The game was invented in the early 1980s in Japan and won a computer game contest there. Since then, versions have been written for most personal computers. This Macintosh version is completely free, and runs on any Mac under System 6.0.7 or later (finally including Mac OS X). Finally for OS X. See full list on bigfishgames.com.
Where in Time is Carmen Sandiego? |
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Also known as: Carmen Sandiego's Great Chase Through Time (1999) This game has unused graphics. |
CALLING ALL TIME PILOTS! Carmen Sandiego has just broken into ACME headquarters, stolen the only time travel device on the planet, and gone on a rampage across history with her gang of crooks. It's up to YOU to stop her!
Reports indicate she was last sighted in the offices of Brøderbund Software circa 1997 stealing over 400 lines of dialogue from the script of Where in Time is Carmen Sandiego?, the 1997 remake/reimagining of the 1989 educational game that made learning fun!... maybe.
Ancillary evidence further shows that Carmen had a go at the game's demo version, removing some truly hideous animations and block paragraphs.
Unused Dialogue I hope you're ready for a history lesson. And a lot of people telling you the Time Cuffs aren't active yet. |
While the game's first case (Egypt) is followed directly by the Rome case in-game, internally, Rome is actually the third case. The second case is skipped over in the names of the case files (e.g. Egypt's main resource file is C1ART.MHK, while Rome's is C3ART.MHK). Case 2 simply doesn't exist.
There are almost no traces of the missing case in the game data. The only acknowledgement that it was even planned seems to be this placeholder Chronopedia entry:
It seems to have been cut fairly early in development, as the demo version (dated three months before the final) contains a case timeline that doesn't show anything between the Egypt and Rome cases. Most likely it was scrapped shortly into the process of implementing the game and never actually developed; if it existed, there would be an even 20 cases.
There are a few reasonable inferences to be made regarding its content:
Other than that, it's anyone's guess what it would have involved.
For clarity, this article labels the remainder of the cases according to their internal number, so Rome is Case 3.
A single frame showing the head of the shark that appears in certain parts of the ocean. Only its dorsal fin is ever normally seen. This would have gone along much better with Rock's commentary on the size of its teeth. |
An icon of a map or sea chart. It's stored as a static image like the backgrounds instead of as part of an animation (unlike proper inventory items), and it's stored alongside a static duplicate of the sea chart's inventory icon (whose proper graphics are contained in an animation). May have been associated with the maps in Isabella's room, which as evidenced by some unused dialogue were intended to be movable. |
Originally, there was a third component to this case's trading sidequest: one of the gold nuggets for Montezuma's headdress was missing, and the player had to pick up a third cocoa pot from the throne room and trade it for a nugget in the marketplace. This wound up getting cut, perhaps to avoid exceeding the four-item inventory limit, but a few traces remain. The graphics for the third cocoa pot in Montezuma's chamber are still there, as are the graphics for the nuggets in the marketplace (the second graphic is duplicated to make a group of three, as with the other marketplace items). There are also a couple of unused dialogue lines related to this. |
At one point, this case had another trading item: a rattle. Most traces of it were wiped from the game, but in addition to a few lines of dialogue, this animation of Sacajawea performing the hand sign needed to trade for it survived to the finished game. It's not clear whether it was supposed to exist alongside the five used items or if it was removed and replaced by something else. Most likely it was just another red herring, or possibly a different way to get past the bear. |
An animation of the short wire in the test room twinging. Might have been meant to play when the player tries to drag the wire somewhere it can't reach. The bottom image shows it on the intended background. |
This graphic would have been used to cover up the porthole in Yuri Gagarin's capsule to create the illusion of being in outer space. Perhaps at some point it was supposed to be possible to get blasted off instead of escaping just in time? |
Unused |
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Here's what the capsule background looks like with and without the extra graphic.
A couple of arrows that would probably have been used to indicate which way the pages of the Chronopedia could be turned. May have been cut in order to accommodate the chapter selection timeline. |
These upturned page corners probably served the same purpose as the arrows above, and might have been removed for the same reason. |
A red outline, possibly a developer aid to mark the border between the Chronopedia's content and margins. |
This mockup shows the above elements on the Chronopedia background. |
Final |
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There's also this placeholder graphic for the Aztec Empire map. Apparently someone wasn't quite sure about the name.
The Carmen Note, but with only the middle piece present. The pieces always appear in order no matter how they're picked up during the case, so this isn't used. Possibly it was meant for Case 19; that case has only a single note piece that's represented by a shrunk-down version of this graphic in the inventory, but has a different, unique background when viewed in full. |
Apparently the game was supposed to have a proper credits sequence, which from this button's position in the data files would have been on the options screen. For lack of time or other reasons, the only credits in the game are the short version in the opening movie. |
As a bonus, both game CDs contain identical Redbook audio sectors with a copy of the theme song to the Where in Time is Carmen Sandiego? game show that was on the air at the time. This is probably the only official release of the song in any form.
The music for the map shown between screens in Case 7 is too long to be heard in full.
A downbeat, dramatic orchestral piece. It's somewhat similar to the music used after discovering Columbus's crew, so it might have originally been for that.
A short, tense track. It's a little Jaws-like, so maybe it was supposed to play when the shark showed up?
This fanfare is almost certainly supposed to play as Buggs Zapper is recaptured, but seems to have been the victim of an audio miscue: the music from the marketplace plays instead.
As with the China case, the map screen is never shown long enough to hear this track in full.
A short rag. May have been meant as background music for arresting Dee Cryption.
This game has a lot of unused dialogue (in the ballpark of 400 lines!). It's documented in excruciating, nauseating detail on the sub-page, but for those who don't have time to kill, here's the digest.
Each section header links to the corresponding section of the sub-page.
General
In this game, text for the inventory window's command display ('Put Bag on Boat', 'Travel Down Nile' and the like) is stored in a different format from the main dialogue, and the bulk of the game's unused text occurs there. This particular string is stored between the commands for the dark cave and the burial chamber, so it may have been meant to appear in one of those locations (probably the burial chamber, since it's impossible to leave that area once it's entered).
Another unused command bar string. It's probably meant to be associated with the cracked boulder that can be used to retrieve the grapes, but it never shows up.
Text label for the boat that appears on the byoubu in the Spring House. The boat can't be interacted with, despite having both this label and an unused description.
Some leftovers from copy-and-pasting resources from Case 16 ...
... and some more from Case 4.
This placeholder string is scattered throughout the command text 27 times in total.
A command string left over from Case 1.
Unused command text. This string isn't necessary because 'Inventory' and other strings used in multiple cases (e.g. 'Use X on Y') are baked into the game executable.
A placeholder. It's located directly after the previous string and before the following leftovers, so it's not clear what purpose it served, if any.
Some copy-and-paste leftovers, many shared with Case 5. Apparently this case was based on resources from Case 5, which in turn was based on Case 3 and Case 16.
Inventory bar text for the removed rattle trade item.
These messages are hidden in the 'Data Preparer' field of the primary volume descriptor of the ISO 9660 partition for the first and second discs, respectively. They appear to have been left by Mario Magliocco, who is listed in the credits under 'Special Thanks'.
Additionally, several of the game's QuickTime video files contain normally-unseen metadata listing Scott Aronian, credited for 'Video Post-Production', as their author.
The Carmen Sandiego series | |
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NES | Where in Time is Carmen Sandiego? |
Genesis | Where in Time is Carmen Sandiego? • Where in the World is Carmen Sandiego? |
Mac OS Classic | Where in America's Past is Carmen Sandiego? |
Windows/Mac OS Classic | Where in Time is Carmen Sandiego? (1997) (Demo) |
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357294As I have gone more and more low-level over the past month, I was searching for a platform that is well understood/documented, not too fancy and thus allows me to use it for learning on different topics at once in a fun way. I.e. micro-processors/electrical-engineering, emulators, dev-tools.
Well, I found the old Gameboy to match that category:
And I like doing game-development for fun anyway. With a quiet old and restricted platform like the Gameboy, this is a nice thing to do in with limited time and good results. Building only a simple game for PC or any of the latest Mobile-platforms (iOS, Android) can take month when you also have some sense for art and style. With a four-color 160×144 pixel display, you are so restricted on itself, that doing the graphics yourself is quiet easy; even for someone that is not a great artist. I was surprised what can be achieved on a 14 hour flight. Maybe I will even enter the next Ludum Dare359296 with a Gameboy game.
The first step required to dive into the world of Gameboy development is to set up the development tools, emulator and some more useful tools like tile-editors on your Mac. The main purpose of this post is to describe the steps I have taken. And as it was more then just click-click-finish at some stages, I hope this will also be helpful to others.
RGBDS360297 seems to be a popular set of developer tools for the original Gameboy. It contains four command-line tool for which two are the assembler and the linker. Unfortunately, there is no binary available for Mac OS. Fortunately, it is open source. With minor modifications I was able to compile the tools for Mac OS X Lion. You can find the compiled binaries (rgbds.tar361298) and the Makefile I used in my github repository362299.
Next thing I needed for development was an emulator with an embeded deugger. Who writes a working game with closed eyes, loads it onto a gameboy cartidge and it works? Well, at least not me.
The emulators I found to be the best matches are no$gmb363300 and bgb364301. Both are similar feature wise; bgb seems to have been implemented based on no$gmb, so both interfaces look alike and also shortcuts in the debugger are mostly the same. bgb is still actively developed and you can also get tips by the developer in the EFNet #gbdev IRC channel.
Both emulators are for windows originally and they are not open source. So, using Wine was the only real option. If you don’t have Wine yet installed, you might want to download MacPorts365302. It is a package manager for Mac OS and also allows to easily install said software. As you also need to have the X11 window server installed for Wine to work properly, best is to follow these instructions366303 for the whole installation.
The Installation of wine itself is straightforward: After the installing MacPorts type “sudo port” in the Terminal.app to start the MacPorts package manager. Supply your user’s password and the prompt of the package manager should appear. Type “install wine” and do something else for the next half hour. This will download all dependencies (a lot) and install Wine on your system. I got an error like
while installing Wine because it seemed to interfere with other packages I have already had installed. If you also encounter this problem, follow the workaround at the bottom of this bug-ticket367304:
Once you have installed wine successfully, you can start the emulator. I was not able to get bgb running yet but no$gmb works just fine. Get the 32-bit Windows version from here368305 and start it with “wine NO$GMB.EXE” from the commandline.
As said before, a quiet restricted platform like the Gameboy allows also a developer without a hand for art to create nice games. Still, you might want some tools to assist in the process. The Gameboy Tile Designer369306 and the Gameboy Map Builder370307 are two such tools. Easily generate tiles and maps and directly export them into an assembler-file containing the required data to directly work with the tiles/maps. These tools are again windows-only but work just fine with wine.
Unfortunately, as of this writing, the host for these tools seems to be shutting down its operation completely, so I hope the owner of these tools will find another host soon.
That’s about what you need if you want to get into Gameboy development and have some retro-fun. To point you in the right direction for getting started I can recommend the notes of the Wichita State University’s 2008 Z80 Assembler Programming lecture371308. Luckily, the exact same tools we just installed on our system are used 🙂