Time Investigator and Time Detective, among others.  You get special text upon completing the required case to show your promotion.  Also, at one point during your journey, you will finally catch up to Carmen Sandiego.  Now you would think that this would complete the game, but it only serves as your signature achievement.  You still need to get to the full 80 cases completed to officially retire from the force.

This was my first time playing Where in Time is Carmen Sandiego?  As an educational game in a popular series, it seems to have sold well enough.  I wouldn’t say it’s a common title, maybe slightly uncommon, but not too hard to track down.  Finding the game in the big box with the encyclopedia is not as easy to find, but even then it’s not terribly expensive.  Expect to pay around $10 for a loose cart and $35-$40 for the complete set.  I had the loose cart from a lot purchase, and I bought my CIB for around $30 about 3-4 years ago.

Enter in enough evidence to find who your suspect is.

The first thing I needed to do was some research on my potential criminals.  I figured out right away that the criminals themselves have pre-defined characteristics and tastes, so that part is not randomized.  Then, I set out to create a table of names along with their hair and eye color and all that.  There are 16 criminals in the game and four types of each of the five attributes.  It is set up so that exactly four criminals have each specific attribute, such as red hair or Kipling as their favorite author.  Reading through the dossiers, I figured out two or three attributes of each person, and then from there I was able to deduce almost all the rest.  That’s when I figured out that I could have done all this legwork much easier.  If you enter in any arrangement of evidence, even with some left blank, and do the Compute function, then the game lists out every criminal matching that description.  You can build a table more quickly that way, but oh well, my work was already done.

The next step was to do some research on the list of favorite authors and artists.  This part was really straightforward.  I simply looked up each person in the encyclopedia and jotted down notes of every significant mention in the entry.  Specific events, acknowledgements, or works of art included in the encyclopedia were often mentioned in a specific clue in the game, which was huge for setting up the evidence.  It was much easier to use a cheat sheet than to keep referring to the encyclopedia entries every single time.

Even with the best laid plans, there were still clues in the game that I could not find any reference at all in the encyclopedia.  This was true with pieces of evidence as well as location clues for when you time travel.  Other clues could be ambiguous, such as in cases were events or lifespans occurred across two time periods.  In those instances, I kept another sheet of paper keeping track of those clues along the solutions after I deduced them through gathering additional information.  I had documented maybe 15-20 pieces of information like this, which really isn’t that many considering the scope of the game.  Some less obvious clues are just part of the experience.

Arrest made! Just 79 to go…

It bears repeating that this is such a long game to complete.  The first few cases you’ll solve are pretty short with only 5 stops or so.  I actually find these harder than in the later game because you have fewer opportunities to get the clues needed to get the arrest warrant.  The amount of time you have to complete each case is randomized but generally scales up to the size of the case as you go up in rank.  The shorter cases require more questioning of people which cuts into the amount of time you need to solve, track, and arrest.  The animations throughout the game also add a bunch of filler time to the game experience as they are both slow and plentiful.  I moved as quickly as I could once I started to get the hang of it.  I also started to memorize some of the clues which saved a bunch of empty research time.  Each case took me roughly 8-10 minutes each to solve, even as they got larger later in the game due to optimization of research.  The full playthrough lasted a little over 12 hours, in addition to roughly an hour or so of research and early, unrecorded attempts.  In the larger scheme this isn’t a super long game, but boy does it feel longer than that.

There’s one minor quirk of gameplay that I noticed happen a few times.  Normally when you time travel to the wrong location, the criminal will never have been there so you get no hints and you know you have to try and go back. However, it is possible to go to the wrong location in the sequence but be at one of the places you have already hit on your search.  When this happens, you will still see the V.I.L.E. Henchman detected scene which leads you to believe you are on the right track, when in fact you have probably messed yourself up from completing the entire case.  I noticed one time I kept having the same clue come up, while another time I had no idea I was off the path until time ran out.  It all depends on which location in the sequence that you backtrack to.  This is a completely sensible thing to happen and I totally get it.  I was understandably frustrated to have that happen over the course of such a long game.

Where in Time is Carmen Sandiego? does exactly what it sets out to do.  It is a solid educational title with tons of historical information inside and plenty to learn about.  The graphics are well drawn and there are so many different scenes and animations from all the different time periods and locations.  There is very little music in the game, which in one way is a shame since there is so much silent gameplay and, in another way, maybe a blessing in disguise if the music were to be bad.  The controls work fine as they don’t need to be complicated in this game.  The gameplay is good enough for what it is, however the decision to make the game so long to reach the end is what drags it down.  The game is already repetitive by nature and 80 cases is such a weird, arbitrary number to choose.  You’ll have to time travel hundreds of times just to see the basic ending screens.  It is hardly worth it, but at least I’ve learned some things along the way.

#153 – Where in Time is Carmen Sandiego?

#153 – Where in Time is Carmen Sandiego?

 
OCT
05
2016
1
S.C.A.T. Box Cover

#27 – S.C.A.T.: Special Cybernetic Action Team

You would think this game stinks, but it’s actually really fun!

It's an ordinary title screen, but the introductory cutscene is really nice!

It’s an ordinary title screen, but the introductory cutscene is really nice!

To Beat: Reach the ending
To Complete: Beat the game with each character
My Goal: Complete the game
What I Did: Completed the game
Played: 8/30/16 – 8/31/16
Difficulty: 5/10
My Difficulty: 5/10

This is one NES game that stands out almost completely because of its unfortunate name. It’s also known based on the high price tag a loose copy of the game commands. The going rate in October 2016 is around $120 for just the cart and with NES game prices showing no sign of slowing down that price likely will be outdated in a matter of months. S.C.A.T. fits the profile of a high value NES cart as it is both a late run title and a quality game.

S.C.A.T is interesting in that it has three different names depending on the region where it was released. The Famicom version is called Final Mission and it was released in June 1990. The game was localized for North America as S.C.A.T. in June 1991. The game was renamed once again to Action in New York for its European release sometime in 1992. The game was developed by Natsume and also published by Natsume in both Japan and the US. The publisher for Action in New York is Infogrames. I have found several claims that Action in New York was also released in Australia and published there by Konami, however I cannot find solid evidence to back up those claims. As far as releases go, S.C.A.T also saw Virtual Console releases on Wii, 3DS, and Wii U in both North America and PAL territories.

S.C.A.T is a side scrolling shoot-em-up. The story goes that aliens led by Vile Malmort are planning to invade Earth through an “Astrotube” connected to New York City and the Special Cybernetic Action Team (abbreviated of course as S.C.A.T.) was formed to combat this invasion. You play the role of one of two S.C.A.T members and you can choose either the blue clad Arnold or the red clad Sigourney. I’ll leave it to you to figure out how those character names may have been inspired! Both characters play the same so the choice is just cosmetic. This game has a two player simultaneous mode where controller #1 is Arnold and #2 is Sigourney.

This is my second shooter game with a man that flies around!

This is my second shooter game with a man that flies around!

The game play feels reminiscent of Burai Fighter that I played earlier this year. The player sprites in both games are an armor-wearing human wearing a jetpack and the character can fly freely in eight directions. In both games the levels are auto scrolled and change direction periodically however the level is laid out. Here is where the games diverge somewhat, but this is the general idea of how both games play.

A unique feature of S.C.A.T. is the inclusion of two attack orbs that constantly swing back and forth in half circles, one above and the other below the player. The character’s primary weapon can only be fired either left or right, but the orbs fire their own shots in a wide range of directions both upward and downward depending on where they sit relative to the player. They can fire straight up or shoot at an angle either forward or backward. This is really useful for targeting enemies along walls and in hard to reach spots. Furthermore, the orbs can be locked in place at any time by pressing the A button. You will have to use good timing during combat to lock them to the angle you want. They can be unlocked by pressing A again, allowing them to resume their arcs. The key to success in S.C.A.T. is to get the hang of being able to lock the orbs in the optimal direction so that you can attack any threat in firing range.

There are item pickups that will help power up Arnold and Sigourney. These are represented by gray squares with a letter written on them. The L powerup changes the standard gun into a laser that can be auto-fired by holding the B button. It can cut through walls although not consistently so, limiting its usefulness. The W powerup is a wide beam that shoots a tall but powerful shot that can hit multiple targets just because the shot is so large. The B powerup is a bomb shot that generates an explosion on contact that can deal extended damage to stationary targets and anything that flies into the explosion. You can only have one of these weapons at once, so any other powerup will replace the current weapon. There are a couple of other non-weapon powerups. The S powerup increases the movement speed, and the R powerup restores two points of health.

Two player co-op is always an excellent feature.

Two player co-op is always an excellent feature.

You begin the game with six bars of health. When shot you lose a bar of health, so you are able to take some hits before being killed. However, you can be crushed by the stage hazards or pinned against the wall by the screen scrolling which is always instant death. If you die it is Game Over but you may continue at the start of the stage and there are infinite continues. The screen displays up to eight points of health but it is possible to get more than that with some good dodging and some health powerups.

S.C.A.T. has five levels each with a boss battle at the end:

Stage 1 is the New York City ruins. Despite the theme of a wrecked iconic city, this level is a good introductory level that is not too difficult so you can get the hang of positioning the orbs. The level winds around skyscrapers and such which demonstrates just how small you are. The end of the stage has you blowing up the core of a large battle tank.

This is one of many large scale bosses in the game.

This is one of many large scale bosses in the game.

Stage 2 is the Subterranean Realm. You wind through underground corridors and the enemy attack steps up a bit. One enemy of note is an excavation drone that sort of acts like an arm rising out of the ground that reaches out to you. When you destroy it the pieces fly outward that you also have to dodge. The boss is a large worm that winds around the screen and only its head is vulnerable. This boss happens to be very similar to the boss at the end of Stage 2 in Burai Fighter. It must be coincidence!

Stage 3 is the Astrotube. The level is mostly comprised of a very long vertical section where you fly up the Astrotube from New York up to the aliens. When you get settled into the tube the scrolling goes super fast for awhile and it’s a great effect. The boss I guess is some kind of large enemy base where you have to blow up all the weak spots that also fire away at you.

Stage 4 is the Battleship. To me this is the coolest level in the game. It takes place outside of this gigantic enemy dreadnaught and you fly around the outside of it while destroying all the cannons and enemy hatches that sit along the exterior of the ship. The boss appears to be the back engine of the ship and you need to destroy all of the cores.

This is just a tiny corner of this huge battleship.

This is just a tiny corner of this huge battleship.

Stage 5 is the Orbiting Platform. This level has a couple of nasty gimmicks that set it apart in difficulty from the rest of the game. There are diagonally oriented cannons that intermittently fire off very long laser beams. The shots reflect off of the walls so you have to be mindful of where they end up so you can sit in the safe spots. In some places they bounce several times before eventually landing off screen and in some spots there are more than one to work with at a time. There are also crushers that kind of slowly work their way up and down and you have to fly through when they leave you enough space. They don’t seem like much of a threat since they move slowly, but if you touch the end of them you die instantly. The final boss is Vile Malmort himself.

I mentioned earlier that S.C.A.T. is an expensive game and unfortunately for me it is one I had to pony up and pay retail price to acquire. This was one of the last games I needed to buy to finish off the licensed NES set and at that point stumbling into a copy for a great price was unlikely. I wish I had kept better collecting records, but for this game it turns out I gleaned some information out of some emails with a very good friend of mine. S.C.A.T. was the 12th to last licensed NES cart I bought for my set and I won it in an eBay auction for a little over $80 shipped in March 2015. That was a decent price at that time and in light of current pricing I can’t really complain.

The wide beam rips through enemies like butter!

The wide beam rips through enemies like butter!

S.C.A.T. was a new completion for me. As usual, I had not played it before aside from cart testing. I was aware of the game and I knew it would be one I would like. I wouldn’t say it’s an easy game, but I managed to beat the whole game on my first night with a few continues. I found out early on that the wide beam weapon is clearly the best weapon in the game. Not only does it cover a large area in its path but it also destroys larger enemies in less time than the other two weapons. It definitely helped me beat the game on the first night. I think the whole game took about an hour to finish and about half that time was spent on the final stage alone. Those lasers required some memorization to clear and the last boss is difficult to avoid taking damage. Other than that I found the game to be a romp, but it was fun while it lasted. The ending was pretty cheesy, and that is something I have noticed with a few NES games I’ve done already.

Now for a tiny little spoiler! After I beat the game I checked out the trusty NES Ending FAQ and it states that the ending varies a bit different depending on which character you play with. I figured since the game was short enough it wouldn’t be unreasonable to play through it again to see the other ending. The second time through S.C.A.T. I only died once on the final stage. I’m sure I clear it without dying pretty easily if I wanted to. Back to the endings, the FAQ says that the ending changes again if you beat it in two-player mode. So if you want to see everything you will have to beat the game three time in total. Since I play alone I am fine seeing just the two single player endings. I believe the differences are only in dialogue so it’s not like I missed out on much anyway.

The lasers are a real nuisance on top of the other enemy attacks.

The lasers are a real nuisance on top of the other enemy attacks.

There are some differences between the various versions of the game. The Famicom Final Mission has some significant differences than S.C.A.T. For starters, the game is much harder on Famicom than NES. You start with only three health instead of six, and taking damage causes you to lose your weapon back to the default. S.C.A.T. lets you keep your powerup until either you die or grab a new one. The orb shots are much weaker and they do not automatically orbit the player. Instead you have to aim them by press A and inching either left or right. When you do that they slide behind you a bit and that’s how you set the aim. Press A again to lock them into place just like in S.C.A.T. Final Mission does not show the map screen in between levels like S.C.A.T. does, and Final Mission has both playable characters as men instead of having both male and female players. Finally the introductory cutscenes are different. The ones in Final Mission are much darker as they show the annihilation of New York.

The changes between S.C.A.T. and Action in New York are minor. The characters were renamed Silver Man and Spark, and the team is called S.A.T. instead of S.C.A.T. The title screen was also changed obviously. Other than that the game play is the same as the US version.

S.C.A.T. would be an easy game to recommend if it weren’t for the high price tag. Thankfully it is still on Virtual Console as that version is much more affordable. If you like shoot-em-ups then you will like this game. The graphics, sound, and gameplay are top notch, the difficulty is fair, and you can even play through it with a friend if you are inclined. I just wish they had picked a better name for the US release!

S.C.A.T. Ending Screen

#27 – S.C.A.T.: Special Cybernetic Action Team