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(The Manhole was originally released in black-and-white. These images are from the updated version.)

The HyperCard game they made was called The Manhole. It was a whimsical sunken world with Mr. Rabbit and his friends, a dragon's castle, a winding waterway with a mystical elephant, and much more. It was in black and white and had a simple point-and-click interface which is common now but was groundbreaking then. Robyn talked about the interface in InterActivity Magazine. He said, "...we were doing things for children that had to be simple ... So we tried to make something that was as close to the real world as possible, and that meant the absence of any kind of computer interface, like buttons..."
The Manhole won the Software Publishers Association award in 1988 for the best new use of a computer. (It was later revised and released in color with new graphics, sound and music.)
After The Manhole, Rand and Robyn set up shop in Spokane, where their father was the minister at an independent Bible church. At his church they met Chris Brandkamp. Chris built their new offices (a garage-shaped building next to his house) and became their business manager and sound-effects expert.



Their next game was Cosmic Osmo and the Worlds Beyond the Mackerel. It was a delightful exploration game in which you could fly a spaceship called the Osmobile (below), explore seven bizarre worlds, and meet crazy characters.

Like The Manhole, Cosmic Osmo was a black-and-white world created with HyperCard's built-in drawing tools. It won several awards, including MacUser Magazine's Editor's Choice Award. The Boston Herald called it "...an imaginative land of improbabilities, amusing characters and silly stunts." (Cyan is preparing an updated, color version of Osmo with more rooms, animations and sounds. Much of the work is done but it probably won't be completed until sometime in 1997 after the Myst sequel is released.)



Cyan often received requests for something educational. They fulfilled those requests with their third HyperCard game -- Spelunx and the Caves of Mr. Seudo. A series of underground tunnels led players to colorful rooms where they could control the ecosystem in a hungry lizard's terrarium, compose musical masterpieces on the Polka Musician, look through a telescope and watch planets spin, or do dozens of other fun and educational activities.
MacWorld Magazine said "...they've brought us another interactive hyperworld that's packed with rich graphics, entertaining sounds, creative learning activities and unanticipated giggles." The Washington Post said "Kids are turned on to science ... and learning skills ... all disguised cleverly as toys and games."

The Millers had wanted to do a more adult project for some time. "Even when we were doing our kids' worlds we felt a strong desire to do something a little more challenging," Robyn said. "It just took time for the pieces to fall into place."
They spent about six weeks developing the basic plot and puzzles for Myst. The story they came up with was a mystery concerning a wise father, Atrus, his wife, Catherine, and their two sons, Sirrus and Alchenar. When Atrus writes in D'Ni books he is able to link to existing worlds that match what was written, selecting from the infinite possible worlds. But something has gone seriously wrong and the family members have become trapped in other Ages. The player must explore the deserted Myst Island and other Ages to piece together the puzzle and try to set things right.
There would be no shooting, no dying, no points. It would have a simple interface with no inventories or dialog boxes.

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