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It's not my dream per se, but in Monkey Island 1&2, when stuck and without an internet walkthrough, it was extremely frustrating to try out all the actions on a
by Andrew_nenakhov 6y ago
It's not my dream per se, but in Monkey Island 1&2, when stuck and without an internet walkthrough, it was extremely frustrating to try out all the actions on all the objects. Full Throttle and Grim Fandango improved on that old model immensely, and Loom's interface turned out to be 10 years ahead of the curve.
- nottorp 6y agoYou do remember you had to write down the songs right?
- npunt 6y agoI think that type of thing can really enhance a game if done right. It engages more of your senses and gets you (literally) thinking outside the box. It makes you feel like you're learning and demonstrating a skill, but in actuality the skill is just being attentive. The original came with a booklet [1] where you could write down the spells next to explanations of what they did, seems like an excellent way to do it. [1] https://youtu.be/WFl7Q1Io51c?t=370 https://youtu.be/WFl7Q1Io51c?t=370
- Andrew_nenakhov 6y agoBtw when I played it for the first time I just didn't understand that the pattern played backwards did the opposite. I thought that those are different spells, and it made things so much harder. Only many years later when I came back to replay Loom I noticed that some patters are suspiciously similar... oh boy.
- mbajkowski 6y agoBeen probably 30 years since I played it last, but that would so make sense wouldn't it. I don't think I figured that out back then, wow. Still, the interface compared to all the other adventure games at that time was just so different and full of wonder, I kept coming back until I finished the darn game.
- vaylian 6y agoFor the dancing skeletons?
- Andrew_nenakhov 6y agoYeah, the hip bone connected to the arm bone. This song is etched in my mind forever.