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Side-by-side Review of Loom and Secret of Monkey Island

By mattbarton.exe – Mon, 2005 – 06 – 06 14:13
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Gilbert, Ron, Tim Schafer, Dave Grossman. The Secret of Monkey Island. [PC (Win)] Dev. LucasArts. San Francisco, CA: LucasArts, 1990.

The Secret of Monkey Island Cover
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LucasArts. Loom. [PC (Win)] San Francisco, CA: Lucasfilm Games, 1990.

Loom Cover

I recently had the pleasure of completing two very nice Lucas Arts GAGs, Loom and the Secret of Monkey Island. I played the CD versions of both titles, but played both of them with my SCUMM virtual machine. The Loom game I played had exquisite voice acting; some of the best I've ever heard in a game. Monkey Island lacked speech, but the sound effects and music were pleasant and added greatly to the pleasure of the game.

Loom and Monkey Island appeared in the same year, 1990. Lucas Arts used the same engine Lucas Arts had developed earlier for Maniac Mansion, a game I'm not yet familiar with. The engine, SCUMM, even stands for Script Creation Utility for Maniac Mansion. While I'm not familiar with the games from a code perspective, I do like the interfaces and find the graphics, while perhaps 'poor' by modern standards, have a consistency and coherence that I find both effective and endearing. I am reminded of cartoon animation.

Loom's interface is simpler than Monkey Island's. The player moves Bobbin Threadbare around by clicking the mouse. Clicking on an object allows the wizard to "point" a spell, or "draft," at it. The mouse pointer doesn't change; it's always a glowing triangle. This can be a bit of a pain at times, because it's not clear where you can go. I wasted several minutes early on trying to go into a doorway that turned out to be merely a decoration. Sometimes scrolling the mouse over objects will cause them to appear in the lower right corner of the screen; this indicates that they can be 'pointed at.' This doesn't seem to work all the time, though. My guess is that the developers tried to set it up so that it would only work if Bobbin was facing the object or they were in his line of sight.

Sound plays an important role in this game, and critical at the end of the Standard Game and throughout the Expert Game. Players are expected to recognize changes in pitch. If you can imagine playing SIMON without the benefit of the flashing lights, you have a good idea of what's expected here. Thankfully, there are only one octave to worry about, and no minor keys. Still, this could be a problem for 'tone deaf' players and a show-stopper for a person with limited hearing.

The strength of Bobbin is its evocative world and compelling storyline. The game has a unique magic system and terminology which is confusing at first, but consistent with the storyline and setting. To put it simply, the gameworld is divided into Guilds, each of whom have special 'songs' and abilities. For instance, the guild of blacksmiths are expert sword-makers, and you must learn a 'sharpening' song from them. It's great fun checking out the various guilds and seeing how completely their lifestyles have been shaped by their career. The player character comes from the guild of the 'weavers,' magical beings held in awe or contempt by the other guilds. The weavers are always hooded, and anyone daring to peek under the hood dies a quick and painful death. The symbolic or Freudian implications of all this must be fascinating, really.

The drafts are great fun to play with. Some of them can be reversed to interesting effect. A spell that opens can be reversed to close things, for instance. More fascinating things are possible, of course, but I can't talk about them without giving away the rather enjoyable puzzles.

The only real problem I had with Loom was the brevity of the game. Just when you think you've got things figured out and are ready to get down to some serious adventuring, the game is over. I was utterly shocked at the game's shortness and thought I had somehow done things wrong and arrived prematurely at the ending. Nope. I spent roughly three hours playing this game from start to finish, and I was taking my time and exploring every nook and cranny. I expect someone in a rush could finish the game in a half hour.

There are also no serious challenges here, which is noted in the game's manual. The developers say that the game is really designed to be a 'story you play through' rather than a puzzle game that stumps you at every turn. The manual, by the way, is a thinly veiled commentary on adventure games and an argument for the superiority of more story-focused games. Game scholars won't want to miss out on the manual if they bother to play Loom at all.

The Secret of Monkey Island is a much different than Loom. Even the interface is different. Whereas in Loom the player can really do nothing but click on different parts of the screen and hope something happens, Monkey Island gives you a little fixed menu of actions like 'PICK UP' and 'LOOK AT' and an inventory.

Undoubtedly the best thing about Monkey Island is its humor. I laughed aloud quite frequently, and I'm not the kind of guy that laughs at any lame attempt at humor. The game even effectively makes fun of itself, and there are some very funny segments that seem to satarize the genre. One of the best is when you are fighting with the Sheriff, who catches you in the act of stealing an idol from the mayor's mansion. Your character is drawn out of view, but messages flash as though someone else is controlling the character. The player isn't exactly sure what is taking place back there, but waxed lips, a staple remover, and a rhinocerous are deeply involved.

Many of the puzzles in Monkey Island are also satirical. For instance, a troll guarding a bridge can be taken care of by tossing him a red herring. The troll grabs the herring, takes off his troll suit revealing he is only a man, and then says, 'Oooh! A red herring!' and scampers off. Of course, we adventurers are all too aware of the significance of red herrings, though this one turns out not to be one. Later on the player meets some vegetarian cannibals, a giant monkey head that can only be opened by cleaning its ear with a giant Q-tip, and a swindling 'pre-owned boat dealer.' I don't know how many other people would find this kind of humor appealing, but judging by the game's noted success, I'm not alone in finding it just too much fun.

There are also some interesting allusions to Loom in Monkey Island. Two are explicit'we meet 'Cobb,' a henchmen who meets his demise in Loom, at the SCUMM BAR at the beginning of the game. He goes into a spiel about Loom and the bottom of the screen flashes 'ADVERTISEMENT.' You are given several funny possible responses. There are other more subtle references to Bobbin Threadbare (your player character in Loom). I don't know why, but I find these kinds of 'easter eggs' great fun.

If asked, I'd probably tell someone trying to decide 'EITHER/OR' to go with the monkey. Even though I liked Loom, I don't find it as 'literary' or 'artistic' as other critics have asserted. It's frustrating to learn all about the unique magic system and storyline for just an hour or so of gameplay. In all seriousness, the game needs to be at least twice as long and offer more opportunities for alternative strategies. I don't know if the developers just ran out of time or what, but the game has a distinctly 'unfinished' feel to it. Monkey Island, on the other hand, is deeply polished and just glows with creative wit.