Unofficial remake

How the game works

The rules, and nothing but the rules. Everything here is true of the 1993 DOS original, traced from its code, and of this unofficial fan-game remake.

The inventory is a queue

Seymour carries at most three things, shown in the box at the top left of the panel. It works like a queue:

So to put down one particular thing, press action a few times until it's third, then once more. And when you plan a long errand, think about the order you pick things up in: the thing you picked up first is the first to go.

The panel: what Seymour carries (left), the score, energy and lives.
The panel: what Seymour carries (left), the score, energy and lives.step 2,036

Picking things up

Stand at a thing and press action. The first time, the game names it in a speech bubble ("GOSH ITS A SPANNER !!") and it counts towards the score.

Energy and lives

The bar on the panel is Seymour's energy; the little clapperboards are his lives (three).

The remake's pause menu has Cheats (infinite lives, infinite energy) if you'd rather not worry, and quick saves (F5, F8) if you'd rather be careful.

Doors, huts and cars

Doors are not walked through: stand at a door and press action. That goes for the studio's doors, Seymour's car, the huts in the trees, the film sets' doors and the gaps between the backlot buildings.

Walking off the edge

Most rooms join their neighbours left, right, up and down: walk off the edge and the screen flips. Some edges and some doors take Seymour somewhere further away: the backlot maze is built like that (Lost in the maze of studios).

Platforms and steps

Thin platforms (planks, branches, girders) are solid from above and open from below: jump up through them and land on top. Brick walls and floors are solid everywhere.

Lifts

Stand in the middle of a lift's platform and press up or down once: it travels to the next stop and waits. Some lifts need something first.

Talking

Walk up to someone to talk, and press action beside them if nothing happens. While a speech bubble is up, the game waits: press action to go on. Nobody gives something for nothing: most characters want something first, and say so (perhaps not in so many words).

The score

The number on the panel goes up for every new thing picked up and every problem solved: it shows how far you've got. It reaches 99 by the end.