Many of Myst's challenging puzzles are harder to endure as a result of these frustrations. Conceptually, the puzzles are still clever, but many require backtracking to repeat actions and rereference clues. Pen and paper came in handy back in the day, so it would have been useful to be able to scribble notes and diagrams on the DS touch screen, in case you're playing on the go. Instead, all you get is a woefully undersized touch keyboard. In a time when Hotel Dusk gives you four pages of scribble space, this is unacceptable. The game does grant you the ability to take one--and only one--photograph of clues, as well as an overhead map illustration of the age that you're visiting, but in the face of the rest of this game's problems, these additions are trivial.
Even if you wanted to simply enjoy Myst's scenery, the grainy compression has shattered the beauty of the artistic design. What you see is a sad, freckled shell of the original game. The audio from the original game fares only slightly better: Hissing, scratching, and popping have turned CD-quality sound effects, dialogue, and gorgeous, ethereal music into a ham-radio affair. The puzzles that rely heavily on sound aren't terribly affected by this, but there must have been a better compression method out there to fit all of Myst's assets onto the DS card.
As one last offering, this port includes the Rime age, which never made it into the original game. Taken from Real Myst--a reimagining of the original game in a real-time polygonal world--Rime is short, underwhelming and seems sloppily glued on as a hasty afterthought. Because Myst for the DS fails to take advantage of the stylus, mistreats the source material to the degree that it does, and offers very little to compensate, there's absolutely no reason to take this full-priced game over other versions of Myst or over any other adventure game on the DS.