These are what we call the 'YMMV items.' Things that some people find in this work. We call them 'your mileage might vary' because not everyone sees these things in the same way. This starts discussions in the trope lists, a thing we don't want. Please use the discussion page if you'd like to discuss any of these items.
YMMV: Carmen Sandiego
Alternate Character Interpretation: One potential explanation for the Good Guides' apparent Idiot Ball in "Great Chase through Time" is that sometimes they know just where the thieves are at, but they want you to figure it out. Especially prevalent in 1808, since Renee Sance should have spotted the sousaphone right off the bat, Course, this doesn't excuse the Idiot Ball of the people in said-timeframe not spotting the thieves themselves. (Honestly Edison? Dee Cryption was RIGHT THERE IN FRONT OF YOU.)
That One Boss: Pure-E-Bot and Cynic-Bot in Thinkquick Challenge to any non-American players, as in the higher difficulties their questions consist almost entirely of exclusively American history and geography, making it a Guide Dang It for people who didn't grow up there.
That One Level: 1492 in Great Chase Through Time. You have to sail all the way across the Atlantic ocean tile by tile and repeatedly click on it. Think that's annoying enough? Well Rock Solid announces what direction you're heading in every time you move, and you hear that annoying ship bell every time.
"We're now aiming toward the wild, wild west!"
1776 also deserves a mention. It's one of the longest cases in the game, is filled with Guide Dang It moments (what do you mean, you can use the Minuteman's fishing pole?) and putting the Declaration of Independance back in order can easily be That One Puzzle, especially if you're not American.
If you are tone deaf — Hollywood or otherwise, Beethoven's era is a pain in the ear. Music pun totally intended.
But if you remember Fantasia, the Pastoral part will at least be a bit easier.
What an Idiot: In Great Chase Through Time/Where In Time Is Carmen Sandiego?, Carmen tells her minions to tear up the note she gives them so the ACME agents can't track them. None of them were smart enough to actually destroy the freaking thing, and it's really obvious- for example, in the first level, you find a scrap of note near Hatshepsut's feet. And she's standing next to a pair of flaming torches. Nice one, Sir Vile.