- Release Year: 2005
- Platforms: Android, iPad, iPhone, Windows
- Publisher: ESZ Consulting Ltd, Superior Interactive
- Developer: Superior Interactive
- Genre: Action
- Perspective: Side view
- Game Mode: Single-player
- Gameplay: Arcade, Puzzle elements
- Setting: Fantasy
- Average Score: 88/100

Description
Repton 3 is a classic puzzle adventure game set in a fantasy world where players guide the reptilian protagonist through 2D scrolling levels. The gameplay emphasizes strategic puzzle-solving over arcade action, requiring players to navigate intricate environments, collect treasures, and avoid hazards through methodical planning rather than reflexes. Originally released in 1986 and later remade for platforms like Windows, iOS, and Android, it retains its focus on organized puzzle mechanics that distinguish it from similar titles.
Gameplay Videos
Repton 3 Mods
Repton 3 Guides & Walkthroughs
Repton 3 Reviews & Reception
everygamegoing.com (88/100): As gripping, entertaining and downright frustrating as ever, but with the sprite and screen designer, Repton 3 offers something more.
Repton 3 Cheats & Codes
Commodore 64
Enter the following POKEs before starting the game with ‘Run’, or paste the BASIC commands in the console before executing the program.
| Code | Effect |
|---|---|
| POKE 6680,X | Set number of lives to X |
| SYS 16384 | Execute to apply lives setting |
| POKE 41085,0 | Enable faster in‑game music |
| POKE 16953,234 | Enable unlimited lives (slot 1) |
| POKE 16954,234 | Enable unlimited lives (slot 2) |
| POKE 16955,234 | Enable unlimited lives (slot 3) |
| SYS 16384 | Execute to activate unlimited lives |
| PRELUDE | Level 1‑A |
| CITADEL | Level 1‑B |
| MORNING | Level 1‑C |
| AWKWARD | Level 1‑D |
| FRITTER | Level 1‑E |
| LAWLESS | Level 1‑F |
| RATION | Level 1‑G |
| TOBACCO | Level 1‑H |
| TOCCATA | Level 2‑A |
| UPSTART | Level 2‑B |
| OCTAGON | Level 2‑C |
| CHAOTIC | Level 2‑D |
| MAJESTY | Level 2‑E |
| REVENUE | Level 2‑F |
| FORESEE | Level 2‑G |
| RESERVE | Level 2‑H |
| FINALE | Level 3‑A |
| ENLIVEN | Level 3‑B |
| CONTEST | Level 3‑C |
| ILLEGAL | Level 3‑D |
| APPEASE | Level 3‑E |
| STUDENT | Level 3‑F |
| AVERAGE | Level 3‑G |
| PHOENIX | Level 3‑H |
BBC Micro
Input the six‑character level passwords at the main menu to access specific screens.
| Code | Effect |
|---|---|
| PRELUDE | Level 1‑A |
| CITADEL | Level 1‑B |
| MORNING | Level 1‑C |
| AWKWARD | Level 1‑D |
| FRITTER | Level 1‑E |
| LAWLESS | Level 1‑F |
| RATION | Level 1‑G |
| TOBACCO | Level 1‑H |
| TOCCATA | Level 2‑A |
| UPSTART | Level 2‑B |
| OCTAGON | Level 2‑C |
| CHAOTIC | Level 2‑D |
| MAJESTY | Level 2‑E |
| REVENUE | Level 2‑F |
| FORESEE | Level 2‑G |
| RESERVE | Level 2‑H |
| FINALE | Level 3‑A |
| ENLIVEN | Level 3‑B |
| CONTEST | Level 3‑C |
| ILLEGAL | Level 3‑D |
| APPEASE | Level 3‑E |
| STUDENT | Level 3‑F |
| AVERAGE | Level 3‑G |
| PHOENIX | Level 3‑H |
Archimedes (Repton 3, Repton Thru Time, The Life of Repton, etc.)
Enter the shown password into the editor for the appropriate screen or use the editor code to modify the screen.
| Code | Effect |
|---|---|
| PRELUDE | Screen A – Repton 3 |
| 58899 | Editor code for Screen A – PRELUDE |
| RESCIND | Screen B – Repton 3 |
| 61566 | Editor code for Screen B – RESCIND |
| PERIWIG | Screen C – Repton 3 |
| 56484 | Editor code for Screen C – PERIWIG |
| MORTIFY | Screen D – Repton 3 |
| 55379 | Editor code for Screen D – MORTIFY |
| FORSAKE | Screen E – Repton 3 |
| 46945 | Editor code for Screen E – FORSAKE |
| GRATIFY | Screen F – Repton 3 |
| 45386 | Editor code for Screen F – GRATIFY |
| THISTLE | Screen G – Repton 3 |
| 57817 | Editor code for Screen G – THISTLE |
| SPANGLE | Screen H – Repton 3 |
| 37228 | Editor code for Screen H – SPANGLE |
| TOCCATA | Screen A – Toccata |
| 59725 | Editor code for Screen A – TOCCATA |
| NOCTURN | Screen B – Toccata |
| 60006 | Editor code for Screen B – NOCTURN |
| LIBERAL | Screen C – Toccata |
| 64377 | Editor code for Screen C – LIBERAL |
| INSPECT | Screen D – Toccata |
| 55222 | Editor code for Screen D – INSPECT |
| DELIGHT | Screen E – Toccata |
| 63743 | Editor code for Screen E – DELIGHT |
| BOTANIC | Screen F – Toccata |
| 42412 | Editor code for Screen F – BOTANIC |
| VITRIOL | Screen G – Toccata |
| 56207 | Editor code for Screen G – VITRIOL |
| SACKING | Screen H – Toccata |
| 49777 | Editor code for Screen H – SACKING |
| FINALE | Screen A – Finale |
| 63739 | Editor code for Screen A – FINALE |
| YARDARM | Screen B – Finale |
| 64265 | Editor code for Screen B – YARDARM |
| ZEALOUS | Screen C – Finale |
| 46364 | Editor code for Screen C – ZEALOUS |
| WITHOUT | Screen D – Finale |
| 52210 | Editor code for Screen D – WITHOUT |
| AVIATOR | Screen E – Finale |
| 52320 | Editor code for Screen E – AVIATOR |
| ELDERLY | Screen F – Finale |
| 51776 | Editor code for Screen F – ELDERLY |
| JUNIPER | Screen G – Finale |
| 55410 | Editor code for Screen G – JUNIPER |
| CRIMSON | Screen H – Finale |
| 56608 | Editor code for Screen H – CRIMSON |
| American Repton – AMERICA | Screen A – American Repton |
| 72965 | Editor code for Screen A – AMERICA |
| HERBAGE | Screen B – American Repton |
| 77437 | Editor code for Screen B – HERBAGE |
| KITCHEN | Screen C – American Repton |
| 75585 | Editor code for Screen C – KITCHEN |
| OUTCAST | Screen D – American Repton |
| 47472 | Editor code for Screen D – OUTCAST |
| QUARTER | Screen E – American Repton |
| 62367 | Editor code for Screen E – QUARTER |
| UNTWINE | Screen F – American Repton |
| 68145 | Editor code for Screen F – UNTWINE |
| TREMBLE | Screen G – American Repton |
| 76453 | Editor code for Screen G – TREMBLE |
| STRANGE | Screen H – American Repton |
| 46852 | Editor code for Screen H – STRANGE |
| Arctic Repton – ARCTIC | Screen A – Arctic Repton |
| 47534 | Editor code for Screen A – ARCTIC |
| KINETIC | Screen B – Arctic Repton |
| 55458 | Editor code for Screen B – KINETIC |
| GONDOLA | Screen C – Arctic Repton |
| 53231 | Editor code for Screen C – GONDOLA |
| LOZENGE | Screen D – Arctic Repton |
| 28015 | Editor code for Screen D – LOZENGE |
| ROTUNDA | Screen E – Arctic Repton |
| 50323 | Editor code for Screen E – ROTUNDA |
| FRONTAL | Screen F – Arctic Repton |
| 46430 | Editor code for Screen F – FRONTAL |
| YOUNGER | Screen G – Arctic Repton |
| 49460 | Editor code for Screen G – YOUNGER |
| CLEANSE | Screen H – Arctic Repton |
| 38538 | Editor code for Screen H – CLEANSE |
| Oriental Repton – ORIENT | Screen A – Oriental Repton |
| 60222 | Editor code for Screen A – ORIENT |
| ORGANIC | Screen B – Oriental Repton |
| 61969 | Editor code for Screen B – ORGANIC |
| ARMHOLE | Screen C – Oriental Repton |
| 61318 | Editor code for Screen C – ARMHOLE |
| VISIBLE | Screen D – Oriental Repton |
| 65375 | Editor code for Screen D – VISIBLE |
| NEGLECT | Screen E – Oriental Repton |
| 44713 | Editor code for Screen E – NEGLECT |
| BIPLANE | Screen F – Oriental Repton |
| 47349 | Editor code for Screen F – BIPLANE |
| UMBRAGE | Screen G – Oriental Repton |
| 51043 | Editor code for Screen G – UMBRAGE |
| JANITOR | Screen H – Oriental Repton |
| 59941 | Editor code for Screen H – JANITOR |
| … (additional screen passwords and editor codes omitted for brevity) |
Repton 3: Review
Introduction
Emerging from the golden era of British computer gaming in the mid-1980s, Repton 3 stands as a towering testament to the elegance and cruelty of pure puzzle design. As the third installment in Superior Software’s iconic Repton series, it transcends its predecessors by synthesizing their most compelling elements while introducing revolutionary mechanics that elevated it beyond mere Boulder Dash clone. More than 35 years since its debut, Repton 3 remains a paragon of logical problem-solving, its 24 labyrinthine levels continuing to challenge players with a potent blend of resource management, spatial reasoning, and heart-pounding time pressure. This review delves into the intricate design, cultural context, and enduring legacy of a game that not only defined an era but also shaped the very DNA of puzzle gaming.
Development History & Context
Conceived by Superior Software in 1986, Repton 3 marked a significant departure in the series’ lineage. While the original Repton (1985) and its sequel were programmed by series creator Tim Tyler, the third installment was entrusted to Matthew Atkinson, who approached the project with meticulous ambition. The development cycle stretched to an unprecedented eight months—eight times longer than the first two games—reflecting the ambition to evolve the formula beyond its arcade-puzzle roots. This occurred during the zenith of the BBC Micro and Acorn ecosystems in British homes, where Superior Software was a premier purveyor of intellectually demanding software. Technologically, the game squeezed remarkable complexity from the BBC Micro’s 32KB RAM, utilizing its 2D scrolling capabilities to create expansive, interconnected cave systems. The release landscape was dominated by titles like Jet Set Willy and Chuckie Egg, yet Repton 3 distinguished itself through its cerebral design, eschewing platforming reflexes for deliberate, strategic thought—a niche it would dominate.
Narrative & Thematic Deep Dive
Repton 3‘s narrative is a masterclass in minimalist storytelling, conveyed through environmental design and thematic expansions rather than explicit exposition. The core premise casts the player as Repton, a tenacious green lizard tasked with retrieving diamonds from treacherous subterranean labyrinths. Each level unfolds as a self-contained micro-narrative of survival and greed, where the player must navigate hazards like boulders, monsters hatched from eggs, and spirits confined to cages. The introduction of a time bomb—a literal countdown to oblivion—injects existential urgency, transforming the quest for treasure into a race against annihilation.
Superior Software amplified this through three expansive add-ons: Around the World in 40 Screens (1987), The Life of Repton (1987), and Repton Thru Time (1988). These transformed Repton 3 into a serialized saga, with Around the World casting Repton as a globetrotting thief evading law enforcement in America, the Arctic, and beyond. The Life of Repton offered a poignant biographical arc, tracing Repton’s childhood, rebellious youth, and tragic decline into insanity—a dark meta-commentary on the psychological toll of perpetual puzzle-solving. Thru Time ventured into temporal paradoxes, linking Repton to dinosaur ancestors and Victorian detectives. These expansions elevated the game beyond a mere collection of screens, embedding it within a rich, albeit unconventional, mythos.
Gameplay Mechanics & Systems
Repton 3‘s brilliance lies in its deceptively complex systemic interplay. At its core, the player must collect all diamonds, kill monsters, cage spirits, and defuse a time bomb within a strict time limit, demanding perfect route efficiency. New mechanics fundamentally altered the series’ dynamics:
– Fungus: A creeping plague that expands into empty spaces, creating inescapable dead zones and forcing players to plan paths with clockwork precision.
– Time Capsules: Resetting the timer, they introduce strategic dilemmas—collect them to prolong the mission, but risk mispositioning.
– Crowns: Optional collectibles that reward points but complicate navigation.
– Time Bomb: The level’s endpoint, requiring players to end their sequence of actions flawlessly.
The game’s structure—24 levels in three difficulty-themed files (Prelude, Toccata, Finale)—balanced accessibility with escalating challenge. Passwords allowed jumping to later levels, crucial for tackling its unforgiving difficulty. A revolution was the integrated map editor, empowering players to design custom levels and share them via physical media. This fostered a vibrant community, with Superior Software releasing official add-ons that expanded the universe with new themes and objects. The Commodore 64 port (1987) maintained this design ethos, though boulder physics differed slightly from the BBC original.
World-Building, Art & Sound
Repton 3‘s world-building is defined by its claustrophobic, geological intimacy. Levels resemble sprawling, interconnected mineshafts, with earth (diggable terrain), walls (immobile barriers), and boulders (falling hazards) forming the fundamental topography. Themed expansions recontextualized these elements: diamonds became hamburgers in America levels, fish in Arctic screens, and pearls in Pacific sequences. This thematic consistency anchored the abstract gameplay in tangible locales, enhancing immersion.
Visually, the game exemplifies the BBC Micro’s charm through its chunky, characterful sprites. Repton—a bright green lizard with a determined gait—contrasts vividly against muted earth tones and hazardous purples. Enemies like monsters and spirits are instantly recognizable through simple yet effective design, while the spreading fungus adds kinetic dread. The map editor further deepened player agency, allowing custom graphics to transform levels entirely. Sound design was sparse but evocative, utilizing the BBC Micro’s beeper for directional cues (e.g., boulder falls) and victory fanfares. The original score, composed by Paul Hughes and Peter Clarke, replaced Scott Joplin’s The Chrysanthemum from Repton 2 with a more urgent, theme-driven underscore that amplified the game’s tension.
Reception & Legacy
Upon release, Repton 3 was lauded as a pinnacle of puzzle gaming, praised for its depth and creativity. While exact sales figures are elusive, the series sold ~125,000 copies between 1985–1990, with Repton 3‘s expansions sustaining momentum. Contemporary reviews highlighted its “superbly crafted” puzzles and editor, though its steep difficulty polarized some. The game’s legacy is twofold: it solidified Repton as a British institution and pioneered user-generated content in gaming. The map editor directly inspired later titles like Sensible Soccer‘s level design tools and nurtured a culture of player creativity. Ports to Commodore 64, Windows (2005), iOS (2014), and Android (2016) introduced new generations to its charms, with modern versions enhancing visuals while retaining the original’s soul. Critically, it is revered as an antecedent to modern puzzle games like The Witness and Return of the Obra Dinn, proving that systemic depth outweighs graphical fidelity. Its influence on the Boulder Dash subgenre is undeniable, though Repton 3 distinguishes itself through its narrative expansions and time-pressure mechanics.
Conclusion
Repton 3 endures not merely as a relic of 8-bit nostalgia but as a timeless monument to puzzle design. By merging the accessibility of Repton with the ambition of Repton 2 and adding groundbreaking mechanics like fungus and time capsules, it created a formula that remains challenging and rewarding. The inclusion of a map editor transformed it from a game into a creative platform, fostering community and longevity that few 1980s titles can claim. Its thematic expansions elevated it beyond a simple collection of screens, weaving a darkly humorous narrative arc that resonates with veteran players. While its difficulty may daunt modern sensibilities, Repton 3‘s genius lies in its purity: a system where every action has consequence, every second counts, and victory is sweeter for its scarcity. In the annals of video game history, Repton 3 stands as an essential masterpiece—a testament to the enduring power of clever puzzles and imaginative design.