Dear Carmen, Mac OS

A nonchalant collection of funny pictures, slightly-dank memes, and somewhat crazy videos that eBaum's World users uploaded from all over the internet from dashcams, the deep web, security cameras and sometimes right off Youtube or even their own phones.

Mac OS X 10.5 Leopard: the Ars Technica review At that same WWDC, Apple announced Time Machine, a product that would record file system versions through time for backup and recovery. Dear Kate, Here’s to the crazy ones. The troublemakers. The round pegs in the square holes. The ones who see things differently. They’re not fond of rules.

Carmen Sandiego Word Detective
Developer(s)Brøderbund
Publisher(s)Brøderbund
SeriesCarmen Sandiego
Platform(s)Mac OS, Microsoft Windows
Release1997
Genre(s)Educational
Mode(s)Single-player

Carmen Sandiego Word Detective is a game in the Carmen Sandiego franchise which was released in 1997. The plot of the game sees Carmen Sandiego inventing a machine called the Babble-On Machine, and the player in the role of Agent 13, thwarting her plans by freeing all the other agents which have been captured by Carmen. The title is very similar in format to Carmen Sandiego Math Detective, which was released a year later.

Gameplay and plot[edit]

The intro to this 'spy adventure'[1] starts off with Agent 12 (Ann Tickwitee) discovering Carmen's hideout. Under the orders of ACME secret agent Chase Devineaux, she creeps inside only to find herself trapped and starting to babble. Carmen enters and explains that she has invented a 'Babble On' machine that turns speech into gibberish. She reveals her grand plan to achieve world illiteracy. The player takes the role of Agent 13, who has just been called onto the case. Agent 13 must free all twelve captured agents in order to stop Carmen's plan. To free each agent, the player uses the CyberCom 2000 to travel between a number of henchmen hideouts to find passwords. The player uncovers these passwords by completing language problems (Spellanyzer, Fusion Chamber, MicroPix, Code Breaker, and Power Pack) testing the player's vocabulary, grammar, and spelling.[2]

After finding enough passwords, the player can unlock a container in one of the hideouts to get a key. These keys are placed at the Tower of Babble to free agents. Throughout the game, each agent gives the player a fragment of Babble-On's password. After freeing all agents, the player is able to trigger a self-destruct sequence by entering the password fragments in a cohesive sentence. Carmen escapes the crumbling building and Chase finds her hat amongst the rubble, commenting 'until we meet again Carmen'.[1]

The game comes with many bonus features, including three levels of difficulty, an electronic dictionary, 10,000 spelling words, customizable spelling lists, 50 spelling rules, and an on-screen progress reports.[3] The School Edition of the game came with a three-ring binder to hold the software, a User's Guide, a custom-developed Teacher's Guide, and a resource book Spelling Puzzles from the Usborne English Skills series.[4]

Production[edit]

Background[edit]

By 1996, the consumer software market had become hugely competitive. Broderbund was forced to cut their prices, and were also affected by the delay of the sequel to Myst which they were to publish. Their stock dropped as low as $17.75 a share in 1997. In an effort to restructure, packaged goods veteran Joseph P. Durrett was named as Broderbund CEO who put in control measures and a management structure focused on the bottom line. 'The days of flexible budgets and free spending were quickly replaced by a cost consciousness that put every creative decision under scrutiny'. For the first time in Broderbund history, employees were pressured to complete projects using tighter deadlines and smaller budgets. In addition to squeezed margins, Broderbund was frustrated that their own success had attracted many competitors into the market. Despite flashy marketing, these were often inferior products demanding a high price. There was a fear that parents, upset by the wasted purchase, would become more sceptical about purchasing computer games in the future.[5]

Word Workshop and conception[edit]

According to Laurie Strand, Vice president of Broderbund, Carmen Sandiego Word Detective 'began as an educational game called 'Word Workshop,' a language-learning companion to the company's popular 'Math Workshop [released in 1994]'.[5] The game had undergone an intense six months of design and development and was near completion, when management approached the team and ordered that the game be redesigned as a line extension of the Carmen Sandiego franchise to improve its chance in the stores where shelf space was being fought over. Mrs Strand called the team into the room and explained they had to redo all the game's assets in the context of Carmen Sandiego, which they proceeded to do without objection. The production manager rallied the creative team for the first meeting after the design change.[5] Eight staffers and outside contractors, consisting of artists, writers, software designers and programmers met to brainstorm a narrative that would allow the game to fit into the franchise. Someone suggested that Carmen steal the unstealable - language - who would scramble words that the player would have to solve to foil her plan. A freelance writer who was brought in for the meeting suggested introducing a new secret agent character who had a checkered past but ultimately helped the player, which was incorporated.[5]

Development and release[edit]

Once the storyline was in place, the production manager drew up a mission statement and gave assignments to the team, including writing the script and creating the audiovisual assets. Someone suggested sponsoring a contest on America Online to name the new character, an approach that eventually led to him being called 'Chase Devineaux'. The artists began drawing the characters and 20 contract animators from around the United States were hired to assist with the time-consuming task. A design document was drawn up to ensure a cohesiveness aesthetic across the various locations the player can visit.[5] The game's structure broke away from the template established in previous entries within the franchise, and therefore new software code had to be written. To accommodate the game's 8 through 14 age range, levels of difficulty were offered for players to advance through. During production, educational content was reviewed by a panel of teachers who served as advisers. Prototypes were built at each step along the development process, and two-hour meetings were held each week to chart the game's progress. The title went into full production within six months, which was about a third the usual time. While the employees were not paid royalties, they were given competitive salaries and bonuses and made the game from their passion in the art and science of gaming to produce high-quality software. The game was released late 1997.[5]

Aftermath[edit]

Broderbund at the time prided itself on having a 'very vocal and opinionated culture' which encouraged team-based collaboration, with individuals having 'spirited and heated discussions' about aspects of development. Strand appreciated that her team had a shared vision and an ability to respect each other's disciplines, with the team feeling creatively fulfilled by bringing characters from their childhood to life in a computer game. Harry Wilker, senior vice president for product development at Broderbund, commented that the goal was only able to reached through everyone following a singular design vision, for the person with that vision to be in control, and by hiring talent over self-aggrandizing types'.[5]

Critical reception[edit]

Awards
PublicationAward
Codie award1998 - Best Home Education for Pre-Teens[6]
Academy of Interactive Arts & Sciences1998 D.I.C.E. Award for Computer Skills Building Title of the Year[7]
Parents' Choice Awards1998 Parents' Choice Gold Award[8]

Learning Village felt that the 5 minigames 'cover...an excellent range of basic and important skills in language arts [and are] visually engaging', with the game offering both a sleuthing and chase experience.[1]MultiMedia Schools noted the title's instructional allowed it to produce 'significant growth' in students and improve their attitude toward language arts.[9]PC Mag noted the game favors education over detailed graphics, animation, and action, though added it was able to frame tedious drills within an engaging setting.[10] Literacy for Children in an Information Age noted the title's ability to teach parts of speech, sentence structure, punctuation, using words in context, spelling rules, word definitions, and dictionary skills.[11] Ann Orr of Working Mother recommended the software as one of the best computer game 'homework helpers' of 1998, noting the playful way it expands vocabularies.[12]Technological Horizons In Education described he game's interface as 'intuitive and highly imaginative'.[13]

The game won the 1998 Codie award for Best Home Education for Pre-Teens.[6]

References[edit]

  1. ^ abc'Carmen Sandiego Word Detective'. Learning Village. Archived from the original on December 26, 2011. Retrieved November 1, 2012.CS1 maint: discouraged parameter (link)
  2. ^''Carmen Sandiego Word Detective' by Finley, Sally - MultiMedia Schools, Vol. 5, Issue 4, September/October 1998 Online Research Library: Questia'. www.questia.com. Retrieved 2018-12-29.
  3. ^'Carmen San Diego Word Detective'. Kidsclick. Retrieved November 1, 2012.CS1 maint: discouraged parameter (link)
  4. ^'Carmen Sandiego Word Detective'. Archived from the original on 1998-04-24. Retrieved 2017-03-05.
  5. ^ abcdefgRifkin, Glenn. 'Competing Through Innovation: The Case of Broderbund'. strategy+business. Retrieved 2018-12-29.
  6. ^ ab'SIIA Codie Awards Past Winners'. www.siia.net. Retrieved 2016-11-18.
  7. ^'The Learning Company - Carmen Sandiego Word Detective'. Retrieved May 16, 2017.
  8. ^http://www.parents-choice.org/product.cfm?product_id=772&StepNum=1&award=aw
  9. ^''Carmen Sandiego Word Detective' by Finley, Sally - MultiMedia Schools, Vol. 5, Issue 4, September/October 1998 Online Research Library: Questia'. www.questia.com. Retrieved 2018-12-29.
  10. ^Inc, Ziff Davis (1998-09-01). PC Mag. Ziff Davis, Inc.
  11. ^Cohen, Vicki; Cowen, John (2007-01-26). Literacy for Children in an Information Age: Teaching Reading, Writing, and Thinking. Cengage Learning. ISBN9780534611194.
  12. ^Media, Working Mother (September 1998). Working Mother. Working Mother Media.
  13. ^Schneider, Jim; Willis, William (1998-04-01). 'Focus on Language Arts'. T H e Journal (Technological Horizons in Education). 25 (9): 22. ISSN0192-592X.

External links[edit]

  • Carmen Sandiego Word Detective at MobyGames
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Carmen_Sandiego_Word_Detective&oldid=990751426'
We just released a Feb. 5 '89 prototype of DuckTales for the NES!
If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!

This page details one or more prototype versions of Where in Time is Carmen Sandiego? (1997).

A one-case demo of the 1997 Where in Time is Carmen Sandiego? was put out before the game's release to drum up interest. The readme dates it at May 13th, 1997, exactly three months before the date in the final version's readme, and it's clear that there was still a lot of work left to be done at that point.

The game starts off with a few demo-exclusive live-action clips of Lynne Thigpen as 'The Chief' summarizing the plot of the game, followed by the usual Time Tunnel intro sequence and the entirety of Case 1. After completing the case, a few more video clips preview other parts of the game and encourage players to contact Brøderbund for ordering information.

  • 3Graphics
  • 4Music
  • 7Text

Sub-Page

Chronopedia Entries
Find out how your elementary school teacher felt grading history reports!

General Differences

  • The demo is 32-bit only, but the final game expanded support to 16-bit Windows systems. The readme was greatly enlarged to accommodate this.
  • The command text on the inventory bar is also buggy. When using items, it tends to flicker on and off seemingly at random as the cursor moves across the screen.
  • The Chronopedia text, aside from being in an early draft state, is extremely poorly formatted. Sentences wind up repeated, cut off, displayed behind images, etc. This is probably part of the reason the game installs its own fonts in the final.
  • The Time Tunnel graphics are uncompressed in the demo, but use standard Mohawk engine LZ compression in the final for some reason. There's plenty of room left over on both game discs, so perhaps the developers tried and failed to cram everything onto one CD.
  • Graphics

    Title Screen

    Demo
    Final

    Due to technical limitations on displaying animated GIF files of large file sizes, please click here to see the full-size animated image.

    The demo version has a much more elaborate title animation. The final trades it out for a prerendered Broderbund logo sequence and a smaller, more polished Carmen animation.

    Time Tunnel

    Demo
    Final

    The preview image of Egypt shown in the pre-case Time Tunnel sequence was redone for the final. Apparently the awkward resizing job to get the boatman in the frame was a no-go.

    Demo
    Final

    Ann Tickwittee's Time Tunnel graphics are slightly, uh, off in the demo.

    Demo
    Final

    Yikes.

    Demo
    Final

    Ann's Time Tunnel exit sequence is just as unpolished as her entrance. Note that the animation shown isn't 100% accurate; Sir Vile's movements are much faster and jerkier in-game.

    Demo
    Final

    The post-case review graphic isn't displayed in the demo, which is good since it's sorely lacking in looking like a sarcophagus instead of a filing cabinet.

    Demo
    Final

    Renee Santz doesn't appear in the demo, but Time Tunnel graphics of her appear in the data files anyway. Naturally, they're mangled similarly to Ann's.

    Demo
    Final

    Here's part of Renee's departure animation – the rest of it seems to have been removed from the demo. The final versions of the entrance animations are more elaborate but less unique.

    This prompt to play again looks like it should be used at the end of the demo, but isn't. Presumably someone realized that anyone who really wanted to play again could just relaunch the game.
    These graphics, which are just copies of parts of the previous animation with inverted colors, may have been meant to provide a smoother transition between the larger and smaller graphics. The similar 'take another case?' prompt in the final game, which has identical yes/no graphics, doesn't use these; consequently, they're omitted from the mockup animation above.

    Case 1

    Mac Os Versions

    Demo
    Final

    The graphic of the torch on the boat was redrawn and recolored for the final to match its appearance in the inventory.

    Previews

    Demo
    Final

    The preview pictures from other cases shown at the end of the demo are possibly mockups, judging by minor differences in the positioning of characters, but this is the only one that really contains any changes of interest: a path was added to the mountains on the left side of the screen to make it more obvious that there's an exit there.

    Music

    Title Screen

    Demo
    Final

    The title fanfare was redone for the final to accommodate the altered logo sequence.

    Time Tunnel

    Demo
    Final

    The Time Tunnel background music was rerendered at a lower volume in the final version.

    Case Previews

    This piece of music is exclusive to the demo, where it plays over the previews shown after solving the case.

    Sound

    Demo
    Final

    The crackling noises in the Time Tunnel were touched up a bit for the final. This effect was given a layer of delay.

    Demo
    Final

    This one was replaced.

    Finally, this one was just scrapped outright.

    Dialogue

    All of the spoken dialogue was rerendered for the final with some additional processing to normalize the volume and suppress overly loud or crackly phonemes.

    Demo
    Final

    This is one of the more distinct examples. Notice how much more pronounced the '-ed' in 'asked' is in the demo compared to the final.

    For the most part, the dialogue itself is the same. Only a couple of lines were altered substantially:

    CharacterFileSubtitles
    Ann TickwitteeDemoQueen Hatshepsut built many monuments. But when Thutmose III, succeeded her, he destroyed most of them. This temple is the only one that will survive to the modern age, where it's considered a perfect monument to Egyptian art!
    FinalQueen Hatshepsut built many monuments. But when her nephew Thutmose III succeeded her, he destroyed most of them. This temple is the only one that will survive to the modern age.

    The tail end of Ann's comment about the temple was snipped. Apparently it's not such a perfect monument after all.

    CharacterFileSubtitles
    AnnDemoThis little skiff took the ultimate plunge--it transported the dead to the Egyptian Afterlife, called Osiris.
    FinalThis little skiff took the ultimate plunge -- it transported the dead to the Egyptian Afterlife.

    The end of this line was also cut, this time due to a blatant error – Osiris is the god of the underworld, not the name of it.

    Text

    Chronopedia

    Despite only being a one-case demo, all the Chronopedia entries are in the game, most of them still in draft or placeholder form. See the sub-page for details.

    Dialogue

    Though there are only a couple of changes to the dialogue itself, the subtitles were touched up for the final. The vast majority of the changes are simply due to proofreading. Generally:

    • All capitalized occurrences of 'Pharaoh' not used as a proper title (as in 'Pharaoh Thutmose III') were changed to 'pharaoh'.
    • Capitalization of 'The Book of the Dead' was made consistent throughout the case.
    • Most instances of capitalized 'Afterlife' were changed to 'afterlife'.
    • Someone attempted to make sure every period was followed by two spaces. However, this seems to have been a bad find and replace job; many sentences ended up with extra spaces, and some words that didn't need them got them anyway.
    • Use of dashes was made regular: always a space, two hyphens, and a space (' -- ').
    CharacterSubtitles
    BoatmanDemoAh! The very name yields a clue. The word Pharaoh means 'greatest house' -- and all the great pharaohs live in splendid houses indeed! Palaces, really.
    FinalAh! The very name yields a clue. The word pharaoh means 'greatest house' -- and all the great pharaohs live in splendid houses indeed! Palaces, really.

    'Pharaoh' -> 'pharaoh', fixed dash spacing.

    CharacterSubtitles
    BoatmanDemoWith pleasure. I wouldn't be a royal boatman if I couldn't!
    FinalWith pleasure. I wouldn't be a royal boatman if I couldn't!

    Single space after period changed to double space.

    CharacterSubtitles
    BoatmanDemoShe needs the Egyptian Book of the Dead to prepare her husband's mummy! But the book has vanished!
    FinalShe needs the Egyptian Book of the Dead to prepare her husband's mummy! But the Book has vanished!

    'the book' -> 'the Book'.

    CharacterSubtitles
    BoatmanDemoSome say that a strangely-attired rogue stole the book outright! The theft has sent a shock wave up and down the Nile!
    FinalSome say that a strangely-attired rogue stole the Book outright! The theft has sent a shock wave up and down the Nile!

    Same as previous.

    CharacterSubtitles
    PlayerDemoCan you give us a lift to Hatshepsut's temple in your boat?
    FinalCan you take us to Hatshepsut's temple in your boat?

    Since player dialogue isn't voiced, the writers were free to fiddle with it more. Generally, the dialogue is a bit more polite and natural-sounding in the final.

    CharacterSubtitles
    PlayerDemoCan we leave now for Hatshepsut's temple?
    FinalNow can we leave for Hatshepsut's temple?

    As above.

    CharacterSubtitles
    HatshepsutDemoAll is in crisis! First my husband, Pharaoh Thutmose II, passed from this life. And now I cannot even arrange for his safe passage to the next world because someone has stolen The Book of the Dead!
    FinalAll is in crisis! First my husband, Pharaoh Thutmose II, passed from this life. And now I cannot even arrange for his safe passage to the next world because someone has stolen the Book of the Dead!

    'The Book of the Dead' -> 'the Book of the Dead'.

    CharacterSubtitles
    HatshepsutDemoThe Book of the Dead is not just any book. It helps us Egyptians prepare a body into a well-preserved mummy. The Book is then entombed with the mummy, to serve as guide in the Afterlife.
    FinalThe Book of the Dead is not just any book. It helps us Egyptians prepare a body into a well-preserved mummy. The Book is then entombed with the mummy, to serve as guide in the afterlife.

    'the Afterlife' -> 'the afterlife'.

    CharacterSubtitles
    HatshepsutDemoIf not properly mummified, my husband will be vulnerable to evil spirits! Only the Book of the Dead can guide and protect him in the realm of the Dead.
    FinalIf not properly mummified, my husband will be vulnerable to evil spirits! Only the Book of the Dead can guide and protect him in the realm of the dead.

    'realm of the Dead' -> 'realm of the dead'.

    CharacterSubtitles
    HatshepsutDemoAnd who are you, that you do not know? I am 'his majesty,' Makare Hatshepsut --esteemed pharaoh over the Upper and Lower lands of Egypt.
    FinalAnd who are you, that you do not know? I am His Majesty Makare Hatshepsut -- esteemed pharaoh over the Upper and Lower lands of Egypt.

    Deemphasis of 'his majesty', dash spacing.

    CharacterSubtitles
    Head PriestDemoWe've been hard at work here transforming dear Thutmose into a proper mummy, for his trip to the Afterlife. But all my assistants have run off looking for the thief who stole our Book of the Dead. I can't finish this mummy all by myself!
    FinalWe've been hard at work here transforming dear Thutmose into a proper mummy, for his trip to the afterlife. But all my assistants have run off looking for the thief who stole our Book of the Dead. I can't finish this mummy all by myself!

    'Afterlife' -> 'afterlife'.

    CharacterSubtitles
    Head PriestDemoNot precisely. He weighs your heart against the Feather of Truth to judge your worthiness! After death, the worthy go on to the Afterlife, while the evil are gobbled up by the ever-famished monster, Ammit!
    FinalNot precisely. He weighs your heart against the Feather of Truth to judge your worthiness! After death, the worthy go on to the afterlife, while the evil are gobbled up by the ever-famished monster, Ammit!

    'Afterlife' -> 'afterlife'.

    CharacterSubtitles
    AnnDemoLet's talk to Hatshepsut--she's that lady wearing the whiskers.
    FinalLet's talk to Hatshepsut -- she's that lady wearing the whiskers.

    Dash spacing.

    CharacterSubtitles
    AnnDemoHatshepsut's husband needs a decent burial. We need to send the former pharaoh to the Afterlife, in proper mummified form!
    FinalHatshepsut's husband needs a decent burial. We need to send the former pharaoh to the afterlife, in proper mummified form!

    'Afterlife' -> 'afterlife'.

    CharacterSubtitles
    AnnDemoThose hieroglyphs and symbols seemed to be all about mummy-making! I'll bet they can help us get Thutmose II ready for the Afterlife!
    FinalThose hieroglyphs and symbols seemed to be all about mummy-making! I'll bet they can help us get Thutmose II ready for the afterlife!

    'Afterlife' -> 'afterlife'.

    CharacterSubtitles
    AnnDemoIt's time to catch our V.I.L.E. villain! Let's read Carmen's note to figure out where the thief is hiding. The Chronopedia can help us solve the riddle. Then use the Time Cuffs where you think the thief is hiding!
    FinalIt's time to catch our V.I.L.E. villain! Let's read Carmen's note to figure out where the thief is hiding. The Chronopedia can help us solve the riddle. Then use the Time Cuffs where you think the thief is hiding!

    Extra space added after 'V.I.L.E.'. Probably an accident caused by mass find and replace of periods followed by one space with periods followed by two spaces.

    CharacterSubtitles
    AnnDemoI'll activate the Time Cuffs straight-away! Once they're active, use them on the hiding spot indicated in Carmen's note. And remember -- the Chronopedia can help us figure out what the Carmen note means!
    FinalI'll activate the Time Cuffs straight-away! Once they're active, use them on the hiding spot indicated in Carmen's note. And remember -- the Chronopedia can help us figure out what the Carmen Note means!

    'Carmen note' -> 'Carmen Note'.

    CharacterSubtitles
    AnnDemoThe Time Cuffs are inactive. We'll need all the pieces of the Carmen note before I can juice them up!
    FinalThe Time Cuffs are inactive. We'll need all the pieces of the Carmen Note before I can juice them up!

    'Carmen note' -> 'Carmen Note'.

    CharacterSubtitles
    AnnDemoSounds like the caper of a V.I.L.E. villain!
    FinalSounds like the caper of a V.I.L.E. villain!

    Same double-space-after-V.I.L.E. issue.

    CharacterSubtitles
    BoatmanDemoThat small sack carries precious embalming elements that I must bring to the Temple of Queen Hatshepsut.
    FinalThat small sack carries precious embalming elements that I must bring to the temple of Queen Hatshepsut.

    'Temple' -> 'temple'.

    CharacterSubtitles
    BoatmanDemoI thank you for carrying my provisions on board. It will be darkest night by the time we land. So please take one of my spare torches from the boat--you'll need it!
    FinalI thank you for carrying my provisions on board. It will be darkest night by the time we land. So please take one of my spare torches from the boat -- you'll need it!

    Dash spacing.

    CharacterSubtitles
    AnnDemoThis ability to create calendars and predict the flooding of the Nile helped convince ancient Egyptians that the Pharaohs were gods.
    FinalThis ability to create calendars and predict the flooding of the Nile helped convince ancient Egyptians that the pharaohs were gods.

    'Pharaoh' -> 'pharaoh'.

    Mac Os Mojave

    CharacterSubtitles
    AnnDemoCool. The hieroglyphs on that jar really do mean 'oil.'
    FinalCool. The hieroglyphs on that jar really do mean 'oil.'

    Period spacing.

    CharacterSubtitles
    Head PriestDemoWelcome! Have you come to help me prepare the deceased pharaoh for his mummified voyage to the Afterlife?
    FinalWelcome! Have you come to help me prepare the deceased pharaoh for his mummified voyage to the afterlife?

    'Afterlife' -> 'afterlife'.

    CharacterSubtitles
    AnnDemoThe Egyptians prepared for everything. Food and drink were placed in the tombs of the dead for their long journey to the Afterlife.
    FinalThe Egyptians prepared for everything. Food and drink were placed in the tombs of the dead for their long journey to the afterlife.

    'Afterlife' -> 'afterlife'.

    CharacterSubtitles
    AnnDemoThe Time Cuffs are active now! Let's read the Chronopedia to deduce the hiding spot described in the Carmen note. Then we can use the Cuffs on that hiding spot!
    FinalThe Time Cuffs are active now! Let's read the Chronopedia to deduce the hiding spot described in the Carmen Note. Then we can use the Cuffs on that hiding spot!
    Carmen,

    'Carmen note' -> 'Carmen Note'.

    CharacterSubtitles
    AnnDemoSorry. No scoundrel spotted.
    FinalSorry. No scoundrel spotted.

    Dear Carmen Mac Os X

    Superfluous space added after the period (probably another find and replace issue).

    CharacterSubtitles
    AnnDemoThe Time Cuffs aren't charged up yet--we'll need all of Carmen's note first. Then we can use the Cuffs where we think the thief is lurking!
    FinalThe Time Cuffs aren't charged up yet -- we'll need all of Carmen's note first. Then we can use the Cuffs where we think the thief is lurking!

    Dash spacing.

    CharacterSubtitles
    HatshepsutDemoCareful or you'll singe my false beard! I need this ceremonial beard to prove I'm Pharaoh!
    FinalCareful or you'll singe my false beard! I need this ceremonial beard to prove I'm pharaoh!

    Dear Carmen Mac Os X

    'Pharaoh' -> 'pharaoh'.

    Dear
    The Carmen Sandiego series
    NESWhere in Time is Carmen Sandiego?
    GenesisWhere in Time is Carmen Sandiego? • Where in the World is Carmen Sandiego?
    Mac OS ClassicWhere in America's Past is Carmen Sandiego?
    Windows/Mac OS ClassicWhere in Time is Carmen Sandiego? (1997) (Demo)

    Dear Carmen Mac Os Catalina

    Retrieved from 'https://tcrf.net/index.php?title=Proto:Where_in_Time_is_Carmen_Sandiego%3F_(1997)&oldid=740190'