Look out - it's a Codies plot! Lardy
(but getting leaner by the minute)
Seymour stars in his latest block-buster movie - Robotcop. He's
waddled here to protect the
innocent, hit the not-so-innocent,
and lock up the downright nasty.
Just a pity he's wearing a bobble-hat to do it in. (Nobody can tell me
that thing's a police helmet.) An
almost fatal accident nearly forced
the world's most famous Dizzy
lookalike into early retirement. But
we have the technology to rebuild
him! (As they say.) Thanks to the
miracles of modern surgery, bionic
engineering and advances in
crocheted bobble-hattery he's
back on the streets, leaving large
cracked paving stones in his
wake. It's sort of the Six Million
Dollar Man-Made-Out-Of-Lard,
Lee-Majors-as-a-blob, really.
Jonathan
gave this little
corker 90%
when it
popped up
as part of
the
Super
Seymour
compilation,
and I have to
say I agree with
him on the
question of its
spankiness,
though, of
course, in an
entirely non-crawly fashion. The
basic idea of the game is to
smash the thuddishly squishy bad
guys against the walls using your
sproingy bionic arm. That is, if you
can find where you are when you
start the screen. This takes a fair
few minutes because you cleverly
hide yourself in the background
before each level comes up. Sort
of like hide-and-seek really, but
more pointless. Anyway, after this
heavy-handed (ho ho) treatment
from the long arm (ho ho
again) of the law, the
miscreants disappear
into the firmament and
leave behind a power-up to collect - one of
either the fruit or
weapon variety. These
bolt-on boxes include short-range laser guns,
R-Type-ish
blasters that you charge by
holding down fire and the like,
while the fruit, er, gives you points.
Other bonuses are a brand new
flashy bobble-hat which allows
you to survive one bust-up, a
handy-dandy coin that gives
invulnerability for a short
time, and a rainbow icon
which speeds up both
Seymour and his
telescopic appendage
(oo-er).
(Blimey, it's
been a while since we
had one of those. Ed) (Oo-er.
Thousands of YS readers).
There's also a telephone on which
to call the SWAT team, but it didn't
do anything whenever I picked it
up.
(That's because you have to
wait until it rings, you clot. Ed)
Sometimes, instead of goodies,
letters are left behind. If all of
these are picked up, a special
bonus stage with goodies aplenty
is for the taking - but I'll be darned
if I can get all of the letters, no
matter how hard I try. (Gnash.)
In fact, a big 'gnash' all round
for
Sergeant Seymour.
Well, to start with, at
least. Picture the happy
Spec-chum, a-sitting
down to play. Fifteen
minutes of getting killed
on Level One later and
they're carving lard
effigies of Seymour and
meaningfully pounding
them flat with
hammers. 'It's
oh-so-incredibly
hard at first'
is a phrase I'd use if I hadn't done
so already. Three lives are not
enough! (Especially with multiple-hit baddies, and
gun-toting
outlaws that pretend to be stunned
when they're not, scampering
around.)
Thank heavens the
programmers of
Sergeant have
used the special added ingredient
of new "Addicto" (the unique
bluey-whiteness addiction factor).
Once the initial screams have died
down, you find yourself
persevering to get that bit further
each time. And that's what counts,
isn't it, readers?