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Loom (computer Game)
''Loom'' is a 1990 fantasy-themed graphic adventure game by Lucasfilm Games. The project was led by Brian Moriarty, a former Infocom employee and author of classic text adventures ''Wishbringer'' (1985), '' Trinity'' (1986), and '' Beyond Zork'' (1987). It was the fourth game to use the SCUMM adventure game engine, and the first of those to avoid the verb–object interface introduced in '' Maniac Mansion''. Gameplay A departure from other Lucasfilm adventure games in many senses, ''Loom'' is based on a serious and complex fantasy story. With its experimental interface, it eschewed the traditional paradigm of graphical adventures, where puzzles usually involve interactions between the game character, the environment, and items the character has in their possession. ''Loom'' gameplay centers instead around magical four-note tunes known as "drafts" that the protagonist, Bobbin Threadbare, can play on his distaff. Each draft is a spell that has an effect of a certain type, ...
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LucasArts
Lucasfilm Games (known as LucasArts between 1990 and 2021) is an American video game licensor that is part of Lucasfilm. It was founded in May 1982 by George Lucas as a video game development group alongside his film company; as part of a larger 1990 reorganization of the Lucasfilm divisions, the video game development division was grouped and rebranded as part of LucasArts. LucasArts became known for its line of adventure games based on its SCUMM engine in the 1990s, including '' Maniac Mansion'', the '' Monkey Island'' series, and several ''Indiana Jones'' titles. A number of influential game developers were alumni of LucasArts from this period, including Brian Moriarty, Tim Schafer, Ron Gilbert, and Dave Grossman. Later, as Lucasfilm regained control over its licensing over the ''Star Wars'' franchise, LucasArts produced numerous action-based ''Star Wars'' titles in the late 1990s and early 2000s, while dropping adventure game development due to waning interest in the gen ...
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TurboGrafx-16
The TurboGrafx-16, known as the outside North America, is a home video game console designed by Hudson Soft and sold by NEC Home Electronics. It was the first console marketed in the fourth generation, commonly known as the 16-bit era, though the console has an 8-bit central processing unit (CPU) coupled with a 16-bit graphics processor. It was released in Japan in 1987 and in North America in 1989. In Europe, the console is known as the PC Engine, after the Japanese model was imported and distributed in the United Kingdom and France from 1988. In Japan, the system was launched as a competitor to the Famicom, but the delayed United States release meant that it ended up competing with the Sega Genesis and later the Super NES. The console has an 8-bit CPU and a dual 16-bit graphics processing unit (GPU) chipset consisting of a video display controller (VDC) and video color encoder. The GPUs are capable of displaying 482 colors simultaneously, out of 512. With dimensions of jus ...
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Loom Interface Screenshot
A loom is a device used to weave cloth and tapestry. The basic purpose of any loom is to hold the warp threads under tension to facilitate the interweaving of the weft threads. The precise shape of the loom and its mechanics may vary, but the basic function is the same. Etymology and usage The word "loom" derives from the Old English ''geloma'', formed from ''ge-'' (perfective prefix) and ''loma'', a root of unknown origin; the whole word ''geloma'' meant a utensil, tool, or machine of any kind. In 1404 "lome" was used to mean a machine to enable weaving thread into cloth. By 1838 "loom" had gained the additional meaning of a machine for interlacing thread. Weaving Weaving is done by intersecting the longitudinal threads, the warp, i.e. "that which is thrown across", with the transverse threads, the weft, i.e. "that which is woven". The major components of the loom are the warp beam, heddles, harnesses or shafts (as few as two, four is common, sixteen not unheard of), ...
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Palindrome
A palindrome is a word, number, phrase, or other sequence of symbols that reads the same backwards as forwards, such as the words ''madam'' or ''racecar'', the date and time ''11/11/11 11:11,'' and the sentence: "A man, a plan, a canal – Panama". The 19-letter Finnish word ''saippuakivikauppias'' (a soapstone vendor), is the longest single-word palindrome in everyday use, while the 12-letter term ''tattarrattat'' (from James Joyce in '' Ulysses'') is the longest in English. The word ''palindrome'' was introduced by English poet and writer Henry Peacham in 1638.Henry Peacham, ''The Truth of our Times Revealed out of One Mans Experience'', 1638p. 123/ref> The concept of a palindrome can be dated to the 3rd-century BCE, although no examples survive; the first physical examples can be dated to the 1st-century CE with the Latin acrostic word square, the Sator Square (contains both word and sentence palindromes), and the 4th-century Greek Byzantine sentence palindrome '' ni ...
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Spell (paranormal)
An incantation, a spell, a charm, an enchantment or a bewitchery, is a magical formula intended to trigger a magical effect on a person or objects. The formula can be spoken, sung or chanted. An incantation can also be performed during ceremonial rituals or prayers. In the world of magic, wizards, witches, and fairies allegedly perform incantations. In medieval literature, folklore, fairy tales, and modern fantasy fiction, enchantments are charms or spells. This has led to the terms "enchanter" and "enchantress" for those who use enchantments. The English language borrowed the term "incantation" from Old French in the late 14th century; the corresponding Old English term was '' gealdor'' or '' galdor'', "song, spell", cognate to ON galdr. The weakened sense "delight" (compare the same development of "charm") is modern, first attested in 1593 ( OED). Words of incantation are often spoken with inflection and emphasis on the words being said. The tone and rhyme of h ...
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Distaff
A distaff (, , also called a rock"Rock." ''The Oxford English Dictionary''. 2nd ed. 1989.), is a tool used in spinning. It is designed to hold the unspun fibers, keeping them untangled and thus easing the spinning process. It is most commonly used to hold flax and sometimes wool, but can be used for any type of fibre. Fiber is wrapped around the distaff and tied in place with a piece of ribbon or string. The word comes from Low German ''dis'', meaning a bunch of flax, connected with staff. As an adjective, the term ''distaff'' is used to describe the female side of a family. The corresponding term for the male side of a family is the "spear" side. Form In Western Europe, there were two common forms of distaves, depending on the spinning method. The traditional form is a staff held under one's arm while using a spindle – see the figure illustration. It is about long, held under the left arm, with the right hand used in drawing the fibres from it."Distaff." ''The Oxford Engli ...
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LucasArts Adventure Games
From the late 1980s to the early 2000s, LucasArts was well known for their point-and-click graphic adventure games, nearly all of which received high scoring reviews at the time of their release. Their style tended towards the humorous, often irreverent or slapstick, slapstick humor, with the exceptions of ''Loom (video game), Loom'' and ''The Dig (video game), The Dig''. Their game design philosophy was that the player should never die or reach a complete unwinnable, dead-end, although there were exceptions. Many of the games shared similar game interfaces and technology, powered by SCUMM (Script Creation Utility for Maniac Mansion). After 1997, these games transitioned into 3D computer graphics, 3D graphics with the GrimE game engine. Common features between the games include in-joke references to both other LucasArts games and Lucasfilm productions, as well as other running gags, such as Chuck the Plant and ''Sam & Max'' cameo appearances, that spanned numerous games. Most of ...
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Maniac Mansion
''Maniac Mansion'' is a 1987 graphic adventure video game developed and published by Lucasfilm Games. It follows teenage protagonist Dave Miller as he attempts to rescue his girlfriend Sandy Pantz from a mad scientist, whose mind has been enslaved by a sentient meteor. The player uses a point-and-click interface to guide Dave and two of his six playable friends through the scientist's mansion while solving puzzles and avoiding dangers. Gameplay is non-linear, and the game must be completed in different ways based on the player's choice of characters. Initially released for the Commodore 64 and Apple II, ''Maniac Mansion'' was Lucasfilm Games' first self-published product. The game was conceived in 1985 by Ron Gilbert and Gary Winnick, who sought to tell a comedic story based on horror film and B-movie clichés. They mapped out the project as a paper-and-pencil game before coding commenced. While earlier adventure titles had relied on command lines, Gilbert disliked such systems ...
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Beyond Zork
''Beyond Zork'' (full title: ''Beyond Zork: The Coconut of Quendor'') is an interactive fiction computer game written by Brian Moriarty and released by Infocom in 1987. It was one of the last games in the Zork series developed by Infocom (titles such as ''Zork Nemesis'' and '' Zork: Grand Inquisitor'' were created after Activision had dissolved Infocom as a company and kept the Infocom brand name). It signified a notable departure from the standard format of Infocom's earlier games which relied purely on text and puzzle-solving: among other features, ''Beyond Zork'' incorporated a crude on-screen map, the use of character statistics and levels, and RPG combat elements. The game, Infocom's twenty-ninth, was available on the Amiga (512KB), Apple (128KB), Atari ST, Commodore 128, IBM (192KB), and the Macintosh (512KB) computers. Plot The player explores the Southlands of Quendor somewhat aimlessly at first. Soon, however, a task is bestowed by the Implementors, a group of godli ...
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Trinity (video Game)
''Trinity'' is an interactive fiction video game written by Brian Moriarty and published in 1986 by Infocom. It is widely regarded as one of the company's best works. The plot blends historical and fantastic elements as part of a prose poem regarding the destructive power of the atomic bomb and the futile nature of war in the atomic age. The name refers to the Trinity test, the first nuclear explosion, which took place in July 1945. It is Infocom's twentieth game and the last game released by the company when it was solvent. Plot As the game begins, the player's character is spending a final day of a London vacation in the Kensington Gardens. The evening flight back to the United States is looking increasingly unlikely for a number of unusual reasons. Hordes of nannies are blocking all exits from the Gardens, and the grass actively resists efforts to be walked upon. Worst of all, a gleam on the horizon soon heralds the unwelcome arrival of a Soviet nuclear missile. Time begi ...
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Wishbringer
''Wishbringer: The Magick Stone of Dreams'' is an interactive fiction video game written by Brian Moriarty and published by Infocom in 1985. It was intended to be an easier game to solve than the typical Infocom release and provide a good introduction to interactive fiction for inexperienced players, and was very well received. Plot The player's character is a postal clerk in the small fishing village of Festeron. The cranky postmaster, Mr. Crisp, orders the player to deliver an important envelope to the proprietor of Ye Olde Magick Shoppe. The proprietor asks the player to rescue her cat from a mysterious sorceress known only as The Evil One. Stepping out of the store, the player finds that quaint Festeron has mysteriously been transformed into a more sinister town called Witchville. There are but a few hours to defeat The Evil One. Gameplay A player can solve ''Wishbringer'' by using the wishing stone, then play it again without using it to get a higher score. A few Infocom gam ...
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Interactive Fiction
'' Interactive fiction, often abbreviated IF, is software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives, either in the form of interactive narratives or interactive narrations. These works can also be understood as a form of video game, either in the form of an adventure game or role-playing game. In common usage, the term refers to text adventures, a type of adventure game where the entire interface can be "text-only", however, graphical text adventures still fall under the text adventure category if the main way to interact with the game is by typing text. Some users of the term distinguish between interactive fiction, known as "Puzzle-free", that focuses on narrative, and "text adventures" that focus on puzzles. Due to their text-only nature, they sidestepped the problem of writing for widely divergent graphics architectures. This feature meant that ...
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