GAMES ★ GAMES - MAKINGOF - WILD WEST SEYMOUR (BIG RED SOFTWARE) ★

Read about seymour (1/5) (Amstrad Action)Graphics detail (2/5) (Amstrad Action)Taking shape (3/5) (Amstrad Action)Code & chips (4/5) (Amstrad Action)Finishing touches (5/5) (Amstrad Action)
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Yep, it's what you've all been waiting for — the final instalment of our game development series. Our man with a handful of rainforest: ADAM PETERS.

A 3-inch disk sits on CodeMasters press officer Richard Eddy's desk. Scrawled in felt-tip on the white sticker used as a makeshift disk label are the words Wild West Seymour CPC (finished version)'. 'We're happy with it." says Richard, 'and the programmer is happy with it. It's the version that people will be buying.”


“Coo, look. Have you road this in AmstraD Action about Wild West Seymour being finished?"
“Come on, Richard, get on with it - we haven't forgotten you're paying for lunch."

A few miles down the road Pete Ranson yawns, rests his head on his desk and repeatedly groans out his wish to go home (or failing that, to the pub). This is Pete's first day back at work after a fortnight's holiday. and he's not really “with if yet. As far as Wild West Seymour goes, he doesn't need to be “with it”. The game is finished and Big Red's role in the Wild West saga has come to an end.

"We've gone for quality not quantity" JON CARTWRIGHT

The Seymour story has relocated to the CodeMasters end of the A425. as the printing and production dates for the inlay are finalised. The big build-up for the game's launch has begun. Richard has started sending out press releases to all the relevant magazines and news-
papers. and a decision is being made over how much to spend on advertising and promotion. The release date of September the 22nd looms ever closer.

The end game

A few things were cut towards the end , and a few things added after conversion from the Spectrum. Here they are...

Lost in the supermarket:Due to memory problems , the game has been cut down from five acts to four. Not much action has been lost though, as a lot of the missing act has been incorporated into the train section (which was originally only going to be six screens big. but is now much larger).

The ending hat been cut down a lot too , but it now provides a good link for the next game ("whatever that might be"). Loads of speech alto had to be cut Originally, the characters just yakked and yakked and yakked Mow with added this: The CPC version features full colour sprites , not possible on the Speccy ('attribute problems') and the map hat been changed to look extra nice on the Ammy. There's a palette twitch halfway down the screen, to whilst the four colours in the panel at the top stay the tame, the palette can be switched on the 'action screen' (e.g. when Seymour enters a tunnel). The Seymour sprite moves very smoothly, with no flicker at all ("he sometimes flickersa bit on the Spectrum version'). 6128 owners get even better animation, plus six different in-game tunes.

”September the 22nd.” mutters Jon Cartwright, as Pete Ranson's desk-bound groans echo round the Big Red office, 'that's interesting. We didn't know the release date had been fixed. We're the programmers and no-one tells us anything.” Oh dear. I hope we haven't started a big row here between Big Red and the Codies.

Quick, better change the subject.

Er, how does Wild West differ from Seymour Hollywood. Jon?

"Well, for a start, all the things that were supposed to happen in Seymour Hollywood that didn't will be happening "Wild West."

Like?

"Seymour's hands were supposed to move. They did on the Spectrum version, but for some reason they didn't on the Amstrad."

Oops.

"They do move in Wild West, though. Look." He points to the screen. "Oh yes, and the end sequence didn't happen in Seymour Hollywood either, for some reason."

Double oops.

"But don't print that."

Treble oops.

"This is a very important game for us" RICHARD EDDY

"There aren't as many rooms in Wild West as there were in Hollywood, but the game takes up more memory. That's probably because of the text. We've put loads of text in, including lots of thought bubbles."

It's certainly a tight squeeze. Wild West takes up the whole of the available memory on the 464 (about 43K of the machine's 64K memory is usable in programming). The map takes up 5K, the same as the music (there's six different tunes on the 6128). The graphics and text each account for 10K, and the animation of the Seymour sprite requires 6K (an extra 4.5K on the 6128, which has more detailed movement). Everything that's left over is taken up by the program code itself. Even though it's a smaller game than Seymour Hollywood, that doesn't mean that any less time was spent on it.

"We've gone for quality not quantity," com merits Jon, quotably.

"Yeah," mutters Pete, wearily.

Big Red are trying to 'self the game to me (well. Jon is, at any rate), whilst elsewhere an army of CodeMasters telesales people are trying
acters just yakked and yakked and yakked Mow with added this: The CPC version features full colour sprites , not possible on the Speccy ('attribute problems') and the map hat been changed to look extra nice on the Ammy. There's a palette twitch halfway down the screen, to whilst the four colour* in the panel at the top stay the tame, the palette can be switched on the 'action screen' (e.g. when Seymour enters a tunnel). The Seymour sprite moves very smoothly, with no flicker at all ("he sometimes flickers a bit on the Spectrum version'). 6128 owners get even better animation, plus six different in-game tunes.
to sell the game to the distributors and retailers. The Codies need to collect all the orders in advance to try and gauge how many copies they'll need to get made. The tapes are duplicated by Ablex (who also do AA's covertapes), before being matched up with the inlay cards and those little plastic boxes that attract scratches like Tom Jones attracts grannies.

"This is a very important game for us." says Richard Eddy, 'because we've got the Superstar Seymour full-price compilation coming out in a couple of months. How well Wild West does will leave an impression in the retailers and distributors' minds, and they'll be deciding how many Superstar packs to order on the basis of Wild West's performance."

The game took under three months to program, meaning that it was easily finished on schedule. On completion of every major new version (the adding of a new act or a major change), Jon the programmer sent a copy of the game off to the Codies playtesters , who tried it out, located any new bugs or mistakes, and checked that earlier ones had been corrected.

So how does it compare to your previous game , Prince of the Yolk Folk, Jon?

“Well , it's bigger. It's taken a lot longer to produce, especially with all the 128K extras. There's a larger map, more puzzles ... As for whether it's better or not , well that's for the reviewers and the customers to decide."ADAM PETERS , AA

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L'Amstrad CPC est une machine 8 bits à base d'un Z80 à 4MHz. Le premier de la gamme fut le CPC 464 en 1984, équipé d'un lecteur de cassettes intégré il se plaçait en concurrent  du Commodore C64 beaucoup plus compliqué à utiliser et plus cher. Ce fut un réel succès et sorti cette même années le CPC 664 équipé d'un lecteur de disquettes trois pouces intégré. Sa vie fut de courte durée puisqu'en 1985 il fut remplacé par le CPC 6128 qui était plus compact, plus soigné et surtout qui avait 128Ko de RAM au lieu de 64Ko.