Stuntman Seymour (Unreleased)
Stuntman Seymour, developed by Reflective designs for Codemasters in 1993. The game remained unreleased until uncovered by Ashley Hogg in 2023 and can be found at Games That Weren't https://www.gamesthatwerent.com/2023/12/stuntman-seymour/
|
Player's Review
Stuntman Seymour was originaly developed and released for the 8-Bit home computers, Commodore64, Amstrad CPC and ZX Spectrum with the typical high level of quality expected of Codemasters on those platforms. A good game on all three platforms and a Budget friendly £3.99 as I recall.
The 16-Bit conversion was finished but unreleased for unknown reasons but I suspect it was due to not being of the quality expected of an Amiga in 1993 and Codemasters itself was moving onto purely console game development. The Amiga release contains the same four levels but somehow so much shorter due to the much faster movement speed of Seymour. The music is completely different here and it sounds like it has been influenced by Mike Oldfield to my ear.
Not much else to say. Its a 16 Bit Stuntman Seymour. Move round the platforms, bombing or shooting baddies. Collect the all loot for super score (the screen will flash). Eventually you fill end up in an empty area where you can collect the film contract and defeat the end of level boss. The boss can be a little tricky as you just never know when it will throw out a screen full of dynamite your way. Complete four levels to actually complete the game! The 8Bit versions would just loop the levels round again.
Overall, it's an alright game, but you wouldn't have wanted to spend the Amiga budget price of £6.99 on it. Its a short game if everything goes your way but the collision detection feels really sketchy.
00:00:00 Title Music
00:02:37 Level 1
00:05:26 Level 2
00:07:38 Level 3
00:10:30 Level 4
00:13:15 Ending
00:14:05 Level until Game Over
The 16-Bit conversion was finished but unreleased for unknown reasons but I suspect it was due to not being of the quality expected of an Amiga in 1993 and Codemasters itself was moving onto purely console game development. The Amiga release contains the same four levels but somehow so much shorter due to the much faster movement speed of Seymour. The music is completely different here and it sounds like it has been influenced by Mike Oldfield to my ear.
Not much else to say. Its a 16 Bit Stuntman Seymour. Move round the platforms, bombing or shooting baddies. Collect the all loot for super score (the screen will flash). Eventually you fill end up in an empty area where you can collect the film contract and defeat the end of level boss. The boss can be a little tricky as you just never know when it will throw out a screen full of dynamite your way. Complete four levels to actually complete the game! The 8Bit versions would just loop the levels round again.
Overall, it's an alright game, but you wouldn't have wanted to spend the Amiga budget price of £6.99 on it. Its a short game if everything goes your way but the collision detection feels really sketchy.
00:00:00 Title Music
00:02:37 Level 1
00:05:26 Level 2
00:07:38 Level 3
00:10:30 Level 4
00:13:15 Ending
00:14:05 Level until Game Over
No Comments have been Posted.