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Loom is a gorgeous point-and-click graphic adventure for fantasy fans. It is also a game for those who love graphic adventures but aren't masochists, because the game isn't very hard and you can never really get stuck, which is a total breath of fresh air for a game like this. It is simply a beautiful work of art for you to experience. The game immerses players into its fascinating story and utilizes a deep and cool color palette of blues, purples and black, adding to the serious mood of the fantasy adventure.

Loom was a sleeper hit that was built off the same engine as the Monkey Island franchise, but that's pretty much where the similarity ends. The story was a huge departure for LucasArts at the time - serious, beautiful and strange rather than silly and wacky. And, there are no dead ends or wrong answers, which means just about anybody can sit down and enjoy this lovely graphic adventure and not eventually put it on the shelf in total frustration like so many games from this era. The graphics, for the time, are stunning in their artistic vision and simplicity.

Loom is from the mind of the great Brain Moriarty, who hailed from legendary Infocom and is credited for writing Wishbringer, Trinity and other popular text adventure classics.

As is typical with these games, the large black area on the screen is saved for other UI elements during game play.

"The game features three difficulty levels, differentiating them by changing the way the interface works. The easiest level displays names of the notes as well as marking the correspondent areas on the distaff; Standard level features the distaff with the marks at the bottom of the screen, but no written notes; whereas Expert does not display the marks at all, requiring the player to memorize and play the drafts by ear." -- MobyGames

Note: It is necessary to use the Loom manual as a form of copy protection (see page 9, Book of Patterns), not to mention actually understanding how to play this game in general.

From the Manual (and how refreshing it is!):

In Loom, you play the role of Bobbin Threadbare, a young boy coming of age in a fantasy world on the brink of apocalypse. Wielding a legacy of magical knowledge, you will seL out across a landscape filled with beauty, danger and excitement making new friends, solving mysteries, and growing in experience and power as you weave your way toward a destiny of overwhelming consequence.

Loom is unlike traditional "adventure games" in many ways. Its goal is to let you participate m the unfolding of a rich, thought-provoking fantasy It is neither a role-playing game (although it incorporates elements of role-playing), nor a col­lection of brainteasers. Its simple myster­ies are designed to engage your imagina­tion and draw you deeper into the story, not to frustrate you or increase the amount of time it takes to finish.

You can never be stranded while play­ing Loom. We've gone to great lengths to insure that you will never find yourself in a situation from which you cannot escape. If you're not sure how to pro­ceed, remember: the knowledge you need to continue the story is always available somewhere nearby. You don't need to save and restore your game frequently to insure success (although you can if you want to). Don't be afraid to experiment. Nothing in the game can "kill" you. If you're really stumped, ask a friend for help. Sooner or later, the answers will reveal themselves!

Most important of all, Loom is designed to be completed, not played halfway through and then thrown on a shelf and forgotten. We spent a lot of time and effort creating these disks. We want you to enjoy them all!

Read the Book of Patterns! It con­tains important information about the magical powers you will soon command.

Read the rest of this manual! Loom looks and plays like no other adventure game. Take the time to learn how to make the most of its unique design.

This is your role ... You direct the actions of Bobbin Threadbare, an inexpe­rienced member of the Guild of Weavers. At the beginning of the story, Bobbin doesn't know very much about the power of the Weavers or how to use it. As he encounters and masters increasingly challenging situations, Bobbin becomes a more proficient Weaver.

lf this is your first computer adven­ture game, be prepared for an entertain­ing challenge. Be patient, even if it takes a while to figure out some of the puzzles. If you get stuck, you might need to solve another puzzle first or discover a musical pattern. But hang in there and use your imagination and you will guide Bobbin to understand the mysteries of the Loom!

We've included the Book of Patterns to help you learn the magical patterns that have been created by Weavers over the millennia. As Bobbin explores the world around him, certain actions on his part cause musical notes, or threads, to be played. Pay attention to these threads­-they will always occur in a series of four, which the Weavers call a draft. As the Book of Patterns points out, each draft has its own unique effect, and discovering the purpose for each draft is the secret to success in the world of Loom. As Bobbin finds new drafts, write down the individ­ual threads (each draft has four) for future reference. Be sure to use a pen­cil when writing drafts in the Book of Patterns! Each time you start a new game, the threads of each draft may be different.
4 total votes



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by LambdaCalculus Thu Aug 24, 2017 7:57 am

I like that the artwork and color palette in the Amiga version is just subtly different from the original DOS EGA graphics, but does add a couple of extra colors here and there. The DOS EGA version is, in my honest opinion, the best implementation of the artwork, because the low color palette actually works in its favor with cool uses of shadows and silhouettes, especially in scenes like the Weavers' graveyard and the caves. The FM Towns and later DOS VGA CD version kinda killed the mystery and atmosphere with higher color graphics. This is a game I'd love to own another physical copy of!
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