Lucasfilm Games / LucasArts · 1990

Before we begin
Bobbin Threadbare belongs to the Weavers' Guild and must understand what happened to his people. Musical notes replace the usual inventory: listening and remembering become the way of interacting with the world.
Adventure materials
Saves and patches refer to the editions indicated in the names or descriptions. They are not copies of the full game.
Information, images and materials from the collection
The complete text can anticipate events in history. The compatibility information and requirements refer to the editions described.

© Lucas Arts 1990
LOOM è una particolare
avventura dove vestite i panni di un giovane apprendista mago. La magia si controlla
attraverso le note musicali che potete mettere usando il vostro bastone incantato.
Nella antica era delle
Grandi Gilde, gli anziani di quella dei tessitori sono scomparsi dalla loro isola
del Telaio (LOOM). Ora il giovane Bobbin deve imparare i loro potentissimi incantesimi e
rischiare la sua vita per salvare la sua gilda e il mondo intero dal Chaos!
LOOM is a graphic adventure produced and published in 1990 by Lucasfilm Games (now known as LucasArts). It was the fourth game to use the SCUMM game engine. The project was headed by Brian Moriarty, a former Infocom employee and author of some text adventures that have become classics, such as Wishbringer (1985), Trinity (1986) and Beyond Zork (1987).
The innovative game system and the strong similarity with a film (achieved through a very careful script and shots) make it a milestone in the history of video games.
An innovative element has been grafted onto the classic interface model of graphic adventures: the actions must be carried out by reproducing a musical motif. The scenarios suggest new motifs (in the context of the game they are called "weaves", thus proposing a parallel with the world of the weavers) that can be played, once a sufficient level of experience has been reached, to repeat the observed phenomena. The melody, repeated backwards, can be used to achieve the opposite effect; non-"invertible" actions are associated with a motif with a palindromic construct.
Albums:
- Midi
- Demo
- Scarica i salvataggi (file zip 57 Kb) (versione su CD)
- Solution [In Italian]
- Spells

















ps. ogni magia suonata al contrario provoca l'effetto inverso (esempio: g c g c : Visibility)

- 640kb required
- 9MB Installation
- 256 color VGA/MCGA or 16 color EGA
- adlib, soundblaster, internal speaker
- 3.5" disks
Project management, subject, progetting and lyrics:
Brian Moriarty
Programming:
Aric Wilmunder
Additional programming:
Kalani Streicher
SCUMM Story System:
Ron Gilbert & Aric Wilmunder
Backdrops:
Mark Ferrari
Character graphics and animations:
Gary Winnick & Steve Purcell
Effect animation:
Ken Macklin, Gary Winnick, Mark Ferrari, Steve Purcell
Music and sound:
George Alistair Sanger & Gary Hammond [Tchaikovsky reorchestrations], Eric Hammond
Lead Tester:
Kirk Roulston
Testers:
Bret Barrett, Terry Bratcher, Tom Cauhan, Eric Christensen, Carla Green, Jon Gubman, Tony Hsieh, Tim Huber, Eric Liu, Maniac Maxo, Ezra Palmer-Persen, Alice Rosen, Jenny Sward, Aileen Treadwell, Judith Lucero
Packaging:
Mark Ferrari (cover illustration), Mark Shepard (manual project), Dugald Stermer (back of package illustration), Rick Strand ("Book Of Patterns" project), Lela Dowling ("Book Of Patterns" illustrations)
EN ROUTE TO THE CARIBBEAN · SINCE 1999








