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1893 A World's Fair Mystery |
| Sold Out |
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(Win95/98/Me/2000/XP/Mac) (Jewel Case) (1893DJ) |
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Publisher: The Illuminated Lantern
Game: Text Adventure
Ratings:
4.5 from
Adventure Gamers
A Theft on the
Fairgrounds!
Precious diamonds stolen from
the Kimberly Diamond Mining Exhibit! An urgent telegram from your old partner
arrives, requesting your help to solve the mystery. How can you refuse? And
besides, you've been dying to see the wonder of the age everyone has been
talking about, this Columbian Exposition. And so, dossier in hand, you take the
next train to Chicago.
But this is no simple theft. And as theft turns to
kidnapping, and kidnapping to murder, you find yourself at the center of a plot
the extent of which you can only begin to imagine...
Here are just some of the 1893: A World's Fair Mystery game
features:
- Hundreds of locations on the fairgrounds to explore, as
if you were really there
- Over 500 archival photographs illustrate the places you
go and the people you meet
- Dozens of truly interactive characters to encounter
- Carefully researched and historically accurate
- Non-linear gameplay -- you control where you want to go
and when
- Challenging and unique puzzles
- In-game hint system
- Over thirty hours of gameplay
Setting
The game takes place in the year 1893, the setting, Chicago,
on the grounds of the Worlds Columbian Exposition. The Exposition was
held to celebrate one year late -- the 400th anniversary of
Columbuss discovery of the New World. It was the largest tourist
attraction America has ever known, before or since, drawing an estimated 27
million visitors before closing on October 31.
It was the greatest of all the American World's Fairs, the
only one to rival in grandeur and spectacle the fairs of Paris. In fact the
World's first Ferris Wheel, a towering giant with carriages the size of
streetcars, was built here in response to the Eiffel Tower. And all the fairs
to follow were made in its image.
Chicago at the end of the ninteenth century was a city of
unbounded creative energy, a city that seemed able to accomplish anything. No
one could have predicted it, except perhaps Chicagoans themselves. After all,
it was as recently as 1871 -- 22 years before the fair -- that a Great Fire
swept through the city and effectively erased it from the Earth. But shortly
afterwards, the Chicago Tribune editor wrote "CHICAGO SHALL RISE AGAIN," and
sure enough, it did. By 1893, Chicago had the most modern downtown of any city,
and had become the World's first city of Skyscrapers. It had a host of cultural
attractions, including a symphony and art museum. And it was a leader in the
field of business, with Pullman railcars, Armour meat processing and packaging,
Marshall Field's department stores, Sears mail order catalogues, McCormick
reapers. Chicago had built itself up from nothing to become a near rival to New
York.
When Chicago was selected to host the
Columbian Exposition, East Coast papers collectively dismissed the fair to be
as a disaster. But when it was finally unveiled, a joint effort between Chicago
and East Coast architects, the fair could no longer be dismissed: it was
something more grand than anyone could have imagined. Its great, classically
styled buildings and formal plan was so admired it became the template, not
just for fairs to come, but for capitals and cultural centers in cities all
over the nation. When the buildings were lit, spectacularly, with electric
lights using Tesla and Westinghouse's AC current, it proved AC's superiority to
Edison's DC, and this grand test proved so successful it paved the way for
electric lighting all over the globe, and put to rest the debate over which was
better, much to Edison's chagrin.
Nations from all over the World participated in the
Exposition, tourists from all over the World filed in to see the sights. The
1893 World's Fair was, in many ways, a miniature replica of the World itself: a
snapshot of the time, not only its great mechanical and industrial
achievements, but also its world view, the division of nations between the
"civilized" and the "savage," the struggle of Women to have a more prominent
place, leading to having their own building on the grounds, the struggle of
blacks to have their place as well, leading to very little at all. To wander
the streets and halls of the Columbian Exposition is to see for a moment the
World as it was, as the sponsors thought it should be, to see the energy, the
excitement, the naivety, the hope, that was the Gilded Age.
Requirements:
Windows 95/98/Me/2000/XP
Mac OS 7-9/X
Reviews:
Adventure Gamers by Evan
Dickens
"Peter Nepstad, a Chicago native who lives
within walking distance of the site of the 1893 World's Fair, has spent the
better portion of the last four years of his life designing a game that would
bring every element of the World's Fair to the gamer; not in a first-person
graphical format, as the psuedo-historical Cryo adventures utilized, but rather
a text adventure, with a parser interface and supplemental authentic
photographs. Injected into the non-fiction World's Fair environment is a
fictional jewel theft storyline. The end result, 1893: A World's Fair Mystery,
is fascinating, entertaining, deviously educational, and simply one of the most
fantastic adventure games I have ever played, text or otherwise."
"To complete 1893 successfully, you'll need proper
detective skills to piece together the clues. You'll also need map-following
skills; the World's Fair is an immense and confusing place, and thankfully
Nepstad is courteous enough to include an authentic World's Fair Guidebook,
complete with historical background and ground maps. Without these maps, you
will be lost beyond belief (as, indeed, you would have been in 1893 at the real
fairgrounds without a map). Beyond these skills, you'll have to have good
conversational instinct, as winning the trust of many characters is crucial to
your mission. You'll also need to pay attention to textual detail; inventory
collection and puzzle-solving is essential, and the items you'll need are not
found in the photographs.
"Above all, you must have the toleration for
lots and lots of reading. This is not a game for those with short attention
spans; it is a game for those who enjoy filling their imagination with images
of the things they are reading about..."
"...1893 is joyously entertaining, with a
well-told story and a well-captured spirit of wonder, but it is at the same
time one of the most educational adventures since Pepper's Adventures in Time.
The World's Fair was not just an American spirit rally; it was a microcosm of
the global situation, the state of affairs of women and minorities, a symbol of
the peak of the Progressive Era that would come crashing down with the advent
of the first World War, and the irrepressible spirit of a city nearly destroyed
by The Great Fire. I don't understand this because I've studied it in the
course of my education; I understand this because in 1893 I sincerely
experienced the World's Fair. I saw the ferris wheel, ate at the restaurants
(eating is required at regular intervals, but you've got a nice spending
allowance), and even took a piece of cheese from the largest cheese in the
world. I spent well over twenty hours there, could have spent more. Not only
did I solve a crime, I saw amazing sights that they'll probably still be
talking about a hundred and ten years from now."
Quandary
Review by Rosemary Young
"The actual game is fun and the puzzles are
interesting although it is an extremely large gameworld and its easy to
get lost. Getting lost, however, isnt such a bad thing because you get to
see more as you find your way around. Its only a problem (or a challenge)
if you are trying to arrive at a particular place at an appointed time (i.e. to
meet someone) because the game includes a clock that advances
incrementally as you perform actions. Just looking at an object or moving one
step takes only a minute, but dining out takes longer, and sleeping passes the
night away. Because the gameworld is so large, drawing maps is absolutely
essential."
"A huge amount of research obviously went into
putting this package together, collating the photographs and organising the
information on the various exhibits. And there are other touches, too, that
fill in the picture and make it more interesting. Ads in the newspaper, which
you can buy every day, give a feel for the various consumer items of the time
such as medicinal cures, pocket watches and beer, and you can read
about visiting dignitaries and other familiar figures such as Nikola Tesla who
attended the exhibition. Theres also information on some
behind-the-scenes goings-on such as workers suing exhibitors for damages and
squabbles between exhibitors from different nations over perceived slights. It
must, indeed, have been a grand event but people are people wherever and
whenever
not only do they give orations and musical recitals, they also
pack into trains leaving not even blinking space, they get hurt, they get lost
and steal valuable diamonds."
Chicago Sun-Times by Nick Wadhams
"A World's Fair Mystery proves convincingly
that the best games aren't about razzle-dazzle special effects or cheap
gimmickry. They're about story, character, and especially here, location,
location, location.
"Nepstad's creation is a wonderful journey back
to the heady, early days of gaming, when the best titles, though they could fit
on a floppy disk, painted beautiful pictures with words."

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