[Scummvm-tracker] [ScummVM :: Bugs] #12601: myst and the deaf

ScummVM :: Bugs trac at scummvm.org
Thu Jun 3 13:36:47 UTC 2021


#12601: myst and the deaf
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Reporter:  AspireONE-zz     |       Owner:  (none)
    Type:  feature request  |      Status:  new
Priority:  normal           |   Component:  Engine: Mohawk
 Version:                   |  Resolution:
Keywords:                   |        Game:  Myst
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Comment (by MusicallyInspired):

 Replying to [comment:3 eriktorbjorn]:
 > Aren't there a couple of other puzzles in the game that also rely on
 sound cues? (Or can they be solved without? I've forgotten...)

 There are a couple other areas in the game that deal with sound. In the
 Mechanical Age you can rotate the fortress to 4 different compass
 positions. There's a hologram interface in one of the brothers' rooms that
 simulate this function. When the fortress shows as facing a certain
 compass direction it chimes with a sound effect. This is meant to be a
 hint for the Selenitic Age in the underground tunnel/tram system maze.
 When you stop at each node it plays a sound effect for the direction
 you're suppose to go in. You can solve it by trial and error but it's
 easier if you write down the sound effects for the various compass
 directions in the Mechanical Age.

 I'm not big on changing solutions in a game. One thing one might be able
 to do would be to add music notes (A-G) to the keyboard somehow (perhaps
 some for of OSD/subtitle?) each time you hit a note. And then do the same
 when you're selecting notes on the slider in the interface when solving
 the puzzle.
-- 
Ticket URL: <https://bugs.scummvm.org/ticket/12601#comment:5>
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