Debug Mode#
Floppy Version#
Enter schwanensee and then press F7 to activate the debug menu.
Key(s) |
Action |
|---|---|
Shift + G |
Goto room |
DOS CD Version#
Enter hardyharhar and press Control+Shift+D to activate the debug menu.
Key(s) |
Action |
|---|---|
Shift + S |
Set variable |
Shift + F |
Fast mode |
Shift + G |
Goto room |
Draft Variable Names#
One release of the floppy version (version 1.1, #3937, dated 29 March 1990) contains the original SCUMM variable names for the drafts in the game text. It also includes a variable for whether or not the draft in question has been "tried" successfully.
open
gold
dye
light
twist
sleep
empty
hide
fear
sharpen
reflect
heal
silence
shape
unravel
transcend
c
d
e
f
g
a
b
C
tried
Revisional Differences#
In floppy version 1.0 (#3937, dated 8 March 1990), the Lucasfilm Games logo at the start of the game has the text "TM and © 1990 LucasArts Entertainment" under it. In later revisions, this was changed to "TM and © 1990 LucasArts Entertainment Co."
EGA version 1.0 |
Later versions |
|---|---|
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If Bobbin dyes either of the two right-hand tapestries in the Loom Sanctuary green, then casts the Dyeing Draft in reverse on them twice, the response is different in floppy version 1.0 than in later versions. In the initial release, Bobbin says "I've already spun all the color out," even though the tapestries in question are clearly blue and purple. Later releases changed this to "I've already spun all the green out."
EGA version 1.0 |
Later versions |
|---|---|
Also in floppy version 1.0, at the stone staircase leading out of the mountain maze, there's a picture on the Object Window for the exit leading back into the maze. This is a relic of pre-release builds where room exits were all marked with pictures in the GUI. They were mostly removed before release, but this one slipped through. It was removed in later releases.
EGA version 1.0 |
|---|
Yet another difference in floppy version 1.0 is that the area Outside the Pattern (room 46 in the game files), with holes in reality leading to several previously seen locations, has more stars in the background compared to later versions.
EGA version 1.0 |
Later versions |
|---|---|
In the EGA floppy versions, when Mandible dies, the animation actually has a blink-and-you'll-miss-it moment where the distaff is blown off screen, and another distaff spawns on the ground so Bobbin can pick it up afterward. This may be a relic of early builds, where the GUI had a grayed-out distaff during some cutscenes, so its appearance on screen could indicate Bobbin picking it up automatically off camera. The TurboGrafx-16 and FM Towns releases corrected the animation, so that Mandible drops the distaff as he dies, and it lands on the ground without any doubling. However, the talkie CD version reinstates this animation glitch from the original.
Unused Screens and Graphics#
Floppy Version#
The animation for untwisting the waterspout is recolored in-game compared to the version in the resource files. The files store the animation as red, but the version used in-game is green.
In-game colors |
Original colors |
|---|---|
The mainland beach and the graveyard in Crystalgard both have areas on their backgrounds marked out where the graphics could be variable. However, those scenes have static graphics without any changes in those areas in the published game.
Areas for variable graphics |
Static infill applied |
|---|---|
One-frame animations for a tree in the forest, and for a pillar in Fleece's hut. The tree is a static element which already appears in the room background art. Meanwhile, the pillar is drawn over an area on the background marked in black as if meant for variable graphics, though the pillar's design never changes.
This may be related to the fact that this particular tree is absent in the TurboGrafx-16/PC Engine version, while the pillar in Fleece's hut is absent in the FM Towns version.


The Shepherds' sprites have magenta tabards that suggest they were meant to have the possibility of multiple colors at one point.
There are fragmentary graphics associated with the Shepherds' pasture, including an image for the GUI showing a wakeful version of the dozing shepherd there, as well as part of a different lamb design with a black face, and what looks like a plume of smoke coming from a mountain (or volcano) in the background.
There's a sprite for turning the straw underneath the sickly lamb in Fleece's hut to gold.
On the upper landing partway through the mountain maze, the steps where Bobbin enters have an area marked for variable graphics, though they never change design. It's possible that the stairs were going to crumble behind Bobbin, like how the lower landing in the maze also prevents him from backtracking.
Areas for variable graphics |
Static infill applied |
|---|---|
The animation for untwisting the staircase leading out of the mountain maze had a palette swap as well. The version in the resource files has green, yellow, and red sparkles, which were changed in-game to a uniform blue.
In-game colors |
Original colors |
|---|---|
Rusty's closeup (aside from the solid color background) is stored as a sprite, rather than background art. This means it would've been possible to flip the closeup during some dialogue, as occurs with the closeups of the transfigured Hetchel and Cygna, which are stored similarly.
DOS CD Version#
A number of character images and scenes were converted to VGA for the PC CD-ROM version, but ultimately went unused.















(Source: ATMachine)
The animation for untwisting the stone stair also has alternate colors in the resource files in the DOS CD version (as well as the FM Towns release). Here, the in-game version is still blue, but the version in the game files is purple. (The animation for untwisting the waterspout earlier is purple as well, but that color scheme appears in-game as well as in the files.)
In-game colors |
Original colors |
|---|---|
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The DOS CD version uses a new background and new animation for the scene of Bobbin healing the dead and dying Shepherds. However, the original version of the scene still exists, and can be warped to with debug mode (though it has some minor glitches, like the wounded Shepherds being invisible before Bobbin heals them, and their sprites being in EGA afterward). Fleece also has some different dialogue in the subtitles: her voiced line "Come, and extend your help, if you can..." to Bobbin is absent, and after Bobbin heals the Shepherds, she has an extra unvoiced line saying "His power is greater than ever since last we met."




A couple of unused sprites from the DOS CD version. One of them is associated with the exterior view of Crystalgard. It shows tiny walking sprites of at least one Shepherd - including Fleece, as the golden tip on the crozier shows - as well as a completely unknown character in teal and brown.
Another is a small sprite of a Glassmaker associated with the chalice room in Crystalgard, probably meant to be seen on the stair landing in the background.
Both of them are in EGA, suggesting they might have been salvaged from unused content for the original version of the game.
Another unused animation, this one showing a Glassmaker walking diagonally.
Unused Audio#
Many lines of dialogue were shortened from their originals for the CD version, but some longer versions were recorded anyway and not used.
- Bobbin: That's beautiful! I've never seen anything sparkle like that, not even the long tapestry! What kind of glass is it?
- Goodmold: Oh, it's not glass at all, young weaver; it was carved from a single crystal of diamond.
Hetchel tells Bobbin to unmake the Loom now. Bobbin mentions the dawn. Bobbin exclaims in surprise when the flask accidentally gets tipped over. Fleece explains how the shepherds learned how to heal. Hetchel explains to Bobbin that, if Bobbin loses his distaff, Hetchel will try to help him. Bobbin doesn't like his reflection. The shepherd scolds Bobbin about green sheep. The shepherd is angry at the sheep jumping away. The Loom theme in an unused rendition. Bobbin goes to the top of the tower in the Glassmakers' area. Cygna tells Bobbin about his progress closing holes in the Pattern created by Bishop Mandible.
Developer Text#
Hidden in the talkie CD release in LOOM.EXE at offset 0x1BB72 is this text string, apparently referring to a SCUMM game running on Amiga CDTV:
CDTV system only has 2 scale arrays


