********* Welcome to Project 64! http://project64.c64.org The goal of Project 64 is to preserve Commodore 64 related documents in electronic text format that might otherwise cease to exist with the rapid advancement of computer technology and declining interest in 8- bit computers on the part of the general population. If you would like to help by converting C64 related hardcopy documents to electronic texts please contact the manager of Project 64. Extensive efforts were made to preserve the contents of the original document. However, certain portions, such as diagrams, program listings, and indexes may have been either altered or sacrificed due to the limitations of plain vanilla text. Diagrams may have been eliminated where ASCII-art was not feasible. Program listings may be missing display codes where substitutions were not possible. Tables of contents and indexes may have been changed from page number references to section number references. Please accept our apologies for these limitations, alterations, and possible omissions. Document names are limited to the 8.3 file convention of DOS. The first characters of the file name are an abbreviation of the original document name. The version number of the etext follows next. After that a letter may appear to indicate the particular source of the document. Finally, the document is given a .TXT extension. The author(s) of the original document and members of Project 64 make no representations about the accuracy or suitability of this material for any purpose. This etext is provided "as-is". Please refer to the warrantee of the original document, if any, that may included in this etext. No other warrantees, express or implied, are made to you as to the etext or any medium it may be on. Neither the author(s) nor the members of Project 64 will assume liability for damages either from the direct or indirect use of this etext or from the distribution of or modification to this etext. Therefore if you read this document or use the information herein you do so at your own risk. ********* The Project 64 etext of the Super Seymour manual Converted to etext by Neil Tomlinson. ********* SUPER SEYMOUR SAVES THE PLANET ------------------------------ Seymour's First movie role! It's Super Seymour. He's got mega powers to clear the world of toxic waste and evil mutants!!! Brilliant platform action with stunning animated cartoon graphics! Fast Action and Stupidly addictive. Seymour Attempts to save the world in his first mega movie. Pollution has reached incredible levels. There's TOXIC WASTE everywhere!! There's so much of the yucky stuff that evil mutants are noshing on the stuff and creating havoc everywhere. Equipped with super cape and super mask it's Seymour's job to clear the world of pollution! Check out Seymour's mega powers... Super Blow - Seymour expels lungs full of air that can knock the muties flying. Super Jump - He can wallop most bad guys with a swift kick on the head. Super Spit - With a fruit pip and an aim like one of Kev Costner's arrows, Seymour can blast the baddies. Super Snare - A magic lassoo that can trap Mutoids long enough to wap them on the bonce. Super Sprint - Run like the Six Million Dollar Man only faster!!! Super Leaper - Bounce like a gazelle with this power pickup! It's all here in Seymour's mega platform Super Romp. CONTROLS C64 ------------ Move Joystick Fly Up Up Fly Down Down Move Left Left Move Right Right Jump/Flap Fire Use Super Power Space Pause by pressing the Run Stop Key Quit by pressing Q when paused CONTROLS SPECTRUM ----------------- Move Joystick Keys Fly Up Up Q Fly Down Down A Move Left Left O Move Right Right P Jump/Flap Fire Space Use Super Power Enter Pause by pressing the Run Stop Key Quit by pressing Q when paused. The Aim of the Game ------------------- Each level is played as a single screen bounce-a-rama. Seymour has to leap and run on the platforms to clear a screen of toxic mutants. The toxics are objects which Seymour has to collect, like dustbins, oil drums and aerosols. Bonus points are awarded if they are collected in the right order. Collect the object that is flashing. Mutants (The flying mutie scum) have to be avoided or destroyed. Be careful they can and will harm Seymour! Every screen has to be cleared before progressing to the next level. Meet the Muties! ---------------- They're horrid and they're here! Podge - Floats around and self destructs whenever Seymour is in range. Boing - Jumps around from platform to platform and kills Seymour on contact! Squash him from above! Swinga - Slow but flighty mutant, kill him from above. Whirlygig - Flies around and always homes in on Seymour! Rudi - Wanders from left to right on the platforms! Snapper - Snapper is a more vicious version of Boing. Grump - Is just like Rudi but 100 times more mean. Avoid him!! ------------------------------- Manual copied by Neil Tomlinson