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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The second instalment of the Seymour in the Wild West story is all about graphics. Once again it's ADAM PETERS spending most of the AA travel budget on train fares...

Flaunting designer scruff

and skate punk cool, Pete Ranson reluctantly tidies the ton of design notes, invoices and sketches covering most of his desk into nice neat piles, and places these beside his computer. Photographer Ian Fox jams his tripod between two tables, does something with a light meter, and starts snapping away.

It's month two of our How a Game is Made series, and the AA tour bus has landed in Macclesfield, the home of Big Red Software. Big Red, as anyone with nothing better to do than read the title screens of games will know, are the dudes responsible for the development of many of the big Codemasters games; various Dizzy games, all the Seymour games, and so on.

One of the many projects they are working on at the moment is our adopted game, Seymour in the Wild West. I asked Pete how it was going and he looked a bit philosophical.

“Usually we get the whole plan of a game in advance, but with this it's just a small trickle of things as they come in,” he reveals, struggling to find the items in question on his now cruelly tidy desk. “What we've got at the moment is a typed-up plot for the first act and a sketch of the map for the act, which Paul has done."

The Macclesfield posse

Here are our chums from Big Red

  • On the left is Pete Ranson , who is 21. He did a lot of work for his brother Paul while at school, working on games like Strike! and Rasterscan for Binary Design in Manchester. Leaving sixth form college after a year to go to art school, he decided to work for his bro full time (at Big Red) after being unable to get into any polys
  • Fred Williams, on the right, is 25 and he's got a degree in engineering. He tried to get a 'proper job' but couldn't. So he replied to an ad for a computer games writer, and thus the Pete and Fred partnership was bom
  • Also involved are Terry (who lives in Devon) and the afore mentioned Paul, who now works at Codies HQ in Leamington.

Brave new world

Big Red use two different PC packages to produce the graphics for the CPC versions of games. The first DPaint, is an art package which can emulate any screen mode (CPC, Speccy, ST, Amiga, etc). The sprites are touched up and coloured in on this, having been drawn on paper and then scanned in.

Graphics from DPaint can then be imported into Animator, a dead expensive program which, as you can probably guess from its name, produces the animation. Any character that is expected to move will need lots of different sprites, with feet in different places or whatever. The more different positions there are, the more fluid the animation.

A sprite is positioned, the program moves on one frame, and then the next sprite in sequence is pasted down. It's the same technique used in those flick-book things that cool people draw in the corners of the pages in their maths books. When the frames are advanced in quick sequence, the illusion of fluid walking (or flying, or whatever) results.

The backgrounds are made up of lots of different sprites, specifically positioned when then 'map' is compiled. The leaves of a tree, for instance, is a single sprite placed lots of times in close sequence.


The plot, once rediscovered, reveals that Wild West sees the controls set firmly for in-joke city. The outset of the game places Seymour outside Codemasters HQ, inside which he will be exchanging goshes with, amongst others, jolly PR dude Richard Eddy, head honcho Dave Darling and receptionist Claire.

“Basically I'd go through this," says Pete, moving his pen down the plot sheet like a maths teacher going through your homework with you, “circling any characters or objects that we'll need sprites for. If we've done any similar games in the past, we can use the graphics from them, in this case Seymour Hollywood and Super Seymour, as a starting block.”

It's not just a case of digging up the old Seymour sprite and chucking that straight into the new game, though. Whilst Dizzy looks the same throughout his adventures, the intention is for Seymour to don a different 'costume' for every jaunt. Here, as Pete explains, lies one of the first problems to be encountered in doing the graphics for Wild West.

"Seymour is going to be wearing a cowboy hat throughout the game, which would normally simply involve adding one to the sprites from the first game. Unfortunately, the sprites are of limited size, and there isn't room in some to fit on the hat. It may be a case of doing the hat as a separate sprite, like we did with the cloak in Super Seymour."

<< Look, it's a CPC. Over there. In the corner. And it's attached to that PC. They're probably, erm, interfacing...

Pete talks with glee about how much he is looking forward to Wild West, being a great fan of the whole western genre. “There's going to be all the expected stuff in it; tepees, wagon trains, everything," he says. No doubt he'll be watching plenty of westerns with a checklist by his side, if the embarrassment he says he feels when recalling an object that was missing from Seymour Hollywood is anything to go by.


It's a hard life eh, this game development malarkey? You have to pvt your feet up on desks and stare Into space a lot. Ho ho. Just kidding, hard working Big Red dudes. >>

“It wasn't till later," he confesses, “that I realised there weren't any cameras in it anywhere - a game that was supposed to be set in Hollywood with no cameras to be seen! So we did Seymour Take One (a mini-game featured on the AA77 covertape) and made sure it had a camera in it!"

Throughout this confession, as indeed throughout the whole interview, partner in design Fred has been silent. He's been sitting in the corner fiddling about with the 16-colour graphics for the CPC version of Grell & Fella. He's on his feet now though, gathering his things in preparation for the long commute back to his Birmingham abode. Pete wants to go home too. Time to leave, I guess.

Macclesfield has something of a reputation as the archetypal northern smalltown; grim, grey, grimy, a little narrow-minded, a bit depressing, and possibly a tad too resentful of the outside world. But in amongst all the sullen and the smoke, on a computer screen on the ground floor of a small office block, a new world is starting to take shape.

It's a world full of brightly-coloured wigwams, saloons and three-pointed cactuses. A world where every problem is approached with a smile, and every discovery is met with a “gosh!” It's a big, brash, cute and challenging little devil of a world, and we'll be taking you back there in four weeks time. Don't be late.

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.