Seymour Goes to Hollywood
All the usual CodeMasters tricks, traps and head-scratchers have been included in the game, as well as a couple of nasty pranks (but strangely, there aren't any teapots), I spent hours trying to get Seymour across a frighteningly busy LA road only to find that it was impossible, and I should have set off in the other direction. Arrgghh! I said (it's true, he did. Ed). But once you get into the swing of things, Seymour, like the Dizzy games it resembles, is completely brilliant. It's packed with great graphics, it's got a kickin' soundtrack and it's very, very playable.
As it's set in the real world, Seymour Goes To Hollywood is a bit more logical than some of the Dizzy games. The general formula is pretty much unchanged from the Dizzy days though. There are lots of objects (which you won't know what to do with) and there are lots of problems to solve before you can proceed. Use the correct objects with these probs and you can get past. It calls for a bit of grey-matter exercise, does this. There are 96 stonking screens, each one packed with detail, colour and things to jump up and down on. You pick up or drop things using the RETURN key, which also triggers the objects in your pockets as well. So if you find a key, hit RETURN to open a locked door. Easy enough, so you don't need to bother with typing in commands or anything.
Average Rating: | 7.44 [9 votes] |
Genre: | Adventure |
Designer: | |
Developer: | Codemasters |
Publisher: | Codemasters |
Year: | 1993 |
Software Copyright: | Codemasters |
Theme: | Cartoon |
Multiplayer: | |
Related Links: | |
More Info: | Mobygames | The Web |
System Requirements: | DOS |
If you like this game, try: | Prince of The Yolkfolk, Fantastic Dizzy, Framed |
Thanks to... | Sugoll |
Technical Notes: |
Screenshots © The Good Old Days