Seymour Goes to Hollywood, also known as Seymour at the Movies, is a platform and adventure game developed by Big Red Software and originally published in Europe by Codemasters in 1991. Players control Seymour, a small potato-like creature who wishes to be a film star. The film's script has been locked in a safe, meaning Seymour must solve puzzles by collecting and using objects scattered throughout the game in order to progress, ultimately retrieving the script and allowing filming to start. The game was originally designed as part of the Dizzy series, with a working title of Movieland Dizzy, but the creators of Dizzy disagreed with the real-world direction the game had taken, despite it being 90% complete. The developers, Big Red Software, were given 12 weeks to create a new game with a different character. Seymour was adapted from Dizzy, with a new shape and fingers to differentiate the two. Seymour Goes to Hollywood received both positive and average ratings from the video game press at the time, and was compared to Dizzy video games both positively and negatively. The character also received both praise and criticism for his shape. Gameplay Players guide Seymour through the game's locations, solving puzzles by collecting up to three objects at once and using them in pre-set locations. Movement from one screen to the next is enabled through flip-screen, when Seymour touches the outer edge of one screen he is transported to the next. The film studio where the game takes place features several rooms such as an office and eight film sets accessed from a maze of backlots, where each screen is only slightly different from the last. The doors to film sets are locked and Seymour must first locate the relevant key to gain access. The sets' themes include films such as The Wizard of Oz and King Kong, as well sets based on generic genres such as horror films and science fiction films. Characters throughout the film studios and movie sets will help Seymour on his quest with new objects and advice, but only if he helps them first. Seymour's observations when collecting objects and sarcastic exchanges with other characters are communicated through speech bubbles. One example of a puzzle is the Frankenstein's monster which must be created by combining body parts in a specific location on the horror film set. Once the monster is completed it smashes through one