Difference between revisions of "Myst"

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(Minor touches on WIP, as well as "finished" realMyst: Masterpiece glitch section)
(Moving to a subpaging system, as there will be a lot of information)
 
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'''realMyst: Masterpiece''' is the most recent edition of the game, released in 2014 on Steam, based off the Unity engine. Major glitches exist due to the save-load system and the interchangeability offered between 'classic' and 'free-roam', which are a work-in-progress for skipping sections of the game. Minor out-of-bounds glitches exist here, as well, but cause issues with unloading sections for the game. Work-in-progress for breaking :D.
 
'''realMyst: Masterpiece''' is the most recent edition of the game, released in 2014 on Steam, based off the Unity engine. Major glitches exist due to the save-load system and the interchangeability offered between 'classic' and 'free-roam', which are a work-in-progress for skipping sections of the game. Minor out-of-bounds glitches exist here, as well, but cause issues with unloading sections for the game. Work-in-progress for breaking :D.
  
= Any% =
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= Routing and Glitching =
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[[Myst/Any%|Any% Routing]]
  
The path followed by all three games does not differ between any of the three versions, since all three games take less than two minutes to finish in Any%. Time begins, technically, when you enter the book, though load times are ignored for the run, so really, time begins when the player spawns on the island.
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[[Myst/100%|100% Routing]]
  
Deleting .movs in '''Myst''' disqualifies the run. (correct me if I’m wrong, though)
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[[Myst/Glitches|A Guide to Glitches]]
 
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[[File:MystIslandDiagram.jpg]]
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*Sunken Gear: flip the marker switch.
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*Planetarium/Star Imager/Dentist’s: Flip the marker switch in front.
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*Spaceship: Flip the marker switch in front.
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*Generator: Flip the marker switch in front.
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*Clock Tower Control Box: Enter the time 2:40 and hit the button.
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-As a minor nuance, in '''realMyst''' and '''realMyst: Masterpiece''', the animations for the wheels can overlap, so a half second, at most, can be saved by hitting small-big-small-big and big for six, instead of hitting small-small-big-big and big for six.
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*Clock Tower: Flip the marker switch in front.
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*Log Cabin: Flip the marker switch in front.
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*Ship Model Pool: Flip the marker switch in front.
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*Marker Switch at the spawn: Flip the marker switch twice and collect the white page.
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*Library: Enter the fireplace inside the library, hit the red button on the side, and enter pattern 158.
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[[File:MystPattern158.jpg]]
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- '''realMyst''' - click-drag works to hit multiple buttons, so plan a button path to utilize that as much as possible.
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- '''realMyst: Masterpiece'''- you can click open the book the moment you see it through the bars.
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*Enter the green book.
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*Run to Atrus and hand him the white page.
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-'''Myst'''- When you hand the page over the Atrus, flip sight to the left side and flip back. He will be gone and that’s time, since you no longer have player control to speed up the cutscene.
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-'''realMyst'''- Hold click on Atrus to hand the page over frame-perfect. Time is when he’s holding the page.
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-'''realMyst: Masterpiece'''- Spam click is the best you got. Sorry. Time is when he’s holding the page.
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According to the current definition of any%, skipping the marker switches and getting trapped with Atrus counts as a loss and not an any% run. Maybe a Worst%, at best.
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= 100% =
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[WIP in peace](this may take a while, as routing for all three games is a long-haul from being done)
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= Glitches =
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[WIP]
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'''Myst'''-
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None, as of yet.
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'''realMyst'''-
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''Double Speed'' - By both holding W and the left mouse button, the speed between the two stacks and doubles regular speed. Shift, as the sprint button, coming from Advanced Mappings setting in realMyst setup, almost achieves the same effect. On top of maximizing walking speed in realMyst setup, speeds get ridiculous. To the point where gravity doesn’t actually catch up and it’s possible to glide in some areas.
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''Animation Skip''- At the clock tower, there is a window of time between pulling the lever and having the correct combination finalized on the gear wheel - about half a second. If, within this timeframe, you hold A, S, and D, and wildly wave the mouse from upper left to upper right and back, there’s about a 70% chance you will escape screen lock and be able to look around. (Note: The trigger associated with this skip is probably something much simpler, but this is the only way I’ve been able to achieve this glitch.) You now can turn around and sprint out of the clock tower when the animation is finished, saving about a second.
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As a second part, if you entered the screen lock while a little bit within the door frame, there’s a chance you can close and open the door behind you, removing the movement lock as well, allowing you to leave the clock tower early and skip the counterweight and gear opening animations. As of yet, low chance to get.
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'''realMyst: Masterpiece'''-
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''SAge corruption''- While transporting to another age through the book, you have a window of a couple seconds oh movement and screen lock. In this time, if you load up a save while being teleported, it will load up the position of the save in the age. This will do various things depending on mix of save, age, and classic versus free-roam. For example, if you pick a positional save that does not correspond at all to the age, you will be thrown-to-origin(TTO), which either results in nothing happening, falling through the world (in free-roam), or soft-locking the game (classic, and kind of - described in next glitch). There are some coincidental positions that result in a successful teleport with no issues, but they are far and few between. This gap, however, is bridged with C-jumping, as described next
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''C-Jumping''- Possibly the most powerful glitch in this version, maybe even Myst as a whole. No matter where your character is, if you switch to Classic from Free-Roam, the game will always teleport you to the nearest available position in Classic. This has a couple huge implications. Firstly, if you SAge glitch into the ocean and you are in free fall, if you switch to Classic from Free-Roam, you will be forced to the closest position on the map - sometimes exactly where you need to be. An example is SAge glitching into the ocean in the Mechanical Age and C-Jumping directly into Sirrus's room from age entrance. Another would be SAge clipping into the Stone on Stoneship and C-Jumping into the tunnel leading to Achenar's room - without needing to pump to get there.
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Video demos for glitches are a WIP in peace.
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Latest revision as of 02:42, 2 January 2016


SDAlogo runner.png This game has a run page on SDA!

Preface

For Myst, there exist three different versions of the game, which each have their own quirks, marking each slightly different for speedrunning.

Myst is the original game released in 1993. Goes by the 'classic' standard of gameplay, which involves a slideshow-style of movement and simple clicks to initiate animation and interactions. As of yet, no timesaving glitches exist for this version, though work is still being put into exploring the game.

realMyst is an updated remake of the game from 2000 on PC, 2002 on Mac. Goes by the 'free-roam' standard of gameplay, which is WASD or click-hold (or both). The major glitch that makes this version the one used on SDA speedrunning is doubling speed, amongst other things, described in the glitches section of the game below. Minor out-of-bounds glitches do exist, though they don't do anything effective for the two categories of speedruns as of yet.

realMyst: Masterpiece is the most recent edition of the game, released in 2014 on Steam, based off the Unity engine. Major glitches exist due to the save-load system and the interchangeability offered between 'classic' and 'free-roam', which are a work-in-progress for skipping sections of the game. Minor out-of-bounds glitches exist here, as well, but cause issues with unloading sections for the game. Work-in-progress for breaking :D.

Routing and Glitching

Any% Routing

100% Routing

A Guide to Glitches

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