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I thought I should congratulate Cyan Worlds on a really good port of the original MYST to the iPhone. That they managed to accomplish this at all is pretty amazing, but they went beyond getting the game on there and really tried to adapt the control interface for the touch screen.

And according to numbers on the App Store, they are doing quite well, at number 10 overall in the US. Considering the game is a massive 727 MB, that’s quite an achievement.

And before you ask, no, I don’t have Riven X working on the phone… yet. There are a number of technical challenges standing in the way, most notably the sheer amount of assets in Riven and background movies (the phone may not be able to handle those at all). In any case, I am focused on finishing the desktop version first.

Speaking of which, I should have the first development release of the 0.8 series out shortly.

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Update: This was my April Fools entry for 2008. Riven X is still under development for Mac OS X only.

The recent introduction of the iPhone SDK got me thinking about the future of Riven X. And I came to the conclusion there was no future for a slideshow on modern desktops. However, plenty of people will want some games on their iPhones, and Riven certainly would be great with that touch UI. So I’m officially announcing I’m stopping development of Riven X for Mac OS X and will be working exclusively for the iPhone. Expect daily builds in a month or so.

I hope you’re as excited as I am about this. When you solve that puzzle at 4 PM riding the bus home or being jammed in traffic, you won’t have to wait anymore! Just slide that unlock slider, punch the Riven icon and off you go on an adventure.

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Apparently, a lot of people wanted the iPhone SDK, and for the first time that I can remember in the past 10 years, developer.apple.com died. I think it’s mostly a good thing, but it sure is making programming a little bit more tedious this evening. At least there’s the built-in documentation.

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