Where in the World is Carmen Sandiego (DOS) - Saturday Afternoon Gaming

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The school computer lab classic that tricked us in to learning about geography!

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I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Normally I'm working my way through the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE in my Let's Play 1001 Games series. This is a great book with a ton of classic retro games but it doesn't have everything and it's even missing some of my favorite video games. Hence, in Saturday Afternoon Gaming, screw it, I'm just going to play whatever I want!

In this series I will be playing some of the best retro games that don't appear in the 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE book. So pull up a chair, slap on your headphones, and join me as babble aimlessly through some of my most favourite classic games! And hey, if you have ideas or suggestions feel free to leave them in the comments below. I'm always looking for more games to try! Today we play...

Where in the World is Carmen Sandiego
from https://en.wikipedia.org/wiki/Where_in_the_World_Is_Carmen_Sandiego%3F_(1985_video_game)

Where in the World is Carmen Sandiego? is an educational video game released by Broderbund in 1985. It is the first product in the Carmen Sandiego franchise. The game was distributed with The World Almanac and Book of Facts, published by Pharos Books.[1] An enhanced version of the game was released in 1989, which did not have the almanac copy protection but disk based copy protection. A deluxe version was released in 1992, and featured additional animation and a reworked interface from the original version. Some of the bonus features include: "digitized photos from National Geographic, over 3200 clues, music from the Smithsonian/Folkways Recordings, 20 villains, 60 countries, and 16 maps".[2] CD-ROM versions for MS-DOS and Macintosh were released in 1992, and a Windows version was released in 1994.

In the game, the player takes the role of a rookie in the ACME Detective Agency, tasked to track down crooks from the V.I.L.E. organization that have stolen famous works from around the world. They do this by using their knowledge of geography (aided by the Almanac) to question witnesses or investigate clues to track down where the crook has gone. Successfully solving these crimes increases the player's rank in ACME, leading to more difficult cases and later tasked to find the lead of V.I.L.E., Carmen Sandiego.

The game was initially developed as a menu-driven interface to replace the text-driven interface of adventure games like Colossal Cave Adventure for graphic-enabled computers like the Apple II. Along the way, the idea of introducing geography as part of the game and distributing the Almanac with the game shifted its approach. While it was not intended as an education game at release, the game proved very successful as an education tool for schools. By 1995, over 4 million copies of the game had been sold, and established the Carmen Sandiego franchise. The game was later adapted into a PBS game show that ran from 1991 to 1995. This game is not to be confused with the 1996 rebooted version sometimes mistakenly called the "Deluxe" version.

The conception of the game began in 1983, though it did not start off as an educational game. Broderbund programmer Dane Bigham had played the text adventure game Colossal Cave Adventure, but found that players would struggle in trying to find the correct synonyms to use for the commands programmed into the game, a limitation of computational power at that time. With the Apple II home computer gaining popularity, Bigham believed he could write an adventure game for children, using the graphics of the Apple II to provide menu-driven commands to replace text commands. Bigham developed the game to a point where it contained enough locations and concepts to take it to Broderbund's "Rubber Room", the offices of Gene Portwood, a former Disney artist, and Lauren Elliott, as to start developing a more complete story and art for the game. Bigham's initial idea, based on the childhood game of cops and robbers, did not readily get Portwood's attention, but as Bigham pared down the concept, in particular focusing the game on catching one criminal at a time rather than multiple, Portwood warmed up to the idea.[6]




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