Seymour Goes to Hollywood

Last updated

Seymour Goes to Hollywood
Seymour goes to hollywood.jpg
Developer(s) Big Red Software
Publisher(s) Codemasters
Composer(s) Allister Brimble
Platform(s) Amiga, Amstrad CPC, Atari ST, Commodore 64, MS-DOS, ZX Spectrum
Release
(CPC and Spectrum)
(Commodore 64)
Genre(s) Platform, adventure
Mode(s) Single-player

Seymour Goes to Hollywood, also known as Seymour at the Movies, is a platform and adventure game developed by Big Red Software and originally published in Europe by Codemasters in 1991. Players control Seymour, a small potato-like creature who wishes to be a film star. The film's script has been locked in a safe, meaning Seymour must solve puzzles by collecting and using objects scattered throughout the game in order to progress, ultimately retrieving the script and allowing filming to start.

Contents

The game was originally designed as part of the Dizzy series, with a working title of Movieland Dizzy, but the creators of Dizzy disagreed with the real-world direction the game had taken, despite it being 90% complete. The developers, Big Red Software, were given 12 weeks to create a new game with a different character. Seymour was adapted from Dizzy, with a new shape and fingers to differentiate the two.

Seymour Goes to Hollywood received both positive and average ratings from the video game press at the time, and was compared to Dizzy video games both positively and negatively. The character also received both praise and criticism for his shape.

Gameplay

Players guide Seymour through the game's locations, solving puzzles by collecting up to three objects at once and using them in pre-set locations. [4] Movement from one screen to the next is enabled through flip-screen, when Seymour touches the outer edge of one screen he is transported to the next. [5] The film studio where the game takes place features several rooms such as an office and eight film sets accessed from a maze of backlots, where each screen is only slightly different from the last. The doors to film sets are locked and Seymour must first locate the relevant key to gain access. [6] The sets' themes include films such as The Wizard of Oz and King Kong , as well as sets based on generic genres such as horror films and science fiction films. [7]

Characters throughout the film studios and movie sets will help Seymour on his quest with new objects and advice, but only if he helps them first. [8] Seymour's observations when collecting objects and sarcastic exchanges with other characters are communicated through speech bubbles. [6] One example of a puzzle is the Frankenstein's monster which must be created by combining body parts in a specific location on the horror film set. Once the monster is completed it smashes through one of the set's walls, allowing Seymour to access the set next door. [7]

Plot

Seymour has been given the starring role in a Hollywood film and duly arrives at the film studio to begin work. It transpires that the studio's boss, Dirk E. Findlemeyer the second, has taken a vacation to Miami. Findlemeyer has taken the key to his safe with him, which prevents filming from commencing because the safe contains the film scripts. Seymour must blow the safe with dynamite to access the scripts and then collect 16 Academy Awards from around the game and award one to each of the actors. Only then can filming commence. [7] [9]

Development

Beginning with Magicland Dizzy , Codemasters sub-contracted Big Red Software, headed by Paul Ranson, to assist in the production of future Dizzy games in the series. [6] [10] The success of Dizzy: Prince of the Yolkfolk prompted Big Red Software to take the series in a new direction. [10] The publisher decided that the titular egg character's next adventure should be set in a world based on real-life. [6]

ZX Spectrum screenshot showing Seymour at the studio entrance. Seymour goes to hollywood screenshot.gif
ZX Spectrum screenshot showing Seymour at the studio entrance.

Big Red Software started work and had 90% completed the project, which had the working title Movieland Dizzy, before the team was told to replace Dizzy with a new character. This was because the creators of Dizzy, the Oliver Twins, disagreed with the direction that Movieland Dizzy was taking the character, and after discussions Codemasters agreed. [6] [10] Pete Ranson, Paul's brother, was one of Big Red Software's graphic designers and was given the job of creating a new character. This character began as a misshapen egg, was given fingers, and was given jump animations that lacked Dizzy's bounce. A friend of the Ranson's, having seen the character graphics, said that "he looked like a Seymour". The name "stuck" and the new character was completed. [6]

After making the decision to use a new character rather than Dizzy, Codemasters allowed Big Red Software free rein to develop the new game, only stipulating that it must be ready for release within 12 weeks. By this point Big Red Software was already familiar with platform adventure games. [6] The game retained the Dizzy graphic adventure title engine. [10] Pete Ranson had previously designed graphics for every Dizzy game bar the first, graphics were shared between Dizzy games and some were also recycled for Seymour Goes to Hollywood. [6]

After the Hollywood theme was decided on, the design team drew up a map and assigned objects and puzzles to different areas. The game was originally designed for the ZX Spectrum and then ported to the Amstrad CPC, due to the systems' similar architecture. However, the team struggled to port the game to the Commodore 64 due to it being a different machine altogether. The finished game is significantly changed from the incomplete Movieland Dizzy, which featured only film sets as locations, the surrounding film studio and backlots were not present. [6] The real-world studio elements were added after Dizzy was disassociated from the game. [10]

Reception

Both the Amstrad CPC and ZX Spectrum versions received high review scores, [14] one exception being the review in Sinclair User which was less positive. [15] The Commodore 64 version received a comparatively low score from Zzap!64 . The magazine's reviewer wrote that despite the game featuring "brilliant humour and some of the best puzzles and animation seen in an arcade adventure", [11] it remained a "cruel parody" of the Spectrum version that "plays with all the style and grace of a drunken elephant!" [11] The Amiga version received both positive and average scores. [12] Seymour himself received a mixed response due to his appearance. Comments ranged from Seymour having "snatched Dizzy's crown" [9] to him being called "a peeled potato on legs", [15] an "albino mutant lardball" [12] and "a sort of slug-type thing". [16] David Crookes of Retro Gamer called Seymour a popular element and Big Red's most "infamous" character, but commented that Seymour did not match up to Dizzy. [10]

Seymour Goes to Hollywood was praised for its comparatively large size and for having more logical puzzles than Dizzy games, due to it being set in the real world. [16] Some players were critical of the size of the game and the time required to complete it. [6] The puzzles themselves were widely praised as "some of the best puzzles... ...ever seen in an arcade adventure", [11] and similar to Dizzy but with enough variation to "keep you scratching your head for hours". [17] Crash magazine's reviewer said that the puzzles may be too simple for players experienced with Dizzy games. [8] The game was compared to the Dizzy series by most reviewers, in both positive and negative lights. For instance, one reviewer opined that the game was indistinguishable from Dizzy games and succeeded for the same reasons, [18] while another reviewer called it average fare and asked "why didn't Codemasters just stuff it out as another Dizzy game?" [5] Crookes commented that though Seymour Goes to Hollywood borrows heavily from the Dizzy series it was a fulfilling game. [10]

Legacy

Five sequels were released in 1991 and 1992: Super Seymour Saves the Planet, Seymour: Take One!, Stuntman Seymour, Sergeant Seymour Robot Cop, and Wild West Seymour. [19] [20]

Related Research Articles

<i>Rick Dangerous</i> 1989 video game

Rick Dangerous is a platform game developed by Core Design for the Acorn Archimedes, Amiga, Atari ST, Amstrad CPC, ZX Spectrum, Commodore 64, and MS-DOS. The game was released in 1989 and published by MicroProse on the Firebird Software label in the UK, and on the MicroPlay label in America. It was also published in Spain by Erbe Software. Later, it was released with two other games, Stunt Car Racer and MicroProse Soccer, on the Commodore 64 Powerplay 64 cartridge. The game was followed by a sequel, Rick Dangerous 2, in 1990. Loosely based on the Indiana Jones film franchise, the game received mixed reviews from critics.

<i>Treasure Island Dizzy</i> 1989 video game

Treasure Island Dizzy is a puzzle video game published in 1989 by Codemasters for the Amstrad CPC and ZX Spectrum, and later ported to the Commodore 64, NES, Amiga, Atari ST and Atari Jaguar.

Andrew Nicholas Oliver and Philip Edward Oliver, together known as the Oliver Twins, are British twin brothers and video game designers.

<i>Dizzy</i> (series) Video game series

Dizzy is a series of video games, created by the Oliver Twins and published by Codemasters. It was one of the most successful British video game franchises of the late 1980s and early 1990s. Originally created for the ZX Spectrum and Amstrad CPC, the series appeared on multiple home computer and video game console formats, with over a dozen games being published between 1987 and 1992.

<i>Dizzy – The Ultimate Cartoon Adventure</i> 1987 video game

Dizzy – The Ultimate Cartoon Adventure is an adventure-platform game, the first video game featuring the character Dizzy, an anthropomorphic egg. The game was designed by two British brothers, the Oliver Twins. Dizzy was published by Codemasters and was released in 1987.

<i>Kwik Snax</i> 1990 video game

Kwik Snax is an arcade style maze video game play developed by the Oliver Twins and was published in 1990 by Codemasters for the Amstrad CPC, Spectrum, Commodore 64, MS-DOS, and Amiga. It was the fifth game in the Dizzy series and is considered a sequel to Fast Food.

<i>Magicland Dizzy</i> 1990 video game

Magicland Dizzy is a platform adventure game published in Europe in 1990 by Codemasters for the ZX Spectrum, Commodore 64 and Amiga platforms. By 1992 there were also MS-DOS, Atari ST and Amstrad CPC versions available. It is the sixth game in the Dizzy series, and the fourth adventure-based Dizzy title. The story, set in a fantasy world called Magicland, follows on from the events of Fantasy World Dizzy, the previous adventure title. In Magicland Dizzy the player controls Dizzy, an egg-shaped character, who is trying to save six of his friends who have been placed under spells by the Evil Wizard Zaks.

<i>Dizzy: Prince of the Yolkfolk</i> 1991 video game

Dizzy: Prince of the Yolkfolk is an adventure video game published in December 1991 by Codemasters for the Amstrad CPC, Atari ST, Commodore 64, ZX Spectrum, MS-DOS, NES and Amiga. It was the sixth game in the Dizzy adventure series. Initially it was only released as part of the Dizzy's Excellent Adventures compilation. The creators of the series, the Oliver Twins, outsourced the video game company Big Red Software to design and develop the game. The game interface and mechanics resemble those of Magicland Dizzy, discarding changes introduced in the fifth game.

<i>Spellbound Dizzy</i> 1991 video game

Spellbound Dizzy or Dizzy 5 is an adventure video game, featuring the character Dizzy, released in November 1991 by Codemasters. The series was originally developed by the Oliver twins but they had little involvement with this title other than executive sign-off, leaving Big Red Software to redesign the graphics engine and design the game and puzzles.

<i>Crystal Kingdom Dizzy</i> 1992 video game

Crystal Kingdom Dizzy is an adventure video game featuring the character Dizzy released in December 1992 by Codemasters. The Oliver Twins – who were heavily involved in the design and programming of previous Dizzy games – had less involvement with this one.

<i>The Excellent Dizzy Collection</i> 1993 video game

The Excellent Dizzy Collection is a video game compilation published by Codemasters in November 1993. The title includes three stand alone games, based on the video game character Dizzy created by the Oliver Twins. The compilation contains, Dizzy the Adventurer, Panic Dizzy and the previously unreleased Go! Dizzy Go! Ports were slated for release in January 1994 for Master System and Mega Drive, but only the Game Gear version saw release, and only in PAL regions.

<i>Slightly Magic</i> 1991 video game

Slightly Magic is an action-adventure game published in 1991 by Codemasters for the Amiga, Amstrad CPC, Atari ST, Commodore 64 and ZX Spectrum. It was written by Colin Jones, author of Rock Star Ate My Hamster.

<i>RoboCop 2</i> (video game) 1990 video game

RoboCop 2 is a platform shooter video game based on the 1990 film of the same name. The game was released for several platforms, including Amiga, Amstrad GX4000, Atari ST, Commodore 64, Game Boy, Nintendo Entertainment System, and ZX Spectrum. Ocean Software developed and published several versions, and Data East manufactured an arcade version.

<i>Total Recall</i> (video game) 1990 video game

Total Recall is a 1990 platform game developed and published by Ocean Software that was released for the Commodore 64, Amiga, Amstrad CPC, ZX Spectrum, Atari ST, and Nintendo Entertainment System. Total Recall is based on the 1990 film of the same name.

<i>CJs Elephant Antics</i> 1991 video game

CJ's Elephant Antics is a platform game developed by Genesis for the Commodore 64 with conversions made for the Amiga, Atari ST, ZX Spectrum and Nintendo Entertainment System. All ports were handled by Genesis with the exception of the ZX Spectrum version which was handled by Big Red Software. The computer versions were published by Codemasters in 1991, with the NES game arriving in 1992 as part of the unlicensed compilation cartridge Quattro Arcade. The player controls a baby elephant by the name of Columbus Jumbo on his way home to Africa.

The Big Red Software Company Limited, doing business as Big Red Software, was a British video game developer based in Leamington Spa, England, that was founded by Paul Ranson in October 1989.

<i>Space Crusade</i> (video game) 1992 video game

Space Crusade is a 1992 video game based on the Space Crusade board game. It is the first video game set in the Warhammer 40,000 universe. Gremlin Graphics Software Ltd. released the video game version of Space Crusade in early 1992. It was available on Amiga, Atari ST, MS-DOS, Amstrad CPC, Commodore 64, and ZX Spectrum. It later received an expansion pack, The Voyage Beyond.

<i>Steg</i> (video game) 1992 video game

Steg, also known as Steg the Slug, is a puzzle-platform game developed by Big Red Software and published by Codemasters in 1992. It was released for Amiga, Amstrad CPC, Atari ST, Commodore 64, MS-DOS, and ZX Spectrum. Players control the titular slug who must traverse caverns in order to capture maggots in bubbles, then guide them to his starving young who wait in a nest.

<i>Ghostbusters II</i> (computer video game) 1989 video game

Ghostbusters II is a 1989 action game based on the film of the same name. It was published by Activision for various computer platforms. British studio Foursfield developed a version for Commodore 64, Amiga, Atari ST, Amstrad CPC and ZX Spectrum, which also got ported to the MSX by New Frontier. It features three levels based on scenes from the film. Dynamix developed a separate version for the DOS, also based on the film. The non-DOS versions were praised for the graphics and audio, but criticized for long loading times, disk swapping, and the final level. The DOS, Commodore 64 and Amiga versions were the only versions released in North America.

<i>Terminator 2</i> (computer game) 1991 video game

Terminator 2: Judgment Day is a 1991 action video game developed by Dementia and published by Ocean Software. It is based on the 1991 film of the same name, and was released in Europe for Amiga, Amstrad CPC, Atari ST, Commodore 64, DOS, and ZX Spectrum. It is a sequel to The Terminator, itself based on the 1984 film of the same name. The game features several gameplay styles such as driving, fighting, and puzzle-solving.

References

  1. "Seymour Goes to Hollywood for Amstrad CPC". GameFAQs . Retrieved 11 June 2010.
  2. "Seymour Goes to Hollywood for Sinclair ZX81/Spectrum". GameFAQs . Retrieved 11 June 2010.
  3. "Seymour Goes to Hollywood for Commodore 64". GameFAQs . Retrieved 11 June 2010.
  4. Davies, Jonathan (November 1992). "Game Reviews - Seymour Goes to Hollywood". Amiga Power (19). Future Publishing: 99.
  5. 1 2 Merrett, Steve (August 1992). "VFM - Seymour Goes to Hollywood". CU Amiga . EMAP: 85.
  6. 1 2 3 4 5 6 7 8 9 10 "Retro - Behind the Scenes - Seymour Goes to Hollywood -Fat, Round but he didn't bounce along the ground... Seymour may have looked and played like Dizzy, but the gloves were off". GamesTM (97). Imagine Publishing: 136–139.
  7. 1 2 3 Eddy, Richard (May 1991). "Previews - Seymour Goes to Hollywood". Crash (88). Newsfield Publications Ltd: 23.
  8. 1 2 3 Roberts, Nick (October 1991). "Review - Seymour Goes to Hollywood". Crash (93). Newsfield Publications Ltd: 58, 59.
  9. 1 2 3 Peters, Adam (June 1992). "Action Replay - Seymour Goes to Hollywood". Amstrad Action (81). Future Publishing: 33.
  10. 1 2 3 4 5 6 7 Crookes, David (2007). "Company Profile: Big Red Software". Retro Gamer (42). Imagine Publishing: 76–81.
  11. 1 2 3 4 Osborne, Ian (June 1992). "Flashback! - Seymour Goes to Hollywood". Zzap!64 (85). Europress: 40, 41.
  12. 1 2 3 Leach, James (September 1992). "Cheap 'n' cheerful - Seymour Goes to Hollywood". Amiga Format (38). Future Publishing: 96.
  13. Game review, Amstrad Action magazine, Future Publishing, issue 74, November 1991
  14. Peters, Adam (November 1991). "Budget Bonanza - Seymour Goes to Hollywood". Amstrad Action (74). Future Publishing: 48.
  15. 1 2 Sumpter, Garth (December 1991). "Budget Review - Seymour Goes to Hollywood". Sinclair User (118). EMAP: 57.
  16. 1 2 Leach, James (December 1991). "Review - Seymour Goes to Hollywood". Your Sinclair (72). Future Publishing: 41.
  17. Roberts, Nick (March 1994). "Reviews - Seymour Goes to Hollywood". Amiga Force (16). Europress: 17, 18.
  18. "Cheapos! - Seymour Goes to Hollywood". The One (47). EMAP: 88. August 1992.
  19. "Super Seymour Saves the Planet". World of Spectrum. Retrieved 18 November 2018.
  20. "Seymour - Take One!". World of Spectrum. Retrieved 18 November 2018.