Where in Time is Carmen Sandiego? (1997)/Unused Dialogue
This is a sub-page of Where in Time is Carmen Sandiego? (1997).
Oh boy, here we go. Someone on this game's devteam did not do a good job of cutting out dialogue that wasn't used.
While some lines may not seem to have much context, most of the dialogue is stored in approximately the order it's encountered during gameplay, so it's often possible to infer what went where.
Text in bold is directly from the game. Text in [bracketed italics] is commentary or a substitute for unreproducible effects. Text in bold italics differs from its associated audio.
- 1 Case 1: Egypt, 1490 BCE
- 2 Case 2
- 3 Case 3: Rome, 50 BCE
- 4 Case 4: Vinland, 1002
- 5 Case 5: Japan, 1015
- 6 Case 6: Feudal England, 1086
- 7 Case 7: China, 1271
- 8 Case 8: Mali Empire, 1324
- 9 Case 9: Germany, 1454
- 10 Case 10: Inca Empire, 1460
- 11 Case 11: Spain, 1493
- 12 Case 12: Italy, 1505
- 13 Case 13: Aztec Empire, 1519
- 14 Case 14: England, 1599
- 15 Case 15: Colonial America, 1776
- 16 Case 16: Northwest USA, 1805
- 17 Case 17: Austria, 1808
- 18 Case 18: USA, 1879
- 19 Case 19: USSR, 1961
- 20 Case 20: ACME HQ, Present Day
Case 1: Egypt, 1490 BCE
|Ann Tickwittee||Sounds like the caper of a V.I.L.E. villain!|
Ann reacting to one of the boatman's lines about the theft of the Book of the Dead.
|Ann||Look at that question down there. It's a different color because we've asked it, but we can always ask it again.|
A line presumably meant to play when the boatman's line of conversation about his bag is exhausted. Unusually for this game, the subtitles were deleted but the dialogue was left in.
|Ann||Remember, we need to ask before taking other people's stuff!|
An error message, probably for trying to take the torch before the boatman gives permission. It's impossible to move the torch until the boatman says to, so this isn't heard.
|Boatman||I trust you're prepared to set out across the water?|
There are several patterns of unused dialogue that persist across all the case files. This line, meant for the boatman when he's talked to after the boat is loaded, is the first of many alternate greetings that go unused.
|Ann||Hmmm, and look what we uncovered beneath that bag. Someone's been littering in ancient Egypt!|
Originally, the first Carmen Note piece was under the boatman's bag, but it was later moved to Hatshepsut's temple. The internal ordering of the used dialogue for finding the note still reflects this.
|Boatman||Ah, my bag!|
Stored with the dialogue for using the bag on various objects. Could have been meant for when the puzzle is solved, or when the bag is used directly on the boatman (he instead insists the bag be placed specifically on the boat).
|Ann||Before we leave here, let's chat with Hatshepsut some more to find out how we can help.|
An alternate message for trying to go to the mummification room before talking to Hatshepsut about preparing the mummy. Has dialogue, but no subtitles.
|Ann||That explains the phony beard. I thought it was some wild fashion statement.|
Ann reacting to Hatshepsut's explanation of her false beard.
|blank||Ann||Now we're cooking!|
An alternate reaction to lighting the torch. In another frequently recurring pattern, the audio for this line was not removed but replaced with silence. The blank files don't seem to have been made by altering the originals—most are a uniform six seconds long or else just a split second.
|Ann||Let's keep our embalming ointments at room temperature. Mummies like to stay cool.|
Error message for using the lit torch on either the boatman's bag (the torch can't be lit on that screen) or the jars of embalming ointments in the mummification room (trying to do so yields no result).
|Ann||Nope. This is a burial, not a cremation.|
Error message for using the torch on either Thutmose II or the sarcophagus.
|blank||none||dialogue moves to scene 2|
An odd message at the tail end of the dark cave dialogue. Either a placeholder for an unwritten line, or simply a developer note.
|Ann||The 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!|
Another unused dialogue trend—extra error messages for using the Time Cuffs before they're active. Nearly every case has at least one of these, but the game always recycles the inventory description instead of using them.
|Ann||Something on your mind?|
Many cases contain four messages to play at random when the Good Guide is clicked, but only the first three are ever used. Occasionally, separate instances of these lines end up used in other cases featuring the same Guide.
|none||Player||How can I light the torch?|
|Ann||We'll need an open flame to get the torch going. Do you remember seeing one anywhere?|
An extra hint on how to light the torch. Could easily have been used, but it wasn't.
|used||Ann||Let's go, Sir Vile. We've got a nice damp ACME cell where you can kick back and rust!|
|Sir Vile||You hath put the lid on my dark deeds for now, ACME agents, but you shall never seal my armored coat forever! Ha ha ha!||You hath put the lid on my dark deeds for now, ACME agents, but you shall never seal my armored coat! Ha ha ha!|
While these lines are used, the subtitles aren't. Every case in the game contains subtitles and sometimes dialogue for the Time Tunnel conversation between the Good Guide and the villain, but they're never used—a separate set of dialogue is loaded from another file instead, and the subtitles are simply ignored. The text seems to be left over from an earlier draft of the script as it differs from the spoken dialogue, sometimes wildly. In this case, though, the only difference is the removal of Sir Vile's redundant "forever".
As described on the main page, Case 2 doesn't exist, so naturally it doesn't have any unused dialogue.
Case 3: Rome, 50 BCE
Positioned after the fountain description text, directly following one of the deleted lines mentioned above. Possibly meant as a reaction to when the sewage is redirected into the fountain.
|blank||Ivan||The Romans don't know it yet, but in a few years they'll build big aqueducts to carry water great distances. Talk about going through channels!|
Ivan explaining aqueducts. This was discarded in favor of a more anachronistic line from the Roman plumber: "All of Rome's water comes from distant rivers. We cleverly transport it here through long underground channels. We may even build above-ground channels someday, and call them aqueducts!"
|Plumber||Please don't pocket the pipes. The sewer is in dire need of them!|
Alternate version of the error message for trying to put a pipe in the inventory. The used line is "Say, no souvenirs! The pipes are only for use on the Roman sewers."
|Ivan||The Time Cuffs aren't ready to roll. We need all the pieces of the Carmen Note first.|
Error message for using the Time Cuffs before they're active, but as explained, the inventory description is used instead.
|blank||Julius Caesar||Steal from my own republic is not on my political agenda.|
Blanked error for trying to use the activated Time Cuffs on Caesar. Caesar leaves once the pipes are fixed, so this is impossible.
|used||Ivan||Tough luck, Belljar! Your formula for fiendishness has failed! You're due for a long tune-up in the ACME jail.|
|Dr. Belljar||You've pulled the plug on my prank, but Carmen won't leave me short-circuited for long! Ha Ha Ha!|
More unused Time Tunnel subtitles. No dialogue changes this time.
A bevy of excised lines with overwritten text and blanked dialogue. Variations on "deleted" are a common sight throughout the subtitle files. Strangely, there are only five dialogue files for these eight text strings.
Six of these are located with the dialogue for the bathing Roman, one comes after the description for the fountain, and one falls after Ivan Idea's reports on the status of the plumbing.
Case 4: Vinland, 1002
|Rock Solid||We'd better talk to this fellow before we start exploring!|
Possibly an alternate message for trying to leave the first screen before talking to Leif.
|Rock||Okay, but we should come back soon for advice!|
Comes directly after the previous message. Maybe a fallback in case the developers decided to allow the player to leave without talking to Leif?
|Leif Eriksson||See you soon!|
Alternate line for Leif to say when the player leaves the shore. It's less urgent than the used "Hurry back!", so it may have been intended for after all the crew members have made it to the shore.
|Leif||Well done, landsmen! With your help, some of my crew have made it the shore. But I'll need everyone here to hold a Thing!|
An alternate greeting for Leif when partway through the case.
|Rock||Looks like this house needs a haircut! The grass on its roof is still growing!|
Meant for one of the sod houses in the settlement. Possibly scrapped because nothing in the background art fits it.
|Olaf||No thanks. Those grapes may stain my stone!|
Error message for using the grapes on Olaf while he's on top of the boulder. This is impossible because the only way to get the grapes is to knock the boulder down.
|blank||Olaf the Runemaker||Watch out below! This rock's on a ro-oh-oh-oh-oll!!|
Some dialogue for when Olaf's boulder is knocked down with the axe. Possibly scrapped because there's no good place in the animation sequence for it.
|blank||Olaf||The runes are just fine -- thanks for axing! Now it's time to run off to the Thing.|
Olaf would have said this after finishing his runes (hence the axe pun), but there's no chance to interact with him before he leaves.
|Rock||Tyrkir must be from the area we now call Germany, just south of Scandinavia.|
A helpful explanation of the name "Tyrkir the Southerner" that for whatever reason goes unused.
|Tyrkir the Southerner||Ah! Dry land! May Freya smile upon you, travelers!|
Should play when Tyrkir is coaxed out of the river, but instead he immediately runs off.
|Rock||Well, well. A rock like that could give a fellow a leg up!|
This is a description of the broken boulder used to reach the grapes, but clicking on it does nothing. Possibly a result of the same issue that leaves the rock's text label unused.
|Rock||What do you think?|
Seems to be an alternate prompt for the player to break the tie vote in the Thing.
|Rock||Good thinking... We vote to save the ship and return to Greenland!|
Presumably meant to play when the player chooses to try to break the tie vote.
|Ivor the Blacksmith||I vote we stay in Vinland. There's plenty of game here... and plenty of silver!|
A different version of Ivor's vote for staying in Vinland. This may have been meant to play the first time the player goes to the shore with all the crew members present; Tyrkir and Olaf have unique dialogue for that situation, but Ivor is silent.
|Leif||Ah, you've returned just in time. Please join us in the raid to liberate our ship.|
Should be used when the player gets back to the shore after collecting all the Carmen Note pieces, but isn't.
|Leif||And now to the oars! Cast off!|
Same as the above, or perhaps an alternate version for when the player already has all the pieces of the Carmen Note when the Thing ends.
|Leif||Good work, crew! By the Giants of Jotunheim, we're closing fast!|
Obviously intended for the scene showing the Vikings rowing to the ship.
|Rock||No thief there, either!|
|Rock||Nobody! Let's compare Carmen's note to the crook with our Chronopedia!|
A couple of unused messages for using the Time Cuffs on the wrong location.
|Rock||The ACME Time Cuffs will help us catch our crook, but not until we've patched together all of Carmen's note!|
|Rock||The Time Cuffs aren't activated yet. We'll need every shred of Carmen's note first!|
The usual unused messages for trying to make an arrest with the Time Cuffs before they're activated.
|none||Player||Seen any pieces of Carmen's note lying around?|
|Rock||Let's dig around for the different parts of Carmen's note!|
|Rock||We only need one more piece to complete the C-Note! Let's keep looking!|
Unused hint conversation, with two different responses from Rock depending on how many pieces remain. Presumably meant to be used if the player completes the Thing without all the pieces of the Note, but it doesn't show up.
|none||Player||The Carmen Note is ready. What now?|
|Rock||Let's head back to the shore.|
This was probably meant to replace the previous hint conversation once the Note is complete.
|Rock||NOTE: RSM806 is no longer used by the application (name was changed). Bravo! We've nabbed that ecological offender, Baron Wasteland!||Bravo! We've nabbed that ecological offender, Baron Wasteland!|
This is a rather odd change: the villain of this case was originally named "Baron Wasteland", after a character from the WiTiCS game show (like many of the other villains). At some point after the dialogue was recorded, his name was changed to "Baron Grinnit" and references to the original last name were expunged. All used dialogue simply refers to him as "the Baron", with the full name given only in the manual.
It's not clear what led to this alteration, but it may simply have been because the game character bears little resemblance to his namesake—the original Baron is modeled on an Industrial Age "robber baron", while the game's Baron seems to be based on an early 20th century aviator (presumably as a pun on the Red Baron).
As a result of this whole mess, Rock's stinger for arresting the Baron was omitted from the game, though it wasn't actually deleted. All of his arrest stingers for other cases were similarly removed but not deleted, probably to keep things consistent.
|blank||none||[a single space]|
A couple of blanked lines. The first one is the second line in the subtitle file after "Okay, thanks", the standard text for ending a conversation, so it may have been a placeholder for some piece of player dialogue.
Case 5: Japan, 1015
|Murasaki Shikibu||Ah! If only I could write again! How I miss the gentle moon!||Ah! If only I could get started on my novel again! How I miss the gentle moon!|
An alternate greeting for Murasaki. The audio differs from the subtitles.
|Renee||"The Tale of Genji" is considered the world's first novel. It's a made-up story, not an epic poem or historical writing -- which were the norm in literature at the time. Believe it or not, formal poetry was more popular than novels or stories in Heian Japan. Talk about an art crowd!||"The Tale of Genji" is considered the world's first novel. It's a made-up story, not an epic poem or historical writing -- which were the norm in literature at the time.|
Some very subtle edutainment. The second half of the line was cut, but the subtitles were never updated.
|Renee||What's in there, Murasaki?|
Presumably, this is referring to Murasaki's closet.
|Murasaki||Whoever wrote this mini-scroll has much to learn about poetry! Please take it!|
Either Murasaki was supposed to comment on the Carmen Note piece in her room, or she was supposed to give it to the player directly.
|none||Player||Let's talk about Japanese poetry again.|
|Spring House Guard||Certainly. Let's begin at the beginning.|
This should be the fourth part of the Spring House guard's Japanese poetry conversation, but doesn't show up because of a bug. Every conversation is supposed to end with a final set of lines that loops it back to the beginning, but this particular conversation is mistakenly marked as complete after the second set plays. When the conversation is selected again, the game plays the third set of lines, thinking it's the loop conversation, and then goes back to the beginning.
|Renee||That's a boat for paddling on the river.|
Description for the unclickable boat on the byoubu in the Spring House.
|Renee||That sparkle's not something you plug in. It's real winter frost.|
Possibly meant for the byoubu of Mount Fuji in the Winter House, but a description of Fuji is used instead.
|Renee Santz||The fashion police don't miss a beat. My color combo must be off tempo.|
Probably meant to play when one of the guards rejects the colors of Renee's kimono.
|Summer House Guard||Keep your hands to yourself! Your wardrobe's no match for this sizzling season!|
|Autumn House Guard||Hands off! That garb you're wearing has fallen out of fashion this season.|
|Winter House Guard||Hai, chill! That outfit gets you nill!|
|Spring House Guard||Don't even consider it! The look of you brings gloom to my room!|
An alternate set of lines for the guards to say when rejecting Renee's kimono.
|Renee||Hold up there! I think we've got these mirrors bouncing right on course. Let's leave them be, and head on back to Murasaki!|
Obviously meant to prevent the player from un-solving the mirror puzzle, but the game actually allows it and handles it perfectly (preventing the case from being finished until the puzzle is solved again).
|Renee||OK, let's make a novel entrance back at Murasaki's place.|
Meant to play on the return trip to Murasaki's home.
|Renee||Sad to say, but it's time to put these away for another day.|
|Renee||Change is a good thing, but I've had all the changing I can take for today.|
A couple of lines related to removing the kimono and lining. It's impossible to take the kimono off without putting on a new one, which may be why these weren't used. The second line seems to be intended to prevent the player from putting on a new kimono after the mirror puzzle is solved, but other lines are used instead.
|Renee||Love your enthusiasm, but you jumped the gun. We can bust the thief when the cuffs are active, but that won't be 'til the Carmen Note is all in one piece.|
|Renee||Sorry! The cuffs aren't active yet.|
The usual missing Time Cuffs messages.
|Renee||Mirror, mirror on the wall -- wrong call! The thief's not the fairest one of all!|
This case only allows the Time Cuffs to be used on the drawers in Murasaki's closet, but there are many unused dialogue lines indicating that this wasn't the original plan. This line is for using the Cuffs on one of the mirrors.
|Murasaki||Thank you, but I prefer the glow of poetry to your gleaming jewelry.|
Error for using the Time Cuffs on Murasaki.
|Summer House Guard||Hey! Back off with those bracelets!|
|Autumn House Guard||Whoah! What's with the manacles?||[grunting]|
|Winter House Guard||Hmmmpf!|
|Summer House Guard||Grrrrrr.|
Errors for using the Time Cuffs on the guards. The Autumn House guard's "dialogue" differs from the text.
|Renee||Good grief! No thief!|
|Renee||Foiled once more! Let's check the Carmen Note againt the Chronopedia, and figure out the right hiding spot!|
|Renee||No thief there, Gumshoe.|
Some generic Time Cuffs errors, possibly meant for the drawers in Murasaki's closet that play duplicates of the other drawers' messages.
|used||Renee||It's back to ACME Headquarters for you, Medeva, for a long spell in solitary!|
|Medeva||I'd have given you the slip if I hadn't slipped up, picking a rat instead of a vile black cat. But rest assured, Carmen's sway will help me get away!||Don't think you'll keep me under wraps for long, agents. I've still got a few tricks up my sleeve! Ha!|
Time Tunnel subtitles. In this case, Medeva's spoken dialogue is completely different from the text.
Case 6: Feudal England, 1086
|William the Conquerer||Well met. This Saxon siege is going on forever!|
|William||Keep it up men! We'll fight off these Saxons savages if it's the last thing we do!|
Some alternate greetings for William. Possibly meant to be used between fetch quests, but can't happen because the next quest starts as soon as the previous one ends.
|Polly Tix||Hey waitaminute! It looks like there's something littering the secret passage. Let's check it out!|
A message meant to keep the player from leaving the first screen without picking up the Carmen Note piece, but it's not used. Skipping it instead prevents the arrows from being given to William until it's picked up, using a completely different message. Perhaps the designers hadn't decided how to handle the situation at the time the dialogue was recorded?
|Polly||Say, maybe we should find out how to help William before we sneak off.|
Intended to force the player to start William's quests before leaving through the secret passage, but the passage is closed until the first quest is started and the next quest always starts as soon as the last one is finished.
|Baron DuPont||Good to see you! Life has been rather baron in your absence!|
Alternate greeting for Baron DuPont.
|none||Player||Let's talk about getting bread, again.|
|DuPont||I suppose it's better than just loafing around.|
Should be the loop dialogue for the conversation with the baron about getting bread, but that conversation doesn't actually loop—the last line instead brings up the list of subjects to call, and the conversation disappears after the correct subjects is called.
|none||Player||Once again -- can you call a subject for us?|
|none||Player||Once again -- can you help us get swords?|
|none||Player||Once again -- can you help us get arrows?|
These should be used starting from the third time the player chooses to call a subject, but aren't.
The dialogue for the subjects to say when called is stored in a regular pattern—one "failure" message each for the bread, swords, and arrows, followed by the "success" message for one of those if that subject has one. Subjects with a success message obviously don't need one of their failure messages, but have a blank placeholder for it to preserve regularity.
|Polly||Hey, hold off on the subjects. We must deliver the bread over to the king!|
|Polly||We've done enough interviewing for now. Instead let's take the swords to the king.|
|Polly||Nah. Let's shoot back to the king and deliver our arrows first.|
Meant to prevent the player from trying to call more subjects after getting the quest item, but this is impossible because that option disappears from the baron's conversation tree when it's no longer needed.
|Lord Maynard||Hello again! Back to my humble estate already?|
Alternate greeting for Lord Maynard.
|none||Player||Once again -- can you call a peasant here?|
|none||Player||Once again -- can you help us find a barrel?|
|none||Player||Once again -- can you help us find some feathers?|
As with the baron, these are supposed to be used starting from the third time the player calls a peasant.
Placeholders for unneeded failure messages for the lord's peasants, as described with the baron above.
|blank||???||I don't know much about falconry but I'll wing it. Let's go!|
A very strange message. It's obviously intended to go with the third quest, which involves finding a falconer to collect feathers for arrows, but it doesn't square away with the quest mechanics at all—peasants who can't help with the current quest just leave immediately.
Since this is placed at the end of Polly's responses to scenery clicks and before the beginning of Lord Maynard's, it may have been meant for one of them instead. Perhaps it was supposed to be possible to try to complete the quest without the needed subject (resulting in failure, like with trying to cross the desert without a compass in Case 7).
|Polly||Hold on, there! We've pestered the peasants enough for now. Let's get the flour to the baron's baker.|
|Polly||Let's give the rustics a recess. We should roll the barrel back to the baron!|
|Polly||The servants deserve a siesta. We should fetch the feathers over to the baron's fletcher.|
Messages to prevent the peasants from being called when no longer needed, unused just as with the baron.
|Maynard||Thanks, but no thanks. I've already eaten.|
|Maynard||No thanks, swords put me on edge.|
|Maynard||Sorry, I was never very good at archery.|
Messages for using the bread, swords, and arrows, respectively, on Lord Maynard. It's impossible to return to the lord's estate with these items, so these can't be heard.
|used||Polly||No more warmongering for you, General Mayhem. You're heading back to ACME.|
|General Mayhem||I'll just have to plot a whole new campaign -- while biding my time in the slammer!||I'll just have to plot a whole new campaign -- while stationed in the slammer!|
More Time Tunnel subtitles, more dialogue alterations.
Another set of enigmatic blanked dialogue. The first four fall between William the Conquerer's response to the player's offer to get bread and his reminder that the player needs to find the bread, so they may have related to that part of the quest. The last one comes between the explanation of Greek Fire and William's alternate greetings for when he's talked to before finishing a fetch quest, so it could have been anything.
Case 7: China, 1271
|Kublai Khan||The dust of many miles coats your clothes. You have traveled far. I wish the Polos would make such a journey.|
Alternate greeting for Kublai Khan.
|Rock Solid||Hmm, sounds like Carmen's oily cohort has slipped into the scene.|
Presumably, Rock was supposed to say this after Khan explains the theft of the Polos' oil.
|Khan||Each piece of money is worthless until it is stamped with my personal seal.|
Khan was likely supposed to say this following Rock's explanation of Chinese paper money when the mulberry tree leaf is clicked.
|Khan||I have been saving these firecrackers to celebrate the return of the Polos.|
Probably meant to play when the firecrackers are clicked.
|Rock||Since the Khan granted us his Golden Tablet, we're now free to travel anywhere!||We've been granted the Khan's Golden Tablet, so we can explore his lands freely now.|
Most likely a comment for when the guard on the first screen is clicked after getting permission to travel.
|Rock||Let's set out for Si-ngan-fu!|
Rock was probably supposed to say this the first time the player leaves Khan's throne.
|Khan||Farewell. May fortune smile upon your search for the Polos!|
For once, an alternate farewell message instead of a greeting. Similarly to the above, Khan was likely supposed to say this when the player leaves his throne.
|Silk Weaver||If only I had more silk to weave!|
Alternate greeting for the silk weaver.
|Trader||Fine goods at a fair price! Don't settle for less than the best!||Greetings again!|
An alternate greeting for the trader in Sachow. The text is completely different from the spoken dialogue, which presumably would have been fixed if this had been used.
|Rock||The Chinese cornered the market by guarding the secret to making porcelain for centuries. That's why we call China china!|
Probably would have been used following the trader's offer to trade his porcelain bowls.
|Marco Polo||Without our precious oil, my party cannot greet the Khan. We'll be heading back for Italy soon.|
Alternate greeting for Marco Polo (yes, every character in this case has one!).
|Rock||I'm all ears.|
Unused fourth message to play at random when Rock is clicked.
|Rock||Those Time Cuffs won't work until they're activated.|
Wouldn't you know it, this Time Cuffs message isn't used.
|Rock||All right, it's Time Cuff time! Show me where you think the crook is cornered and I'll use the Time Cuffs there.|
And neither is this one!
|blank||Rock||This final fragment of the Carmen Note will help us find our fiendish fink! I'll activate the Time-Cuffs!|
This alternate message for collecting the last piece of the Carmen Note was blanked, but the subtitles remain.
|Rock||I don't think that "claws" is in my ACME contract! But we shall return!||I don't think that "claws" is in my ACME contract, but we'll find some way to make that cat scat!|
Alternate message for clicking the tiger or using an item on it.
|Rock||Well, well! I'd say this slippery suspect is all dried up!|
Rock was probably supposed to say this either once the firecrackers are used on the tiger or once the Time Cuffs are used on the cave.
|Rock||You did it! You came face to face with the notorious two-faced Jacqueline Hyde and came out looking like a winner! It was only a matter of time before her personality split -- right to jail!|
Rock should almost certainly say this after making the arrest, but doesn't.
|blank||???||not used by program|
A lone deleted dialogue file.
In a rare occurrence, this case doesn't have any unused Time Tunnel subtitles.
Case 8: Mali Empire, 1324
|Ann Tickwittee||Sounds like we'll need to prove we're worth our salt as ACME investigators!|
Placed with Ann's lines from the beginning of the case. Presumably meant as a response to one of Musa's complaints about his stolen block of salt.
|Ann||That thief is definitely not the salt of the earth!|
Same as the above.
|Ann||You wouldn't believe all the history, songs and stories that Griot's memorized. He knows all kinds of useful things.|
Ann should probably say this when the Griot is clicked, but this always prompts a story from him instead. Later unused dialogue hints that the Griot might have stuck around after Musa left, so this may have been meant for that situation.
|Goldsmith||No one likes to be left holding the short end of the stick... even if it is solid gold! Ha, ha, ha! Here, have it back.|
Seems to be the goldsmith's response to trying to leave his screen after solving his quiz but before melting Musa's staff. This can't happen because he always melts the staff as soon as the quiz is over.
|Trader||Why don't you just hoist that block of salt on my balance and we'll see how things even out!|
Could have been used for any number of situations involving the trader and his block of salt, but isn't.
|Ann||The gold pieces are definitely our best bet for trading, Trooper. I don't think the salt trader will be interested in anything else we have here.|
Error message for using items other than the gold pieces on the trader, which can't happen. The only other items in the case are the gold staff, which is impossible to have at the same time as the gold pieces it's melted down into, and the Time Cuffs, which always give their generic inventory description no matter what they're used on.
|Ann||Remember, you can't bust the thief 'til the cuffs are active, and you can't activate the cuffs 'til the C-Note's complete.|
|Ann||Those cuffs aren't quite ready to go.|
The usual Time Cuffs messages.
|Ann||I don't think the thief is hiding behind the Griot, Trooper.|
Response to using the Time Cuffs on the Griot. This is impossible because the Griot always leaves once Musa gets the salt, but the last Carmen Note piece can't be obtained until Musa leaves.
|Ann||No, no, no! No thief here!|
|Ann||I don't think so— the thief must be somewhere else.|
Two generic Time Cuffs errors.
|used||Ann||All right, Buggs. Gig's up. We're haulin' yer sorry mug downtown wid us!|
|Buggs Zapper||You tink yer smart, eh? Well, I still gotta few tricks left up my sleeve, sis! I don't plan to be in the clink for long!||You tink yer smart, eh? Well, git outta here! You won't keep me in the clink for long!|
Another case, another Time Tunnel rewrite.
Deleted lines. There are only four audio files for the seven subtitle entries. The first four follow Mansa Musa's explanation of his caravan, and probably comprised two player questions and Musa's responses. The fifth is perfectly placed to form Musa's "loop" dialogue for the same conversation. The last two seem to have been an extra question and response for asking the goldsmith about metalworking.
There's also a set of five separate dialogue blanks that don't have any corresponding subtitles. They're positioned with Ann's Carmen Note and Time Cuffs messages.
Case 9: Germany, 1454
|Johann Gutenberg||Welcome, my apprentices. We must hurry and finish the public notice. The townsfolk must be warned!|
Alternate greeting for Johann Gutenberg.
|Gutenberg||Thank you, my young friend. You have been a fine and diligent apprentice. I feel assured that the thief will be apprehended soon!|
Another alternate Gutenberg greeting (or farewell?), this time for when he's talked to after printing the notice. This is impossible because Gutenberg leaves permanently once the notice is finished.
|Alchemist||Oh, leaving so soon? Yes. Well. Come again!|
Farewell message for the alchemist.
|Gutenberg||I'm afraid I can't loan out my new type.|
Error for trying to place the movable type in the inventory. This isn't possible for the simple reason that the inventory bar isn't displayed on the printing press subscreen.
|Ivan Idea||What's goin' on?|
Unused fourth message for clicking Ivan Idea.
|Ivan||Whoa, there, Trooper! Cuffs aren't active yet!|
The usual Time Cuffs message.
|Gutenberg||Certainly you do not mean to suggest that I stole my own masterwork?|
Error for using the Time Cuffs on Gutenberg. This is impossible because, as mentioned, Gutenberg leaves as soon as the notice is printed, and it's impossible to get the final Carmen Note piece until he leaves.
|Ivan||I don't think the thief's hiding behind old Johann, Trooper.|
This message is redundant with the previous one, and unused for the same reason.
|used||Ivan||Your runaway reaction days are over, Jane. You're going on ice at ACME.|
|Jane Reaction||Dream on, detectives. You've got me under control for now, but there's a melt-down coming soon, and her name is Carmen Sandiego!|
Time Tunnel subtitles. No changes here.
There are no blanked subtitles in this case, but there is a group of three blank dialogue files located with Ivan's inventory item descriptions.
Case 10: Inca Empire, 1460
|Pachacuti||My quipus! My quipus! My kingdom is all knotted up without them!|
Alternate greeting for Pachacuti.
|Quipucamayoc||You again! My nerves are already tied up in knots!|
Alternate greeting for the quipucamayoc.
|Quipucamayoc||Good, good. Mark down the number on the counting frame before you forget! I'll record it on the quipu, later.|
The quipucamayoc should say this after Ann counts one of the types of supplies, but doesn't.
|Ann Tickwittee||Hey, I found a little bonus! A C-Note! Oh yeah!|
Originally, Ann was supposed to find one of the Carmen Note pieces while counting the supplies, but this was scrapped for whatever reason.
Unused fourth response for initiating a hint conversation with Ann.
|blank||Ann||Well, it seems like each row in the counting frame represents a different value, like a tens digit or a hundreds digit. Maybe that will help us.|
This is Ann's half of a partially removed hint. The player's question was deleted, but its entry in the resource file comes directly after "How does the counting frame work?" and was presumably meant to show up after failing the counting frame puzzle a certain number of times. It was probably something like "I can't figure out how to use the counting frame! What should I do?".
Apparently someone decided this made the puzzle too easy, because both this hint and some additional lines of explanation from the quipucamayoc were excised.
|Ann||Those aren't activated yet. We need to find the rest of the C-Note before we can use them.|
Take a wild guess.
|used||Ann||You're headed back to the ACME lockup, Jane. And with its patented new laser-bar security, you won't be escaping again!|
|Jane Reaction||Arrgggh! You've caught up with me again, agents! But you'll never accelerate fast enough for a collision with Carmen!|
Ernest Hemingway was once asked to tell a story in six words. He replied, "Time Tunnel subtitles: no changes made.'"
|[a single space]|
|[a single space]|
This case has a good ten deleted dialogue files, although there are only two blank files to go along with them. The first four seem to be a set of two additional questions and responses for asking the Quipucamayoc about the counting frame, while the fifth was the Quipucamayoc's "loop" response for that conversation. The sixth was the player question portion of the scrapped counting frame hint. The remaining three are located with the text for loading the llamas and arresting Jane Reaction.
Case 11: Spain, 1493
|Queen Isabella||Ah, I see you have returned. I expect you'll be departing soon though, no?|
Alternate greeting for Queen Isabella.
|Rock Solid||Watch that mast! See how it sinks slowly over the horizon? That's how early Europeans proved the Earth was round. If it were flat, a ship would just drop off suddenly and vanish.|
Obviously meant to play when the ship sailing over the horizon in Isabella's room is clicked.
|blank||Rock||Now that we have an Ocean Chart, we can sail west and find Columbus!|
A large collection of lines related to the ocean voyage section of the case were partially blanked. They may be leftovers from an earlier draft of the script, as many of them, like this one, have similar purposes to used dialogue.
|blank||Rock||When the sails are open, we'll move in the direction of the wind. When the sails are closed, we'll go the direction of the ocean currents. When you're ready, ring the ship's bell to start us moving!|
Some simple sailing instructions that were for whatever reason replaced.
|blank||Rock||Stay alert! To navigate we'll use this trusy compass. We can use the wind or current to move the ship, by adjusting the sails.|
Still more unused sailing instructions.
|Rock||I think we have an open and shut case, but let's not overdo it. Let's put the sails either up or down, and then ring the bell!|
Apparently it was supposed to be possible to only partially raise the sails. In the finished game, they start out lowered and are toggled between raised and unraised by clicking on the mast, making this unnecessary.
|Rock||I don't mean to be a blowhard, but if we catch the wind right now, we'll be headed in the right direction.|
|Rock||Go with the flow, I always say! If we use the current right now, we'll make good headway.|
|Rock||Let's open the sails and see what happens.|
|Rock||Let's close the sails and give the wind a chance to catch its breath!|
Rock was supposed to dispense some helpful advice on which way to travel, but this mechanic was scrapped. Might have been done purposely to increase the difficulty, or just because the pathfinding proved too tricky to program.
|blank||Rock||The breeze has blown us northward.|
|blank||Rock||I'd say the wind has carried us north.|
|blank||Rock||This wind has brought us east.|
|blank||Rock||We've sailed eastward with the wind.|
|blank||Rock||I'm sure we've sailed south on the wind.|
|blank||Rock||The wind has blown us southward.|
|blank||Rock||The wind has blown us to the west.|
|blank||Rock||We've been carried west by the wind.|
|blank||Rock||We've drifted north with the current.|
|blank||Rock||We've followed the current to the north.|
|blank||Rock||At least we've come east with the current.|
|blank||Rock||Our current position is eastward, thanks to the current.|
|blank||Rock||The current has carried us south.|
|blank||Rock||Currently, we've come south with the current.|
|blank||Rock||The current has carried us westward.|
|blank||Rock||We've gone west with the waterflow.|
A big ol' heap of variations on the messages Rock gives each time the ship moves. The used dialogue only mentions the direction, not the type of travel being used.
|Rock||That's some mighty stormy weather we got swept into. Where's my dramamine?|
There were supposed to be storms at sea, but wound up cut with little trace of how they were intended to work.
|Rock||Now let's see, our destination is Europe, to the distant east.I recommend we head north and look for the Westerlies. Those winds from the west will blow us back to Europe in no time!|
An extra bit of explanation Rock would have said after boarding the ship for the trip back to Europe. Might have been cut to make the case a bit more difficult if the player hasn't been paying attention to the other dialogue about the Easterlies and Westerlies.
|Christopher Columbus||There's a storm nearby -- it's going to be a big one!|
|Columbus||There's a storm coming in -- you can smell it on the wind!|
Some comments from Christopher Columbus about the removed storm mechanic.
|Columbus||I beg to differ. Those plaintains make do, but they hardly compare to Spanish cuisine!|
When the plantains on the ship during the return voyage are clicked, Columbus is supposed to say this in response to Rock's line "Don't worry, we're stocked with plantains from the islands of the West Indies. I find them quite appealing!".
|Rock||It's nice to be back on dry land! I was starting to get seasick!|
Probably meant to play after returning to Europe.
|Rock||Sorry, we're grounded! Another voyage would be too risky now that Columbus has our map.|
This should be used to explain why it's impossible to make another voyage after returning to Europe, but instead the game mistakenly plays the line from the beginning of the case instructing the player to get a map from Isabella.
|Rock||We should map out a strategy, but we don't need that map to do it!|
|Rock||I always wanted to learn about geography, but maybe now isn't the time.|
|Rock||Uh, I don't think a map would help in this case.|
|Rock||I think that map could be more useful elsewhere.|
The maps in Queen Isabella's room were supposed to be movable objects, judging by these errors for trying to take them or use them on Rock.
|none||Player||How can I navigate west?|
|none||Rock||First, use the compass to confirm our current heading. Then watch the wind and current and identify which one is heading either west or south. Adjust the sail, then ring the ship's bell to move!|
Some hint dialogue on how to sail the ship.
|Rock||Hey, I'd like to corral the criminal too, but the Time Cuffs aren't activated yet.|
|Rock||I want to nab the no-goodnik, too, but first we need to activate the Time Cuffs.|
Typical Time Cuffs errors.
|Rock||The Time Cuffs haven't been activated. We need all the pieces of Carmen's note before we can collar the crook.|
Same as the above, but the subtitles for this one were deleted.
|Rock||Aha, the tide has turned! The history mystery is solved, and now we can snare our suspect. Let's start searching!|
Alternate message for finding all the pieces of the Carmen Note.
|Rock||You know, the Chronopedia is chock full of information. It might help us figure out the Carmen Note and uncover the thief's hiding place.|
A message probably meant to play after looking for the thief in the wrong spot.
|Rock||Our success hinges on finding the villain, but there are no crooks outside the door.|
Error for using the activated Time Cuffs on the door in Isabella's room.
|Rock||Ha! We've put the lid back on Dr. Belljar, and this time our case is airtight!|
Rock should say this after arresting Belljar but doesn't, probably for consistency with his other appearances. The subtitles were deleted, but the dialogue remains.
|blank||I need someone to provide me with something to say here|
Just a few deleted clips in this case. The first two are positioned just before Rock's commentary on the sharks and other sea hazards, so they may have been for an event that was partially or completely removed (such as the storms discussed above). The last one is located with some of the early sailing instructions, so it was probably meant for Rock.
Case 12: Italy, 1505
|Leonardo da Vinci||A joke. Hmm. Let's see. What was that joke Guiliano de Medici was telling me? I should really listen to him once in a while. Oh, hello there!|
Alternate greeting for Leonardo da Vinci.
|da Vinci||So now my notebooks are gone, my machine is broken, and my model won't smile. What else could go wrong?|
This comes after da Vinci's lines for when the machine is fixed and before the model's handful of dialogue, so it really could have gone anywhere.
|Renee||Sir Vile? Sounds like someone in the service of something V.I.L.E! I think this may be our villain.|
|Renee||Sounds like the sinister Sir Vile's been sniffing around here... and he's been up to no good as usual!|
Apparently, Sir Vile's name was supposed to be mentioned directly at some point in the case. Perhaps removed for being anomalous with other cases, where the villain is never revealed until the arrest is actually made.
|Renee||I don't think that one's going to do the trick.|
|blank||Renee||I think we need a better fit.|
A couple of generic lines for when a part of the wrong size is selected for the machine. The used lines refer specifically to the type and size of the part.
|Renee||What part do we need next?|
Obviously would be used after fixing one of the machine sections.
|blank||Renee||I think we're all set. The machine seems to be working just fine.|
Most likely meant to play when a machine part is clicked after fixing the machine, but the game just reuses the lines for trying to pick up a part whose corresponding machine section is already fixed.
|Renee||Renaissance means "rebirth" in French. From the 14th to 16th century, there was a renewed interest in art and science that helped bring Europe out of the Dark Ages. Leonardo had such a range of talents that he's often called a true "Renaissance man."|
Some gratuitous educational content without clear context. Might have been an extra bit of commentary for one of Leonardo's conversation trees.
|Renee Santz||The Mona Lisa, also known as "La Gioconda," is just about the most famous painting in the world. Why? Well, dig Leonardo's sfumato technique, with which he created a "smoky," shaded effect; and check out the Mona Lisa's mysterious expression! Need I say more?|
Alternate commentary for clicking the Mona Lisa. Possibly this is supposed to play after da Vinci leaves, but that can't happen because he takes the painting with him.
|Renee||During the Renaissance, Florence became a center for the arts. Wealthy families took great pride in their city and hired talented artists - like da Vinci - to make it look magnificent.|
Possibly meant to play when the window in the study is clicked after da Vinci leaves.
|Renee||Sorry Charlie, the Cuffs aren't active yet.|
Standard Time Cuffs message.
|Renee||Look, Leonardo wrote some strange words on the floor! Let's check out the Chronopedia and see if it has any timely advice about Leo's writing.|
A more direct hint about how to find the thief for this case.
|used||Renee||Back to ACME jail for you, Sir Vile. Perhaps we'll put that plate armor of yours to good use this time -- as license plates!|
|Sir Vile||Fie! I am recaptured! This development doth vex me. But gloat not, ye villains, Dame Carmen hath not retreated yet!||Fie! I am recaptured! But do not gloat, ye ACME rogues. Lady Carmen still roams free!|
Time Tunnel subtitles. Sir Vile's wording was tightened up, and Carmen was appropriately upgraded from "dame" to "lady".
|blank||none||not used by program|
This deleted line falls between Renee's comments on fixing the machine and the Time Cuffs messages, so it was probably related to one of those.
Case 13: Aztec Empire, 1519
|Montezuma||The Fire Ceremony approaches! Do you have any news?|
Alternate greeting for Montezuma.
|Ann Tickwittee||As visitors, we should talk to Montezuma before leaving his royal chamber. Good manners, and all.|
Lines like this are used in all other cases to railroad the player into finding out what the current problem is, but not in this one—it's possible to complete the entire case without ever talking to Montezuma. This is almost certainly a mistake, since doing so breaks the hint dialogue (Ann will continue to suggest talking to Montezuma, even when he's left after receiving the finished headdress).
|Montezuma||We use this solar calendar to chart the sun and stars. It helps us keep track of our other calendar, which is used for religious ceremonies. Two calendars. No wonder I'm always so busy.|
Montezuma should probably say this when the Codex is clicked, but doesn't.
|Montezuma||Oh what pressure, the ceremony is starting soon! I need that headdress!|
Comes before Montezuma's message to prevent the player from leaving his chamber with the finished headdress, so it was probably meant for a similar situation.
|blank||Ann||Unfortunately, a surplus of gold can bring unwanted attention. The gold-hungry Spanish, under Cortes, will arrive in Aztec lands in just a few more months.|
A snippet of a used line: "The Aztecs had plenty of gold nuggets like this one. Unfortunately, a surplus of gold can bring unwanted attention. The gold-hungry Spanish, under Cortes, will arrive in Aztec lands in just a few more months." Perhaps scrapped due to some shuffling of dialogue lines to accommodate the removed gold trading sidequest.
|Trader||Sorry, no more trades today. The market is closing for the Fire Ceremony tonight!|
Alternate greeting for the trader in the marketplace.
|Trader||You've taken advantage of a golden opportunity!|
The trader would have said this when the player trades her for a gold nugget. Since the nugget trading part of the case was removed, this isn't necessary.
|Trader||I love hot cocoa! I get steamed if I can't have a cup every morning.||I love hot cocoa, but I can never decide whether to drink it or spend it!|
The trader's cocoa addiction was toned down, then removed entirely.
|Ann||Those birds have songs of their own! Let me try out that whistle.|
An alternate error message for using the whistle on the birds instead of on Ann. The used line is "That bird can't blow a bird whistle. Let me try instead."
|Ann||OK, here goes.|
|Ann||Maybe this will help blow the case wide open.|
|Ann||I'm more explorer than musician, but here goes.|
These seem to be a selection of lines to play at random when a bird whistle is used on Ann.
|Ann||Way to go! We've got a feather from the elusive Blue Cotinga!|
Why doesn't Ann say this after getting the Blue Cotinga feather? The answer is probably out there somewhere. Not here though.
|Ann||That bird is in a daze from too much maize. She's really stuffed!|
Ann should say this when the Cotinga is clicked after solving the bird feeder puzzle, but perhaps by mistake says the same line as when it's clicked before the puzzle.
|Ann||Nah, no more whistling while we work. Let's focus on finding the thief!||[whistling] What a whistle!|
Apparently an error for trying to use the bird whistle after getting the Cotinga feather ... maybe? The wildly divergent subtitles and audio don't help with interpreting this one.
|Ann||No, those are birds of a different feather. Let's hang on to this one.|
Alternate error for using one of the feathers on the birds (used line: "That bird has plenty of feathers already.").
|Ann||Our feather doesn't do much over there.|
Another feather error.
|Ann||The feather looks great there! That shade of blue will make Montezuma's admirers green with envy!|
A line to be played after putting the Blue Cotinga feather in the headdress.
|Ann||Nice job! It fits perfectly!|
Probably meant to be played after putting one of the quetzal feathers in the headdress.
Unused fourth line for clicking on Ann.
|Ann||Sorry, Detective, those Time Cuffs aren't active yet.|
|used||Ann||All right, Buggs, it's back to ACME headquarters for you. They'll need to break out the bug repellent!|
|Buggs Zapper||You may be a fly in the ointment for me, but you'll never catch the buzz about Carmen's real plans!||All right, youse got the zap on me, but you'll never catch the buzz about Carmen's real plan!|
Time Tunnel subtitles. Fortunately, someone remembered that you can't have stereotypical mobsters without gratuitous use of "youse".
The first five of these deleted lines come after Montezuma's description of the bird whistles. Their positioning, coupled with the fact that there are five of them, suggests that each bird whistle originally had its own unique description, but these were later removed and the description for the first whistle was repurposed into a generic line for all the whistles.
The sixth one comes after the marketplace trader's farewell message, so it may have been an alternate version of that. Montezuma has two farewell messages, one for each of the two exits in his room, so it's possible there was going to be a second exit from the marketplace with its own associated line.
The last one is grouped with Montezuma's responses to having an item used on him. It was probably a reply to using a gold nugget, which was originally a pocketable trading item, on him.
Case 14: England, 1599
|Queen Elizabeth||Ah the Globe looks better, but 'tis still unfinished! If my play does not play on time, I'll give Shakespeare a real tragedy!|
Alternate greeting for Queen Elizabeth.
|Renee Santz||Aha! Those missing plays sound like a scene for the ACME cast!|
Renee was probably meant to say this after Elizabeth mentions the missing plays.
|William Shakespeare||Well, well! You must have helped my actors a great deal to get so much work done on the old Globe!|
Alternate greeting for William Shakespeare.
|Shakespeare||I'm far too worried to rehearse. We must finish the wall before we can go on.|
No clear use for this. Possibly an alternate message for preventing the player from trying to rehearse plays while Richard Burbage is gone to work on the wall.
|Shakespeare||Nay, friends, methinks we've had enough of our young lovers.|
|Shakespeare||Nay, we've harried young Harry the 5th enough for now.|
|Shakespeare||I think not. We've made enough of murderous Macbeth for the moment.|
|Shakespeare||That's enough of fairies and elves for now.|
|Shakespeare||No, no, I think we've already "played many parts" in As You Like It.|
A series of unused error messages for, respectively, Romeo and Juliet, Henry V, Macbeth, A Midsummer Night's Dream, and As You Like It. These would seemingly have been used to prevent the player from rehearsing plays whose corresponding wall section was already complete, but the finished game allows it.
|blank||Shakespeare||Nay I say. We've practiced enough that play.|
A generic version of the above messages.
|Shakespeare||As you like it so much, we'll rehearse again!|
A generic message to be played before repeat rehearsals of a play. Instead, each play has a unique line.
|Shakespeare||Well said, Burbage! And don't forget to exit stage right -- towards the construction site!|
A generic instruction from Shakespeare to Burbage to work on the wall. As before, each play has a unique line for this instead.
|Renee||Sorry Detective. We'll need Shakespeare to rehearse the line tacked tothat wall section before we start building.|
|Renee||Let's not gamble with the Globe until we've heard Shakespearerehearse the line written on that wall section.|
Some error messages related to the wall sections in the Globe. Perhaps they were supposed to be movable objects at some point? Also, "Shakespearerehearse" is quite a mouthful.
|Burbage||The more pity, that fools may not speak wisely.|
|Burbage||Old men forget; yet all shall be forgot.|
|Burbage||Scratch my head, Peaseblossom.|
|Burbage||Scale of dragon, tooth of wolf|
|Burbage||The pox of such antic, lisping, affecting fantasticoes!|
While not entirely unused, these snippets from, respectively, As You Like It, Henry V, A Midsummer Night's Dream, Macbeth, and Romeo and Juliet are only heard much quieter and mixed in with other sounds as part of a separate audio track played in the background while backstage at the Globe.
|Renee||Forsooth, those Time Cuffs aren't activated yet!|
|Renee||I suggest you revise your plot. The Cuffs aren't active yet.||Revise that plot! The Cuffs aren't active yet.|
Yes, we know.
|used||Renee||Medeva, you're coming with me. We'll keep you under our spell back at ACME Headquarters.|
|Medeva||A second seance in that ACME cell will not be a very spiritual experience. But at least you'll never conjure up Carmen Sandiego!||A second seance in that ACME cell will not be a very spiritual experience. But you'll never conjure up Carmen Sandiego! Haha!|
Time Tunnel subtitles, part too many.
For what it's worth, this case has a single blank dialogue file with no corresponding subtitles. It falls in the middle of Shakespeare and Burbage's botched rehearsal of Hamlet shown the first time the player crosses the Thames, so it was probably an extra line for that.
Case 15: Colonial America, 1776
|Thomas Jefferson||Farming, indeed, has deep roots in the American Colonies. I find it most rejuvenating.|
|blank||Polly Tix||Good thing Jefferson never forgot his roots!|
Some extra dialogue for clicking on the farmland outside Thomas Jefferson's office. This would have followed Polly's line "Jefferson was once a farmer and believed that farming was good for the fast-growing colonies."
|Jefferson||I also enjoy collecting Indian artifacts -- like old bones. Of course, my wife has a bone to pick with me about digging about in the dirt!|
Jefferson would presumably have said this in response to clicking something in his office, but it doesn't really fit with anything there in the finished game.
|Polly||Boy, it's practically deserted around here! That British naval blockade is really bad for business!|
Some additional commentary from Polly on the shops around Boston Harbor.
|Polly||Jumping jetsam! This old crate of tea is a flavorful find.|
More scrapped remarks from Polly.
|Polly||Melting King George's lead foot into colonial musket balls was a great idea. That's keeping on your toes!|
As if Polly wasn't chatty enough already.
|Polly||Time out! Let's take a few seconds to talk with the minuteman before we go.|
Apparently the developers planned to force the player to find out about the minuteman's need for musket balls, but decided it wasn't necessary.
|Polly||Oh, forget fishing!|
This would have been used to prevent fishing in the harbor after getting the tea crate, but the finished game allows it (giving the same messages as before about it being "fished out").
|Benjamin Franklin||Yes yes. We're still at work getting this Declaration arranged. Feel free to help out.|
Alternate greeting for Benjamin Franklin.
|Polly||Some of the delegates are already dragging their feet about signing the Declaration. That won't help!|
Seems to be an alternate message for using the lead foot on the Constitutional Convention delegates. The used line is "Negatory on that. Those delegates need to get the lead out -- and sign the Declaration when its ready."
|Franklin||The Declaration is in quite a state of disarray, I'm afraid.|
|Franklin||You're getting close, but a couple of Jefferson's paragraphs seem out of place.|
Franklin has a few different comments depending on how scrambled the Preamble of the Declaration of Independence is, but these two aren't ever used.
|Polly||John Hancock signed his name first and wrote in big letters so King George wouldn't have to use his glasses. It was quite a spectacle!|
Polly was probably supposed to say this when John Hancock's name is clicked on the closeup of the Declaration, but that just goes back to the main screen instead.
|Polly||Gimme your best shot!|
Unused fourth line for clicking on Polly.
|Polly||Sorry, no bust until the Cuffs are active!|
You know how this works by now.
|Polly||Let's table this discussion. The thief isn't among these delegates.|
Alternate error for using the Time Cuffs on the delegates, or perhaps on the desk in the convention room. The used message is "These are statesmen, not suspects. The thief isn't here.".
|used||Polly||Come on, General. You can think about independence -- in de pen, dunce!|
|General Mayhem||You can court martial me, but you'll never put Carmen Sandiego on trial!|
Unremarkable Time Tunnel subtitles.
A single deleted line. Falls between Polly's congratulations on reconstructing the Declaration of Independence and her unused comment on John Hancock signing.
Case 16: Northwest USA, 1805
|William Clark||Back again, eh? Those mountains must be steep. You keep sliding back down to our camp!|
|Meriwether Lewis||Back so soon? We're still here, and our journals are still missing!|
Alternate greetings for Lewis and Clark.
|Sacajawea||How fortunate that our paths have crossed yet again.|
Alternate greeting for Sacajawea.
|Rock||Hey, did you see that? Sacajawea was doing sign language with her hands while she was talking!|
Rock was going to make the solution to the puzzles a bit more obvious, but it was probably deemed unnecessary or too easy. This one has dialogue, but no subtitles.
|none||Player||May you tell us about the dangers again?|
A rather ungrammatical request from the player to have Sacajawea explain the dangers in the mountains again. The game just recycles the initial line, "Can you give us any advice about traveling in the mountains?"
|Rock Solid||Believe it or not, Sacajawea's child helped Lewis & Clark on their journey. When local Indians saw a young baby, they knew the Corps of Discovery wasn't a war party, so they didn't attack.|
It certainly seems like Rock should say this after clicking on Sacajawea's child, but he doesn't.
|Rock||Great idea! Your drum flam sent that ram on the lam! Of course, we can sure thank the Shoshoni for showing us that little trick.|
Would have been used after running off the ram with the drum, but apparently being grateful to Native Americans isn't important.
|Rock||Oh, well, he doesn't have what we wanted to trade!||Nope, he doesn't have that item.|
Alternate message for asking Shoshoni for items they don't have.
|Rock||We don't know the right hand sign yet to trade for what we need. Let's knuckle under and go talk to Sacajawea.|
An alternate message for seeing an unknown sign language symbol.
|Rock||Hm, that didn't work. Maybe we should try trading that medallion for something else.|
Alternate message for using the medallion on one of the mountain dangers (used message: "I think that medallion was made to trade!").
|Rock||line about "rattle" deleted||Rattles like this one really shake things up during traditional Indian ceremonies.|
The first of a few leftover lines relating to the deleted rattle trade item. This would probably have been its description when clicked.
|blank||Rock||Hmm, that ram isn't rattled by our rattle.|
Error message for trying to use the rattle on the ram.
|Rock||What's the idea? Are you trying to put the water to sleep?|
Error message for trying to use the rattle on the water.
|blank||Rock||No, thanks. That rattle just annoys me.|
Probably a message for using the rattle on Rock.
|blank||Rock||Eureka! This path will take us over the last stretch of the Rockies! Westward ho!|
A message to be played the first time the player goes over the Continental Divide. Probably scrapped because there was no good place for it once the cutscene where Rock and the player go back to fetch Lewis and Clark was added.
|Rock||Ingenious, Inspector! A power nap was just the thing to bore that bear away!|
Alternate or extra line for driving off the bear (used: "Way to go! With that bear gone, we can continue west to the Columbia River!")
|Rock||Now that Time's back on track, it's time for us to track our thief!|
Would have been used after arriving at the Columbia River.
|Rock||Okay, let's head back in search of Carmen Notes.|
|Rock||Nah, my feet are killing me! Besides, I suspect our suspect is somewhere close by. Let's keep investigating, Investigator!|
Would have been used if the player tried to backtrack after reaching the Columbia River, allowing or denying it as appropriate. Possibly removed out of developer laziness; the game allows free backtracking through the area, and making these messages would have required additional programming to check the player's progress.
|Rock||I'm all ears.|
Unused fourth message for clicking on Rock.
|Rock||Our Time Cuffs aren't activated. We need all the pieces of Carmen's note!|
|Rock||You've got the pioneer spirit! But we can't catch the criminal until the Time Cuffs are activated.|
|Rock||NOTE: RSM514 not used by application. The Baron's been a royal pain, but nothing we ACME agents can't handle. So long, Inspector!||The Baron's been a royal pain, but nothing we ACME agents can't handle. So long, Inspector!|
Rock would have said this after arresting the Baron and before leaving through the Time Tunnel, but it was removed like his post-arrest lines from other cases.
|used||Rock||Back to ACME jail for you, Baron, and you won't get away a second time!|
|Baron Grinnit||Drat! You may have me wasting my time in jail, but you'll never get Carmen in the clink!typeSTRI||You've got me grounded, but you'll never get a bead on Carmen's high-flying plan!|
Some radically altered Time Tunnel text. The "typeSTRI" in the Baron' text isn't an error; it's stored exactly like that in the resource files.
Case 17: Austria, 1808
|Ludwig van Beethoven||I'm hard at work on this symphony. Should you not be at practice with the orchestra?|
Alternate greeting for Beethoven.
|Beethoven||I've finished the opening to my 5th Symphony at last, but now it's in disarray! Please take it to the orchestra and begin rehearsal. Take care to get the order right! I'll remain to finish the rest of my 5th.|
The intended use of this is pretty obvious, but why it's not used is less so.
|Renee Santz||You're quick on the uptake! Now we have the opening music for the orchestra to rehearse, and just in time.|
Renee should say this after one of the dropped symphonies is picked up, yet she doesn't.
|Renee||The music stand's the key! Place the score on the stand, and use the baton to command! If the opening sounds a bit awry, reshuffle the score for another try.|
|Renee||Also, if you need to hear the music on a sheet, hand it to me -- I'll play the beat.|
Renee doesn't bother with this aggravatingly-coupleted tutorial in the finished game.
|Renee Santz||Let's reorder symphony number six right quick!|
She doesn't bother with this useless prompt, either.
|Renee||Sorry! The 5th Symphony isn't much use there.|
|Renee||Nah. The 6th won't do much there.|
Errors for using the symphony scores on things that aren't the music stand.
Unused fourth line for clicking on Renee.
|Renee||Sorry, Time Cuffs aren't in active mode. We need the Note!|
|Renee||Uh-uh, you've missed your bet! The Time Cuffs aren't ready yet.|
It's not over yet.
|Renee||Beethoven's big hair isn't big enough to hide an entire thief.|
Error for using the Time Cuffs on Beethoven, which is impossible because he disappears permanently before the third Carmen Note piece shows up.
|used||Renee||Well, Inspector, we've made our double troublemaker face the music! Jacqueline Hyde broke out of prison once before; this time, there won't be an encore!|
The usual Time Tunnel subtitles, but this time only for Renee and not the villain.
|none||none||[a single space]|
|blank||none||blank sound file|
Deleted strings. The first one appears 19 times in total at the beginning of the strings file. The second appears in the middle of some of Renee's dialogue responses, so it could have been used for just about anything.
Case 18: USA, 1879
|Ivan Idea||A filament is a thin strand of material that conducts electricity -- which makes it light up! Edison had a tough time finding a filament that lasted.|
A description of a filament that for whatever reason doesn't see use.
|Ivan||Edison launched Edison Electric with his investors, J. P. Morgan and the Vanderbilts. This company will eventually become General Electric.|
An explanation of Edison's electrical exploits that could have been used just about anywhere.
|Cotton Factory Guard||Who keeps knocking? It's pitch black outside!|
Alternate greeting for the cotton factory guard.
A clip from a used line, "Is that you Edison? Beat it! We're closed until the morning, and you know it!".
|Ivan||That phonograph records sounds! If we use it on or near someone, we might get a nice sample of their voice!|
Probably meant to be played when the empty phonograph is used on Ivan, but that causes him to record a message on it instead.
|Ivan||Yawnola! I've had enough recording for today.|
Would have been used to keep the player from recording after solving the factory guard puzzle, but the game allows it instead.
|Ivan||Edison was so amped on inventing that he missed this Carmen Note!|
Unique message for finding the Carmen Note hidden behind Edison. Probably by mistake, the game reuses the message for finding the note hidden in the window in Edison's lab.
|Ivan||Don't split yet! We have an arrest to arrange!|
Would have been used to keep the player from leaving Edison's lab after finding the third Carmen Note piece, but was scrapped. Might have been done in order to allow the player to search the outdoor locations as well, or just because of plain old laziness.
|Ivan||I lean, I'm mean, I'm an answer machine!|
Unused fourth line for clicking on Ivan.
|Ivan||No can do! The Time Cuffs aren't active yet.|
Finally, the end of the unused Time Cuffs failure messages. You'd think someone would have picked up on these.
|Ivan||I don't think so. No thief!|
Generic error for using the Time Cuffs where they aren't supposed to be used.
|Ivan||Where should we connect the wire?|
Ivan prompting the player to hook up the wires in the test room.
|Ivan||Try connecting these wires to free electrical terminals.|
A more direct version of the above.
|used||Ivan||Your hacking days are scrambled for good, Dee.|
|Dee Cryption||Yeah yeah. You may have crashed my code, but you won't get Carmen!|
The end of the unused Time Tunnel subtitles. No changes here.
A deleted line. Comes after Edison's reaction to hearing the phonograph recording of Joe and before the factory guard's phonograph recording, so there's no telling what it was.
Case 19: USSR, 1961
|Yuri Gagarin||Why would someone meddle with the rocket? Poor little Vostok!|
Alternate greeting for Yuri Gagarin.
|Ivan Idea||Hatch open![null character]9909[null character]Sure. Let's have a look.|
The "Hatch open!" part of this message is used, but the rest isn't, apparently as a result of bad resource compilation. It would have been used as an alternate message for opening one of the Vostok's hatches. 9909 may have been a resource ID number during development (most of the game's resources have IDs based on round numbers in the thousands like 9000, 10000, etc.). Nothing in this case uses this number in the finished game, though.
|Ivan||Got a question?|
Unused fourth response for clicking Ivan.
|none||Player||DELETED DO NOT USE Where's the Chronoskimmer, Ivan?|
|blank||Ivan||DELETED DO NOT USE I wish I knew, but there's got to be a clue around here somewhere!|
An unhelpful "hint" on how to find the Chronoskimmer in Gagarin's capsule. Presumably removed for being completely pointless.
Case 20: ACME HQ, Present Day
|Polly Tix||Later, King William!|
|Ivan Idea||Stay cool, Julius.|
|Renee Santz||Take care, Ludwig!|
|Ann Tickwittee||So long, Hatshepsut. Take care of your temple!|
|Rock Solid||Adios, your majesty!|
|Polly||Toodle-oo, Mr. Franklin.|
|Ann||You've got a good heart. Thanks, Montezuma!|
|Renee||Goodbye Murasaki. May your quill never be still!|
|Rock||Thanks for your guidance, Sacajawea!|
|Ivan||Keep up the good work, Edison! Don't forget to sleep sometime!|
|Ann||Goodbye, Mansa Musa.|
|Rock||So long, Leif! Don't let anyone put horns on your helmet!|
|Ivan||Catch ya later, Yuri!|
|Ann||Goodbye, Pachacuti. Don't hit any potholes on your royal roads!|
|Rock||Say hello to Marco Polo for us, Kublai!|
|Renee||Later Leo! Keep working on those jokes!|
Thought there wouldn't be any unused dialogue for such a simple, formulaic case? Think again, because every single time period has an unused farewell from the Good Guide to the central character. These are directed to, respectively—deep breath here, folks—William the Conqueror, Julius Caesar, Ludwig van Beethoven, Queen Hapshepsut, Queen Isabella, Benjamin Franklin, Johann Gutenberg, Montezuma, Murasaki Shikibu, Sacajawea, Thomas Edison, Mansa Musa, William Shakespeare, Leif Eriksson, Yuri Gagarin, Pachacuti, Kublai Khan, and Leonardo da Vinci. Why aren't they used? Go ask some programmer at Broderbund.
And that's the unused dialogue of Where in Time is Carmen Sandiego?. If you actually read all that, you're probably all set to ace your 3rd grade history class now.