In the final destination, the crook is seen walking around the location with several innocent bystanders, meaning the user will have to use the warrant to identify which person is the criminal. This means that the player will have to compile a full warrant rather than one of just enough traits to distinguish which crook is responsible. and that all the clues given about the suspect are physical traits, enabling the player to identify the crook on sight. Like in the World counterpart, the player is not given dossiers describing the members of V.I.L.E. The text of notes and of bystanders' dialogue could be dragged into an "electronic notepad" in the bottom right corner of the screen for reference. "His hair reminds me of Dracula’s cape." or "Horizontally speaking, he’s hardly there." Although speech balloons were still used on them, bystanders spoke their dialogue aloud as well. The bystanders, on the other hand, could either be asked where the suspect went, in which case they would provide a geography clue, or what the suspect looks like, in which case they would make a casual comment about one of the suspect's physical attributes, i.e. The scraps of paper exclusively provided clues about the suspect's appearance. Each location provided clues in the form of several bystanders and scraps of paper lying on the ground. Each location had an elaborately painted backdrop that could be scrolled around a full three hundred and sixty degrees. Like the 1996 version of Where in the World is Carmen Sandiego?, the image of the locations take up most of the screen, with the game options only taking up the bottom third of the screen.
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December 2022
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