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#myst — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #myst, aggregated by home.social.

  1. 名作パズルアドベンチャー『Myst』と『Riven』のリメイク版が5月20日(水)にPS5®とPS VR2で発売!
    blog.ja.playstation.com/2026/0

    #playstation #PS5 #Myst #Riven

  2. an extremely underrated 2 hour interview with robyn miller by [email protected] several years ago

    they provide a walking tour through several of cyan's early titles such as the Manhole, Cosmic Osmo and Spelunx. a live art director's commentary.

    what i love the most is how much robyn makes it clear how these games were never built for "gamers" as we understand them now. robyn played very few games, and wasn't familiar with genre expectations.

    he and rand just focused on making games that let the player explore a world at their own pace, and all else is secondary to exploration and discovery.

    youtube.com/watch?v=-kX5E7yOHJg

    #cyan #myst #retroGaming #win31 #macintosh

  3. an extremely underrated 2 hour interview with robyn miller by [email protected] several years ago

    they provide a walking tour through several of cyan's early titles such as the Manhole, Cosmic Osmo and Spelunx. a live art director's commentary.

    what i love the most is how much robyn makes it clear how these games were never built for "gamers" as we understand them now. robyn played very few games, and wasn't familiar with genre expectations.

    he and rand just focused on making games that let the player explore a world at their own pace, and all else is secondary to exploration and discovery.

    youtube.com/watch?v=-kX5E7yOHJg

    #cyan #myst #retroGaming #win31 #macintosh

  4. an extremely underrated 2 hour interview with robyn miller by [email protected] several years ago

    they provide a walking tour through several of cyan's early titles such as the Manhole, Cosmic Osmo and Spelunx. a live art director's commentary.

    what i love the most is how much robyn makes it clear how these games were never built for "gamers" as we understand them now. robyn played very few games, and wasn't familiar with genre expectations.

    he and rand just focused on making games that let the player explore a world at their own pace, and all else is secondary to exploration and discovery.

    youtube.com/watch?v=-kX5E7yOHJg

    #cyan #myst #retroGaming #win31 #macintosh

  5. an extremely underrated 2 hour interview with robyn miller by [email protected] several years ago

    they provide a walking tour through several of cyan's early titles such as the Manhole, Cosmic Osmo and Spelunx. a live art director's commentary.

    what i love the most is how much robyn makes it clear how these games were never built for "gamers" as we understand them now. robyn played very few games, and wasn't familiar with genre expectations.

    he and rand just focused on making games that let the player explore a world at their own pace, and all else is secondary to exploration and discovery.

    youtube.com/watch?v=-kX5E7yOHJg

    #cyan #myst #retroGaming #win31 #macintosh

  6. an extremely underrated 2 hour interview with robyn miller by [email protected] several years ago

    they provide a walking tour through several of cyan's early titles such as the Manhole, Cosmic Osmo and Spelunx. a live art director's commentary.

    what i love the most is how much robyn makes it clear how these games were never built for "gamers" as we understand them now. robyn played very few games, and wasn't familiar with genre expectations.

    he and rand just focused on making games that let the player explore a world at their own pace, and all else is secondary to exploration and discovery.

    youtube.com/watch?v=-kX5E7yOHJg

    #cyan #myst #retroGaming #win31 #macintosh

  7. @vga256

    Just found the complete #Myst collection on CD-ROM on the street today! :awesome:

  8. @vga256

    Just found the complete #Myst collection on CD-ROM on the street today! :awesome:

  9. @vga256

    Just found the complete #Myst collection on CD-ROM on the street today! :awesome:

  10. @vga256

    Just found the complete #Myst collection on CD-ROM on the street today! :awesome:

  11. @vga256

    Just found the complete #Myst collection on CD-ROM on the street today! :awesome:

  12. okay so i found something pretty awesome

    the 3d scenes in Myst were all built using a mac modeller/renderer called Strata Vision 3D. i bought a boxed copy of this program with the intention of trying to recreate a model or two in the game, using the original renderer.

    the box came with an extra disc - a library of shapes and textures. i noticed on the inside flap of the cd that it apparently included textures from Myst!

    unfortunately, it turns out the disc was a demo. you browsed through the library until you found something you wanted, and then called a 1-800# to buy a serial number. you could enter the serial number and instantly have access to that texture.

    unfortunately, no one has ever figured out how to crack Strata Clip 3D, and i couldn't figure it out today either.

    fortunately, some creative digging turned up the Myst textures. they've been hiding on a Warez cd from 1996 for the past 30 years.

    i just managed to load the program into system 7 and it's all there. these are the original textures used to render some areas of Myst. i still need to install Strata Vision to test them out, but afaik this is the first time these original textures have been seen since.

    #macintosh #vintageApple #myst #retroGaming #win31

  13. okay so i found something pretty awesome

    the 3d scenes in Myst were all built using a mac modeller/renderer called Strata Vision 3D. i bought a boxed copy of this program with the intention of trying to recreate a model or two in the game, using the original renderer.

    the box came with an extra disc - a library of shapes and textures. i noticed on the inside flap of the cd that it apparently included textures from Myst!

    unfortunately, it turns out the disc was a demo. you browsed through the library until you found something you wanted, and then called a 1-800# to buy a serial number. you could enter the serial number and instantly have access to that texture.

    unfortunately, no one has ever figured out how to crack Strata Clip 3D, and i couldn't figure it out today either.

    fortunately, some creative digging turned up the Myst textures. they've been hiding on a Warez cd from 1996 for the past 30 years.

    i just managed to load the program into system 7 and it's all there. these are the original textures used to render some areas of Myst. i still need to install Strata Vision to test them out, but afaik this is the first time these original textures have been seen since.

    #macintosh #vintageApple #myst #retroGaming #win31

  14. okay so i found something pretty awesome

    the 3d scenes in Myst were all built using a mac modeller/renderer called Strata Vision 3D. i bought a boxed copy of this program with the intention of trying to recreate a model or two in the game, using the original renderer.

    the box came with an extra disc - a library of shapes and textures. i noticed on the inside flap of the cd that it apparently included textures from Myst!

    unfortunately, it turns out the disc was a demo. you browsed through the library until you found something you wanted, and then called a 1-800# to buy a serial number. you could enter the serial number and instantly have access to that texture.

    unfortunately, no one has ever figured out how to crack Strata Clip 3D, and i couldn't figure it out today either.

    fortunately, some creative digging turned up the Myst textures. they've been hiding on a Warez cd from 1996 for the past 30 years.

    i just managed to load the program into system 7 and it's all there. these are the original textures used to render some areas of Myst. i still need to install Strata Vision to test them out, but afaik this is the first time these original textures have been seen since.

    #macintosh #vintageApple #myst #retroGaming #win31

  15. okay so i found something pretty awesome

    the 3d scenes in Myst were all built using a mac modeller/renderer called Strata Vision 3D. i bought a boxed copy of this program with the intention of trying to recreate a model or two in the game, using the original renderer.

    the box came with an extra disc - a library of shapes and textures. i noticed on the inside flap of the cd that it apparently included textures from Myst!

    unfortunately, it turns out the disc was a demo. you browsed through the library until you found something you wanted, and then called a 1-800# to buy a serial number. you could enter the serial number and instantly have access to that texture.

    unfortunately, no one has ever figured out how to crack Strata Clip 3D, and i couldn't figure it out today either.

    fortunately, some creative digging turned up the Myst textures. they've been hiding on a Warez cd from 1996 for the past 30 years.

    i just managed to load the program into system 7 and it's all there. these are the original textures used to render some areas of Myst. i still need to install Strata Vision to test them out, but afaik this is the first time these original textures have been seen since.

    #macintosh #vintageApple #myst #retroGaming #win31

  16. okay so i found something pretty awesome

    the 3d scenes in Myst were all built using a mac modeller/renderer called Strata Vision 3D. i bought a boxed copy of this program with the intention of trying to recreate a model or two in the game, using the original renderer.

    the box came with an extra disc - a library of shapes and textures. i noticed on the inside flap of the cd that it apparently included textures from Myst!

    unfortunately, it turns out the disc was a demo. you browsed through the library until you found something you wanted, and then called a 1-800# to buy a serial number. you could enter the serial number and instantly have access to that texture.

    unfortunately, no one has ever figured out how to crack Strata Clip 3D, and i couldn't figure it out today either.

    fortunately, some creative digging turned up the Myst textures. they've been hiding on a Warez cd from 1996 for the past 30 years.

    i just managed to load the program into system 7 and it's all there. these are the original textures used to render some areas of Myst. i still need to install Strata Vision to test them out, but afaik this is the first time these original textures have been seen since.

    #macintosh #vintageApple #myst #retroGaming #win31

  17. this is not well known, so i thought i'd share this -
    way back in 2020, ars released a short interview with rand miller about myst and the challenges of the cd-rom format. it's mildly interesting, but obviously cut from a much larger tapestry.

    they eventually released the full, 2h interview with rand, but very few people saw it. in the extended version, he talks about the very early days of working with HyperCard, from the Manhole to Cosmic Osmo to Spelunx. he goes into obscene amounts of detail with the constraints of working with HC and 80s/90s macs, writing custom XCMD and XFCNs, building in 3d with StrataVision, and using Debabelizer to build palettes.

    he does an amazing job of explaining what the constraints were for computing in that era. for anyone curious about what it was like making games in the 80s/90s, i can think of few other interviews that express the realities and joys of working in confined space so well:

    youtube.com/watch?v=5qxg0ykOcgM

    #retrocomputing #macintosh #vintageApple #hypercard #myst #riven

  18. this is not well known, so i thought i'd share this -
    way back in 2020, ars released a short interview with rand miller about myst and the challenges of the cd-rom format. it's mildly interesting, but obviously cut from a much larger tapestry.

    they eventually released the full, 2h interview with rand, but very few people saw it. in the extended version, he talks about the very early days of working with HyperCard, from the Manhole to Cosmic Osmo to Spelunx. he goes into obscene amounts of detail with the constraints of working with HC and 80s/90s macs, writing custom XCMD and XFCNs, building in 3d with StrataVision, and using Debabelizer to build palettes.

    he does an amazing job of explaining what the constraints were for computing in that era. for anyone curious about what it was like making games in the 80s/90s, i can think of few other interviews that express the realities and joys of working in confined space so well:

    youtube.com/watch?v=5qxg0ykOcgM

    #retrocomputing #macintosh #vintageApple #hypercard #myst #riven

  19. this is not well known, so i thought i'd share this -
    way back in 2020, ars released a short interview with rand miller about myst and the challenges of the cd-rom format. it's mildly interesting, but obviously cut from a much larger tapestry.

    they eventually released the full, 2h interview with rand, but very few people saw it. in the extended version, he talks about the very early days of working with HyperCard, from the Manhole to Cosmic Osmo to Spelunx. he goes into obscene amounts of detail with the constraints of working with HC and 80s/90s macs, writing custom XCMD and XFCNs, building in 3d with StrataVision, and using Debabelizer to build palettes.

    he does an amazing job of explaining what the constraints were for computing in that era. for anyone curious about what it was like making games in the 80s/90s, i can think of few other interviews that express the realities and joys of working in confined space so well:

    youtube.com/watch?v=5qxg0ykOcgM

    #retrocomputing #macintosh #vintageApple #hypercard #myst #riven

  20. this is not well known, so i thought i'd share this -
    way back in 2020, ars released a short interview with rand miller about myst and the challenges of the cd-rom format. it's mildly interesting, but obviously cut from a much larger tapestry.

    they eventually released the full, 2h interview with rand, but very few people saw it. in the extended version, he talks about the very early days of working with HyperCard, from the Manhole to Cosmic Osmo to Spelunx. he goes into obscene amounts of detail with the constraints of working with HC and 80s/90s macs, writing custom XCMD and XFCNs, building in 3d with StrataVision, and using Debabelizer to build palettes.

    he does an amazing job of explaining what the constraints were for computing in that era. for anyone curious about what it was like making games in the 80s/90s, i can think of few other interviews that express the realities and joys of working in confined space so well:

    youtube.com/watch?v=5qxg0ykOcgM

    #retrocomputing #macintosh #vintageApple #hypercard #myst #riven

  21. this is not well known, so i thought i'd share this -
    way back in 2020, ars released a short interview with rand miller about myst and the challenges of the cd-rom format. it's mildly interesting, but obviously cut from a much larger tapestry.

    they eventually released the full, 2h interview with rand, but very few people saw it. in the extended version, he talks about the very early days of working with HyperCard, from the Manhole to Cosmic Osmo to Spelunx. he goes into obscene amounts of detail with the constraints of working with HC and 80s/90s macs, writing custom XCMD and XFCNs, building in 3d with StrataVision, and using Debabelizer to build palettes.

    he does an amazing job of explaining what the constraints were for computing in that era. for anyone curious about what it was like making games in the 80s/90s, i can think of few other interviews that express the realities and joys of working in confined space so well:

    youtube.com/watch?v=5qxg0ykOcgM

    #retrocomputing #macintosh #vintageApple #hypercard #myst #riven

  22. I'm still inordinately pleased with the little feature tiles I made for the Myst novels on the Guild of Archivists site. I promise the colors match the real-world objects even better than the images of the covers I could find online (I did have to add a stroke to Book of Ti'ana for contrast reasons, though). #Myst

  23. I'm still inordinately pleased with the little feature tiles I made for the Myst novels on the Guild of Archivists site. I promise the colors match the real-world objects even better than the images of the covers I could find online (I did have to add a stroke to Book of Ti'ana for contrast reasons, though). #Myst

  24. I'm still inordinately pleased with the little feature tiles I made for the Myst novels on the Guild of Archivists site. I promise the colors match the real-world objects even better than the images of the covers I could find online (I did have to add a stroke to Book of Ti'ana for contrast reasons, though). #Myst

  25. I'm still inordinately pleased with the little feature tiles I made for the Myst novels on the Guild of Archivists site. I promise the colors match the real-world objects even better than the images of the covers I could find online (I did have to add a stroke to Book of Ti'ana for contrast reasons, though). #Myst

  26. I'm still inordinately pleased with the little feature tiles I made for the Myst novels on the Guild of Archivists site. I promise the colors match the real-world objects even better than the images of the covers I could find online (I did have to add a stroke to Book of Ti'ana for contrast reasons, though). #Myst

  27. gamestic.nl/2026/05/05/myst-an

    Myst and Riven are coming to PS5 and PS VR2 on May 19.

    The remakes feature ray-traced reflections and enhanced resolution on PS5 Pro, with Riven also launching on Xbox Series X|S and the Microsoft Store the same day.

    #cyanworlds #Myst #Riven #game #games #gaming #gamingnews #gamestic

  28. gamestic.nl/2026/05/05/myst-an

    Myst and Riven are coming to PS5 and PS VR2 on May 19.

    The remakes feature ray-traced reflections and enhanced resolution on PS5 Pro, with Riven also launching on Xbox Series X|S and the Microsoft Store the same day.

    #cyanworlds #Myst #Riven #game #games #gaming #gamingnews #gamestic

  29. gamestic.nl/2026/05/05/myst-an

    Myst and Riven are coming to PS5 and PS VR2 on May 19.

    The remakes feature ray-traced reflections and enhanced resolution on PS5 Pro, with Riven also launching on Xbox Series X|S and the Microsoft Store the same day.

    #cyanworlds #Myst #Riven #game #games #gaming #gamingnews #gamestic

  30. gamestic.nl/2026/05/05/myst-an

    Myst and Riven are coming to PS5 and PS VR2 on May 19.

    The remakes feature ray-traced reflections and enhanced resolution on PS5 Pro, with Riven also launching on Xbox Series X|S and the Microsoft Store the same day.

    #cyanworlds #Myst #Riven #game #games #gaming #gamingnews #gamestic

  31. gamestic.nl/2026/05/05/myst-an

    Myst and Riven are coming to PS5 and PS VR2 on May 19.

    The remakes feature ray-traced reflections and enhanced resolution on PS5 Pro, with Riven also launching on Xbox Series X|S and the Microsoft Store the same day.

    #cyanworlds #Myst #Riven #game #games #gaming #gamingnews #gamestic

  32. really happy to have discovered something hiding in plain sight for several years: robyn & rand miller's original Myst pitch document from 1991.

    it's a succinct work of art in itself. i'm surprised at how much of the world design was already on paper.

    as all of the copies found elsewhere online are heavily compressed webp/jpeg, i've uploaded the robyn's original PNGs to IA here:

    archive.org/details/myst_propo

    originally from robyn's site:

    robynmiller.net/video-games-fi

    #digiPres #softwarePreservation #archival #gamedev #myst #cyan

  33. really happy to have discovered something hiding in plain sight for several years: robyn & rand miller's original Myst pitch document from 1991.

    it's a succinct work of art in itself. i'm surprised at how much of the world design was already on paper.

    as all of the copies found elsewhere online are heavily compressed webp/jpeg, i've uploaded the robyn's original PNGs to IA here:

    archive.org/details/myst_propo

    originally from robyn's site:

    robynmiller.net/video-games-fi

    #digiPres #softwarePreservation #archival #gamedev #myst #cyan

  34. really happy to have discovered something hiding in plain sight for several years: robyn & rand miller's original Myst pitch document from 1991.

    it's a succinct work of art in itself. i'm surprised at how much of the world design was already on paper.

    as all of the copies found elsewhere online are heavily compressed webp/jpeg, i've uploaded the robyn's original PNGs to IA here:

    archive.org/details/myst_propo

    originally from robyn's site:

    robynmiller.net/video-games-fi

    #digiPres #softwarePreservation #archival #gamedev #myst #cyan

  35. really happy to have discovered something hiding in plain sight for several years: robyn & rand miller's original Myst pitch document from 1991.

    it's a succinct work of art in itself. i'm surprised at how much of the world design was already on paper.

    as all of the copies found elsewhere online are heavily compressed webp/jpeg, i've uploaded the robyn's original PNGs to IA here:

    archive.org/details/myst_propo

    originally from robyn's site:

    robynmiller.net/video-games-fi

    #digiPres #softwarePreservation #archival #gamedev #myst #cyan

  36. really happy to have discovered something hiding in plain sight for several years: robyn & rand miller's original Myst pitch document from 1991.

    it's a succinct work of art in itself. i'm surprised at how much of the world design was already on paper.

    as all of the copies found elsewhere online are heavily compressed webp/jpeg, i've uploaded the robyn's original PNGs to IA here:

    archive.org/details/myst_propo

    originally from robyn's site:

    robynmiller.net/video-games-fi

    #digiPres #softwarePreservation #archival #gamedev #myst #cyan

  37. CW: Slight Myst 4 spoiler (and hint link)

    WTF? I'm playing #Myst 4. I'm in Haven (the nature area). There's lemur-like things on one of the pillars, and some handles to turn to create noises.

    As expected, you need to make noises to clear the creatures so that you can see the column properly. But it's literally just "good luck getting the timings right with a very sensitive UI where the grab area is small and both duration _and_ timing are important" 😐

    This is probably one of the dumbest ever puzzles. I'm going to assume that I can get the remaining pillar clues and ignore this one.

    uhs-hints.com/uhsweb/hints/mys

  38. CW: Slight Myst 4 spoiler (and hint link)

    WTF? I'm playing #Myst 4. I'm in Haven (the nature area). There's lemur-like things on one of the pillars, and some handles to turn to create noises.

    As expected, you need to make noises to clear the creatures so that you can see the column properly. But it's literally just "good luck getting the timings right with a very sensitive UI where the grab area is small and both duration _and_ timing are important" 😐

    This is probably one of the dumbest ever puzzles. I'm going to assume that I can get the remaining pillar clues and ignore this one.

    uhs-hints.com/uhsweb/hints/mys

  39. CW: Slight Myst 4 spoiler (and hint link)

    WTF? I'm playing 4. I'm in Haven (the nature area). There's lemur-like things on one of the pillars, and some handles to turn to create noises.

    As expected, you need to make noises to clear the creatures so that you can see the column properly. But it's literally just "good luck getting the timings right with a very sensitive UI where the grab area is small and both duration _and_ timing are important" 😐

    This is probably one of the dumbest ever puzzles. I'm going to assume that I can get the remaining pillar clues and ignore this one.

    uhs-hints.com/uhsweb/hints/mys

  40. CW: Slight Myst 4 spoiler (and hint link)

    WTF? I'm playing #Myst 4. I'm in Haven (the nature area). There's lemur-like things on one of the pillars, and some handles to turn to create noises.

    As expected, you need to make noises to clear the creatures so that you can see the column properly. But it's literally just "good luck getting the timings right with a very sensitive UI where the grab area is small and both duration _and_ timing are important" 😐

    This is probably one of the dumbest ever puzzles. I'm going to assume that I can get the remaining pillar clues and ignore this one.

    uhs-hints.com/uhsweb/hints/mys