Talk:Carmen Sandiego's Great Chase Through Time
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Removed text
[edit]Removed per WP:NOTGUIDE - we don't need a great long list of names, but I think the refs might be useful later on. Baffle gab1978 (talk) 21:33, 18 December 2012 (UTC)
Extended content
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There are four cursors; the default "finger", the "open hand" which appears momentarily when one clicks on a movable item, the "fist" which appears when one is holding or dragging an item, and the "feet" which appears when one can travel to a new location. Clicking the triangular symbol at the top of the screen causes the Menu Bar to be displayed.[1] Crew[edit]Jim Everson was involved in both the concept and the case design of the game. He worked on the concept design with Ken Goldstein, Lance Groody, Stuart Lowder, Andrew Pedersen, and Amanda Silber, while Matt Fishbach and Todd Kerpelman worked with him on the case designs. Additional case designs were done by Susan Greer and Josh Mandel. The producer was Amanda Silber, the associate producer was Keli Wong, and the supervising producer was Andrew Pedersen. The video post-production was done by Scott Aronian. The executive publisher was Ken Goldstein.[2] The case dialogue writers were John Whitman, Carina Chocano, and Lisa Rosenberg, the Chronopedia writer was Ellen Jackson, and the manual writers were Matt Fishbach, John Whitman, and Keli Wong. McPaul Smith was the dialogue writer for "The Chief", and Jonathan Meath was the video director for her live action scenes, which were videotaped at Sony Music Studios, New York, NY. Additional material was written by Rob Sharenow, Richard Smith, Andrew Todhunter, JoAnne Wetzel, and John Whitman. The script editor was Matt Fishbach.[2] The art & animation director was Stuart Lowder. The senior artist was Marcela Evans-Pesqueira, the lead layout artist was Joel Reid, and the lead animators wae Scott Graham, Bob King, and Wendy Johnson. Other animators that worked on the game were Kevin Dooley, Ted Pratt, Joel Reid, Jason Sadler, William H. Browne. The computer graphic artists were Matt Christmann, Michelle Graham, Barbara Lawrence, David Magliocco, David Saccheri, and Michelle Shelfer.[2] The studio programming director was Lance Groody. The programmers were Ken Bull, Carol Spelman, and Dan Kelmenson. Additional programming was done by Aaron Miller, while systems programming was done by Esteban Ahn, Glenn Axworthy, Fred Campbell, Tom Chipperfield, Kent Daniels, Mike Foulger, Bob Gulian, Scott Henderson, Andrew Kay, Guy Nicholas, and Robert Noska.[2] The sound & voice director was Michael Barrett. The sound design was done by Haroon Tahir, while additional sound design was done by Tim Larkin, Chris Clanin, Greg Rahn, Gary Schwantes, and Catherine Vibert. The voice talent casting was done by Jenean Estigoy, and additional voice direction was given by Jenean Estigoy, Haroon Tahir, and Amanda Silber. The sound editing wad done by Haroon Tahir, Kent Carmichal, Robert Johnson II, Kevin Krejci, Patsy Rahn, Al Sincero, and Catherine Vibert. The historical location music was provided by, and is copyrighted by, Associated Production Music. The original compositions were composed by Michael Barrett and Haroon Tahir, and the musicians were Michael Barrett, Tim Larkin, Johnnie Bamont, and Gary Schwantes.[2] The prototyper was Matt Christmann. Deirdre Quigley was the research coordinator. The quality assurance lead was Dave Jensen and the quality assurance testers were Paul Allen, Margaret Coholan, John Conklin II, Ed Daranciang, Linda Frazier, Gabriel Ramsey, Elizabeth Rippe, and Alex Taylor. Documentation review was done by Anne Sete and Inga Pedersen.[2] The marketing manager was Jennifer Apy and the assistant marketing manager was Heath Ames. The senior public relations specialist was Shannon Jamieson and the marketing coordinator was Christin Bosque. Licensing was done by Christine Orlando, and the package design was done by Nancy Crowe. The design coordinator was Scott Silverman and the copywriter was Jennifer Omholt.[2] Karen Polinger Foster was the consultant of the software design document for the Egyptian case.[3] The game is in memory of Henry Sperlman and Bonita Morrill-Shaw, two family members of the team who passed away during the project.[2] References System Requirements[edit]These are the minimum PC requirements:[1]
Windows Requirements[edit]
Macintosh Requirements[edit]
Removed as original research[edit]
Broderbund had an assembly-like workflow system of games design. The company wanted the game to look consistent throughout, so instead of putting each artist in charge of both design layout and painting, the tasks were completed by two separate teams of artists. The same system applied with the color models. A full-time employee created the look and feel of the design. Some artists such as David Saccheri were hired as freelance, although in his case he also worked on site at times too.[3] He was employed by Broderbund as a freelance digital background artist, and during his employment there, he worked on the World, U.S.A., Time, and Word games.[4] Saccheri and other freelances worked offside for World, and then he and others were brought onsite for U.S.A. Although he can't remember if he worked onsite or offsite for Time, he recalls that 2-3 artists painted the backgrounds for the game.[3] He personally contributed to the painting of the prototype backgrounds (for scenes in cases, as well as the Opening, Closing, and Jailbreak sequences) and colour models (for the animated characters) in 1996-7. In June 1997 he painted over the 3 cut-scene sequences to give them a 3D effect which matched the backgrounds.[4] He describes the artists who did layout as "good", especially since they had to do animation on top of static images. He says that the backgrounds they came up with were "fun to paint". His favourite was Carmen Sandiego Word Detective.[3] Sacherri described Time designers Stuart Lowder and Leila Joslyn as "wonderful people to work for". He said the gaming industry was "young" at the time, and so this was reflected in the technology used. The tool for artists such as himself was Photoshop, and they developed painting techniques as they went. They didn't have tools such as wacom tablets or handheld styluses, and instead simply painted with a mouse. To give trees a "leafy look", Sacherri "had the mouse fade after two to three pixels [for] several strokes". As well providing him with lifelong friends, the project allowed him to apply his traditional artists skills to backgrounds of different styles, and he describes his time painting at Broderbund as "really fun".[3]
References
Critical reception etc[edit](removed as a self-published, non-reliable source without editorial controls per WP:RS (author founded the company whose website it is hosted on; no evidence of reliability) Baffle gab1978 (talk) 05:22, 24 December 2012 (UTC): In a paper entitled The Benefits of Goal Based Planning in Times of Uncertainty, Pamela Lesh of Graceful Systems LLC, said that she learned "everything [she understands] about the power of goals" from the game, which she used to play with her son. Her fondest memory was Case 10, in which the player helps Christopher Columbus sail across the Atlantic. In the level, "your destination was clear: an 'X' marked the spot on the opposite shore". After altering the sails and clicking enter, the player became subject to the wind and currents. While you didn't always travel in the intended direction, "you knew, for a given spot in the ocean, what the winds and currents were relative to your position [and] you still knew where your destination was...[so] you tried again". After playing through the case a few times, she came to understand the importance of the destination being marked with an 'X', which is that she and her son could "use the same qualitative and quantitative tools" to work out where they were relative to their destination, and whether they had arrived or not. By being able to "'see' how [they] had moved relative to the destination...[they] understood the environment...better", i.e., they had a better understanding of how altering the sails affected their path. Without the tools provided to them, they would essentially be "wander[ing] the ocean".[1] The game is on the Okaloosa County School District Approved Software List.[2] and on the Cincinnati Public Schools Approved Software List.[3] According to the Scholatic Skills Chart, the game provides players with skills in US history, world history, and problem solving.[4] As part of an Educational Game Reviews project at Sullivan Middle School, the game was reviewed twice. Levi M said the difficulty was very easy, and gave the graphics a C ("[the graphics] looked so fake [and] could [have been] improved by taking more time to customize the characters"). He gave the sound a B ("[it had] good sound effects and music [which] really added to the game [and] could [have been] improved by making the music fit a little better with the scenario"), and the educational value an A ("it teaches you history"). He gave the entertainment value a C ("it wasn’t really very fun but it passed time [and the game could be improved if] they could let you use weapons"). His overall impression was a B ("I liked it overall. I think that it is an ok name"). Vincent B said the game was of medium difficulty, and gave the graphics a B ("the graphics are good and they don't need to be improved"). He gave the sound a C ("the game had alright sound effects and music [which] added to the game [and nothing] should be improved"), and the educational value an A ("I had to use my brain for this game because you need to know your ancient history to win"). He gave the entertainment value a C ("the game was kind of fun"). His overall impression was a C ("this game was alright").[5] A portion of the game was used in a school project activity at Berkeley.[6] The game has been a "Computer Software Recommendation", which would cause teachers to "remind students that time is precious and time wasted is never recovered [and to] discuss the thought that if we choose not to set priorities concerning our use of time, we have really set a priority to waste our time."[7] Reversing Reading Failure In Young Adults says that "students practice using study skills when they work on problem-solving software", and cites this game.[8] The game has been used as source material for classroom activities run by Supernova, where students would play through all the levels (whilst being instructed via an 'activity card'), and then use the game as the basis for various tasks such as: "Pick[ing] a period which interests you most [and then] writ[ing] a short story to Supernova about what you would be doing if you lived in that time period."[9] A review of the game by a teacher said "this software would be good in my classroom because it offers a fun and educational way of learning about our history. Not only will student shave fun trying to capture a bad guy, but they will be doing interactive activities that will test then on history."[10] Another review said "as a fun reward program to an exceptional small group assessment feature, this software is perfect in the classroom setting. For anyone who loves, or is excited about history, this software will surly bring out the best sleuth in all of us. Perfect for a G/T class or preparing for Quiz Bowls, or History projects."[11] References
Image code dump[edit]<!--[[File:Carmen Sandiego Roman.jpg|right|250px|thumb|Putting a pipe piece into the plumbing network as part of the puzzle in Case 2. When the player picked up a piece, the cursor changes to a fist. Upon release (as shown it this image) it returns to a finger. Ivan Idea (the Good Guide) and the plumber provide hints to help them complete this puzzle if required.]] [[File:Where in Time is Carmen Sandiego? 1997 Cover.jpg|left|thumb|The cover for the game from 1997 to 1999|250px]] [[File:Lynne Thigpen as The Chief.jpg|right|250px|thumb|left|Lynne Thigpen in her role as The Chief]] [[File:Carmen Sandiego and her Crooks.gif|250px|right|thumb|Carmen and her crooks in the Opening Sequence. From left to right: Buggs Zapper, Jane Reaction, Sir Vile, Medeva, Carmen Sandiego, Baron Grinnit, Dr. Belljar, Jaqueline Hyde, General Mayhem, and Dee Cryption.]] [[File:Vile Thieves in ACME Agent Handout.jpg|left|250px|thumb|A page from the ACME Agent Handbook, detailing the backstories of some of the V.I.L.E thieves.]] [[File:Great Chase Through Time gameplay1.jpg|250px|left|thumb| Asking a question to Boatman via rollover text in Case 1, set in Ancient Egypt. The Good Guide (seen in the centre of the screen) is Ann Tickwittee. Within this game, it is the player that asks questions to the characters, and as hints, the Good Guides will often suggest the player get more information out of them.]] [[File:The end of Case 5.jpg|right|250px|thumb|Good Guide Polly Tix and the crook General Mayhem going into the Time Tunnel after the completion of Case 5, set in Medieval England.]] [[File:Carmen Note complete and Time Cuffs Activated.jpg|left|250px|thumb|Case 4, set in Heian Japan, with ACME Good Guide Renee Santz. After the player finds all 3 pieces of the Carmen note, the Time Cuffs (which are located in the left-hand side of the inventory box) will be activated and they can arrest the thief. Compare them to the unactivated Time Cuffs below.]] [[File:Time Tunnel Carmen Sandiego.jpg|250px||right|thumb|This is how the player progresses from one case to the next. From within the Time Tunnel, they either click on YES or NO to "Are you ready to take another case?"]] [[File:Rock Solid in Case 10.jpg|left|250px|thumb|Rock Solid on a ship on his way to North America in Case 10.]] [[File:Carmen Sandiego Time Tunnel.gif|250px|right|thumb|While the Time Tunnel is mostly used to go from one time period to another and communicate with the Chief, at some points throughout the game, Carmen Sandiego talks directly to the player through it.]] [[File:Chronopedia.gif|left|250px|thumb|The Chronopedia open to the Ancient Egyptian chapter]] [[File:Jailbreak Sequence in Great Chase Through Time.jpg|right|250px|thumb|Carmen Sandiego breaking her crooks out of ACME jail in a cutscene that takes place between Cases 8 and 9.]] [[File:Case 19 in Great Chase Through Time.jpg|left|250px|thumb|The altered gameplay for Case 19 (also known as The Carmen Chase)]] [[File:Carmen Sandiego Captured.jpg|right|250px|thumb|Carmen Sandiego captured at the end of the game. The trans-temporal laser bars are added to the prison cell after Carmen breaks her crooks out of jail in between Case 8 and Case 9, to prevent another jail break.]]--> [[File:Sacagawea in Great Chase Through Time.gif|right|250px|thumb|The character animation, for example Sacagawea, was done independently of the background design. They were put together after each was produced.]] [[File:Chronopedia map.jpg|right|250px|thumb|An excerpt of the chapter in the Chronopedia dedicated to Case 6 - Marco Polo's travels to Mongol China. This map shows Polo's route from his home in Venice to Kublai Khan.]] [[File:Where in Time icon.png|250px|left|thumb|The computer icon for the game.]] [[File:Great Chase Through Time logo.gif|250px|left|thumb|The Great Chase Through Time Logo. It appears in the ACME Roster in the game.]]--> |
Historical and fictional characters
[edit]I don't want to intrude on your work, so I'll just post here: although I'm not sure how relevant this section is at the moment, I wanted 5i point out that you've missed out historical figures such as Christopher Columbus and Thomas Jefferson.
Also, side note, in case you want to actually see what the game is like (in case that gives you any indication of what information is more inportant than others, or what information should be added to the article etc.), a Let's Play series can be found on Youtube, commencing at http://www.youtube.com/watch?v=j-U2UGzoK00.--Coin945 (talk) 15:53, 20 December 2012 (UTC)
- Thanks, I'm sure they won't mind being left out ;-) Actually i think Columbus is in the mix somewhere, idk about Jefferson. Thanks for the YouTube link, I'll have a look a little later. Cheers, Baffle gab1978 (talk) 19:39, 20 December 2012 (UTC)
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Sources
[edit]- https://www.highbeam.com/doc/1G1-20936330.html
- https://www.highbeam.com/doc/1P2-22952842.html
- https://www.highbeam.com/doc/1P1-4550936.html
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- https://www.highbeam.com/doc/1P2-8553066.html
- https://www.highbeam.com/doc/1G1-60610721.html
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Harvard Library sources
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