To free each agent, the player uses the CyberCom 2000 to travel between a number of henchmen hideouts via teleportation to find passwords, narrowly avoiding being caught by the villains.
In an effort to restructure, packaged goods veteran Joseph P. Durrett was named as Broderbund CEO who put in control measures and a management structure focused on the bottom line.
In his words: "The days of flexible budgets and free spending were quickly replaced by a cost consciousness that put every creative decision under scrutiny".
Mrs Strand called the team into the room and explained they had to redo all the game's assets in the context of Carmen Sandiego, which they proceeded to do without objection.
[5] Eight staffers and outside contractors, consisting of artists, writers, software designers and programmers met to brainstorm a narrative that would allow the game to fit into the franchise.
A freelance writer who was brought in for the meeting suggested introducing a new secret agent character who had a checkered past but ultimately helped the player, which was incorporated.
[5] Once the storyline was in place, the production manager drew up a mission statement and gave assignments to the team, including writing the script and creating the audiovisual assets.
[5] Broderbund at the time prided itself on having a "very vocal and opinionated culture" which encouraged team-based collaboration, with individuals having "spirited and heated discussions" about aspects of development.
[5] Learning Village felt that the five minigames "cover...an excellent range of basic and important skills in language arts [and are] visually engaging", with the game offering both a sleuthing and chase experience.
[1] MultiMedia Schools noted the title's instructional allowed it to produce "significant growth" in students and improve their attitude toward language arts.
[9] PC Mag noted the game favors education over detailed graphics, animation, and action, though added it was able to frame tedious drills within an engaging setting.
[11] Ann Orr of Working Mother recommended the software as one of the best computer game "homework helpers" of 1998, noting the playful way it expands vocabularies.