|★ AMSTRAD CPC ★ GAMESLIST ★ WILD WEST SEYMOUR (c) CODEMASTERS ★|
This is the first level of Wild West Seymour, you start off by Richard Eddy who gives you a nasty note from El Bandeeto, then it's onwards to the Codies office and time for a quick word with Clare. Check out all the offices and then take a peek in the Shed.
Before you can get off the level, you're going to have to find the nect level code and give it to the game genie. (Currently asleep in the bus's exhaust pipe!) Let's get one thing straight right away -Seymour is the scariest mother of a lardball that there's ever been. And he's got a mouth. And teeth. (He is also possibly the only mother of a lardball in existence.) The loading screen alone is enough to scare any small children or old people who might just happen to be hanging around your Amstrad. It's small thanks, then, that this is the only extreme close-up you get of the lardy one, elsewhere in the game he's of a far more comfortable size.
If you've been good and read the last few copies of AA then you'll already know what Wild West Seymour's about, you'll also know what the packaging looks like, all the personal foibles of the programmers and exactly who Richard Eddy is. For Wild West Seymour had the honour of being the game chosen for an in-depth, month-by-month look at how a game is made - from the boardroom to the shop shelves. And now is the moment of reckoning, it's time to find out what you may suspect, but don't actually know yet - is it any good?
There are four acts, or levels, to Wild West Seymour that see him travel across America, fighting Indians as they try to stop the train and halt Seymour's progress. One of the new features is the inclusion of a game genie. This little blighter holds the key to the next act. You've got to give him level codes and he'll let you pass. And that, basically, is the plot. Now onto the game. (At last!)
Three-year-olds seemed to manage Seymour goes to Hollywood, and no doubt they'll do just as well with this one, but some of these puzzles are darn tricky. What do you do with a film when you can't find a tin or a camera? What do you do with a battery when you know it won't fit into the microphone? If you can sort out puzzles like this then you'll love Wild West Seymour - it's full of 'em. If you hate the very thought of combining two disparate objects then you're probably not even reading this review. (So we'll ignore you for the time being.)
The puzzles are clever and, however smart you are, it'll take you a while to solve some of them. (No doubt the Cheat Mode pages will soon be full of tips!) The game's pace really does depend on how good you are, there's no time limit so you won't suddenly find yourself popping your clogs just as you're about to discover what the can of beans does. In fact, you can leave old Seymour balancing on a crate while you go off and have ea. When you get back, he'll still be there twiddling his thumbs and winking.
The graphics are very smart. Seymour, despite the fact that he's a scary mug, has been perfectly animated. You actually find yourself looking at him to see what he thinks you should do next. Spooky. My only quibble with the game is that the controls were a tad frustrating. After a while, it gets easier but, at first it can make you want to drown Seymour. (This is quite easy, there's some very handy ponds around.)
But that's not really point. If you've ever read one Famous Five book, you're very likely to have read another. What you don't do is harp on about how they're all exactly the same and you always get the same people in them, and the adventure might be a bit different but it always works out all right in the end. Central characters, whether it be George and Timmy or Seymour and Dizzy have got to be consistent. It just wouldn't do for Dizzy to rush through New York warehouse laying waste to drug dealers, or for Seymour to suddenly develop a yearning to aim his crosshair at mercenaries. CodeMasters have stuck to their formula because they know it works. Wild West Seymour will be enjoyed just as Seymour Goes to Hollywood was enjoyed. Why? Because it's a game which will appeal to a great many games-players, and because it's a good game. Buy it!
L'alinéa 8 de l'article L122-5 du Code de la propriété intellectuelle explique que « Lorsque l'œuvre a été divulguée, l'auteur ne peut interdire la reproduction d'une œuvre et sa représentation effectuées à des fins de conservation ou destinées à préserver les conditions de sa consultation à des fins de recherche ou détudes privées par des particuliers, dans les locaux de l'établissement et sur des terminaux dédiés par des bibliothèques accessibles au public, par des musées ou par des services d'archives, sous réserve que ceux-ci ne recherchent aucun avantage économique ou commercial ». Pas de problème donc pour nous!
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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.