Okay Im new so I apologize if this question has already been exhausted. Does anyone know whats going on with the supposed Myst port and if its actual Myst or more like RealMyst? I checked the forums at Cyan but I really cant find any definitive answers. I think RealMyst would be cool but maybe it would require too much space. Although I think someone ported the series to Pocket PC in like a 100Mb or so each.
One question though, has anyone ever beat it without any help whatsoever? I don't think it's possible, I was stuck on that stupid game for almost a year until I broke down and bought the guide...
What? Myst is easy; I think most people beat it without help. Riven, on the other hand, is quite hard, but I still beat it without any help...barely. (Myst III is also easy, Myst IV is pretty hard, Myst V is just annoying. I stopped playing it, but not because I got stuck.) --Eric
I'm sorry I hate that everyone tells me "Man you couldn't beat Myst?" "Dude that game is easy". You mean to tell me you beat it 100% without asking anyone "how do you..?" Or looking in a guide? Honestly? If so then I commend you, then again, I was only 12 or 13 when it came out, I haven't tried since. But from what I remember I hated that game...
Don't worry...I was the same way. But I want this game to be released soooo bad. I try to forget it's there so I don't feel sad that it's not out yet...haha.
I remember playing this when I was 7 (1993/1994?). I never figured out the code you needed to input inside the fireplace in the library. I remember there being a metal wall in the fireplace where you had to press a bunch of squares. I always wanted to find out what was up with those two guys in the red/blue books in the library. I remember one (both?) of them trapping the player inside once read. I should revisit this game now that I'm 3x as old as when I last played.
i remember on the first one, the ending was right there in front of you right at the beginning, but you had to go all over the place solving puzzles to find out the code to figure the above statement out good game i did hear it was rumored to be ported, but haven't heard anything since
Yes, honestly. If I can't get though a game 100% on my own, I don't get through it at all. I used to look in guides, but I ended up feeling so cheated, that now I would rather not finish a game than resort to walkthroughs. There was one puzzle I didn't quite understand the first time through, but got through it anyway using some trial and error. But when I played it again (RealMyst), I understood it and said "duh, can't believe I resorted to trial and error the first time." Maybe 12 or 13 is kinda young for Myst...but it is pretty easy, sorry.... --Eric
Of course you hate it...it's condescending. No need to apologize for the rudeness of others. I would guess that many -- if not most -- of the people who played MYST used a guide to decipher some of the more obscure puzzles. That's why so many guides and walkthroughs were published for that game. In fact, MYST might have even started the whole Prima Guide craze!
Myst for the iPhone/iPod Update For any Myst fans (like me) interested, according to Derek Odell (see Derek's attached image), Gameplay Programmer at Cyan Worlds, Inc., iMyst is coming along: "The ability to play sounds is working, and a few of the cards around the dock area have their ambient bird sounds and waves lapping against the dock in there. Transitioning between cards is also in, and includes 98% of all the cards in the game (a few are named with illegal characters that we need to hunt down). Age linking is working, as is showing correction images, like switches and doors and such. Basic logic for variable states (again, like doors and switches) is in there. Movies work on the mac simulator, but there appears to be a codec problem on the iphone itself which is weird since they're supposed to be identical. All in all... things progressing nicely." Here's input from Chogon, another Cyan employee: "...the Spaceship on Myst Island slider sound puzzle will be a problem as it is... so we will have to do something to make that easy to use on the iPhone... Now before everyone starts pointing out every puzzle in the game ( "yeah but what about the speaking like the tree dweller monkey-like people of Channelwood puzzle, how are you going to do that?")... we will work hard at making all the puzzles work and work well in the iPhone form... in other words, we are not afraid to make some (hopefully small) changes."
[Offtopic]You're only 22?!?! I thought you were in your 40s! (because you sound so wise ). You're almost a decade younger than me![/Offtopic]
So here's the issue with Myst. I'm sure you've played the original, do you remember how the cursor worked? There'd be these tiny little areas on the screen that you could interact with, but the cursor would change icons. Now how would that work on a touch screen, exactly? Let's not ignore the shit that was Myst DS. God help us if Cyan can't properly get it to work on the DS, let alone the iPhone.
Good question. I searched the Myst Online forums and Chogon from Cyan posted that they are increasing the size of hotspots and that we'll have to use our fingers to navigate, etc. The cursor icons are supposed to change as you drag your finger across the touch screen. Apparently when you lift your finger up off of a hotspot it acts like a mouse-click in the original game. I also read that Cyan acknowledges the issues in previous ports such as in the Nintendo-DS version, and will not make the same mistakes with iMyst. I guess well have to wait to find out when its released.
For anyone interested, this was posted on the Myst Online Forums today by Chogon--a Cyan employee: "Myst was submitted to Apple on last Friday night (late)(4/17/2009) for approval. Now we wait."