Lode Runner: Difference between revisions

From Wikipedia, the free encyclopedia
Jump to navigation Jump to search
imported>Absolutiva
Removing link(s) to "Ladder": De-linking common terms.
imported>The blue mnm
m Holes fill in
 
Line 9: Line 9:
| programmer = Shinichi Nakamoto (NES)
| programmer = Shinichi Nakamoto (NES)
| composer = Isamu Hirano (NES)
| composer = Isamu Hirano (NES)
| platforms = [[Apple II]], [[Atari 8-bit]], [[Commodore 64]], [[VIC-20]], [[FM-7]], [[FM16β]], [[Hitachi S1]], [[IBM PC]], [[IBM JX]], [[Arcade video game|Arcade]], [[PC-100]], [[NEC PC-6001|NEC PC-6001mkII]], [[PC-8000 series|NEC PC-8001mkII]], [[PC-88]], [[PC-98]], [[SG-1000]], [[Nintendo Entertainment System|NES]], [[ZX Spectrum]], [[MSX]], [[Sharp MZ]], [[Atari ST]], [[PC Engine]], [[Xbox 360]], [[Windows]], [[iPod]], [[Classic Mac OS]], [[PlayStation 3]], [[BBC Micro]], [[PlayStation]], [[Sony SMC-777]], [[Super Nintendo Entertainment System|Super NES]], [[Amstrad CPC]], [[Game Boy]], [[Sharp X1]]
| series = ''Lode Runner''
| released = '''Apple II, Atari 8-bit, C64''' {{vgrelease|NA|June 23, 1983<ref name="Copyright"/>}} '''PC-88''' {{vgrelease|JP|December 1983<ref name="PC88"/>}} '''Arcade''' {{vgrelease|JP|July 1984<ref>{{cite web |title=Lode Runner (Irem) |url=https://mediaarts-db.bunka.go.jp/id/M730712 |website=Media Arts Database |publisher=[[Agency for Cultural Affairs]] |access-date=1 June 2021}}</ref>|EU|October 1984<ref>{{cite magazine |title=Arcade Action |magazine=[[Computer and Video Games]] |date=16 October 1984 |issue=37 (November 1984) |pages=98–9 |url=https://www.solvalou.com/arcade/reviews/191/546}}</ref>|NA|November 1984<ref>{{cite book |last=Akagi |first=Masumi |title=アーケードTVゲームリスト国内•海外編(1971–2005) |trans-title=Arcade TV Game List: Domestic • Overseas Edition (1971–2005) |date=October 13, 2006 |publisher=Amusement News Agency |language=ja |location=Japan |isbn=978-4990251215 |pages=120–1 |url=https://archive.org/details/ArcadeGameList1971-2005/page/n121/mode/2up}}</ref>}} '''Famicom/NES'''<br />{{vgrelease|JP|July 20, 1984<ref>''Hudson Best Collection Vol. 2: Lode Runner Collection'' (Game Boy Advance)</ref>|NA|September 1987}}
| platforms = {{Collapsible list|title={{nobold|[[Apple II]]}}|[[Atari 8-bit]], [[Commodore 64]], [[VIC-20]], [[FM-7]], [[FM16β]], [[Hitachi S1]], [[IBM PC]], [[IBM JX]], [[Arcade video game|arcade]], [[PC-100]], [[NEC PC-6001|PC-6001mkII]], [[PC-8000 series|PC-8001mkII]], [[PC-88]], [[PC-98]], [[SG-1000]], [[Nintendo Entertainment System|NES]], [[ZX Spectrum]], [[MSX]], [[Sharp MZ]], [[Atari ST]], [[PC Engine]], [[Xbox 360]], [[Windows]], [[iPod]], [[Classic Mac OS]], [[PlayStation 3]], [[BBC Micro]], [[PlayStation (console)|PlayStation]], [[Sony SMC-70|SMC-777]], [[Amstrad CPC]], [[Game Boy]], [[Sharp X1]]}}
| released = {{Collapsible list|title={{nobold|June 23, 1983}}|'''Apple II''' {{vgrelease|NA|June 23, 1983<ref name="Copyright"/>}} '''Atari 8-bit, C64'''{{vgrelease||October 1983<ref>{{cite news |title=Availability Update |url=https://archive.gamehistory.org/item/986f042e-b8fd-4c7a-94fd-d86c3065e39c |work=[[Computer Entertainer|The Video Game Update]] |volume=2 |issue=8 |date=November 1983 |page=16}}</ref>}} '''VIC-20'''{{vgrelease||November 1983<ref>{{cite news |title=Availability Update |url=https://archive.gamehistory.org/item/1010e54e-fbe1-47aa-aca5-f043cf2153a4 |work=[[Computer Entertainer|The Video Game Update]] |volume=2 |issue=9 |date=December 1983 |page=16}}</ref>}} '''PC-88'''{{vgrelease|JP|December 1983<ref name="PC88"/>}} '''Arcade'''{{vgrelease|JP|July 1984<ref>{{cite web |title=Lode Runner (Irem) |url=https://mediaarts-db.bunka.go.jp/id/M730712 |website=Media Arts Database |publisher=[[Agency for Cultural Affairs]] |access-date=1 June 2021}}</ref>|EU|October 1984<ref>{{cite magazine |title=Arcade Action |magazine=[[Computer and Video Games]] |date=16 October 1984 |issue=37 (November 1984) |pages=98–9 |url=https://www.solvalou.com/arcade/reviews/191/546}}</ref>|NA|November 1984<ref>{{cite book |last=Akagi |first=Masumi |title=アーケードTVゲームリスト国内•海外編(1971–2005) |trans-title=Arcade TV Game List: Domestic • Overseas Edition (1971–2005) |date=October 13, 2006 |publisher=Amusement News Agency |language=ja |location=Japan |isbn=978-4990251215 |pages=120–1 |url=https://archive.org/details/ArcadeGameList1971-2005/page/n121/mode/2up}}</ref>}} '''NES'''{{vgrelease|JP|July 20, 1984<ref>''Hudson Best Collection Vol. 2: Lode Runner Collection'' (Game Boy Advance)</ref>{{Better source needed|date=September 2025}}|NA|September 1987}} '''SG-1000'''{{vgrelease|JP|September 1984<ref>{{cite magazine|title=Home Video Games - 専用ゲームカートリッジ|magazine=[[:ja:ゲームマシン|Game Machine]]|issue=239|publisher=[[:ja:アミューズメント通信社|Amusement Press, Inc.]]|date=15 July 1985|pages=15–16|lang=ja|url=https://archive.org/details/game-machine-magazine-19850715p/page/n7/mode/2up}}</ref>|NZ|January 1985<ref>{{cite web|title=Grandstand Leisure Limited Software|url=https://www.smspower.org/Scans/SegaComputer-Magazine-Issue04?gallerypage=15|work=Sega Computer - Issue 4 - January/February 1985|publisher=[[Grandstand (game manufacturer)|Grandstand Leisure Limited]]}}</ref>}} '''Macintosh'''{{vgrelease||January 1985}}
}}
| genre = [[Puzzle-platform game|Puzzle-platform]]
| genre = [[Puzzle-platform game|Puzzle-platform]]
| modes = [[Single-player]]
| modes = [[Single-player]]
}}
}}


'''''Lode Runner''''' is a [[2D computer graphics|2D]] [[puzzle-platform game]], developed by [[Douglas E. Smith|Doug Smith]] and published by [[Broderbund]] in 1983. Its gameplay mechanics are similar to ''[[Space Panic]]'' from 1980. The player controls a character who must collect all the gold pieces in a level and get to the end while being chased by a number of enemies. It is one of the first games to include a [[level editor]].
'''''Lode Runner''''' is a [[puzzle-platform game]] developed by [[Douglas E. Smith|Doug Smith]] and published by [[Broderbund]] in 1983. Its gameplay mechanics are similar to ''[[Space Panic]]'' from 1980. The player controls a character who must collect all the gold pieces in a level and reach the end while being chased by a number of enemies. It is one of the first games to include a [[level editor]].


After the original game, a number of remakes, spin-offs and sequels were published in the [[Lode Runner#Legacy|''Lode Runner'' series]] for different computers and consoles by different developers and publishers. Tozai Games holds the copyright and trademark rights.<ref>{{cite web|url=http://www.tozaigames.com/legacy|title=Tozai Games ®|work=tozaigames.com|access-date=2017-07-26|archive-date=2019-12-15|archive-url=https://web.archive.org/web/20191215101222/http://www.tozaigames.com/legacy/|url-status=dead}}</ref><ref>{{Cite web|url=https://www.konami.com/games/ca/en/products/dl_battleloderunner_tg_e/|title=BATTLE LODE RUNNER|website=Konami Product Information}}</ref>
After the original game, a number of remakes, spinoffs, and sequels were published in the [[Lode Runner#Legacy|''Lode Runner'' series]] for different computers and consoles by different developers and publishers. Tozai Games holds the copyright and trademark rights.<ref>{{cite web|url=http://www.tozaigames.com/legacy|title=Tozai Games ®|work=tozaigames.com|access-date=2017-07-26|archive-date=2019-12-15|archive-url=https://web.archive.org/web/20191215101222/http://www.tozaigames.com/legacy/|url-status=dead}}</ref><ref>{{Cite web|url=https://www.konami.com/games/ca/en/products/dl_battleloderunner_tg_e/|title=BATTLE LODE RUNNER|website=Konami Product Information|access-date=2018-09-22|archive-date=2019-12-15|archive-url=https://web.archive.org/web/20191215101211/https://www.konami.com/games/ca/en/products/dl_battleloderunner_tg_e/|url-status=dead}}</ref>


==Gameplay==
==Gameplay==
{{More citations needed section|date=November 2017}}
{{More citations needed section|date=November 2017}}
[[File:Lode Runner.jpg|thumb|left|Apple II screenshot]]
[[File:Lode Runner apple IIe.png|thumb|left|Apple IIe screenshot]]


The player controls a [[stick figure]] who must collect all the gold in a [[Level (video games)|level]] while avoiding guards who try to catch the player. After collecting all the gold, the player must reach the top of the screen to reach the next level. There are 150 levels in the game, which progressively challenge players' problem-solving abilities or reaction times.<ref name=gameplay>{{cite news|url=http://kotaku.com/5936566/nearly-thirty-years-old-and-lode-runner-is-still-kicking-my-ass|title=Nearly Thirty Years Old, and ''Lode Runner'' Is Still Kicking My [Butt]|author=Mike Fahey|website=[[Kotaku]]|date=21 August 2012|access-date=21 September 2015}}</ref>
The player controls a [[stick figure]] who must collect all the gold in a [[Level (video games)|level]] while avoiding the guards. After collecting all the gold, the player must reach the top of the screen to advance to the next level. There are 150 levels in total, which progressively challenge players' problem-solving abilities or reaction times.<ref name=gameplay>{{cite news|url=http://kotaku.com/5936566/nearly-thirty-years-old-and-lode-runner-is-still-kicking-my-ass|title=Nearly Thirty Years Old, and ''Lode Runner'' Is Still Kicking My [Butt]|author=Mike Fahey|website=[[Kotaku]]|date=21 August 2012|access-date=21 September 2015}}</ref>


Levels have a multi-story, brick platform motif, with ladders and suspended [[hand-to-hand bar]]s that offer multiple ways to travel. Guards can pick up gold bars by running over them, but any individual guard may carry no more than one bar at a time. The player can dig holes into floors to temporarily trap guards and may safely walk atop any who have fallen into holes. Should a guard be carrying a bar of gold when he falls into a hole, he will drop it and the player can pick it up. Holes dug by the player fill themselves in after a short delay. A trapped guard who cannot escape a hole before it fills is consumed and immediately respawns in a random location at the top of the level. Unlike guards, the player's character may not climb up out of a hole, and he will be killed if it fills before he can escape by other means. Floors may contain [[trapdoor]]s, through which the player and guards will fall, and [[bedrock]], through which the player cannot dig.
Levels have a multi-story, brick platform motif, with ladders and suspended [[hand-to-hand bar]]s that offer multiple ways to travel. Guards can pick up gold bars by running over them, but any individual guard cannot carry more than one bar at a time. The player can dig holes into floors to temporarily trap guards and may safely walk over them. If a guard is carrying a bar of gold when he falls into a hole, he will drop it and the player can then pick it up. Holes dug by the player fill in after a short delay. A trapped guard who cannot escape a hole before it fills is consumed and immediately respawns in a random location at the top of the level. Unlike guards, the player's character may not climb out of a hole, and will be killed if it fills before he can escape. Floors may contain [[trapdoor]]s, through which the player and guards will fall, and [[bedrock]], through which the player cannot dig.


The player can dig a hole only to either side of his position and may not dig directly beneath his own feet. In order to dig through multiple layers of bricks, the player must create a gap whose width is at least equal to the number of layers. However, exceptions to this rule arise when the player digs from the position of standing on a ladder, or hanging from a hand-to-hand bar, which allows the player to repeatedly dig and descend one row. This kind of digging is involved in solving many of the levels.
The player can dig a hole only on adjacent sides and may not dig directly beneath. In order to dig through multiple layers of bricks, the player must create a gap whose width is at least equal to the number of layers. However, exceptions to this rule arise when the player digs from the position of standing on a ladder, or hanging from a hand-to-hand bar, which makes it possible to repeatedly dig and descend one row. This kind of digging is involved in solving many of the levels.


The player starts with five [[life (gaming)|lives]]; each level completion awards an extra life. Should a guard catch the player, one life is subtracted, and the current level restarts. The player's character can fall from arbitrary heights without any injury but cannot [[jumping|jump]], and players can trap themselves in pits from which the only escape is to abort the level, costing a life, and begin again.
The player starts with five [[life (gaming)|lives]]; each level completion awards an extra life. If a guard catches the player, one life is subtracted, and the current level restarts. The player's character can fall from arbitrary heights without any injury, but cannot [[jumping|jump]]. The player can also trap themselves in pits from which the only escape is to abort the level, costing a life.


===Enemy AI===
===Enemy AI===
[[Image:Lode Runner enemies.gif|thumb|While the player's character's position changes, enemies tend to move alternatively, moving away from Lode Runner.]]
[[Image:Lode Runner enemies.gif|thumb|While the player's character's position changes, enemies tend to move alternatively.]]


The guards do not always take the shortest path to the player and can move in counterintuitive ways. Sometimes, when the player and a guard are on the same ladder, for instance, the guard will move away from the player. In general, depending on their exact positioning relative to Lode Runner, the guards sometimes appear to be repelled. Mastering the game involves developing the intuition to predict the movement of the guards.
The guards do not always take the shortest path to the player and can move in counterintuitive ways. For example, when the player and a guard are on the same ladder, the guard will sometimes move away. In general, depending on their exact positioning relative to Lode Runner, the guards sometimes appear to be repelled. Mastering the game involves developing the intuition to predict the movement of the guards.


===Permitted contact===
===Permitted contact===
The player may come into contact with a guard directly from above, with the stick figure's feet touching the guard's head. This is what enables the player to walk over guards who are temporarily stuck in a hole that has been dug. It is also possible to make this contact while both the guard and the player are in free fall, since the player not only runs faster than the guards, but also falls faster; moreover, it is possible to survive the feet-to-head contact while a guard is standing on a platform and begins to move. Both forms of contact are necessary to solve some levels. Sometimes it is necessary to liberate a trapped guard by digging while standing on his head but then moving rapidly in the opposite direction when the guard begins marching to freedom. In a few levels, it is necessary to use a falling guard as a bridge to reach an otherwise unreachable area. One subtlety is that if a down movement is initiated while standing on a guard's head, or briefly touching the guard's head during free fall, the consequences are fatal.
The player may come into contact with a guard directly from above, where the stick figure's feet touches the guard's head. This is what enables the player to walk over guards that are temporarily stuck in a hole which has been dug. It is also possible to make this contact while both the guard and the player are falling. This is because the player not only runs faster, but also falls faster. Moreover, it is possible to survive the feet-to-head contact while a guard is standing on a platform and begins to move. Both forms of contact are necessary to solve some levels. It is sometimes necessary to liberate a trapped guard by digging while standing on his head, but then moving rapidly in the opposite direction when the guard begins marching to freedom. In a few levels, it is necessary to use a falling guard as a bridge to reach an otherwise unreachable area. One subtlety is that if a down movement is initiated while standing on a guard's head, or briefly touching the guard's head during free fall, the consequences are fatal.


===Trapping and using guards===
===Trapping and using guards===
In some levels, guards can be deliberately trapped in various ways. For instance, they can be lured into entering a part of the level from which there is no escape. In some situations, the player can liberate trapped guards by digging them out. In some levels, the player must exploit the guards by having them collect gold pieces which are positioned such that whoever collects them will become trapped. When the guard collects the piece and becomes trapped, the player can release the guard and then later steal the gold when the guard drops it or falls into a hole.
In some levels, guards can be deliberately trapped in various ways. For instance, they can be lured into entering a part of the level from which there is no escape. In some situations, the player can liberate trapped guards by digging them out. In some levels, the player must exploit the guards by letting them collect gold pieces which are positioned such that whoever collects them will become trapped. When the guard collects the gold and becomes trapped, the player can release the guard and then later steal the gold after it has been dropped.


In some levels, there are gold pieces that can be collected only by killing guards by digging holes to trap them. Deceased guards come back to life from locations near the top of the screen, which may allow them to reach parts of the level that cannot be reached by the player.
In some levels, there are gold pieces that can only be collected by digging holes to trap and kill the guards. Deceased guards come back to life from locations near the top of the screen, which may allow them to reach parts of the level that cannot be reached by the player.


===Traversal orders===
===Traversal orders===
Some levels require careful ordering of traversal, because they are divided into zones connected by passages which are impossible to traverse in the reverse direction. If a gold piece remains in an unreachable zone, the player may have to abort the level to start again, losing a life, unless there is a way to coax a guard into bringing the gold.
Some levels require careful ordering of traversal, because they are divided into zones connected by passages which are impossible to navigate in the reverse direction. If a gold piece remains in an unreachable zone, the player may have to abort the level, unless there is a way to coax a guard into bringing the gold.


===Timing===
===Timing===
Some of the game's puzzles in the advanced levels are time-sensitive. The player must dig in order to penetrate the interior of some cavern to collect gold, and quickly return the same way before the digging repairs itself, enclosing Lode Runner in that cavern with no means of escape.
Some puzzles in the advanced levels are time-sensitive. The player must dig in order to penetrate the interior of some cavern to collect gold, and quickly return the same way before the digging repairs itself. Other puzzles require deliberate timing among the digging actions because the player must run over previously dug-out tiles that have just repaired themselves, while having enough time to pass through ones which have not yet repaired.
 
Some puzzles require deliberate timing among the digging actions because Lode Runner must run over previously dug-out tiles that have just repaired themselves, while having enough time to pass through ones which have not yet repaired.


==Development==
==Development==
Around late 1980, high school student James Bratsanos heard from a friend about a new [[arcade video game]], ''[[Space Panic]]'' by [[Universal Entertainment|Universal]], which involves climbing platforms and ladders while digging holes to trap monsters. Bratsanos was intrigued by his friend's description of the concept, and he wanted to develop it further. He began writing a [[Commodore PET]] program, called ''Suicide'', using simple text-based graphics. Due to his lack of programming experience, there were no pre-programmed levels, but he instead built "an engine that could interpret a game level and then run a processing loop on the monsters". This novel design later evolved into the concept of a level editor.<ref name="Retro">{{cite magazine |last1=Grannell |first1=Craig |title=Lode Runner |magazine=[[Retro Gamer]] |date=January 2013 |issue=111 |pages=20–7 |url=https://issuu.com/michelfranca/docs/retro_gamer____111}}</ref><ref name="Maher">{{cite web |last1=Maher |first1=Jimmy |title=Lode Runner |url=https://www.filfre.net/2020/12/lode-runner/ |website=The Digital Antiquarian |date=December 18, 2020 |access-date=20 April 2021}}</ref>
Around late 1980, high school student James Bratsanos heard from a friend about a new [[arcade video game]], ''[[Space Panic]]'' by [[Universal Entertainment|Universal]], that involves climbing platforms and ladders while digging holes to trap monsters. Bratsanos was intrigued by his friend's description of the concept, and he wanted to develop it further. He began writing a [[Commodore PET]] program, called ''Suicide'', using simple text-based graphics. Due to his lack of programming experience, there were no pre-programmed levels, but he instead built "an engine that could interpret a game level and then run a processing loop on the monsters". This novel design later evolved into the concept of a level editor.<ref name="Retro">{{cite magazine |last1=Grannell |first1=Craig |title=Lode Runner |magazine=[[Retro Gamer]] |date=January 2013 |issue=111 |pages=20–7 |url=https://issuu.com/michelfranca/docs/retro_gamer____111}}</ref><ref name="Maher">{{cite web |last1=Maher |first1=Jimmy |title=Lode Runner |url=https://www.filfre.net/2020/12/lode-runner/ |website=The Digital Antiquarian |date=December 18, 2020 |access-date=20 April 2021}}</ref>


At the [[University of Washington]] in 1981, Bratsanos met two other students, [[architecture]] student [[Douglas E. Smith]] and Tracy Steinbeck. Following the release of [[Nintendo]]'s arcade platformer ''[[Donkey Kong (1981 video game)|Donkey Kong]]'' that year, the three students began working on a program called ''Kong'', which evolved the concepts of ''Suicide''. Bratsanos later left the project to pursue his studies, and Smith continued to develop ''Kong''<ref name="Maher"/><ref name="Retro"/> into the prototype of what later became ''Lode Runner''.<ref name = "IGN_interview">{{cite news | date =1999-02-17| work= [[IGN]] | title = Lock'n'Lode | url = http://ign64.ign.com/articles/066/066952p1.html}}</ref> ''Kong'' was written for a [[Prime Computer|Prime Computer 550]] [[minicomputer]] limited to one building on the UW campus. ''Kong'' was soon [[porting|ported]] to [[VAX]] minicomputers, which had more terminals available on campus. The game was programmed in [[Fortran]] using [[ASCII art|ASCII character graphics]]. When ''Kong'' was ported to the VAX, some [[Pascal (programming language)|Pascal]] sections were mixed into the original Fortran code.<ref name=Douglas-death>{{cite news|url=https://www.engadget.com/2014/09/13/lode-runner-creator-douglas-e-smith-passes-away/|title=''Lode Runner'' Creator Douglas E. Smith Passes Away|author=Thomas Schulenberg|website=[[Engadget]]|date=13 September 2014|access-date=7 August 2015}}</ref>
At the [[University of Washington]] in 1981, Bratsanos met two other students, [[architecture]] student [[Douglas E. Smith]] and Tracy Steinbeck. Following the release of [[Nintendo]]'s arcade platformer ''[[Donkey Kong (1981 video game)|Donkey Kong]]'' that year, the three students began working on a program called ''Kong'', which evolved the concepts of ''Suicide''. Bratsanos later left the project to pursue his studies, and Smith continued to develop ''Kong''<ref name="Maher"/><ref name="Retro"/> into the prototype of what later became ''Lode Runner''.<ref name = "IGN_interview">{{cite news | date =1999-02-17| work= [[IGN]] | title = Lock'n'Lode | url = http://ign64.ign.com/articles/066/066952p1.html}}</ref> ''Kong'' was written for a [[Prime Computer|Prime Computer 550]] [[minicomputer]] limited to one building on the UW campus. ''Kong'' was soon [[porting|ported]] to [[VAX]] minicomputers, which had more terminals available on campus. The game was programmed in [[Fortran]] using [[ASCII art|ASCII character graphics]]. When ''Kong'' was ported to the VAX, some [[Pascal (programming language)|Pascal]] sections were mixed into the original Fortran code.<ref name=Douglas-death>{{cite news|url=https://www.engadget.com/2014/09/13/lode-runner-creator-douglas-e-smith-passes-away/|title=''Lode Runner'' Creator Douglas E. Smith Passes Away|author=Thomas Schulenberg|website=[[Engadget]]|date=13 September 2014|access-date=7 August 2015}}</ref>


Over one weekend in 1982, Smith recreated a crude, playable version in [[MOS Technology 6502|6502]] [[assembly language]] on an [[Apple II Plus]] and renamed the game ''Miner''. Through the end of the year, he refined that version, which was black-and-white with no [[joystick]] support. He submitted a rough version to [[Broderbund]] around October 1982 and received a one-line rejection letter in response to the effect of "Thank you for submitting your game concept. Unfortunately, it does not fit within our product line." Smith borrowed money to purchase a color monitor and joystick and continued to improve the game. Around Christmas of 1982, he submitted the game once more, now renamed ''Lode Runner'', to four [[video game publisher|publishers]] and received offers from all four: [[Sierra Online|Sierra]], [[Sirius Software|Sirius]], [[Eclectic Games|Synergistic]], and Broderbund. He took the deal with Broderbund.<ref name = "IGN_interview" />
Over one weekend in 1982, Smith recreated a crude, playable version in [[MOS Technology 6502|6502]] [[assembly language]] on an [[Apple II Plus]] and renamed the game ''Miner''. Through the end of the year, he refined that version, which was black-and-white with no [[joystick]] support. He submitted a rough version to [[Broderbund]] around October 1982 and received a one-line rejection letter which said "Thank you for submitting your game concept. Unfortunately, it does not fit within our product line." Smith borrowed money to purchase a color monitor and joystick and continued to improve the game. Around Christmas of 1982, he submitted the game once more, now renamed ''Lode Runner'', to four [[video game publisher|publishers]] and received offers from all four: [[Sierra Online|Sierra]], [[Sirius Software|Sirius]], [[Eclectic Games|Synergistic]], and Broderbund. He took the deal with Broderbund.<ref name = "IGN_interview" />


Like its text-based ''Kong'' predecessors, the submitted game had only simple animation where characters move across the screen in block increments. It was too primitive for an acceptable commercial product as Broderbund wanted detailed pixel-level movement.<ref name = "Ancient_History_Usenet" >{{cite web| date =1991-04-07| title = Loderunner: Ancient History! (Usenet posting to rec.games.programmer) | url = http://entropymine.com/jason/lr/misc/ldhist.html}}</ref> Smith was given a $10,000 advance by Broderbund to develop the inter-square animation and to provide 150 levels of play.
Like its text-based ''Kong'' predecessors, the submitted game had only simple animation where characters move across the screen in block increments. It was too primitive for an acceptable commercial product as Broderbund wanted detailed pixel-level movement.<ref name = "Ancient_History_Usenet" >{{cite web| date =1991-04-07| title = Loderunner: Ancient History! (Usenet posting to rec.games.programmer) | url = http://entropymine.com/jason/lr/misc/ldhist.html}}</ref> Smith was given a $10,000 advance by Broderbund to develop the inter-square animation and to provide 150 levels of play.


Smith's new game would be one of the first to include a [[level editor]] for [[user generated content]], allowing players to create [[Level (video gaming)|levels]] for the game.<ref name="Honoring the Code"/> In a 2010 interview, [[game designer]] [[John Romero]] claimed that Smith added the level-editing function at the request of neighborhood kids he had testing the game, and "a ton" of the levels they designed ended up in the final game.<ref name="Honoring the Code">{{cite book | url=https://books.google.com/books?id=opLCzUsjRowC&pg=PA7 | title=Honoring the Code: Conversations with Great Game Designers | publisher=CRC Press | last=Barton |first=Matt | date=2010 | page=7 | isbn=978-1466567535}}</ref>
Smith's new game would be one of the first to include a [[level editor]] for [[user-generated content]], allowing players to create [[Level (video gaming)|levels]] for the game.<ref name="Honoring the Code"/> In a 2010 interview, [[game designer]] [[John Romero]] claimed Smith added the level-editing function at the request of neighborhood kids that were playtesters, and "a ton" of the levels they designed ended up in the final game.<ref name="Honoring the Code">{{cite book | url=https://books.google.com/books?id=opLCzUsjRowC&pg=PA7 | title=Honoring the Code: Conversations with Great Game Designers | publisher=CRC Press | last=Barton |first=Matt | date=2010 | page=7 | isbn=978-1466567535}}</ref>


==Release and ports==
==Release and ports==
Line 68: Line 68:
''Lode Runner'' was originally released on June 23, 1983.<ref name="Copyright">{{cite web |title=Lode Runner (Registration Number PA0000226732) |url=https://cocatalog.loc.gov |website=[[United States Copyright Office]] |access-date=1 June 2021}}</ref> The original [[microcomputer]] versions were for the [[Apple II]], [[Atari 8-bit computers]], [[VIC-20]], [[Commodore 64]], and [[IBM PC compatible]]s.<ref>{{cite book |title=Software Catalog For Apple, Atari, IBM PC, Commodore 64, and VIC-20 |chapter=Compatibility Chart |year=1983 |publisher=Broderbund Software |pages=8–9 |url=http://www.atarimania.com/catalog-atari-broderbund-software-_196_8.html |access-date=2015-02-08}}</ref> The VIC-20 version was released on cartridge, including the level editor. The Commodore 64 had both a disk and cartridge release, with the latter having 32 levels. The IBM PC port was originally on a [[self-booting disk]] and is incompatible with video cards other than [[Color Graphics Adapter|CGA]].{{Citation needed|date=January 2023}} A 1986 MS-DOS release runs on any video card.
''Lode Runner'' was originally released on June 23, 1983.<ref name="Copyright">{{cite web |title=Lode Runner (Registration Number PA0000226732) |url=https://cocatalog.loc.gov |website=[[United States Copyright Office]] |access-date=1 June 2021}}</ref> The original [[microcomputer]] versions were for the [[Apple II]], [[Atari 8-bit computers]], [[VIC-20]], [[Commodore 64]], and [[IBM PC compatible]]s.<ref>{{cite book |title=Software Catalog For Apple, Atari, IBM PC, Commodore 64, and VIC-20 |chapter=Compatibility Chart |year=1983 |publisher=Broderbund Software |pages=8–9 |url=http://www.atarimania.com/catalog-atari-broderbund-software-_196_8.html |access-date=2015-02-08}}</ref> The VIC-20 version was released on cartridge, including the level editor. The Commodore 64 had both a disk and cartridge release, with the latter having 32 levels. The IBM PC port was originally on a [[self-booting disk]] and is incompatible with video cards other than [[Color Graphics Adapter|CGA]].{{Citation needed|date=January 2023}} A 1986 MS-DOS release runs on any video card.


The [[Famicom]] version was released by [[Hudson Soft]] in 1984 (North American [[Nintendo Entertainment System|NES]] release in 1986) and became one of the earliest third-party games made for that system. It has 50 levels, scrolling screens, added music, and graphics redone in a more cartoon-like style. In addition, fruits and vegetables randomly appear which may be grabbed for additional points. A level editor was included, which in Japan used the Famicom's Family BASIC tape drive to save one's work; however, as with many US localisations, the NES lacked the tape drive and thus there is no way to save levels created with the US release.
The [[Famicom]] version was released by [[Hudson Soft]] in 1984 (North American [[Nintendo Entertainment System|NES]] release in 1986) and became one of the earliest third-party games made for that system. It has 50 levels, scrolling screens, added music, and graphics redone in a more cartoon-like style. In addition, fruits and vegetables randomly appear which may be picked up for additional points. A level editor was included, which in Japan used the Famicom's Family BASIC tape drive to save one's work. However, as with many US localizations, the NES lacked the tape drive, making it impossible to save levels created on the US release.


An [[Arcade video game|arcade]] version of ''Lode Runner'' was produced by [[Irem]] in 1984. It was notably the first time an American computer game was adapted into a Japanese arcade game.<ref name=":0">{{Cite magazine |last=Adams |first=Roe R. |date=September 1985 |title=Come Cast A Spell With Me |url=https://archive.org/details/Computer_Gaming_World_Issue_5.4/page/n20 |magazine=[[Computer Gaming World]] |pages=21, 33 |volume=4 |issue=3}}</ref> It had some added features like the ability to hang off the ends of ladders and an improved enemy AI.
An [[Arcade video game|arcade]] version of ''Lode Runner'' was produced by [[Irem]] in 1984. It was notably the first time an American computer game was adapted into a Japanese arcade game.<ref name=":0">{{Cite magazine |last=Adams |first=Roe R. |date=September 1985 |title=Come Cast A Spell With Me |url=https://archive.org/details/Computer_Gaming_World_Issue_5.4/page/n20 |magazine=[[Computer Gaming World]] |pages=21, 33 |volume=4 |issue=3}}</ref> It had some added features like the ability to hang off the ends of ladders and improved enemy AI.


A port for the [[Macintosh 128K]] followed in January 1985;<ref name="CE1985">{{cite magazine |title=1985 Index |magazine=[[Computer Entertainer]] |date=January 1986 |volume=4 |issue=10 |page=6 |url=http://www.ataricompendium.com/archives/newsletters/video_game_update/computer_entertainer_jan86.pdf#page=6}}</ref> it runs on machines up to OS 6 and can be used on System 7 with a patch. Other versions include those for the [[Atari ST]], [[ZX Spectrum]], a licensed version for [[MSX]] published by [[ASCII Corporation]], [[SG-1000]], [[Windows 3.1x]], and [[Game Boy]].
A port for the [[Macintosh 128K]] followed in January 1985;<ref name="CE1985">{{cite magazine |title=1985 Index |magazine=[[Computer Entertainer]] |date=January 1986 |volume=4 |issue=10 |page=6 |url=http://www.ataricompendium.com/archives/newsletters/video_game_update/computer_entertainer_jan86.pdf#page=6}}</ref> it runs on machines up to OS 6 and can be used on System 7 with a patch. Other versions include those for the [[Atari ST]], [[ZX Spectrum]], a licensed version for [[MSX]] published by [[ASCII Corporation]], [[SG-1000]], [[Windows 3.1x]], and [[Game Boy]].


Broderbund released an enhanced version, ''[[Championship Lode Runner]]'', in 1985, with 50 levels and a higher difficulty. The company offered a commemorative certificate to anyone who could submit proof of having beaten the game (and submitted proof of purchase to show that their copy of the game was not pirated). It was ported to the Apple, Atari, C64, MSX, and IBM PC, as well as the NES (although that version did not reach North America).
Broderbund released an enhanced version, ''[[Championship Lode Runner]]'', in 1985, with 50 levels and a higher difficulty. The company offered a commemorative certificate to anyone who could submit proof of having beaten the game (and submitted proof of purchase to show that their copy was not pirated). It was ported to the Apple, Atari, C64, MSX, and IBM PC, as well as the NES (although that version did not reach North America).


The Atari 8-bit version of ''Lode Runner'' was converted to cartridge and re-released by [[Atari Corporation]] in 1987, as one of the series of releases for the [[Atari XEGS]] console. This version contains all 150 levels and the level editor, which requires a disk drive.
The Atari 8-bit version of ''Lode Runner'' was converted to cartridge and re-released by [[Atari Corporation]] in 1987, as one of the series of releases for the [[Atari XEGS]] console. This version contains all 150 levels and the level editor, which requires a disk drive.
Line 83: Line 83:
''[[Softline (magazine)|Softline]]'' in 1983 praised ''Lode Runner'', calling it "smooth, thoughtful, and quite addictive". The magazine approved of its large number of unique levels, level editor ("the possibilities are astounding"), and emphasis on "wits and strategy" over violence.<ref name="albert19830708">{{cite news | url=http://www.cgwmuseum.org/galleries/index.php?year=1983&pub=6&id=12 | title=Lode Runner | work=Softline | date=Jul–Aug 1983 | access-date=28 July 2014 | author=Albert, Dave | pages=23–24}}</ref> ''[[Computer Gaming World]]'' praised ''Lode Runner''{{'}}s unusually easy-to-use level editor and the strategy necessary for an arcade title, describing it as "one of the few thinking men's arcade games".<ref name="CGW">{{cite magazine | date = October 1983 | last = Besnard | first = John | magazine = [[Computer Gaming World]] | title = Lode Runner | url=http://www.cgwmuseum.org/galleries/index.php?year=1983&pub=2&id=12 | page = 20}}</ref> In August 1984, ''Computer Gaming World'' held a contest for the best reader-built level.<ref name="CGWcontest">{{citation |title=Lode Runner Contest |date=August 1984 |url=http://www.cgwmuseum.org/galleries/index.php?year=1984&pub=2&id=17 |magazine=[[Computer Gaming World]] |page=22}}</ref> Praises for the introduction of strategy into the "climbing game" genre and for the intuitive level editor were repeated in ''Video'' magazine's review of the game as well as praise for its graphics and animation, with the Apple II version being described as "stand[ing] out far ahead of the pack".<ref>{{cite magazine |last1= Kunkel |first1= Bill |author-link1= Bill Kunkel (journalist)|last2= Katz |first2= Arnie |author-link2= Arnie Katz|date= November 1983 |title= Arcade Alley: Wintertime Winners |magazine= [[Video (magazine)|Video]]|publisher= Reese Communications|volume= 7|issue= 8|pages= 38–39|issn= 0147-8907}}</ref>{{rp|39}}
''[[Softline (magazine)|Softline]]'' in 1983 praised ''Lode Runner'', calling it "smooth, thoughtful, and quite addictive". The magazine approved of its large number of unique levels, level editor ("the possibilities are astounding"), and emphasis on "wits and strategy" over violence.<ref name="albert19830708">{{cite news | url=http://www.cgwmuseum.org/galleries/index.php?year=1983&pub=6&id=12 | title=Lode Runner | work=Softline | date=Jul–Aug 1983 | access-date=28 July 2014 | author=Albert, Dave | pages=23–24}}</ref> ''[[Computer Gaming World]]'' praised ''Lode Runner''{{'}}s unusually easy-to-use level editor and the strategy necessary for an arcade title, describing it as "one of the few thinking men's arcade games".<ref name="CGW">{{cite magazine | date = October 1983 | last = Besnard | first = John | magazine = [[Computer Gaming World]] | title = Lode Runner | url=http://www.cgwmuseum.org/galleries/index.php?year=1983&pub=2&id=12 | page = 20}}</ref> In August 1984, ''Computer Gaming World'' held a contest for the best reader-built level.<ref name="CGWcontest">{{citation |title=Lode Runner Contest |date=August 1984 |url=http://www.cgwmuseum.org/galleries/index.php?year=1984&pub=2&id=17 |magazine=[[Computer Gaming World]] |page=22}}</ref> Praises for the introduction of strategy into the "climbing game" genre and for the intuitive level editor were repeated in ''Video'' magazine's review of the game as well as praise for its graphics and animation, with the Apple II version being described as "stand[ing] out far ahead of the pack".<ref>{{cite magazine |last1= Kunkel |first1= Bill |author-link1= Bill Kunkel (journalist)|last2= Katz |first2= Arnie |author-link2= Arnie Katz|date= November 1983 |title= Arcade Alley: Wintertime Winners |magazine= [[Video (magazine)|Video]]|publisher= Reese Communications|volume= 7|issue= 8|pages= 38–39|issn= 0147-8907}}</ref>{{rp|39}}


''[[Ahoy!]]'' in 1984 called the game "a top-notch action game that requires both a quick mind and an agile joystick". With the "easy-to-use game generator", the magazine concluded that "''Lode Runner'' is one of the best games available for the C-64. Unconditionally and wholeheartedly recommended".<ref name="davies198403">{{cite news | url=https://archive.org/stream/Ahoy_Issue_03_1984-03_Ion_International_US#page/n57/mode/2up | title=Lode Runner | work=Ahoy! | date=Mar 1984 | access-date=27 June 2014 | author=Davies, Lloyd | pages=59–60}}</ref> ''[[PC Magazine]]'' gave the game 16.25 out of 18 points. The magazine called the game "a tour de force of American ingenuity ... the first release in a long, long time that can honestly bear the title, 'computer game' ... ''Lode Runner'' uses the power of the PC to create something much more than a video version of Ping Pong. This game requires thought, too." The magazine praised the IBM PC version's graphics, increasingly difficult level design, and the level editor.<ref name="sandler19840417">{{cite news | url=https://books.google.com/books?id=9eJxx_ZGKngC&pg=PA335 | title=Haute Cuisine and Hot Dogs | work=PC Magazine | date=1984-04-17 | access-date=24 October 2013 | author=Sandler, Corey | pages=335}}</ref> ''The Commodore 64 Home Companion'' said that "there's lots of education hidden in" the level editor, concluding that ''Lode Runner'' "is one of the first of a new breed of computer game that lets the player be a creator".<ref name=C64HC>{{cite web|url=https://archive.org/stream/The_Commodore_64_Home_Companion#page/n167/mode/2up|title=Broderbund Software|work=The Commodore 64 Home Companion|year=1984|access-date=August 19, 2016|pages=166–167}}</ref>
''[[Ahoy!]]'' in 1984 called it "a top-notch action game that requires both a quick mind and an agile joystick". With the "easy-to-use game generator", the magazine concluded that "''Lode Runner'' is one of the best games available for the C-64. Unconditionally and wholeheartedly recommended".<ref name="davies198403">{{cite news | url=https://archive.org/stream/Ahoy_Issue_03_1984-03_Ion_International_US#page/n57/mode/2up | title=Lode Runner | work=Ahoy! | date=Mar 1984 | access-date=27 June 2014 | author=Davies, Lloyd | pages=59–60}}</ref> ''[[PC Magazine]]'' gave the game 16.25 out of 18 points. The magazine called the game "a tour de force of American ingenuity ... the first release in a long, long time that can honestly bear the title, 'computer game' ... ''Lode Runner'' uses the power of the PC to create something much more than a video version of Ping Pong. This game requires thought, too." The magazine praised the IBM PC version's graphics, increasingly difficult level design, and the level editor.<ref name="sandler19840417">{{cite news | url=https://books.google.com/books?id=9eJxx_ZGKngC&pg=PA335 | title=Haute Cuisine and Hot Dogs | work=PC Magazine | date=1984-04-17 | access-date=24 October 2013 | author=Sandler, Corey | pages=335}}</ref> ''The Commodore 64 Home Companion'' said "there's lots of education hidden in" the level editor, concluding ''Lode Runner'' "is one of the first of a new breed of computer game that lets the player be a creator".<ref name=C64HC>{{cite web|url=https://archive.org/stream/The_Commodore_64_Home_Companion#page/n167/mode/2up|title=Broderbund Software|work=The Commodore 64 Home Companion|year=1984|access-date=August 19, 2016|pages=166–167}}</ref>


By 1985, the game was still selling well, with ''Video'' magazine reporting that it was the 6th best-selling recreational title in March<ref>{{cite magazine|last1= Ditlea |first1= Steve |last2= Onosco |first2= Tim |last3= Kunkel |first3= Bill |author-link3= Bill Kunkel (journalist)|date= February 1985 |title= Random Access: Best Sellers/Recreation |magazine= [[Video (magazine)|Video]]|publisher= Reese Communications|volume= 8|issue= 11|pages= 34–35|issn= 0147-8907}}</ref>{{rp|35}} and April of that year.<ref>{{cite magazine |last1= Onosco |first1= Tim |last2= Kohl |first2= Louise |last3= Kunkel |first3= Bill |author-link3= Bill Kunkel (journalist)|last4= Garr|first4= Doug |author-link4= Doug Garr|date= March 1985 |title= Random Access: Best Sellers/Recreation |magazine= [[Video (magazine)|Video]]|publisher= Reese Communications|volume= 8|issue= 12|pages= 42–43|issn= 0147-8907}}</ref>{{rp|43}} ''[[Zzap!64]]'' called the Commodore 64 version "not one of the most recent games but certainly one of the best ... a classic for a long time to come ... graphically minuscule and aurally crude, the game's sheer addiction kept my eyes propped open until the owls went to bed".<ref name="zzap198506">{{cite news | url=https://archive.org/stream/zzap64-magazine-002/ZZap_64_Issue_002_1985_Jun#page/n71/mode/2up | title=Lode Runner | work=Zzap!64 | date=June 1985 | access-date=26 October 2013 | pages=73 | type=review}}</ref> In 1986 ''Ahoy!'' described the Commodore 64 version's graphics as "sparse, but attractive" with "evocatively animated" characters.<ref name="ahoy198604">{{Cite magazine |last1=Kunkel |first1=Bill |last2=Katz |first2=Arnie |date=April 1986 |title=Think Fast! Action-Strategy Games for the Commodore 64 |url=https://archive.org/details/ahoy-magazine-28/page/n40/mode/1up?view=theater |access-date=2024-09-04 |magazine=Ahoy! |pages=41–45}}</ref>
By 1985, the game was still selling well. ''Video'' magazine reported that it was the 6th best-selling recreational title in March<ref>{{cite magazine|last1= Ditlea |first1= Steve |last2= Onosco |first2= Tim |last3= Kunkel |first3= Bill |author-link3= Bill Kunkel (journalist)|date= February 1985 |title= Random Access: Best Sellers/Recreation |magazine= [[Video (magazine)|Video]]|publisher= Reese Communications|volume= 8|issue= 11|pages= 34–35|issn= 0147-8907}}</ref>{{rp|35}} and April of 1985.<ref>{{cite magazine |last1= Onosco |first1= Tim |last2= Kohl |first2= Louise |last3= Kunkel |first3= Bill |author-link3= Bill Kunkel (journalist)|last4= Garr|first4= Doug |author-link4= Doug Garr|date= March 1985 |title= Random Access: Best Sellers/Recreation |magazine= [[Video (magazine)|Video]]|publisher= Reese Communications|volume= 8|issue= 12|pages= 42–43|issn= 0147-8907}}</ref>{{rp|43}} ''[[Zzap!64]]'' called the Commodore 64 version "not one of the most recent games but certainly one of the best ... a classic for a long time to come ... graphically minuscule and aurally crude, the game's sheer addiction kept my eyes propped open until the owls went to bed".<ref name="zzap198506">{{cite news | url=https://archive.org/stream/zzap64-magazine-002/ZZap_64_Issue_002_1985_Jun#page/n71/mode/2up | title=Lode Runner | work=Zzap!64 | date=June 1985 | access-date=26 October 2013 | pages=73 | type=review}}</ref> In 1986, ''Ahoy!'' described the Commodore 64 version's graphics as "sparse, but attractive" with "evocatively animated" characters.<ref name="ahoy198604">{{Cite magazine |last1=Kunkel |first1=Bill |last2=Katz |first2=Arnie |date=April 1986 |title=Think Fast! Action-Strategy Games for the Commodore 64 |url=https://archive.org/details/ahoy-magazine-28/page/n40/mode/1up?view=theater |access-date=2024-09-04 |magazine=Ahoy! |pages=41–45}}</ref>


In 1984, ''Lode Runner'' was awarded "1984 Computer [[List of Game of the Year awards|Game of the Year]]" at the 5th annual [[Arkie Awards]]. Judges praised its "outstanding design", and described it as "fascinating", "irresistible", and as "the thinking player's climbing conquest".<ref>{{cite magazine |last1= Kunkel |first1= Bill |author-link1= Bill Kunkel (journalist)|last2= Katz |first2= Arnie |author-link2= Arnie Katz|date= February 1984 |title= Arcade Alley: The 1984 Arcade Awards, Part II |magazine= [[Video (magazine)|Video]]|publisher= Reese Communications|volume= 7|issue= 11|pages= 28–29|issn= 0147-8907}}</ref>{{rp|28}} ''Softline'' readers named ''Lode Runner'' the most popular Apple and fourth most-popular Atari program of 1983.<ref name="stgame19840304">{{cite news | url=http://www.cgwmuseum.org/galleries/index.php?year=1984&pub=6&id=16 | title=The Best and the Rest | work=St.Game | date=Mar–Apr 1984 | access-date=28 July 2014 | pages=49}}</ref> In 1993 the [[ZX Spectrum|Spectrum]] version of the game was voted number 37 in the ''[[Your Sinclair]] Official Top 100 Games of All Time''.<ref>{{cite magazine |title=YS Top 100 Games of All Time|magazine=Your Sinclair|date=September 1993}}</ref> [[GameSpot]] named ''Lode Runner'' as one of the "Greatest Games of All Time".<ref>{{cite web|url=http://www.gamespot.com/gamespot/features/all/greatestgames/index.html|archive-url=https://web.archive.org/web/20110525052230/http://www.gamespot.com/gamespot/features/all/greatestgames/index.html|title=The Greatest Games of All Time|archive-date=25 May 2011|work=gamespot.com}}</ref> In 1996, ''Computer Gaming World'' declared ''Lode Runner'' the 80th-best computer game ever released.<ref name=cgw150>{{cite magazine | author=Staff | title=150 Best (and 50 Worst) Games of All Time | magazine=[[Computer Gaming World]] | date=November 1996 | issue=148 | pages=63–65, 68, 72, 74, 76, 78, 80, 84, 88, 90, 94, 98}}</ref> ''[[Time (magazine)|Time]]'' in 2010 rated ''Lode Runner'' #1 game in "The 10 Greatest Games for the Apple II" list.<ref>{{cite news
In 1984, ''Lode Runner'' was awarded "1984 Computer [[List of Game of the Year awards|Game of the Year]]" at the 5th annual [[Arkie Awards]]. Judges praised its "outstanding design", and described it as "fascinating", "irresistible", and as "the thinking player's climbing conquest".<ref>{{cite magazine |last1= Kunkel |first1= Bill |author-link1= Bill Kunkel (journalist)|last2= Katz |first2= Arnie |author-link2= Arnie Katz|date= February 1984 |title= Arcade Alley: The 1984 Arcade Awards, Part II |magazine= [[Video (magazine)|Video]]|publisher= Reese Communications|volume= 7|issue= 11|pages= 28–29|issn= 0147-8907}}</ref>{{rp|28}} ''Softline'' readers named ''Lode Runner'' the most popular Apple and fourth most-popular Atari program of 1983.<ref name="stgame19840304">{{cite news | url=http://www.cgwmuseum.org/galleries/index.php?year=1984&pub=6&id=16 | title=The Best and the Rest | work=St.Game | date=Mar–Apr 1984 | access-date=28 July 2014 | pages=49}}</ref> In 1993, the [[ZX Spectrum|Spectrum]] version of the game was voted number 37 in the ''[[Your Sinclair]] Official Top 100 Games of All Time''.<ref>{{cite magazine |title=YS Top 100 Games of All Time|magazine=Your Sinclair|date=September 1993}}</ref> [[GameSpot]] named ''Lode Runner'' as one of the "Greatest Games of All Time".<ref>{{cite web|url=http://www.gamespot.com/gamespot/features/all/greatestgames/index.html|archive-url=https://web.archive.org/web/20110525052230/http://www.gamespot.com/gamespot/features/all/greatestgames/index.html|title=The Greatest Games of All Time|archive-date=25 May 2011|work=gamespot.com}}</ref> In 1996, ''Computer Gaming World'' declared ''Lode Runner'' the 80th-best computer game ever released.<ref name=cgw150>{{cite magazine | author=Staff | title=150 Best (and 50 Worst) Games of All Time | magazine=[[Computer Gaming World]] | date=November 1996 | issue=148 | pages=63–65, 68, 72, 74, 76, 78, 80, 84, 88, 90, 94, 98}}</ref> In 2010, ''[[Time (magazine)|Time]]'' rated ''Lode Runner'' #1 in "The 10 Greatest Games for the Apple II" list.<ref>{{cite news
|url = https://techland.time.com/2010/01/06/the-10-greatest-games-for-the-apple-ii/
|url = https://techland.time.com/2010/01/06/the-10-greatest-games-for-the-apple-ii/
|title = The 10 Greatest Games for the Apple II
|title = The 10 Greatest Games for the Apple II
Line 95: Line 95:
|date = January 6, 2010}}</ref> ''[[Game Informer]]'' placed the game 52nd on their top 100 video games of all time in 2001.<ref>{{Cite magazine|last=Cork|first=Jeff|title=Game Informer's Top 100 Games Of All Time (Circa Issue 100)|url=https://www.gameinformer.com/b/features/archive/2009/11/16/game-informer-s-top-100-games-of-all-time-circa-issue-100.aspx|archive-url=https://web.archive.org/web/20091119071214/http://gameinformer.com/b/features/archive/2009/11/16/game-informer-s-top-100-games-of-all-time-circa-issue-100.aspx|url-status=live|archive-date=November 19, 2009|access-date=2020-12-01|magazine=Game Informer|language=en}}</ref>
|date = January 6, 2010}}</ref> ''[[Game Informer]]'' placed the game 52nd on their top 100 video games of all time in 2001.<ref>{{Cite magazine|last=Cork|first=Jeff|title=Game Informer's Top 100 Games Of All Time (Circa Issue 100)|url=https://www.gameinformer.com/b/features/archive/2009/11/16/game-informer-s-top-100-games-of-all-time-circa-issue-100.aspx|archive-url=https://web.archive.org/web/20091119071214/http://gameinformer.com/b/features/archive/2009/11/16/game-informer-s-top-100-games-of-all-time-circa-issue-100.aspx|url-status=live|archive-date=November 19, 2009|access-date=2020-12-01|magazine=Game Informer|language=en}}</ref>


[[Orson Scott Card]] wrote in ''[[Compute!]]'' in 1989 that its editor was the first game that let him and his family express their creativity through gaming.<ref name="card198901">{{cite news | url=https://archive.org/stream/1989-01-compute-magazine/Compute_Issue_104_1989_Jan#page/n13/mode/2up | title=Gameplay | work=Compute! | date=January 1989 | access-date=10 November 2013 | author=Card, Orson Scott | pages=12}}</ref> ''[[Tetris]]'' designer [[Alexey Pajitnov]] stated in 2008 that ''Lode Runner'' was his favorite puzzle game for many years.<ref>{{cite web|url=http://www.next-gen.biz/features/interview-man-who-changed-everything|archive-url=https://archive.today/20120907030140/http://www.next-gen.biz/features/interview-man-who-changed-everything|url-status=dead|archive-date=2012-09-07|title=Interview: The Man Who Changed Everything|access-date=2008-01-01}}</ref>
[[Orson Scott Card]] wrote in ''[[Compute!]]'' in 1989 that its editor was the first game which let him and his family express their creativity through gaming.<ref name="card198901">{{cite news | url=https://archive.org/stream/1989-01-compute-magazine/Compute_Issue_104_1989_Jan#page/n13/mode/2up | title=Gameplay | work=Compute! | date=January 1989 | access-date=10 November 2013 | author=Card, Orson Scott | pages=12}}</ref> ''[[Tetris]]'' designer [[Alexey Pajitnov]] stated in 2008 that ''Lode Runner'' was his favorite puzzle game for many years.<ref>{{cite web|url=http://www.next-gen.biz/features/interview-man-who-changed-everything|archive-url=https://archive.today/20120907030140/http://www.next-gen.biz/features/interview-man-who-changed-everything|url-status=dead|archive-date=2012-09-07|title=Interview: The Man Who Changed Everything|access-date=2008-01-01}}</ref>


==Legacy==
==Legacy==
Line 112: Line 112:
| Douglas E. Smith
| Douglas E. Smith
| [[Broderbund]]
| [[Broderbund]]
| The original game published by Broderbund, developed for Apple II, contained 150 levels and level editor.
| The original game published by Broderbund and developed for Apple II. It contained 150 levels and a level editor.
|-
|-
|''Lode Runner''
|''Lode Runner''
Line 126: Line 126:
| [[Hudson Soft]]
| [[Hudson Soft]]
| [[Hudson Soft]] (for Famicom), [[Broderbund]] (for NES)
| [[Hudson Soft]] (for Famicom), [[Broderbund]] (for NES)
| 50 levels, scrolling screens, added music, graphics redone in a more cartoon-like style, fruits and vegetables randomly appear which may be grabbed for additional points, level editor.
| 50 levels, scrolling screens, added music, and graphics redone in a more cartoon-like style. Fruits and vegetables randomly appear which may be grabbed for additional points. Level editor included.
|-
|-
| ''[[Championship Lode Runner]]''
| ''[[Championship Lode Runner]]''
Line 140: Line 140:
| [[Irem]]
| [[Irem]]
| Irem
| Irem
| 24 remixed levels from the 150 original 1983 levels but reduced to fit a smaller grid of 24x15. This was also the first time a game had transitioned from a home entertainment console to coin-operated arcade cabinet.
| 24 remixed levels from the 150 original 1983 levels, but reduced to fit a smaller grid of 24x15. This was also the first time a game had transitioned from a home entertainment console to coin-operated arcade cabinet.
|-
|-
| ''Lode Runner: The Bungeling Strikes Back''
| ''Lode Runner: The Bungeling Strikes Back''
Line 161: Line 161:
| Irem
| Irem
| Irem
| Irem
| As with the other Irem arcade versions contained 30 levels inspired on the original set.
| As with the other Irem arcade versions contained 30 levels based on the original set.
|-
|-
|''[[Lode Runner's Rescue]]''
|''[[Lode Runner's Rescue]]''
|1985
|1985
|Atari 8-bit,<ref>{{cite web|url=http://www.atarimania.com/game-atari-400-800-xl-xe-lode-runner-s-rescue_3022.html|title=Atari 400 800 XL XE Lode Runner's Rescue: scans, dump, download, screenshots, ads, videos, catalog, instructions, roms|work=atarimania.com}}</ref> Commodore 64
|Atari 8-bit, Commodore 64
|Joshua Scholar
|Joshua Scholar
|[[Synapse Software]]
|[[Synapse Software]]
|3-D sequel with dozens of 3-D perspective levels and screen design editor. ''[[Computer Gaming World]]'' praised the Atari version's graphics but asked "How likely is it that a game with girls, mice, cats, and magic mushrooms should be called 'Lode Runner's Rescue'?" It speculated that the publisher put the series name on an unrelated game.<ref name="williams198602">{{cite magazine|title=Atari Playfield|url=http://www.cgwmuseum.org/galleries/index.php?year=1986&pub=2&id=25 | date=Jan–Feb 1986|magazine=Computer Gaming World|pages=32|author=Williams, Gregg}}</ref>
|3-D sequel with dozens of 3-D perspective levels and screen design editor. ''[[Computer Gaming World]]'' praised the Atari version's graphics, but asked "How likely is it that a game with girls, mice, cats, and magic mushrooms should be called 'Lode Runner's Rescue'?" It speculated that the publisher put the series name on an unrelated game.<ref name="williams198602">{{cite magazine|title=Atari Playfield|url=http://www.cgwmuseum.org/galleries/index.php?year=1986&pub=2&id=25 | date=Jan–Feb 1986|magazine=Computer Gaming World|pages=32|author=Williams, Gregg}}</ref>
|-
|-
| ''Lode Runner: Teikoku Karano Dasshutsu''
| ''Lode Runner: Teikoku Karano Dasshutsu''
Line 175: Line 175:
| Irem
| Irem
| Irem
| Irem
| As with the other Irem arcade versions contained 30 levels inspired on the original set.
| As with the other Irem arcade versions contained 30 levels based on the original set.
|-
|-
| ''Lode Runner Board Game''<ref>{{cite web|url=http://boardgamegeek.com/boardgame/31564/lode-runner|title=Lode Runner - Board Game - BoardGameGeek|work=boardgamegeek.com}}</ref>
| ''Lode Runner Board Game''<ref>{{cite web|url=http://boardgamegeek.com/boardgame/31564/lode-runner|title=Lode Runner - Board Game - BoardGameGeek|work=boardgamegeek.com}}</ref>
Line 364: Line 364:
| Hudson Soft
| Hudson Soft
| Hudson Soft
| Hudson Soft
| ''Lode Runner'' was made available for the click-wheel version of Apple's iPod in mid-December 2008 with enhanced, scrolling graphics. It was released by HudsonSoft. It contains 130 levels and several tutorial videos.<ref>{{cite web|url=http://www.ign.com/articles/2008/12/16/lode-runner-for-ipod-launches-today|title=''Lode Runner'' for iPod Launches Today|author=IGN Staff|website=[[IGN]]|date=16 December 2008|access-date=7 August 2015}}</ref>
| ''Lode Runner'' was made available for the click-wheel version of Apple's iPod in mid-December 2008 with enhanced, scrolling graphics. It was released by HudsonSoft and contains 130 levels and several tutorial videos.<ref>{{cite web|url=http://www.ign.com/articles/2008/12/16/lode-runner-for-ipod-launches-today|title=''Lode Runner'' for iPod Launches Today|author=IGN Staff|website=[[IGN]]|date=16 December 2008|access-date=7 August 2015}}</ref>
|-
|-
| ''Championship Lode Runner''
| ''Championship Lode Runner''
Line 418: Line 418:


===Arcade===
===Arcade===
In 1984, [[Irem]] developed an arcade conversion of ''Lode Runner''.<ref>{{cite web |url       =http://www.arcade-museum.com/game_detail.php?game_id=8441| title =Lode Runner| publisher =The International Arcade Museum |access-date =5 Oct 2013}}</ref> It contains 24 remixed levels from the 150 original levels. Irem brought many of its arcade-inspired levels to the Famicom Disk System with the names ''Super Lode Runner'' and ''Super Lode Runner II''. In Japan, ''[[:ja:ゲームマシン|Game Machine]]'' listed ''Lode Runner'' on their August 1, 1984 issue as being the most successful [[table arcade cabinet]] of the month.<ref>{{cite magazine|title=Game Machine's Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)|magazine=[[:ja:ゲームマシン|Game Machine]]|issue=241|publisher=[[:ja:アミューズメント通信社|Amusement Press, Inc.]]|date=1 August 1984|page=27|lang=ja}}</ref> The arcade version has numerous sequels, including these:
In 1984, [[Irem]] developed an arcade conversion of ''Lode Runner''.<ref>{{cite web |url =http://www.arcade-museum.com/game_detail.php?game_id=8441| title =Lode Runner| publisher =The International Arcade Museum |access-date =5 Oct 2013}}</ref> It contains 24 remixed levels from the 150 original levels. Irem brought many of its arcade-inspired levels to the Famicom Disk System with the names ''Super Lode Runner'' and ''Super Lode Runner II''. In Japan, ''[[:ja:ゲームマシン|Game Machine]]'' listed ''Lode Runner'' on their August 1, 1984 issue as being the most successful [[table arcade cabinet]] of the month.<ref>{{cite magazine|title=Game Machine's Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)|magazine=[[:ja:ゲームマシン|Game Machine]]|issue=241|publisher=[[:ja:アミューズメント通信社|Amusement Press, Inc.]]|date=1 August 1984|page=27|lang=ja}}</ref> The arcade version has numerous sequels, including these:


* ''Lode Runner: The Bungeling Strikes Back'' (1984), selecting 30 levels based on the original game developed for the arcade. The gameplay is almost exactly the same (save the addition of a two-player mode) and the only heavy modification was the graphics and advancement to a 512-color palette. In Japan, ''Game Machine'' listed ''Lode Runner: The Bungeling Strikes Back'' on their March 1, 1985 issue as the seventh most successful table arcade unit of the month.<ref>{{cite magazine|title=Game Machine's Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)|magazine=[[:ja:ゲームマシン|Game Machine]]|issue=255|publisher=[[:ja:アミューズメント通信社|Amusement Press, Inc.]]|date=1 March 1985|page=21|lang=ja}}</ref>
* ''Lode Runner: The Bungeling Strikes Back'' (1984), selecting 30 levels based on the original game developed for the arcade. The gameplay is almost exactly the same (save the addition of a two-player mode) and the only major modification was the graphics and advancement to a 512-color palette. In Japan, ''Game Machine'' listed ''Lode Runner: The Bungeling Strikes Back'' on their March 1, 1985 issue as the seventh most successful table arcade unit of the month.<ref>{{cite magazine|title=Game Machine's Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)|magazine=[[:ja:ゲームマシン|Game Machine]]|issue=255|publisher=[[:ja:アミューズメント通信社|Amusement Press, Inc.]]|date=1 March 1985|page=21|lang=ja}}</ref>
* ''Lode Runner: Majin No Fukkatsu'' (1985), also known as ''Lode Runner: The Golden Labyrinth'', developed by Irem. In Japan, ''Game Machine'' listed it on their December 15, 1985 issue as the top-grossing table arcade unit during that month.<ref>{{cite magazine|date=15 December 1985|title=Best Hit Games 25|url=https://onitama.tv/gamemachine/pdf/19851215p.pdf#page=13|magazine=[[:ja:ゲームマシン|Game Machine]]|publisher=[[:ja:アミューズメント通信社|Amusement Press, Inc.]]|issue=273|page=25|lang=ja}}</ref> It went on to be Japan's ninth highest-grossing table arcade game during the [[1986 in video games|first half of 1986]].<ref>{{cite magazine |title=Game Machine's Best Hit Games 25: '86 上半期 |trans-title=Game Machine's Best Hit Games 25: First Half '86 |magazine=[[:ja:ゲームマシン|Game Machine]] |issue=288 |publisher=[[:ja:アミューズメント通信社|Amusement Press, Inc.]] |date=15 July 1986 |page=28 |lang=ja |url=https://onitama.tv/gamemachine/pdf/19860715p.pdf#page=15}}</ref>
* ''Lode Runner: Majin No Fukkatsu'' (1985), also known as ''Lode Runner: The Golden Labyrinth'', developed by Irem. In Japan, ''Game Machine'' listed it on their December 15, 1985 issue as the top-grossing table arcade unit during that month.<ref>{{cite magazine|date=15 December 1985|title=Best Hit Games 25|url=https://onitama.tv/gamemachine/pdf/19851215p.pdf#page=13|magazine=[[:ja:ゲームマシン|Game Machine]]|publisher=[[:ja:アミューズメント通信社|Amusement Press, Inc.]]|issue=273|page=25|lang=ja}}</ref> It went on to be Japan's ninth highest-grossing table arcade game during the [[1986 in video games|first half of 1986]].<ref>{{cite magazine |title=Game Machine's Best Hit Games 25: '86 上半期 |trans-title=Game Machine's Best Hit Games 25: First Half '86 |magazine=[[:ja:ゲームマシン|Game Machine]] |issue=288 |publisher=[[:ja:アミューズメント通信社|Amusement Press, Inc.]] |date=15 July 1986 |page=28 |lang=ja |url=https://onitama.tv/gamemachine/pdf/19860715p.pdf#page=15}}</ref>
* ''Lode Runner: Teikoku Karano Dasshutsu'' (1986)
* ''Lode Runner: Teikoku Karano Dasshutsu'' (1986)
Line 426: Line 426:


===1990s===
===1990s===
* ''Lode Runner: The Lost Labyrinth'', 1990 updated version for the [[PC Engine|TurboGrafx-16]] featuring all 150 levels of the 1983 set.
* ''Lode Runner: The Lost Labyrinth'', 1990 updated version for the [[TurboGrafx-16]] featuring all 150 levels of the 1983 set.
* ''[[Lode Runner: The Legend Returns]]'', a 1994 Sierra incarnation of the original game with enhanced graphics and tools.
* ''[[Lode Runner: The Legend Returns]]'', a 1994 Sierra incarnation of the original game with enhanced graphics and tools.
* ''[[Lode Runner Online: The Mad Monks' Revenge]]'', the 1995 [[Video game remake|remake]] which replaced all the elements of the previous plus new online play.
* ''[[Lode Runner Online: The Mad Monks' Revenge]]'', the 1995 [[Video game remake|remake]] which replaced all the elements of the previous games and added online play.
* ''[[Lode Runner 2]]'' (1998), a game with isometric 3D gameplay.
* ''[[Lode Runner 2]]'' (1998), a game with isometric 3D gameplay.
* ''[[Lode Runner (1998 video game)|Lode Runner]]'' (1998), a compilation game for PlayStation, which includes ''Lode Runner: The Legend Returns'' and ''Lode Runner Extra''.
* ''[[Lode Runner (1998 video game)|Lode Runner]]'' (1998), a compilation game for PlayStation, which includes ''Lode Runner: The Legend Returns'' and ''Lode Runner Extra''.
* ''[[Lode Runner 3-D]]'' (1999) for the [[Nintendo 64]].
* ''[[Lode Runner 3-D]]'' (1999) for the [[Nintendo 64]].


Several versions of ''Lode Runner'' were not released in the U.S., such as ''Lode Runner Twin'' and ''Power Lode Runner'' (1999, [[Super Famicom|SFC]]), which vary gameplay, mostly by adding different characters and scenarios. Another title, ''[[Battle Lode Runner]]'', was originally exclusive to Japan, but made available on 23 April 2007 as the first Japan-only game to appear on [[Nintendo]]'s [[Virtual Console]] service.<ref>{{cite magazine|url=https://www.wired.com/2007/04/battle_lode_run/|title=''Battle Lode Runner'' First Japan-Only Retro Game on U.S. Virtual Console|author=Chriskohler|magazine=[[Wired (website)|Wired]]|date= 23 April 2007|access-date=9 August 2015}}</ref> The original ''Lode Runner'' followed in June 2007. There is also a ''Cubic Lode Runner'', a 3-D ''Lode Runner'' variant released only in Japan for the [[GameCube]] and [[PlayStation 2]].<ref>{{cite web|url=http://www.hudson.co.jp/gamenavi/gamedb/softinfo/hu_select/load/load1.html|archive-url=https://web.archive.org/web/20070304202409/http://www.hudson.co.jp/gamenavi/gamedb/softinfo/hu_select/load/load1.html|title=キュービックロードランナー公式サイト|archive-date=4 March 2007|work=hudson.co.jp}}</ref>
Several versions of ''Lode Runner'' were not released in the U.S., like ''Lode Runner Twin'' and ''Power Lode Runner'' (1999, [[Super Famicom|SFC]]), which vary in gameplay, mostly by adding different characters and scenarios. Another title, ''[[Battle Lode Runner]]'', was originally exclusive to Japan, but made available on 23 April 2007 as the first Japan-only game to appear on [[Nintendo]]'s [[Virtual Console]] service.<ref>{{cite magazine|url=https://www.wired.com/2007/04/battle_lode_run/|title=''Battle Lode Runner'' First Japan-Only Retro Game on U.S. Virtual Console|author=Chriskohler|magazine=[[Wired (website)|Wired]]|date= 23 April 2007|access-date=9 August 2015}}</ref> The original ''Lode Runner'' followed in June 2007. There is also a ''Cubic Lode Runner'', a 3-D ''Lode Runner'' variant released only in Japan for the [[GameCube]] and [[PlayStation 2]].<ref>{{cite web|url=http://www.hudson.co.jp/gamenavi/gamedb/softinfo/hu_select/load/load1.html|archive-url=https://web.archive.org/web/20070304202409/http://www.hudson.co.jp/gamenavi/gamedb/softinfo/hu_select/load/load1.html|title=キュービックロードランナー公式サイト|archive-date=4 March 2007|work=hudson.co.jp}}</ref>


The [[Nintendo Entertainment System|NES]] version, developed by [[Hudson Soft]], marked the first appearance of [[Bomberman|Bombermen]] as the opposing robots.<ref>{{cite news|url=http://www.gamesradar.com/seemingly-unrelated-games-you-probably-didnt-know-were-set-same-universe/|title=Seemingly Unrelated Games [Which] You Probably Didn't Know Were Set in the Same Universe|author=David Houghton|website=[[GamesRadar+]]|date=23 November 2012|access-date=8 August 2015}}</ref> The end screen to ''[[Bomberman (1983 video game)|Bomberman]]'' for the NES notes that the original White Bomberman has turned human and hints at his appearance in another game, with the Lode Runner behind him. In the Japanese version, the reference is more direct: "Congratulations - Bomber Man becomes Runner - See you again in Lode Runner".
The [[Nintendo Entertainment System|NES]] version, developed by [[Hudson Soft]], marked the first appearance of [[Bomberman|Bombermen]] as the opposing robots.<ref>{{cite news|url=http://www.gamesradar.com/seemingly-unrelated-games-you-probably-didnt-know-were-set-same-universe/|title=Seemingly Unrelated Games [Which] You Probably Didn't Know Were Set in the Same Universe|author=David Houghton|website=[[GamesRadar+]]|date=23 November 2012|access-date=8 August 2015}}</ref> The end screen to ''[[Bomberman (1983 video game)|Bomberman]]'' for the NES notes that the original White Bomberman has turned human and hints at his appearance in another game, with the Lode Runner behind him. In the Japanese version, the reference is more direct: "Congratulations - Bomber Man becomes Runner - See you again in Lode Runner".
Line 446: Line 446:
[[Image:Loderunner.jpg|right|thumb|[[Xbox Live Arcade]] version]]
[[Image:Loderunner.jpg|right|thumb|[[Xbox Live Arcade]] version]]


A remake of ''Lode Runner'', developed by Tozai and [[Southend Interactive]], was released on April 22, 2009. The game features revamped 3D graphics, additional game modes, cooperative and competitive multiplayer support, six new block types and a level editor, as well as live leaderboards and a timeline of the game's history.<ref>[http://www.gamerankings.com/xbox360/944469-lode-runner/index.html Lode Runner for Xbox 360] on GameRankings</ref><ref>[http://xboxlive.ign.com/articles/974/974611p1.html Lode Runner (X360) Review] {{webarchive|url=https://web.archive.org/web/20090423080156/http://xboxlive.ign.com/articles/974/974611p1.html |date=2009-04-23}}, IGN</ref>
A remake of ''Lode Runner'', developed by Tozai and [[Southend Interactive]], was released on April 22, 2009. The game features revamped 3D graphics, additional modes, cooperative and competitive multiplayer support, six new block types and a level editor, as well as live leaderboards and a timeline of its history.<ref>[http://www.gamerankings.com/xbox360/944469-lode-runner/index.html Lode Runner for Xbox 360] on GameRankings</ref><ref>[http://xboxlive.ign.com/articles/974/974611p1.html Lode Runner (X360) Review] {{webarchive|url=https://web.archive.org/web/20090423080156/http://xboxlive.ign.com/articles/974/974611p1.html |date=2009-04-23}}, IGN</ref>


===2010s===
===2010s===
''Lode Runner Classic'' was made available as an Xbox Live enhanced game for [[Windows Phone]] 7 series of phones on July 18, 2012. It features the graphics, gameplay, and 150 levels from the original ''Lode Runner'' game.<ref>{{cite news|url=http://wmpoweruser.com/lode-runner-classic-another-new-xbox-live-title-in-windows-phone-marketplace/|title=''Lode Runner Classic'', Another New Xbox LIVE Title in Windows Phone Marketplace|author=Pradeep|website=[[WMPoweruser]]|date=18 July 2012|access-date=23 September 2015|archive-date=25 September 2015|archive-url=https://web.archive.org/web/20150925102323/http://wmpoweruser.com/lode-runner-classic-another-new-xbox-live-title-in-windows-phone-marketplace/|url-status=dead}}</ref> ''Lode Runner Classic'' was released for [[iOS]] and Android phones on January 17, 2013.<ref>{{cite news|url=https://venturebeat.com/2013/01/17/lode-runners-30th-anniversary-sees-it-reborn-for-ios-and-android/|title=Lode Runner's 30th Anniversary Sees the Gaming Classic Reborn for iOS and Android|author=Dan Crawley|work=[[VentureBeat]]|date=17 January 2013|access-date=23 September 2015}}</ref>
''Lode Runner Classic'' was made available as an Xbox Live enhanced game for [[Windows Phone]] 7 series of phones on July 18, 2012. It features the graphics, gameplay, and 150 levels from the original ''Lode Runner''.<ref>{{cite news|url=http://wmpoweruser.com/lode-runner-classic-another-new-xbox-live-title-in-windows-phone-marketplace/|title=''Lode Runner Classic'', Another New Xbox LIVE Title in Windows Phone Marketplace|author=Pradeep|website=[[WMPoweruser]]|date=18 July 2012|access-date=23 September 2015|archive-date=25 September 2015|archive-url=https://web.archive.org/web/20150925102323/http://wmpoweruser.com/lode-runner-classic-another-new-xbox-live-title-in-windows-phone-marketplace/|url-status=dead}}</ref> ''Lode Runner Classic'' was released for [[iOS]] and Android phones on January 17, 2013.<ref>{{cite news|url=https://venturebeat.com/2013/01/17/lode-runners-30th-anniversary-sees-it-reborn-for-ios-and-android/|title=Lode Runner's 30th Anniversary Sees the Gaming Classic Reborn for iOS and Android|author=Dan Crawley|work=[[VentureBeat]]|date=17 January 2013|access-date=23 September 2015}}</ref>


''Lode Runner 1'' is a remake of the original NES game, and has the same mechanic, in brand new 2D graphics. It is different to the other same-year release in the series, ''Lode Runner Legacy''. It was released for free on Android, iPhone and iPad on May 18, 2017.<ref name="LR1-2017_TA">{{cite news|url=https://toucharcade.com/2017/05/19/lode-runner-1-is-a-well-made-adaptation-of-lode-runner-and-completely-free/ |title='Lode Runner 1' is a Well-Made Adaptation of 'Lode Runner' and…Completely Free? |author=Carter Dotson |website=[[TouchArcade]] |date=May 19, 2017 |access-date=June 18, 2024 |archive-url=https://web.archive.org/web/20180430155819/http://toucharcade.com:80/2017/05/19/lode-runner-1-is-a-well-made-adaptation-of-lode-runner-and-completely-free |archive-date=April 30, 2018 |url-status=dead}}</ref> The game was discontinued in 2020 and its servers shut down in 2021, rendering the game unplayable due to a mandatory [[Google Account|Google account]] check.<ref name=":1">{{Cite web |title=Lode Runner 1 - Apps on Google Play |url=https://play.google.com/store/apps/details?id=com.nexon.devcat.loderunner |archive-url=http://web.archive.org/web/20201112020306/https://play.google.com/store/apps/details?id=com.nexon.devcat.loderunner |archive-date=2020-11-12 |access-date=2025-03-26 |website=play.google.com |language=en|quote=This is Lode Runner1 Team. We are sorry to deliver the sad news that the global service of Lode Runner1 will be terminated on 2020/11/17 18:00 (UTC-8).}}</ref>
''Lode Runner 1'' is a remake of the original NES game, and has the same mechanic, in brand new 2D graphics. It is different to the other same-year release in the series, ''Lode Runner Legacy''. It was released for free on Android, iPhone and iPad on May 18, 2017.<ref name="LR1-2017_TA">{{cite news |url=https://toucharcade.com/2017/05/19/lode-runner-1-is-a-well-made-adaptation-of-lode-runner-and-completely-free/ |title='Lode Runner 1' is a Well-Made Adaptation of 'Lode Runner' and…Completely Free? |author=Carter Dotson |website=[[TouchArcade]] |date=May 19, 2017 |access-date=June 18, 2024 |archive-url=https://web.archive.org/web/20180430155819/http://toucharcade.com/2017/05/19/lode-runner-1-is-a-well-made-adaptation-of-lode-runner-and-completely-free |archive-date=April 30, 2018 |url-status=dead }}</ref> The game was discontinued in 2020 and its servers shut down in 2021, rendering it unplayable due to a mandatory [[Google Account|Google account]] check.<ref name=":1">{{Cite web |title=Lode Runner 1 - Apps on Google Play |url=https://play.google.com/store/apps/details?id=com.nexon.devcat.loderunner |archive-url=https://web.archive.org/web/20201112020306/https://play.google.com/store/apps/details?id=com.nexon.devcat.loderunner |archive-date=2020-11-12 |access-date=2025-03-26 |website=play.google.com |language=en |quote=This is Lode Runner1 Team. We are sorry to deliver the sad news that the global service of Lode Runner1 will be terminated on 2020/11/17 18:00 (UTC-8). |url-status=live }}</ref>


===2020s===
===2020s===
Line 472: Line 472:
* {{Internet Archive game|id=msdos_Lode_Runner_1983_1983}}
* {{Internet Archive game|id=msdos_Lode_Runner_1983_1983}}
* [https://www.igdb.com/collections/lode-runner ''Lode Runner'' series] at [[IGDB]]
* [https://www.igdb.com/collections/lode-runner ''Lode Runner'' series] at [[IGDB]]
* [http://loderunnerwebgame.com/game/ ''Lode Runner''] can be played for free in the browser  
* [http://loderunnerwebgame.com/game/ ''Lode Runner''] {{Webarchive|url=https://web.archive.org/web/20230824181126/http://loderunnerwebgame.com/game/ |date=2023-08-24 }} can be played for free in the browser  
* [https://web.archive.org/web/20131006092123/http://loderunner.home.insightbb.com/ The ''Lode Runner'' Museum]
* [https://web.archive.org/web/20131006092123/http://loderunner.home.insightbb.com/ The ''Lode Runner'' Museum]
* [https://akakan.seesaa.net/article/LODE000.html The ''Lode Runner PC-98 Version'' Museum]
* [https://akakan.seesaa.net/article/LODE000.html The ''Lode Runner PC-98 Version'' Museum]
Line 480: Line 480:
[[Category:1983 video games]]
[[Category:1983 video games]]
[[Category:Amstrad CPC games]]
[[Category:Amstrad CPC games]]
[[Category:Android (operating system) games]]
[[Category:Apple II games]]
[[Category:Apple II games]]
[[Category:Arcade video games]]
[[Category:Arcade video games]]
[[Category:Ariolasoft games]]
[[Category:Atari 2600 games]]
[[Category:Atari 2600 games]]
[[Category:Atari 8-bit computer games]]
[[Category:Atari 8-bit computer games]]
[[Category:Atari ST games]]
[[Category:Atari ST games]]
[[Category:BBC Micro and Acorn Electron games]]
[[Category:Broderbund games]]
[[Category:Broderbund games]]
[[Category:BBC Micro and Acorn Electron games]]
[[Category:Cancelled Atari Lynx games]]
[[Category:Cancelled Atari Lynx games]]
[[Category:Classic Mac OS games]]
[[Category:Commodore 64 games]]
[[Category:Commodore 64 games]]
[[Category:VIC-20 games]]
[[Category:DOS games]]
[[Category:DOS games]]
[[Category:FM-7 games]]
[[Category:Game Boy games]]
[[Category:Game Boy games]]
[[Category:FM-7 games]]
[[Category:Java platform games]]
[[Category:Classic Mac OS games]]
[[Category:MSX games]]
[[Category:MSX games]]
[[Category:NEC PC-6001 games]]
[[Category:NEC PC-6001 games]]
Line 499: Line 501:
[[Category:NEC PC-8801 games]]
[[Category:NEC PC-8801 games]]
[[Category:NEC PC-9801 games]]
[[Category:NEC PC-9801 games]]
[[Category:Nintendo DS games]]
[[Category:Nintendo Entertainment System games]]
[[Category:Nintendo Entertainment System games]]
[[Category:Super Nintendo Entertainment System games]]
[[Category:PlayStation (console) games]]
[[Category:Puzzle-platformers]]
[[Category:Puzzle-platformers]]
[[Category:PlayStation (console) games]]
[[Category:SG-1000 games]]
[[Category:SG-1000 games]]
[[Category:Sharp MZ games]]
[[Category:Sharp MZ games]]
[[Category:Sharp X1 games]]
[[Category:Sharp X1 games]]
[[Category:Single-player video games]]
[[Category:Southend Interactive games]]
[[Category:Super Nintendo Entertainment System games]]
[[Category:SystemSoft Alpha games]]
[[Category:TurboGrafx-16 games]]
[[Category:TurboGrafx-16 games]]
[[Category:VIC-20 games]]
[[Category:Video game level editors]]
[[Category:Video games developed in the United States]]
[[Category:Video games with user-generated gameplay content]]
[[Category:Virtual Console games for Wii U]]
[[Category:Virtual Console games]]
[[Category:Virtual Console games]]
[[Category:Virtual Console games for Wii U]]
[[Category:Windows games]]
[[Category:Windows games]]
[[Category:WonderSwan games]]
[[Category:WonderSwan games]]
[[Category:Nintendo DS games]]
[[Category:Xbox 360 Live Arcade games]]
[[Category:Xbox 360 Live Arcade games]]
[[Category:ZX Spectrum games]]
[[Category:ZX Spectrum games]]
[[Category:Southend Interactive games]]
[[Category:Video games developed in the United States]]
[[Category:Android (operating system) games]]
[[Category:Single-player video games]]
[[Category:Video game level editors]]
[[Category:Video games with user-generated gameplay content]]
[[Category:Ariolasoft games]]
[[Category:SystemSoft Alpha games]]
[[Category:Java platform games]]

Latest revision as of 00:25, 17 December 2025

Template:Short description Template:Short descriptionScript error: No such module "infobox".Template:Italic titleScript error: No such module "Check for unknown parameters".

Lode Runner is a puzzle-platform game developed by Doug Smith and published by Broderbund in 1983. Its gameplay mechanics are similar to Space Panic from 1980. The player controls a character who must collect all the gold pieces in a level and reach the end while being chased by a number of enemies. It is one of the first games to include a level editor.

After the original game, a number of remakes, spinoffs, and sequels were published in the Lode Runner series for different computers and consoles by different developers and publishers. Tozai Games holds the copyright and trademark rights.[1][2]

Gameplay

Script error: No such module "Unsubst".

File:Lode Runner apple IIe.png
Apple IIe screenshot

The player controls a stick figure who must collect all the gold in a level while avoiding the guards. After collecting all the gold, the player must reach the top of the screen to advance to the next level. There are 150 levels in total, which progressively challenge players' problem-solving abilities or reaction times.[3]

Levels have a multi-story, brick platform motif, with ladders and suspended hand-to-hand bars that offer multiple ways to travel. Guards can pick up gold bars by running over them, but any individual guard cannot carry more than one bar at a time. The player can dig holes into floors to temporarily trap guards and may safely walk over them. If a guard is carrying a bar of gold when he falls into a hole, he will drop it and the player can then pick it up. Holes dug by the player fill in after a short delay. A trapped guard who cannot escape a hole before it fills is consumed and immediately respawns in a random location at the top of the level. Unlike guards, the player's character may not climb out of a hole, and will be killed if it fills before he can escape. Floors may contain trapdoors, through which the player and guards will fall, and bedrock, through which the player cannot dig.

The player can dig a hole only on adjacent sides and may not dig directly beneath. In order to dig through multiple layers of bricks, the player must create a gap whose width is at least equal to the number of layers. However, exceptions to this rule arise when the player digs from the position of standing on a ladder, or hanging from a hand-to-hand bar, which makes it possible to repeatedly dig and descend one row. This kind of digging is involved in solving many of the levels.

The player starts with five lives; each level completion awards an extra life. If a guard catches the player, one life is subtracted, and the current level restarts. The player's character can fall from arbitrary heights without any injury, but cannot jump. The player can also trap themselves in pits from which the only escape is to abort the level, costing a life.

Enemy AI

File:Lode Runner enemies.gif
While the player's character's position changes, enemies tend to move alternatively.

The guards do not always take the shortest path to the player and can move in counterintuitive ways. For example, when the player and a guard are on the same ladder, the guard will sometimes move away. In general, depending on their exact positioning relative to Lode Runner, the guards sometimes appear to be repelled. Mastering the game involves developing the intuition to predict the movement of the guards.

Permitted contact

The player may come into contact with a guard directly from above, where the stick figure's feet touches the guard's head. This is what enables the player to walk over guards that are temporarily stuck in a hole which has been dug. It is also possible to make this contact while both the guard and the player are falling. This is because the player not only runs faster, but also falls faster. Moreover, it is possible to survive the feet-to-head contact while a guard is standing on a platform and begins to move. Both forms of contact are necessary to solve some levels. It is sometimes necessary to liberate a trapped guard by digging while standing on his head, but then moving rapidly in the opposite direction when the guard begins marching to freedom. In a few levels, it is necessary to use a falling guard as a bridge to reach an otherwise unreachable area. One subtlety is that if a down movement is initiated while standing on a guard's head, or briefly touching the guard's head during free fall, the consequences are fatal.

Trapping and using guards

In some levels, guards can be deliberately trapped in various ways. For instance, they can be lured into entering a part of the level from which there is no escape. In some situations, the player can liberate trapped guards by digging them out. In some levels, the player must exploit the guards by letting them collect gold pieces which are positioned such that whoever collects them will become trapped. When the guard collects the gold and becomes trapped, the player can release the guard and then later steal the gold after it has been dropped.

In some levels, there are gold pieces that can only be collected by digging holes to trap and kill the guards. Deceased guards come back to life from locations near the top of the screen, which may allow them to reach parts of the level that cannot be reached by the player.

Traversal orders

Some levels require careful ordering of traversal, because they are divided into zones connected by passages which are impossible to navigate in the reverse direction. If a gold piece remains in an unreachable zone, the player may have to abort the level, unless there is a way to coax a guard into bringing the gold.

Timing

Some puzzles in the advanced levels are time-sensitive. The player must dig in order to penetrate the interior of some cavern to collect gold, and quickly return the same way before the digging repairs itself. Other puzzles require deliberate timing among the digging actions because the player must run over previously dug-out tiles that have just repaired themselves, while having enough time to pass through ones which have not yet repaired.

Development

Around late 1980, high school student James Bratsanos heard from a friend about a new arcade video game, Space Panic by Universal, that involves climbing platforms and ladders while digging holes to trap monsters. Bratsanos was intrigued by his friend's description of the concept, and he wanted to develop it further. He began writing a Commodore PET program, called Suicide, using simple text-based graphics. Due to his lack of programming experience, there were no pre-programmed levels, but he instead built "an engine that could interpret a game level and then run a processing loop on the monsters". This novel design later evolved into the concept of a level editor.[4][5]

At the University of Washington in 1981, Bratsanos met two other students, architecture student Douglas E. Smith and Tracy Steinbeck. Following the release of Nintendo's arcade platformer Donkey Kong that year, the three students began working on a program called Kong, which evolved the concepts of Suicide. Bratsanos later left the project to pursue his studies, and Smith continued to develop Kong[5][4] into the prototype of what later became Lode Runner.[6] Kong was written for a Prime Computer 550 minicomputer limited to one building on the UW campus. Kong was soon ported to VAX minicomputers, which had more terminals available on campus. The game was programmed in Fortran using ASCII character graphics. When Kong was ported to the VAX, some Pascal sections were mixed into the original Fortran code.[7]

Over one weekend in 1982, Smith recreated a crude, playable version in 6502 assembly language on an Apple II Plus and renamed the game Miner. Through the end of the year, he refined that version, which was black-and-white with no joystick support. He submitted a rough version to Broderbund around October 1982 and received a one-line rejection letter which said "Thank you for submitting your game concept. Unfortunately, it does not fit within our product line." Smith borrowed money to purchase a color monitor and joystick and continued to improve the game. Around Christmas of 1982, he submitted the game once more, now renamed Lode Runner, to four publishers and received offers from all four: Sierra, Sirius, Synergistic, and Broderbund. He took the deal with Broderbund.[6]

Like its text-based Kong predecessors, the submitted game had only simple animation where characters move across the screen in block increments. It was too primitive for an acceptable commercial product as Broderbund wanted detailed pixel-level movement.[8] Smith was given a $10,000 advance by Broderbund to develop the inter-square animation and to provide 150 levels of play.

Smith's new game would be one of the first to include a level editor for user-generated content, allowing players to create levels for the game.[9] In a 2010 interview, game designer John Romero claimed Smith added the level-editing function at the request of neighborhood kids that were playtesters, and "a ton" of the levels they designed ended up in the final game.[9]

Release and ports

Script error: No such module "Unsubst".

Lode Runner was originally released on June 23, 1983.[10] The original microcomputer versions were for the Apple II, Atari 8-bit computers, VIC-20, Commodore 64, and IBM PC compatibles.[11] The VIC-20 version was released on cartridge, including the level editor. The Commodore 64 had both a disk and cartridge release, with the latter having 32 levels. The IBM PC port was originally on a self-booting disk and is incompatible with video cards other than CGA.Script error: No such module "Unsubst". A 1986 MS-DOS release runs on any video card.

The Famicom version was released by Hudson Soft in 1984 (North American NES release in 1986) and became one of the earliest third-party games made for that system. It has 50 levels, scrolling screens, added music, and graphics redone in a more cartoon-like style. In addition, fruits and vegetables randomly appear which may be picked up for additional points. A level editor was included, which in Japan used the Famicom's Family BASIC tape drive to save one's work. However, as with many US localizations, the NES lacked the tape drive, making it impossible to save levels created on the US release.

An arcade version of Lode Runner was produced by Irem in 1984. It was notably the first time an American computer game was adapted into a Japanese arcade game.[12] It had some added features like the ability to hang off the ends of ladders and improved enemy AI.

A port for the Macintosh 128K followed in January 1985;[13] it runs on machines up to OS 6 and can be used on System 7 with a patch. Other versions include those for the Atari ST, ZX Spectrum, a licensed version for MSX published by ASCII Corporation, SG-1000, Windows 3.1x, and Game Boy.

Broderbund released an enhanced version, Championship Lode Runner, in 1985, with 50 levels and a higher difficulty. The company offered a commemorative certificate to anyone who could submit proof of having beaten the game (and submitted proof of purchase to show that their copy was not pirated). It was ported to the Apple, Atari, C64, MSX, and IBM PC, as well as the NES (although that version did not reach North America).

The Atari 8-bit version of Lode Runner was converted to cartridge and re-released by Atari Corporation in 1987, as one of the series of releases for the Atari XEGS console. This version contains all 150 levels and the level editor, which requires a disk drive.

Reception

Lode Runner was very successful. It was Broderbund's second best-selling Commodore game as of late 1987,[14] and sales had surpassed 300,000 copies by August 1984.[15] It was the top-selling computer game in the United States during 1983. By 1985, the game had sold just as many copies in Japan.[12] since 1999Template:Dated maintenance category (articles)Script error: No such module "Check for unknown parameters"., Hudson Soft's Famicom (NES) version had sold about 1.5 million cartridges in Japan and all versions of the game had sold over 3 million units worldwide, including more than 2 million sales in Japan alone.[16]

Softline in 1983 praised Lode Runner, calling it "smooth, thoughtful, and quite addictive". The magazine approved of its large number of unique levels, level editor ("the possibilities are astounding"), and emphasis on "wits and strategy" over violence.[17] Computer Gaming World praised Lode RunnerTemplate:'s unusually easy-to-use level editor and the strategy necessary for an arcade title, describing it as "one of the few thinking men's arcade games".[18] In August 1984, Computer Gaming World held a contest for the best reader-built level.[19] Praises for the introduction of strategy into the "climbing game" genre and for the intuitive level editor were repeated in Video magazine's review of the game as well as praise for its graphics and animation, with the Apple II version being described as "stand[ing] out far ahead of the pack".[20]Template:Rp

Ahoy! in 1984 called it "a top-notch action game that requires both a quick mind and an agile joystick". With the "easy-to-use game generator", the magazine concluded that "Lode Runner is one of the best games available for the C-64. Unconditionally and wholeheartedly recommended".[21] PC Magazine gave the game 16.25 out of 18 points. The magazine called the game "a tour de force of American ingenuity ... the first release in a long, long time that can honestly bear the title, 'computer game' ... Lode Runner uses the power of the PC to create something much more than a video version of Ping Pong. This game requires thought, too." The magazine praised the IBM PC version's graphics, increasingly difficult level design, and the level editor.[22] The Commodore 64 Home Companion said "there's lots of education hidden in" the level editor, concluding Lode Runner "is one of the first of a new breed of computer game that lets the player be a creator".[23]

By 1985, the game was still selling well. Video magazine reported that it was the 6th best-selling recreational title in March[24]Template:Rp and April of 1985.[25]Template:Rp Zzap!64 called the Commodore 64 version "not one of the most recent games but certainly one of the best ... a classic for a long time to come ... graphically minuscule and aurally crude, the game's sheer addiction kept my eyes propped open until the owls went to bed".[26] In 1986, Ahoy! described the Commodore 64 version's graphics as "sparse, but attractive" with "evocatively animated" characters.[27]

In 1984, Lode Runner was awarded "1984 Computer Game of the Year" at the 5th annual Arkie Awards. Judges praised its "outstanding design", and described it as "fascinating", "irresistible", and as "the thinking player's climbing conquest".[28]Template:Rp Softline readers named Lode Runner the most popular Apple and fourth most-popular Atari program of 1983.[29] In 1993, the Spectrum version of the game was voted number 37 in the Your Sinclair Official Top 100 Games of All Time.[30] GameSpot named Lode Runner as one of the "Greatest Games of All Time".[31] In 1996, Computer Gaming World declared Lode Runner the 80th-best computer game ever released.[32] In 2010, Time rated Lode Runner #1 in "The 10 Greatest Games for the Apple II" list.[33] Game Informer placed the game 52nd on their top 100 video games of all time in 2001.[34]

Orson Scott Card wrote in Compute! in 1989 that its editor was the first game which let him and his family express their creativity through gaming.[35] Tetris designer Alexey Pajitnov stated in 2008 that Lode Runner was his favorite puzzle game for many years.[36]

Legacy

List of Lode Runner games[37]
Title Year released Platforms Developer(s) Publisher(s) Comments
Lode Runner 1983 Apple II, Atari 8-bit, Commodore 64, VIC-20, PC Douglas E. Smith Broderbund The original game published by Broderbund and developed for Apple II. It contained 150 levels and a level editor.
Lode Runner 1984 Macintosh Glenn Axworthy Broderbund Macintosh port
Lode Runner 1984 Famicom (1984), NES (1986) Hudson Soft Hudson Soft (for Famicom), Broderbund (for NES) 50 levels, scrolling screens, added music, and graphics redone in a more cartoon-like style. Fruits and vegetables randomly appear which may be grabbed for additional points. Level editor included.
Championship Lode Runner 1984 Apple II, Commodore 64, VIC-20, ZX Spectrum, Atari 8-bit, SG-1000, MSX, Famicom, NEC PC Series Broderbund, Compile Corporation (SG-1000 and MSX versions) Broderbund, Hudson Soft (for Famicom), SEGA (for SG-1000), Sony (for MSX) A direct sequel with 50 levels edited by fans and intended for expert play. This game was also scheduled to be released in Japan on October 27, 2009 on the Virtual Console.
Lode Runner 1984 Arcade (Coin-operated JAMMA board) Irem Irem 24 remixed levels from the 150 original 1983 levels, but reduced to fit a smaller grid of 24x15. This was also the first time a game had transitioned from a home entertainment console to coin-operated arcade cabinet.
Lode Runner: The Bungeling Strikes Back 1984 Arcade (Coin-operated Jamma board) Irem Irem Consisted of 30 levels, with 10 of these based on the original set.
Lode Runner II 1985 MSX Douglas E. Smith Broderbund MSX version released in 1985 with 50 levels (22 original levels & 28 new levels)
Lode Runner: The Golden Labyrinth (Majin No Fukkatsu) 1985 Arcade (Coin-operated Jamma board) Irem Irem As with the other Irem arcade versions contained 30 levels based on the original set.
Lode Runner's Rescue 1985 Atari 8-bit, Commodore 64 Joshua Scholar Synapse Software 3-D sequel with dozens of 3-D perspective levels and screen design editor. Computer Gaming World praised the Atari version's graphics, but asked "How likely is it that a game with girls, mice, cats, and magic mushrooms should be called 'Lode Runner's Rescue'?" It speculated that the publisher put the series name on an unrelated game.[38]
Lode Runner: Teikoku Karano Dasshutsu 1986 Arcade (Coin-operated Jamma board) Irem Irem As with the other Irem arcade versions contained 30 levels based on the original set.
Lode Runner Board Game[39] 1986 Board game Don Carlston, Broderbund Tsukuda Original
Super Lode Runner 1987 Famicom Disk System, MSX Irem Irem
Super Lode Runner II 1987 Famicom Disk System, MSX Irem Irem
Hyper Lode Runner 1989 Game Boy Bandai Bandai
Lode Runner: The Lost Labyrinth 1990 PC Engine Pack-In-Video Broderbund
Battle Lode Runner 1993 PC Engine (Japan only) Hudson Soft Hudson Soft
Lode Runner: The Legend Returns 1994 Windows, DOS, Mac OS, Saturn & PSX Presage Sierra Online
Lode Runner Twin 1994 SNES (Japan only) T&E Soft T&E Soft
Lode Runner Online: The Mad Monks' Revenge 1995 Windows, Mac OS Presage Sierra Online
Lode Runner 1997 Handheld dedicated keychain game XING Entertainment XING Entertainment
Lode Runner Extra 1997 Sega Saturn (Japan only) 1997, PSX 1998 Game Arts Co. Ltd PATRA (Sega), Natsume (PSX)
Lode Runner 2 1998 Windows, Mac OS Presage GT Interactive & MacSoft
Lode Runner 3-D 1999 Nintendo 64 Big Bang Software Infogrames (U.S./Europe), Banpresto (Japan)
Power Lode Runner 1999 SNES (Japan only) Atelier Double, Eye On, T&E Soft Nintendo
Lode Runner: The Dig Fight 2000 Coin-operated Arcade (Japan only) Psikyo Psikyo
Lode Runner: The Dig Fight Version B 2000 Coin-operated Arcade (Japan only) Psikyo Psikyo
Lode Runner: WonderSwan 2000 WonderSwan (Japan only) Banpresto Banpresto
Lode Runner: Domudomu Dan no Yabou 2000 Game Boy Color XING Entertainment XING Entertainment
Lode Runner: Game Boy Advance 2002 Game Boy Advance Success Success
Cubic Lode Runner 2003 GameCube, PS2 (Japan only) Hudson Soft Hudson Soft
Lode Runner Mobile 2004 Mobile phone FT Mobile Hudson Soft
Lode Runner: Hudson Best Collection, Vol. 2 2005 Game Boy Advance Hudson Soft Hudson Soft
Lode Runner DS 2006 Nintendo DS Hudson Soft Hudson Soft
Lode Runner Deluxe 2006 Mobile phone Hudson Soft Hudson Soft
Lode Runner 2007 Wii VC Hudson Soft Hudson Soft Re-release of Lode Runner NES original & Battle Lode Runner originally for PC Engine.
Lode Runner Mobile 2008 Mobile phone (Java) Hudson Soft Living Mobile
Lode Runner iPod 2008 iPod Hudson Soft Hudson Soft Lode Runner was made available for the click-wheel version of Apple's iPod in mid-December 2008 with enhanced, scrolling graphics. It was released by HudsonSoft and contains 130 levels and several tutorial videos.[40]
Championship Lode Runner 2009 Wii VC Hudson Soft Hudson Soft Re-release of Championship Lode Runner NES original (Japan only)
Lode Runner 2009 Xbox 360 LIVE Arcade Tozai Games/Southend Interactive Tozai Games/Microsoft
Lode Runner X 2012 Xperia mobile devices, Android Tozai Games/Southend Interactive Tozai Games/Sony Ericsson
Lode Runner Classic 2012 Windows Phone 7, Android, iOS Tozai Games/Studio Voltz Tozai Games/Microsoft
Lode Runner 1 2017 Android, iOS devCAT NEXON Company Remake of the NES version. Discontinued in 2020.[41]
Lode Runner Legacy 2017 Windows, MacOS, Linux, Nintendo Switch, PS4 Tozai Games Tozai Games
Lode Runner 2022 Atari 2600 Dion Olsthoorn Tozai Games

Arcade

In 1984, Irem developed an arcade conversion of Lode Runner.[42] It contains 24 remixed levels from the 150 original levels. Irem brought many of its arcade-inspired levels to the Famicom Disk System with the names Super Lode Runner and Super Lode Runner II. In Japan, Game Machine listed Lode Runner on their August 1, 1984 issue as being the most successful table arcade cabinet of the month.[43] The arcade version has numerous sequels, including these:

  • Lode Runner: The Bungeling Strikes Back (1984), selecting 30 levels based on the original game developed for the arcade. The gameplay is almost exactly the same (save the addition of a two-player mode) and the only major modification was the graphics and advancement to a 512-color palette. In Japan, Game Machine listed Lode Runner: The Bungeling Strikes Back on their March 1, 1985 issue as the seventh most successful table arcade unit of the month.[44]
  • Lode Runner: Majin No Fukkatsu (1985), also known as Lode Runner: The Golden Labyrinth, developed by Irem. In Japan, Game Machine listed it on their December 15, 1985 issue as the top-grossing table arcade unit during that month.[45] It went on to be Japan's ninth highest-grossing table arcade game during the first half of 1986.[46]
  • Lode Runner: Teikoku Karano Dasshutsu (1986)
  • Lode Runner: The Dig Fight (2000)

1990s

Several versions of Lode Runner were not released in the U.S., like Lode Runner Twin and Power Lode Runner (1999, SFC), which vary in gameplay, mostly by adding different characters and scenarios. Another title, Battle Lode Runner, was originally exclusive to Japan, but made available on 23 April 2007 as the first Japan-only game to appear on Nintendo's Virtual Console service.[47] The original Lode Runner followed in June 2007. There is also a Cubic Lode Runner, a 3-D Lode Runner variant released only in Japan for the GameCube and PlayStation 2.[48]

The NES version, developed by Hudson Soft, marked the first appearance of Bombermen as the opposing robots.[49] The end screen to Bomberman for the NES notes that the original White Bomberman has turned human and hints at his appearance in another game, with the Lode Runner behind him. In the Japanese version, the reference is more direct: "Congratulations - Bomber Man becomes Runner - See you again in Lode Runner".

In Japan, the Famicom version of Lode Runner allows editing and creating levels to share with friends using a Famicom Data Recorder.[50]

Hudson Soft released a version of Lode Runner for Nintendo DS in 2006.[51]

An unreleased version of the game for the Atari Lynx was discovered in 2008 on an old Atari Corp. hard drive.[52]

2000s

File:Loderunner.jpg
Xbox Live Arcade version

A remake of Lode Runner, developed by Tozai and Southend Interactive, was released on April 22, 2009. The game features revamped 3D graphics, additional modes, cooperative and competitive multiplayer support, six new block types and a level editor, as well as live leaderboards and a timeline of its history.[53][54]

2010s

Lode Runner Classic was made available as an Xbox Live enhanced game for Windows Phone 7 series of phones on July 18, 2012. It features the graphics, gameplay, and 150 levels from the original Lode Runner.[55] Lode Runner Classic was released for iOS and Android phones on January 17, 2013.[56]

Lode Runner 1 is a remake of the original NES game, and has the same mechanic, in brand new 2D graphics. It is different to the other same-year release in the series, Lode Runner Legacy. It was released for free on Android, iPhone and iPad on May 18, 2017.[57] The game was discontinued in 2020 and its servers shut down in 2021, rendering it unplayable due to a mandatory Google account check.[41]

2020s

A new Lode Runner game was announced for the Intellivision Amico. It is being made in partnership between Intellivision Entertainment and Tozai Games.[58]

Dion Olsthoorn licensed the original Lode Runner from Tozai to create a version for the Atari 2600.[59] The ZeroPage Homebrew channel featured the gameplay and an interview with the programmer on their Twitch Livestream on October 8, 2022.[60]

See also

References

<templatestyles src="Reflist/styles.css" />

  1. Script error: No such module "citation/CS1".
  2. Script error: No such module "citation/CS1".
  3. Script error: No such module "citation/CS1".
  4. a b Script error: No such module "Citation/CS1".
  5. a b Script error: No such module "citation/CS1".
  6. a b Script error: No such module "citation/CS1".
  7. Script error: No such module "citation/CS1".
  8. Script error: No such module "citation/CS1".
  9. a b Script error: No such module "citation/CS1".
  10. Script error: No such module "citation/CS1".
  11. a b Script error: No such module "Citation/CS1".
  12. Script error: No such module "Citation/CS1".
  13. Script error: No such module "citation/CS1".
  14. Script error: No such module "citation/CS1".
  15. Script error: No such module "citation/CS1".
  16. Script error: No such module "citation/CS1".
  17. Script error: No such module "Citation/CS1".
  18. Script error: No such module "citation/CS1".
  19. Script error: No such module "Citation/CS1".
  20. Script error: No such module "citation/CS1".
  21. Script error: No such module "citation/CS1".
  22. Script error: No such module "citation/CS1".
  23. Script error: No such module "Citation/CS1".
  24. Script error: No such module "Citation/CS1".
  25. Script error: No such module "citation/CS1".
  26. Script error: No such module "Citation/CS1".
  27. Script error: No such module "Citation/CS1".
  28. Script error: No such module "citation/CS1".
  29. Script error: No such module "Citation/CS1".
  30. Script error: No such module "citation/CS1".
  31. Script error: No such module "Citation/CS1".
  32. Script error: No such module "citation/CS1".
  33. Script error: No such module "Citation/CS1".
  34. Script error: No such module "citation/CS1".
  35. Script error: No such module "citation/CS1".
  36. Script error: No such module "citation/CS1".
  37. Script error: No such module "Citation/CS1".
  38. Script error: No such module "citation/CS1".
  39. Script error: No such module "citation/CS1".
  40. a b Script error: No such module "citation/CS1".
  41. Script error: No such module "citation/CS1".
  42. Script error: No such module "Citation/CS1".
  43. Script error: No such module "Citation/CS1".
  44. Script error: No such module "Citation/CS1".
  45. Script error: No such module "Citation/CS1".
  46. Script error: No such module "Citation/CS1".
  47. Script error: No such module "citation/CS1".
  48. Script error: No such module "citation/CS1".
  49. Script error: No such module "citation/CS1".
  50. Script error: No such module "citation/CS1".
  51. Script error: No such module "citation/CS1".
  52. Lode Runner for Xbox 360 on GameRankings
  53. Lode Runner (X360) Review Template:Webarchive, IGN
  54. Script error: No such module "citation/CS1".
  55. Script error: No such module "citation/CS1".
  56. Script error: No such module "citation/CS1".
  57. Script error: No such module "citation/CS1".
  58. Script error: No such module "citation/CS1". on Atari Age
  59. Script error: No such module "citation/CS1". on YouTube

Script error: No such module "Check for unknown parameters".

External links

Script error: No such module "Navbox".