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Colditz (1984)      

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Details (Sinclair ZX Spectrum) Supported platforms Artwork and Media
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Phipps Associates
Adventure / Graphical
Tony Barber
48K
1
No
Eng
PA012
Audio cassette
Europe (£6.95)
Game Instructions, Game Map
Later this title was reduced in price to £5.95.
Sinclair ZX Spectrum  NR


Same title from other publishers:
Acorn BBC





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Reviews


Unknown
ZXGoldenYears.net
Added: 7 Mar 2011
Nasty Nazis have you locked up in their inescapable castle prison and armed with your wits and cunning it's down to you to find your way to freedom. Eagle-eyed guards are on the prowl, so watch your step. There's plenty of tip-toeing around rooms and crawling through tunnels to be done, but you can't just slip out on your own - there's an distinguished scientist to release too. The graphics are rudimentary, but this doesn't affect the atmosphere badly. It's still a perplexing and nerve-jangling adventure.

Issue 5 (July 1984)
Added: 27 Dec 2008
COLDITZ
Phipps Associates / £5.95
As a prisoner in the infamous Second World War camp, you must make your escape through the network of tunnels, rooms and chambers, all the time evading your captors.
Ian The quarter screen displays of the graphics locations are often very detailed, and they're drawn in approximately one second - thanks to machine code. Also very rapid is the game's response to your commands, which all goes to make this one of the more enjoyable adventures around. 6/10
Jon The colour used in this game is quite realistic, and both the drawing of locations and the command response time is surprisingly quick. 6/10
Simon The game is nicely presented, with the instructions loaded from tape. Overall, it's a well-written, well thought-out and enjoyable game. 8/10

Simon Cox, Ian Simmonds, Jon Warner

Issue 7 (Aug 1984)
Added: 20 Mar 2017
Phipps made their name with The Knights Quest and have quickly followed it with many similarly presented pieces. This latest has you prisoner of the Germans in Colditz Castle. The game uses the same split-screen graphics and scrolling text window technique as its famous predecessor and is yet, curiously enough, written by a different author. Unfortunately, it also retains the curious hold up in loading. The first section gives you the information, some of which is far too trivial to be included in the program and would be better placed on the cassette insert. You then start the tape once more to get the loading screen and the main program itself.

Many early Spectrum games had reams of information displayed on the screen and you'll no doubt remember how difficult it was to read - especially with a white background on a colour TV. I think the general shift from screen instructions toward more sophisticated cassette presentation is a good move. After all, the illegal copying of a tape isn't quite as effective if you have to forfeit the complex playing instructions left behind with the packaging.

The game takes a long time to load but the loading screen is very colourful depicting the sombre outline of a prisoner of war camp. On pressing a key you are asked if you are starling a new game. Perhaps it's just me being pedantic but I really had to think before answering yes. It may have been better to have had something like 'DO YOU WISH TO LOAD A SAVED GAME' . Perhaps again I'm just being awkward but I seem to have done a lot of button pressing and waiting to have the first frame in front of me.

Your mission is to aid the escape of a prisoner locked away in a solitary cell of the castle. You begin in the courtyard which has different graphics to distinguish between the NW, NE, SE, SW sectors. The first graphic depicts the NW courtyard and you notice the high standard of the graphics, better than those in Knights Quest, but likewise tucked away in the top left corner. Although I have reservations regarding the artistic layout and impact of this arrangement (a darker background with light print may have, quite simply, lessened the gauche appearance) this method of display has one great advantage - it is fast. You can map out your tracks rapidly with the graphics, which are always displayed, acting as useful quick markers.

Compare this to moving through a text-only adventure, especially one with a long scrolling list of location descriptions. The beeps and squeaks the keyboard emits may seem a minor point but an experienced adventurer knows how important it is to enter without mistakes. Colditz has a good selection of distinguishable beeps. Each letter entry including the space key - a common source of error on the Spectrum- has a loud beep. When you are told of your inability to walk through doors or if the program needs you to be more specific a beep will draw your attention to the computers remark in the bottom half of the screen. The beep that tells you the program is ready for your next input is good but rather necessary as although the graphics are fast the program itself is a trifle slow.

'Machine coded to give fast responses to your commands' says the cover but not fast enough for my taste. On delving deeper into the adventure the game becomes eminently mappable but the early impressive graphics dry up a little. At a guess I'd say that the number of locations with graphics falls well below 50 percent. This is somewhat counteracted by detailed descriptions and one doesn't expect miracles with only 48K but if you are new to the way in which adventures are marketed it may be worth noting in the text vs. graphics debate. Just for the record my purist instincts favour detailed word descriptions but with a colour TV an attractive, fast graphic never goes amiss.

The language used is basically Verb Noun with two steps to open a door - unlock, then push open. The usual direction abbreviations are, thankfully, provided: N, S, E, W, U, D. The first four letters define the other nouns. Verbs include look, quit, get, drop use, open, inventory and examine. Elsewhere the language can appear a little atypical e.g. LOWER ROPE rather than the more usual TIE ROPE. THROW ROPE and then you can immediately climb up!

By the way, although I try my best to complete a reasonable amount of an adventure in order to give fair comment, I am indebted to Phipps and Trevor Toms for providing what is indeed a 'Supa Solution' sheet. Not only does this put the reviewer into a favourable frame of mind but also allows people like myself to impress with the easy wisdom the sheet imparts. Colditz has fine graphics with many interesting, logical problems and is well worth the asking price.

CRITICISM

Difficulty:7/10
Atmosphere:7/10
Vocabulary:7/10
Logic:7/10
Debugging:9/10
Overall Value:8/10
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Cheats

CheatDetails
Complete WalkthroughCOLDITZ (Phipps Associates) --------------------------- Also known as COLDITZ CASTLE N, W, W, GET GLASS, E, E, E, GET LIGHTER, S, S, S, OPEN DESK, GET TOOLROOM KEY,W, UNLOCK DOOR, OPEN DOOR, DROP TOOLROOM KEY, W, GET ALL (hacksaw, crowbar, sharpening stone, screwdriver), E, N, N, W, CUT ROPE (with glass), DROP GLASS, GET ROPE, D, LEVER LID (with the crowbar), DROP CROWBAR, U, GET CANDLE, D, ENTER COFFIN, UNSCREW GRATE (with screwdriver), DROP SCREWDRIVER, D, LIGHT CANDLE, DROP LIGHTER, E, E, E, W, E, GET DAGGER, SHARPEN DAGGER (using then stone), DROP STONE, W, U, U, U, E, E, S, E, GET FLOOR (?!? - this prevents the guard from hearing you and gives you material for props), N, DROP LIGHTER, GET CUTTERS, S, W, N, N, CUT BARS (with hacksaw), E, MOVE BUNK (you find a tunnel!), ENTER TUNNEL (lit candle is needed), E, PROP ROOF (using the boards), W, S, W, CLIMB OUT, LOWER ROPE, CLIMB DOWN, GET ROPE, N, CUT FENCE, DROP CUTTERS, N, THROW ROPE, CLIMB ROPE, KILL GUARD (using dagger), DROP DAGGER, GET GUN, SEARCH TOWER (you find a gun silencer), GET SILENCER, FIT SILENCER (to the gun), GET UNIFORM (you remove it from the dead guard), GET UNIFORM, WEAR UNIFORM (now guards will let you pass), CLIMB DOWN, GET ROPE, E, N, GET SPADE, S, W, S, S, THROW ROPE, CLIMB UP,GET ROPE, CLIMB IN, E, ENTER TUNNEL, E, E, DIG, N, E, S, W, S, U, N, CUT BARS (the window is now accessible), DROP HACKSAW, CLIMB OUT, LOWER ROPE, CLIMB IN,E, N, GET BUCKET, S, W, W, D, N, N, N, W, S, DIG, W, W, S, W, W, W, TURN TAP, FILL BUCKET, E, E, E, ENTER TUNNEL, E, E, DIG, DROP SPADE, N, E, S, W, EXTINGUISH FIRE, DROP BUCKET, E, CRAWL, OPEN BOX, GET UNIFORM, N, W, N, S, GET FOOD, N, N, E, SHOOT KEEPER, GET JAIL KEYS, UNLOCK DOOR, OPEN DOOR, DROP JAIL KEYS, FEED PRISONER, DRESS PRISONER (with officer's uniform), DROP FOOD, W, W, S, W, ENTER FIREPLACE, U, LIFT ME (to prisoner - you learn that the password is 'escaliber'), LISTEN (you hear the number '1771' - the combination to the armoury lock), D, D, E, DROP CANDLE, S, U, W, W, S, SEARCH ROBE (you find a letter), GET LETTER, READ LETTER (safe combination is 3214 and the commandant's name is G.SMITT), DROP LETTER, E, GET CAR KEYS, N, E, S, OPEN DRAWER, GET PEN, S, OPEN SAFE, 3214 (you find some money and diaries - in incomprehensible German) GET MONEY, GET DIARYS, N, N, D,N, N, N, W, N, W, GET PLATE, N, FIT PLATE (to the printing machine), USE MACHINE, GET PASS, READ PASS, SIGN PASS, READ PASS (it is now properly signed and ready for use), DROP PEN, S, E, S, E, S, W, S, U, N, E, OPEN DOOR, 1771 (the door opens), E, GET EXPLOSIVES, W, W, CLIMB OUT, CLIMB DOWN, E, ENTER CAR, START CAR, N, ESCALIBER (the password), S, USE EXPLOSIVES, S, S, S You win!!! Odd Magne Ogreid & Jacob Gunness Updated in August 2010 with bug fixes by Jim Grimwood ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com
TipQ: How do you get down from the window ledge? A: MPXFS SPQF, E (LOWER ROPE) Q: How do you get past the wall of soil in the tunnel? A: You will need the spade.
TipQ: How do you get the coffin open? A: You need the DSPXCBS (CROWBAR) to open the coffin, with it MFWFS MJE (LEVER LID) Q: Who do you give the food to? A: The person you give the food to is in the jail, but first you must rescue him.
TipQ: How do you open the coffin? A: HFU UIF DSPXCBS BOE UIFO MFWFS MJE (GET THE CROWBAR AND THEN LEVER LID)
TipQ: How to get the wire cutters without being shot? A: GJSTU HFU GMPPSCPBSE (FIRST GET FLOORBOARD)
TipQ: How do you start the clock? A: Try TXJOH QFOEVMVN (SWING PENDULUM) Q: How do you fix the silencer on the gun? A: Try GJU TJMFODFS (FIT SILENCER) Q: How do you get past the electric fence; A: I'm afraid the electric fence is a dead end which cannot be passed Q: How do you get back through the window once outside? A: Once outside the window simply enter CLIMB IN.
TipOne code is the answer to 2 x 1607 (3214) The other to 7 x 253 (1771)
TipQ: How do you find the combination to the armoury, and how do you climb all the way up the chimney? A: If you can do the second, then you can discover the first. To get further up the chimney you mustn't mind who you tread on (RENOSIRP ESU) (USE PRISONERS), and although you can't go all the way up, when you get a bit higher you can YLLUFERAC NETSIL (LISTEN CAREFULLY).
TipTo climb down from the window when you've got the rope (PU RO) NWOD BMILC/TUO BMILC/EPOR REWOL (LOWER ROPE/CLIMB OUT/CLIMB DOWN [OR UP]).
TipQ: How on earth do you solve the problem of the creaking floorboard? A: SDRAOBROOLF EKAT OT REVEL ESU (USE LEVER TO TAKE FLOORBOARDS) Q: How to find the dagger in the sewers? A: The answer's forwards this time, just go e/e/e/w/e and then west to get out again.
TipQ: How do you stop the tunnel from collapsing? A: This is the type of thing that stumps many newcomers, frustrating because you know what you want to do but just can't come up with the right command. These early adventures often only accept one particular command in a situation like this, and with Colditz you need FOOR PORP (PROP ROOF). Easy when you know it, but hard to hit on if you don't.
TipsThere was also an anonymous caller who couldn't climb the broken ladder in Phipp's Colditz. Hmm, not an easy one this - but try asking the prisoner to lift you up after you've fed him and you should do alright. (Unknown in Your Spectrum issue 13 , Page 25) 1583 Another adventure that Mr Harris is stuck in, is Colditz, the excellent new Phipps Adventure. To negotiate the tunnel: CGEE / LTOF / FLFO / IOCR / EBTO / HAER / NDPS / RFOR / PORM / OPOA / FR. (Tony Bridge in Micro Adventurer issue 09) 3492 How to cross the Parcels Office a second time - is there a way through the Tunnel behind the Bunk? Go North from the Office, get wire cutters. Then return and get floor board. To get through the Tunnel, prop up the roof with the floorboard, and dig with Spade. (Tony Bridge, Ken Matthews in Micro Adventurer issue 14) 3546 To get into coffin:Lever lid with crowbar. Guard at top of tower:Kill with dagger. What to do with dead guard:Search and undress him. In bunk room:Move bunk. In tunnel:Prop roof. To get pass:Fit plate and use machine. To get under stage:Crawl. To quieten the squeaky board, use a lever!

Trivia

Trivia
The game features an initial load of a few help pages. You then can choose to load the main game.

Remakes

No remakes available for this title.

History


This title was first added on 19th August 2006
This title was most recently updated on 26th March 2017


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