Follow TV Tropes

Following

History VideoGame / CarmenSandiegoWordDetective

Go To



* DarkerAndEdgier: As far as you can go within this genre (and series). The art style isn't anywhere near as colorful as in previous games, the music is much less upbeat, and this is the first game where the villains will actively attempt to ''harm'' the player as they try to make their escape from the lair. Depending on which villain is housing the key at the time, they can actually get surprisingly close to harming the player.

to:

* DarkerAndEdgier: As far as you can go within this genre (and series). The art style isn't anywhere near as colorful as in previous games, the music is much less upbeat, and this is the first game where the villains VILE agents will actively attempt to ''harm'' the player as they try to make their escape from the lair. Depending on which villain VILE agent is housing the key at the time, they can actually get surprisingly close to harming the player.


[[caption-width-right:350:Not pictured: VILE agents inches from your face.]]
An EdutainmentGame made in 1997 as part of the Franchise/CarmenSandiego franchise by Creator/BroderbundSoftware and featuring the titular villain in a scheme to cause a worldwide communications breakdown using her "Babble-On Machine".

to:

[[caption-width-right:350:Not pictured: [[WhatDoYouMeanItsForKids VILE agents inches from your face.]]
]]]]
An EdutainmentGame made in 1997 as part of the Franchise/CarmenSandiego franchise by Creator/BroderbundSoftware and featuring the titular villain in a scheme to cause a worldwide communications breakdown using her "Babble-On "[[PunnyName Babble-On]] Machine".


* TowersOfHanoi: Variation, where you have to stack words in alphabetical order and can never stack them unalphabetized. ''[[VideoGame/CarmenSandiegoMathDetective Math Detective]]'' features an identical game with numbers instead of words.

to:

* TowersOfHanoi: Variation, where you have to stack words in alphabetical order and can never stack them unalphabetized. ''[[VideoGame/CarmenSandiegoMathDetective Math Detective]]'' features an identical game game, only with numbers instead of words.

Added DiffLines:

* TowersOfHanoi: Variation, where you have to stack words in alphabetical order and can never stack them unalphabetized. ''[[VideoGame/CarmenSandiegoMathDetective Math Detective]]'' features an identical game with numbers instead of words.


-->'''Carmen:''' ''[to a henchmen]'' Take these keys and hide them. And not under your pillow like the last time.

to:

-->'''Carmen:''' ''[to a henchmen]'' henchman]'' Take these keys and hide them. And not under your pillow like the last time.

Added DiffLines:

* NoodleIncident:
-->'''Carmen:''' ''[to a henchmen]'' Take these keys and hide them. And not under your pillow like the last time.

Added DiffLines:

[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/71lg9h_tkl_ac_sl1001.jpg]]
[[caption-width-right:350:Not pictured: VILE agents inches from your face.]]


!! Carmen Sandiego: Word Detective displays the following tropes:

to:

!! Carmen !!''Carmen Sandiego: Word Detective Detective'' displays the following tropes:
tropes:

* ThirteenIsUnlucky: {{Inverted|Trope}}. The player as Agent 13 is the only one to successfully take Carmen down.


An EdutainmentGame made in 1997 as part of the Franchise/CarmenSandiego franchise by Creator/BroderbundSoftware and featuring the titular villain in a scheme to cause a worldwide communications breakdown using her “Babble-On Machine".

The story opens with the latest agent in a line of failed missions being captured by one of Carmen’s surprise traps. This leads the chief and ACME agent Chase Devineaux to turn to the player character, dubbed Agent 13, to rescue the captured agents and destroy the machine. The gameplay centers around locating the keys to the agent’s cells using “password decoders”, in the form of various language puzzles hidden in various VILE hideouts around the world (and even beyond).

to:

An EdutainmentGame made in 1997 as part of the Franchise/CarmenSandiego franchise by Creator/BroderbundSoftware and featuring the titular villain in a scheme to cause a worldwide communications breakdown using her “Babble-On "Babble-On Machine".

The story opens with the latest agent in a line of failed missions being captured by one of Carmen’s Carmen's surprise traps. This leads the chief and ACME agent Chase Devineaux to turn to the player character, dubbed Agent 13, to rescue the captured agents and destroy the machine. The gameplay centers around locating the keys to the agent’s agent's cells using “password decoders”, "password decoders", in the form of various language puzzles hidden in various VILE hideouts around the world (and even beyond).



* BittersweetEnding: On the one hand, all of ACME's agents escape and are relatively unharmed, and the Babble-On Machine is toast. On the other hand, Carmen has escaped and none of her villains are captured.
* ContinueYourMissionDammit[=/=]TakeYourTime: The game's radar starts going off once all the passwords in a hideout are found to warn you of an approaching villain, but you can remain in the hideout for as long as you want without any ill effects. Even opening and closing the Transport menu repeatedly won't do anything (opening it when the radar is beeping moves and locks your view of the hideout into a certain position in preparation for the outgoing cutscene, and closing the menu is all that's needed to unlock it again); the villain won't even appear until after you click the Launch button and actually start teleporting away.

to:

* BiblicalMotifs: In addition to being a PunnyName, the Tower of Babble references the TowerOfBabel in the Literature/BookOfGenesis, which a large group of {{pride}}ful people intended to build high enough to reach Heaven. {{God}} decided He didn't want that to happen and threw a SpannerInTheWorks by way of giving each person a different language, [[PoorCommunicationKills meaning that they could no longer collaborate on the massive project]] and were forced to stop, naming the unfinished tower so because of it.
* BittersweetEnding: On the one hand, all of ACME's agents escape and are relatively unharmed, and the Babble-On Machine is toast. On the other hand, Carmen has escaped escaped, and none of her villains are captured.
* ContinueYourMissionDammit[=/=]TakeYourTime: ContinueYourMissionDammit: The game's radar starts going off once all the passwords in a hideout are found to warn you of an approaching villain, but you can [[TakeYourTime remain in the hideout for as long as you want without any ill effects. effects]]. Even opening and closing the Transport menu repeatedly won't do anything (opening it when the radar is beeping moves and locks your view of the hideout into a certain position in preparation for the outgoing cutscene, and closing the menu is all that's needed to unlock it again); the villain won't even appear until after you click the Launch button and actually start teleporting away.away.
* CurseOfBabel: Carmen plans to steal the power of speech by {{invok|edTrope}}ing this trope on the whole world. Fittingly, the tower she uses as her headquarters is named [[TowerOfBabel the Tower of]] [[PunnyName Babble]].



* FauxAffablyEvil: The blatantly mocking concern for Agent 12 when she’s been reduced to babbling nonsense is Carmen’s EstablishingCharacterMoment in the game.
* FetchQuest: The game centers around solving puzzles to decrypt passwords, which are required to unlock and secure keys that free the captured agents so that you can obtain their part of the code to destroy the Babble-On machine. It’s a fetch quest inside more fetch quests.

to:

* FauxAffablyEvil: The blatantly mocking concern for Agent 12 when she’s she's been reduced to babbling nonsense is Carmen’s Carmen's EstablishingCharacterMoment in the game.
* FetchQuest: The game centers around solving puzzles to decrypt passwords, which are required to unlock and secure keys that free the captured agents so that you can obtain their part of the code to destroy the Babble-On machine. It’s It's a fetch quest inside more fetch quests.



* InterchangeableAntimatterKeys: Every key you acquire can only be used to free a single agent. Justified as they're all made to fit the same lock and you can choose which agent you want to free before using the key (although it has no effect on the plot).
* KarmaHoudini: Carmen’s plan might have been ruined, but she escapes scot-free. For that matter, so do all of the other villains you encounter in the game.

to:

* IntangibleTheft: By scrambling the sounds that people articulate, the Babble-On Machine effectively allows Carmen to steal speech.
* InterchangeableAntimatterKeys: Every key you acquire can only be used to free a single agent. Justified as they're all made to fit the same lock and you can choose which agent you want to free before using the key (although it has no effect on the plot).
plot or gameplay).
* KarmaHoudini: Carmen’s Carmen's plan might have been ruined, but she escapes scot-free. For that matter, so do all of the other villains you encounter in the game.



** Agent 12 says "Uh oh" right before falling through a TrapDoor in the opening.

to:

** Agent 12 says "Uh oh" oh," right before falling through a TrapDoor in the opening.



* PunnyName: Carmen's underlings, of course (consisting of librarian Otto Readmore, ship captain I.I. Captain, and Egyptian tomb dweller Queen Notalotenkammen, among others), but also the Babble-on Machine, which is a play on the [[Literature/TheBible ancient city of Babylon]]. This ties into the name of the tower it's housed in, which is [[MeaningfulName named for more than just a pun]] (see BiblicalMotifs above).
* RightHandAttackDog: Esther Odious has one, which she attempts to sic on the player after obtaining her hideout's key.



* SupervillainLair: The Tower of Babble serves as Carmen’s, and all of the environments of the game involve traveling to those of other VILE villains.

to:

* SupervillainLair: The Tower of Babble serves as Carmen’s, Carmen's, and all of the environments of the game involve traveling to those of other VILE V.I.L.E. villains.


The story opens with the latest agent in a line of failed missions being captured by one of Carmen’s surprise traps. This leads the chief, Chase Devineaux, to turn to the player character, Agent 13, to rescue the captured agents and destroy the machine. The gameplay centers around locating the keys to the agent’s cells using “password decoders”, in the form of various language puzzles.

to:

The story opens with the latest agent in a line of failed missions being captured by one of Carmen’s surprise traps. This leads the chief, chief and ACME agent Chase Devineaux, Devineaux to turn to the player character, dubbed Agent 13, to rescue the captured agents and destroy the machine. The gameplay centers around locating the keys to the agent’s cells using “password decoders”, in the form of various language puzzles.
puzzles hidden in various VILE hideouts around the world (and even beyond).



* DarkerAndEdgier: As far as you can go within this genre (and series). The art style isn't anywhere near as colourful as in previous games, the music is much less upbeat, and this is the first game where the villains will actively attempt to ''harm'' the player as they try to make their escape from the lair. Depending on which villain is housing the key at the time, they can actually get surprisingly close to harming the player.

to:

* DarkerAndEdgier: As far as you can go within this genre (and series). The art style isn't anywhere near as colourful colorful as in previous games, the music is much less upbeat, and this is the first game where the villains will actively attempt to ''harm'' the player as they try to make their escape from the lair. Depending on which villain is housing the key at the time, they can actually get surprisingly close to harming the player.



* MythologyGag: Some of the captured ACME agents resemble Good Guides from past games.

to:

* MythologyGag: Some of the captured ACME agents resemble Good Guides from past games.the 1995 versions of ''World'' and ''USA''.



* SupervillainLair: The Tower of Babble serves as Carmen’s, and all of the environments of the game involve traveling to those of other V.I.L.E. villains.

to:

* SupervillainLair: The Tower of Babble serves as Carmen’s, and all of the environments of the game involve traveling to those of other V.I.L.E. VILE villains.



* WorthyOpponent: Carmen comes to consider Agent 13 this.

to:

* WorthyOpponent: Carmen comes to consider Agent 13 this.


* HeyItsThatGuy: Some of the captured ACME agents resemble Good Guides from past games.


Added DiffLines:

* MythologyGag: Some of the captured ACME agents resemble Good Guides from past games.


* AndIMustScream: The fate of the captured ACME agents; they get shackled, hit by the Babble-On Machine, and trapped in tubes. Fortunately once you free them they can talk normally.
* BittersweetEnding: All of ACME's agents escape and are relatively unharmed, and the Babble-On Machine is toast. On the other hand, Carmen has escaped and none of her villains are captured.
* DarkerAndEdgier: As far as you can go within this genre (and series). The art style isn't anywhere near as colourful as in previous games, the music is much less upbeat, and this is the first game where the villains will actively attempt to ''harm'' the player as they try to make their escape from the lair. Depending on which villain is housing the key, they actually get surprisingly close to harming the player.

to:

* AndIMustScream: The fate of the captured ACME agents; they get shackled, hit by the Babble-On Machine, and then somehow get frozen in a standing position and put under a spotlight, making it look like they're trapped in tubes. Fortunately Fortunately, once you free them them, they can talk normally.
* BittersweetEnding: All On the one hand, all of ACME's agents escape and are relatively unharmed, and the Babble-On Machine is toast. On the other hand, Carmen has escaped and none of her villains are captured.
* ContinueYourMissionDammit[=/=]TakeYourTime: The game's radar starts going off once all the passwords in a hideout are found to warn you of an approaching villain, but you can remain in the hideout for as long as you want without any ill effects. Even opening and closing the Transport menu repeatedly won't do anything (opening it when the radar is beeping moves and locks your view of the hideout into a certain position in preparation for the outgoing cutscene, and closing the menu is all that's needed to unlock it again); the villain won't even appear until after you click the Launch button and actually start teleporting away.
* DarkerAndEdgier: As far as you can go within this genre (and series). The art style isn't anywhere near as colourful as in previous games, the music is much less upbeat, and this is the first game where the villains will actively attempt to ''harm'' the player as they try to make their escape from the lair. Depending on which villain is housing the key, key at the time, they can actually get surprisingly close to harming the player.



* FunWithAcronyms: V.I.L.E. as the name for the villain organization.
* HardBoiledDetective: One of the V.I.L.E. villains appears to be an evil variant.

to:

* FunWithAcronyms: V.I.L.E. as the name for the villain organization.
* HardBoiledDetective: One of the V.I.L.E. villains Nick Furtive appears to be an evil variant.



* InterchangeableAntimatterKeys: Every key you acquire can only be used to free a single agent. Justified as they all fit the same lock.

to:

* InterchangeableAntimatterKeys: Every key you acquire can only be used to free a single agent. Justified as they they're all made to fit the same lock.lock and you can choose which agent you want to free before using the key (although it has no effect on the plot).



* MadScientist: One of the villains, Dr. D. Ranged.

to:

* MadScientist: One of the villains, Dr. D. Ranged.Ranged.
* NoPlansNoPrototypeNoBackup: The Babble-On Machine.



** After you find a key, Chase sends you an alert to leave immediately, which you have to right before a villain spots you.
* PunnyName: Having either these or ObviouslyEvil names appears to be a requirement for joining V.I.L.E.

to:

** After For the first two times you find collect all of the passwords in a key, hideout, Chase sends you an [[ContinueYourMissionDammit e-mail alert to leave immediately, which you have to right leave]] before a villain spots you.
* PunnyName: Having either these or ObviouslyEvil names appears to be a requirement for joining V.I.L.E.
you.



* SupervillainLair: The Tower of Babble serves as Carmen’s, and all of the environments of the game involve travelling through those of other V.I.L.E. villains.

to:

* SupervillainLair: The Tower of Babble serves as Carmen’s, and all of the environments of the game involve travelling through traveling to those of other V.I.L.E. villains.


AndIMustScream: The fate of the captured ACME agents; they get shackled, hit by the Babble-On Machine, and trapped in tubes. Fortunately once you free them they can talk normally.

to:

* AndIMustScream: The fate of the captured ACME agents; they get shackled, hit by the Babble-On Machine, and trapped in tubes. Fortunately once you free them they can talk normally.

Added DiffLines:

AndIMustScream: The fate of the captured ACME agents; they get shackled, hit by the Babble-On Machine, and trapped in tubes. Fortunately once you free them they can talk normally.


Added DiffLines:

* OhCrap:
** Agent 12 says "Uh oh" right before falling through a TrapDoor in the opening.
** After you find a key, Chase sends you an alert to leave immediately, which you have to right before a villain spots you.


An EdutainmentGame made in 1997 as part of the Franchise/CarmenSandiego franchise by Creator/BroderbundSoftware and featuring the titular villain in a scheme to cause a worldwide communications breakdown using her “Babble-On” machine.

The story opens with the latest agent in a line of failed missions being captured by one of Carmen’s surprise traps. This leads the chief, Chase Devineaux, to turn to the player character to rescue the captured agents and deactivate the machine. The gameplay centers around locating the keys to the agent’s cells using “password decoders”, in the form of various language puzzles.

to:

An EdutainmentGame made in 1997 as part of the Franchise/CarmenSandiego franchise by Creator/BroderbundSoftware and featuring the titular villain in a scheme to cause a worldwide communications breakdown using her “Babble-On” machine.

“Babble-On Machine".

The story opens with the latest agent in a line of failed missions being captured by one of Carmen’s surprise traps. This leads the chief, Chase Devineaux, to turn to the player character character, Agent 13, to rescue the captured agents and deactivate destroy the machine. The gameplay centers around locating the keys to the agent’s cells using “password decoders”, in the form of various language puzzles.



* AmericaSavesTheDay: Averted. In an agent list from various cultures with a villain plan made to scramble language worldwide, the American agents are captured just as easily as the rest. Though the chief is also American, the game never gives any identifying features to the player, leaving their nationality completely up to the imagination.

to:

* AmericaSavesTheDay: Averted. In an agent list from various cultures with a villain plan made to scramble language worldwide, the American agents are captured just as easily as the rest. Though the chief Chase is also American, the game never gives any identifying features to the player, leaving their nationality completely up to the imagination.



* DarkerAndEdgier: As far as you can go within this genre (and series). The art style isn't anywhere near as colourful as in previous games, the music is much less upbeat, and this is the first game where the villains will actively attempt to ''harm'' the player as they try to make their escape from the lair. Depending on which villain is holding the key, they actually get surprisingly close to harming the player.
* FauxAffablyEvil: The blatantly mocking concern for Agent 12 when she’s been reduced to babbling nonsense is Carmen’s establishing moment in the game.
* FetchQuest: The game centers around solving puzzles to power up the password decoder to collect keys to free the captured agents so that you can obtain their part of the code to destroy the Babble On machine. It’s a fetch quest inside more fetch quests.

to:

* DarkerAndEdgier: As far as you can go within this genre (and series). The art style isn't anywhere near as colourful as in previous games, the music is much less upbeat, and this is the first game where the villains will actively attempt to ''harm'' the player as they try to make their escape from the lair. Depending on which villain is holding housing the key, they actually get surprisingly close to harming the player.
* FauxAffablyEvil: The blatantly mocking concern for Agent 12 when she’s been reduced to babbling nonsense is Carmen’s establishing moment EstablishingCharacterMoment in the game.
* FetchQuest: The game centers around solving puzzles to power up the password decoder decrypt passwords, which are required to collect unlock and secure keys to that free the captured agents so that you can obtain their part of the code to destroy the Babble On Babble-On machine. It’s a fetch quest inside more fetch quests.



* InterchangeableAntimatterKeys: Every key you acquire can only be used to free a single agent. Justified as they all fit the same lock.



* MadScientist: One of the villains. ...Dr. D. Ranged.

to:

* MadScientist: One of the villains. ...villains, Dr. D. Ranged.



* TrapDoor: Agent 12 falls through one at the top of the tower of babble, leading to her capture.

to:

* TrapDoor: Agent 12 falls through one at the top of the tower Tower of babble, Babble in the opening, leading to her capture.

Showing 15 edit(s) of 24

Top

How well does it match the trope?

Example of:

/

Media sources:

/

Report