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1893 A World's Fair Mystery |
| $19.95 |
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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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