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Loom

Revision as of 13:55, 8 February 2022 by Eriktorbjorn (talk | contribs) (More work on audio tracks list.)
Loom
loom_dos_en_2_2.jpg
First release 1990
Also known as
Developed by Lucasfilm Games
Published by Lucasfilm Games, Disney
Distributed by (unknown)
Platforms Amiga, Amiga CDTV,
Atari ST, DOS
FM Towns, Macintosh,
PC-Engine/Turbografx CD
Resolution 320x200, 16 colors (original)
or 256 colors (later versions)
Engine SCUMM
Support Since ScummVM 0.2.0
Available for
Purchase
Yes

Loom was the fourth game to use the SCUMM scripting language. The game follows Bobbin Threadbare as he learns how to use his magical powers through his distaff and as he eventually saves the world from the Lord of Chaos, who was unraveling the Loom (the source of power for the members of the weaver's guild).

Game Variants

The DOS CD version of this was a "talkie version" presented in 256 colors, however unlike most talkie games the speech came from CDDA tracks on the CD. Due to limitations in lip-syncing at the time, the DOS CD version did not include the scenes where the characters were presented in close-up shots. The FM Towns CD version was also presented in 256 colors, however it was not a talkie. As a result, the close-up shots were present in the FM Towns versions.

The DOS floppy EGA version contained only 16 colors.

Installation

Required data files

For more information on how ScummVM uses game data files, see the user documentation.

Amiga, Atari ST, FM-TOWNS, PC EGA, PC Demo

  • *.LFL

PC CD

  • DISK01.LEC
  • *.LFL
  • Steam and GOG.com versions also have a CDDA.SOU file that is needed for speech.

Macintosh

  • Loom™
  • *.LFL

Note: The ™ can be omitted from the file name

TurboGrafx/PC Engine

Audio tracks

For more information about how to use the FM-Towns and PC CD audio tracks with ScummVM, see the user documentation. As of ScummVM 2.6.0, it's also possible to replace the music in the floppy versions with extracted audio tracks. These can be taken from any recording of Tchaikovsky's ''Swan Lake'', though depending on which one you use you may have to do some editing to get to the relevant parts. George "The Fat Man" Sanger used the Seiji Ozawa recording, with the Boston Symphony Orchestra, as tempo reference[1], so that one will be used as one of the examples here along with its track names. Track times, where given, are approximations based on the Ozawa recording.

Track Purpose FM Towns TurboGrafx-16 Seiji Ozawa Track Name Comment
1 Overture 1 or 9 14 CD 1, 17 Act II: No. 10 Scène (Moderato) It's also possible to use Act II: No. 14 Scène (Moderato).
2 Intro 2 or 10 15 CD 1, 5 Act I: No. 4a Pas de trois: Intrada (Allegro)
3 Clerics 3 or 11 16 CD 1, 6 Act I: No. 4b Pas de trois: Andante sostenuto
4 Blacksmiths 4 or 12 17 CD 1, 8 Act I: No. 4d Pas de trois: Moderato
5 Shepherds / Caves 5 or 13 18 CD 1, 14 Act I: No. 6 Pas d'action und No. 7 Sujet 0:00 - 2:25
6 Dragon (abduction) 5 or 13 18 CD 1, 14 Act I: No. 6 Pas d'action und No. 7 Sujet 2:25 - 2:50
7 Glassmakers 6 or 14 19 CD 1, 23 Act II: No. 13d Danse des cyganes IV (Allegro moderato)
8 Weavers (Elders and End Credits) 7 or 15 20 CD 2, 20 Act IV: No. 26 Danse des petits cygnes (Moderato)
9 Final Confrontation 8 or 16 21 CD 2, 22 Act IV: No. 28 Scène finale 1:01 and onwards. At least to 2:50 to match the floppy version, or all of the rest of the track to match FM Towns. The game is unlikely to play all of it either way.
10 Lightning Strikes 1 or 9 14 CD 1, 17 Act II: No. 10 Scène (Moderato) 1:48 - 1:58
11 Tearing the Pattern 8 or 16 21 CD 2, 22 Act IV: No. 29 Scène finale (Andante) 2:42 - 2:50

If you want to be able to switch between original and recorded music, you can put the recorded music in a separate folder and set the game's Extra path to point to it. That way you can use the same game entry (and therefore the same savegames) for both, allowing you to compare them to make sure you got the correct music.

The Overture is only used by the EGA version, when using Roland MT-32 sound. It should be timed so that music reaches a crescendo as the screen changes to eventually show the Lucasfilm and Loom logotypes, but since not every recording is the same the timing can be adjusted in the Engine tab for the game.

Tracks 10 and 11 are short musical stings that can be a bit tricky to extract cleanly. If you don't want to go to the trouble, don't worry about it. The game will play the original music if an audio track is missing.

Default controls

To change these controls, use the Keymaps tab in the global or game-specific settings. For more information, see the user documentation

Hotkey Description
Ctrl + 0-9 Loads saved game
Alt + 0-9 Saves game
Crtl + Alt + d Starts the debugger
Crtl + f Toggles fast mode on/off
Crtl + g Toggles really REALLY fast mode on/off
Crtl + t Switches between 'Speech only', 'Speech and Subtitles' and 'Subtitles only'
Tilde ~ Shows/hides the debugging console
[ and ] Changes music volume down/up
- and + Changes text speed slower/faster
F5 Displays the save/load window
Alt + F5 Displays the original save/load window, if the game has one.
Space Pauses
Period . Skips current line of text in some games
Enter Simulates left mouse button click
Tab Simulates right mouse button click

External links