The Myst Reader


Book Description

This omnibus edition of the hugely popular Myst trilogy is published to coincide with the release of Myst Revelations, the latest in the line of the bestselling Myst interactive CD-ROM games. The award-winning Myst series is one of the most successful interactive CD-ROM computer games in history with sales of more than 12 million copies worldwide. Myst captivated the world when it was first conceived and created by brothers Rand and Robyn Miller. Its extraordinary success has gone on to spawn Riven, Myst III Exile, and most recently, Uru: The Ages Beyond Myst. Devoted fans of these surreal adventure games gather yearly at "Mysterium" (whose event sites are spreading to other countries) to exchange game strategies, share stories, and meet up with old friends. The Myst Reader is a literary companion to the CD-ROM games and a compendium of the bestselling official Myst trilogy: The Book of Atrus, The Book of Ti'ana, and The Book of D'ni. Devoted fans and new players alike will be delighted to have three books in this mythic saga together for the first time in one value-priced volume, which will be published in time to coincide with the long-awaited release of Myst Revelations.




Myst: The Book of Atrus


Book Description

Based on the best-selling CD-ROM game on the market, a novel fills out the lives of the game's characters, tracing the strange apprenticeship of Atrus to his father, Gehn, who wields the power to create worlds.




Myst and Riven


Book Description

The inaugural title in the Landmark Video Games series




Myst: The Book of D'ni


Book Description

In this third powerful novel based on the bestselling CD-ROM adventure game, Catherine and Atrus return to the devastated domain of the fabled D'Ni civilization to fulfill their destinies and to try to begin again. There they find strange clues that lead them to one remaining hidden book--and the secret plan of the ancient D'Ni masters. 15 illustrations.







Journey Into the Myst


Book Description

Part I shares the Bennets' extraordinary Journey into the Myst. As they write, "What we are about to tell you would have been quite unbelievable to me before this journey began. It is not a story of the reality either of us has known for well over our 60 and 70 years of age, but rather, the reality of dreams and fairy tales." This is the true story of a sequence of events that happened at Mountain Quest Institute, situated in a high valley of the Allegheny Mountains of West Virginia. The story begins with a miracle, expanding into the capture and cataloging of thousands of pictures of electromagnetic spheres widely known as "orbs." This joyous experience became an exploration into the unknown with the emergence of what the author's fondly call the Myst, the forming and shaping of non-random patterns such as human faces, angels and animals. As this phenomenon unfolds, you will discover how the Drs. Alex and David Bennet began to observe and interact with the Myst. Part II, Patterns in the Myst, brings Science into the Spiritual experience, bringing to bear what the Drs. Bennets have learned through their research and educational experiences in physics, neuroscience, human systems, change, knowledge management and human development. Embracing the paralogical, patterns in the Myst are observed, felt, interpreted, analyzed and compared in terms of their physical make-up, non-randomness, intelligent sources and potential implications. Along the way, the Bennets were provided amazing pictures reflecting the forming of the Myst. In Part III, The Mind and the Myst, the Bennets shift to introspection to explore the continuing impact of the Myst experience on the human psyche.




Vintage Games


Book Description

Vintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more. Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames and their evolution from a niche to a global market.




Myst


Book Description

This is the ONLY officially authorized and complete strategy guide for Myst! - A complete, fictionalized walkthrough of Myst - Detailed examinations of the puzzles and reasonings behind them - Screen images of the most important locations - Overhead views of Myst Island and the Ages - Quick and Dirty solutions if you're in a hurry - A revealing interview with Myst game designers Rand and Robyn Miller - Early sketches and concept materials used to create the Myst environment - Special renderings of objects from the world of Myst




Patterns in the Myst


Book Description

What we are about to tell you would have been quite unbelievable to me before this journey began. Thus begins The Journey into the Myst, the first book in the Myst series. This second book in the series explores the phenomenon of the Myst, the forming and shaping of non-random patterns such as human faces, angels and animals. The authors integrate Science into the Spiritual experience, bringing to bear what the Drs. Bennets have learned through their research and educational experiences in physics, neuroscience, human systems, change, knowledge management and human development. Embracing the paralogical, patterns in the Myst are observed, felt, interpreted, analyzed and compared in terms of their physical make-up, non-randomness, intelligent sources and potential implications. Along the way, the Bennets share insights and amazing pictures reflecting the forming of the Myst.