Genre: | Arcade Game: Adventure |
Series: | Number 6 in Movie Collection (Spectrum) |
Publisher: | The Hit Squad |
Cover Art Language: | English |
Machine Compatibility: | Spectrum 48K, Spectrum 128K, Spectrum +2, Spectrum +3 |
Release: | Professionally released on Cassette |
Available For: | Amstrad CPC464, Commodore 64/128, Spectrum 48K/128K & Spectrum 48K/128K/+2 |
Compatible Emulators: | ZXSpin (PC (Windows)) Nutria (PC (MS-DOS)) |
Original Release Date: | 1st February 1990 |
Original Release Price: | £2.99 |
Market Valuation: | £2.50 (How Is This Calculated?) |
Item Weight: | 64g |
Box Type: | Cassette Single Plastic Clear |
Author(s): | John Heap |
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Similar in look and concept to Movie, the majority of the screen is taken up with the 3D scrolling graphics of the camp. Read Review
An excellent game that features superb graphics and animation that really captures the atmosphere of the Great Escape. Read Review
Excellent scrolling, minute detail... Points are awarded for escape attempts and for collecting and using objects. Read Review
With all the puzzles you need to solve to escape, you will be occupied for hours! Read Review
The best thing Ocean's done for ages. Highly imaginative plot, gameplay and graphics. Miss it at your peril. Read Review
The characters are properly in scale with the backgrounds of huts, fences and guard towers. Read Review
A 3D isometric game which attempts to evoke a specific and recognisable scenario... It's enormously challenging and, unlike so many games, solvable. Read Review
A well presented, gently humorous, tense and brain teasing winner. Don't let this scorcher escape your clutches. Read Review
A brilliant idea, superbly implemented, Ocean's best ever Spectrum game! Read Review
Reviewed in the annual Crash Annual 2018.
The year is 1942, the place Germany. War has broken out and you have been captured and placed in a high security P.O.W. camp. Victory may be far away, so it is your duty to escape, but this will not be easy. It will take careful planning and much patience, culminating in a skilful and resourceful implementation.
In the camp you are closely guarded but while you follow the daily rooutine you will need to slip away unnoticed to reconnotire the situation and collect tools and materials necessary for your chosen escape route.
Within the camp there are four main character types:
"Our Hero"
You control him by joystick or keyboard putting in several patterns of behaviour. If you are, in bounds i.e. the morale flag is green, you will follow the routine like any other prisoner and this allows you to become familiar with the camp and camp life without having to follow the characters around manually.
You will only diverge from this path by taking over the controls but if you wander too far out of bounds, the morale flag will turn red; now you are liable to arrest and have total control.
You can drop/pick up objects (press fire and joystick down/up) that you find in the camp but you can only carry two objects at any one time. When you have discovered places that are infrequently searched or unlikely to be discovered by the security forces you may leave a cache of useful objects there.
Any objects that are found however, by the Guards or Commandant, or that you are carrying when captured will be confiscated immediately. If you are spotted while on an escape, you will have two choices, either to make a run for it or to surrender. Once caught you will lose all the objects that you were carrying and the camp security stepped up; you will also be sent to the cells but so that the action of the game can continue this is only for a moment and you will then be escorted to your comrades.
The alarm bell has two functions. When it sounds in a short burst, it denotes the commencement of meals, roll calls etc and a message will appear at the bottom of the screen with the relevant information. When a potential escapee is discovered out of bounds the alarm bell will ring continuously and this is the signal to the guards that an escape is in progress.
Keyboard redefinable keys - follow screen instructions.
Normal joystick movements apply.
Fire and Up is pick up. Fire and Down is drop. Fire Left/Right is use object.
LOAD"" (ENTER)
Estamos en Alemania, en el año 1942. Has sido capturado y estás en un campo de prisioneros de guerra de alta seguridad.
La victoria en esta guerra está aún lejos, por lo que consideras que debes intentar escapar. Necesitarás mucha paciencia y un plan minucioso que te lleve a una fuga con éxito. A pesar de estar estrechamente vigilado, deberás eludir a tus guardianes de vez en cuando para conseguir las herramientas y los materiales que te harán falta más adelante. Hay varias rutas por las que se puede escapar, cada una de ellas necesitando distintas herramientas y conocimientos.
El campo está situado en un antiguo castillo, sobre un monte con acantilados y el mar cortando los accesos por tres lados. La única entrada autorizada es por una estrecha carretera, donde una caseta cierra el camino a aquellos que no puedan presentar la documentación necesaria. Todas las demás zonas están valladas por muros o vallas metálicas, y hay perros patrullando todo el perímetro. Desde sendas torres de vigilancia se observa atentamente todo el entorno, y hay muy pocos sitios <
Los prisioneros están en barracones, dentro del patio del castillo,justo al lado de un descampado que se usa para pasar lista, y para cumplir con los requisitos de la Convención de Ginebra sobre zonas para recreo y deporte. Afortunadamente, dicho descampado está situado hacia la parte inferior del castillo, permitiendo examinar con facilidad los muros que dan al sur.
Debajo del castillo hay un laberinto de desagües y túneles empezados por antiguos presos. Sin embargo, entrar en ellos sin luz puede resultar altamente peligroso.
Dentro del campamento, hay cuatro personajes principales.
Cuando descubras sitios que no son objeto de frecuentes <<barridas>> por las fuerzas de seguridad, puedes intentar dejar allí escondidos tus objetos. Si los guardias o el Comandante te pillan con algún objeto encima, te lo confiscarán de inmediato.
Si te pillan escapándote, tendrás dos opciones: Salir corriendo, o rendirte. Si te atrapan, perderás aquellos objetos que lleves encima, y la seguridad del campo se incrementará. También te meterán en la cárcel de castigo. Pero para que puedas continuar el juego, pronto serás liberado, y podrás volver con tus compañeros.
La bandera en la parte izquierda de la pantalla es el indicador de moral. La altura de la bandera en el palo indica la moral en ese momento. Cada vez que encuentres algo útil o explores otra parte del campo tu nivel de moral y tu puntuación subirán.
Si te confiscan objetos, bajará tu moral. Te llegarán paquetes de la Cruz Roja de vez en cuando, lo cual hará subir tu moral. Si te capturan, bajará tu moral muchísimo. Se llegara a cero, perderás el control, convirtiéndote en otro compañero más. La única salida es empezar otra partida.
Las alarmas tienen dos funciones. Cuando suenan en cortos zumbidos indican el comienzo de las comidas, repaso de lista, etc. Aparecerá un mensaje en la parte inferior de la pantalla indicándote lo que pasa. Pero cuando descubren a un preso que se está escapando,sonará la alarma de forma continuada.
Aparecerán mensajes en la pantalla que te mantendrán informado de lo que está pasando en el campo.
Descubrir objetos, usarlos y escapar son actividades que incrementarán tu moral y tu puntuación.
Las teclas son redefinibles.Sigue las indicaciones en la pantalla. Botón de disparo y arriba para recoger. Botón de disparo y abajo para soltar. Botón de disparo y derecha o izquierda para utilizar objeto.
Escribe LOAD”” y pulsa ENTER.
Producido por D.C Ward
© 1986 Ocean Software Diseño del juego.
© Denton Designs 1986
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A digital version of this item can be downloaded right here at Everygamegoing (All our downloads are in .zip format).
Download | What It Contains |
---|---|
A digital version of The Great Escape suitable for ZXSpin (PC (Windows)), Nutria (PC (MS-DOS)) |
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