![]() Timing was critical too for Myst too I think it came at the point when many ‘ordinary’ (for want of a better word) families were buying their first home PCs. It was also one of the first to give us an excuse to do something cool with our fancy new CD-ROM drives. I’d argue that much of the appeal of 90s Myst for some was that such a world could be made at all, let alone be a reasonably competent adventure game to boot. Myst was very much “state of the art of the possible at the time”. At the time I loved it, but in the early 90s one was willing to forgive a game a great many short-comings in sympathy to the state of modern games technology. It had a huge impact on my life.įor me, this is where memories of Myst are best left. So thanks to Robyn and Rand Miller for the awesome memories. The times spent understanding and "hacking" Myst are among my fondest memories.Īll of this led to me learning HyperCard and HyperTalk myself, and eventually moving on to CodeWarrior/C, Perl, PHP, Ruby, etc. And I'd be lying if I claimed I didn't use this access to "solve" a few of the more difficult puzzles. Myst was amazing for its era, so of course, wanting to know how such a game was possible, I took full advantage of being able to read all of the HyperTalk code. And all the HyperCard scripting was unlocked and viewable by the player. Only, someone screwed up, and instead of the CD containing a demo, it actually contained almost the entire game in a just-before-release, playable state (only a single world was unfinished). It's entirely possible that the only reason I'm a programmer today is because of Myst.įor reasons that I either never fully learned or fail to remember, my father received a CD in the mail from Myst's publisher (Broderbund?) containing a demo of the game.
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