Lode Runner

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Lode Runner
TitleLode Runner
Release date(s)June 23, 1983
Original Platform(s)Apple II
Original Publisher(s)Broderbund Software
Developer(s)Douglas E. Smith
Category(s)Entertainment, Arcade

Overview

Lode Runner, developed by Douglas E. Smith and published by Brøderbund Software in 1983 for the Apple II and later ported to numerous platforms like the Commodore 64, Atari 8-bit, and NES, is a seminal puzzle-platformer where players control a runner navigating multi-level brick structures, collecting gold while evading enemy guards by digging temporary holes to trap them, all without direct combat, emphasizing strategy and evasion over action.

Its inclusion of a built-in level editor was revolutionary, enabling players to create and share custom levels, which fostered early user-generated content and extended replayability far beyond its 150 original stages. The game's massive success—selling over a million copies by 1984 and spawning sequels, ports, and remakes— significantly influenced the gaming landscape of the early to mid-1980s by bridging arcade-style excitement with puzzle-solving depth, inspiring titles like Bubble Bobble and later user-creation tools in games such as Super Mario Maker, while helping establish Brøderbund as a key player in the burgeoning home computer software market and contributing to the era's shift toward more accessible, intellectually engaging entertainment amid the video game crash of 1983.

Origins and Development

Lode Runner began as a concept inspired by the 1980 arcade game Space Panic, which featured multi-platform levels with ladders and enemies. Around late 1980, high school student James Bratsanos created a text-based game called Suicide on the Commodore PET, emphasizing an engine for interpreting levels rather than hardcoding them, which foreshadowed the inclusion of a level editor. In 1981, at the University of Washington, Bratsanos collaborated with Douglas E. Smith and Tracy Steinbeck. Influenced by the release of Donkey Kong, they developed a game called Kong, evolving from Suicide. After Bratsanos departed, Smith continued solo, initially programming Kong in Fortran on a Prime Computer 550 minicomputer, then porting it to VAX minicomputers with ASCII graphics.

By 1982, Smith had recreated a playable version on an Apple II Plus in 6502 assembly language, renaming it Miner. He refined the gameplay, adding features like digging mechanics and enemy behaviors. Smith submitted Miner to several publishers, including Brøderbund Software, Electronic Arts, Sirius Software, and Epyx. Brøderbund offered him a $10,000 advance and 23% royalties, leading to further development. Smith worked with Brøderbund's Doug Carlston to polish the game, incorporating 150 levels (many user-submitted via a contest) and renaming it Lode Runner to evoke a sense of adventure and treasure hunting.

Initial Release

Lode Runner was first published by Brøderbund Software on June 23, 1983, for the Apple II, quickly followed by versions for the Atari 8-bit family, Commodore 64, VIC-20, and IBM PC compatibles. Brøderbund, founded by Doug and Gary Carlston, played a key role in the game's success, leveraging their connections in the emerging software scene, including ties to Japan for international distribution. The Apple II version was the original, with ports adapted to each platform's capabilities— the VIC-20 cartridge included a level editor, while the Commodore 64 had both disk and cartridge releases (the latter with only 32 levels). The IBM PC port was initially self-booting and CGA-only. Lode Runner was an early release for the original Macintosh computer, supporting the mouse for pull-down menus and level creation- the game being played using the keyboard.

Lode Runner was groundbreaking for including a built-in level editor, allowing players to create and share custom levels without programming knowledge— a rarity in 1980s games that contributed to its longevity.

Gameplay Mechanics

In Lode Runner, players control a stick-figure character navigating multi-story brick platforms connected by ladders and hand-to-hand bars. The objective is to collect all gold pieces in a level while evading guards ("Bungelings"). Players can dig holes in bricks to trap enemies, who respawn at the top after falling in and dying (holes refill over time). Guards can carry gold but drop it upon capture. The player starts with five lives, losing one upon enemy contact or falling into a refilling hole, but gains extras by completing levels. Reaching the top of the screen advances to the next stage. Mechanics include trapdoors (invisible until stepped on), bedrock (undiggable), and enemy AI that sometimes defies intuition, requiring strategic planning. The 150 levels blend puzzle-solving with action, emphasizing non-violent evasion over combat.

Ports to Different Platforms

Lode Runner was ported extensively, reflecting its popularity. In 1984, Hudson Soft released a Famicom (NES in North America, 1986) version with 50 levels, scrolling screens, cartoon graphics, and a level editor (saveable via Famicom Data Recorder in Japan, but not in the US). Irem produced an arcade version in 1984— the first U.S. computer game adapted for Japanese arcades— adding features like ladder-hanging and 24 levels. Other early ports included Macintosh, Atari ST, ZX Spectrum, MSX, Amstrad CPC, and SG-1000.

Later ports expanded to Windows 3.1x (1994), Game Boy (1990), PlayStation (1996), Xbox 360 (2009 via Xbox Live Arcade remake), iPod (2008), PlayStation 3 (2013), Nintendo DS (2006), Wii Virtual Console (2007), and even a licensed Atari 2600 version in 2022. Mobile versions appeared on Android and iOS in 2017 (though discontinued in 2020). These ports often updated graphics, added multiplayer, or included new levels while preserving core mechanics.

Sequels and Remakes

The success spawned sequels starting with Championship Lode Runner (1985), offering 50 expert levels, ported to NES (Japan-only) and other platforms. Irem's arcade sequels included Lode Runner: The Bungeling Strikes Back (1984, 30 levels), The Golden Labyrinth (1985), and Teikoku Karano Dasshutsu (1986). Other titles: Lode Runner's Rescue (1985, 3D with isometric view and editor), Hyper Lode Runner (1989, Game Boy), Battle Lode Runner (1993, PC Engine with multiplayer), Lode Runner: The Legend Returns (1994, Windows/Mac/Saturn/PSX with modern graphics and co-op), Cubic Lode Runner (2003, GameCube/PS2), Lode Runner 3-D (1999, Nintendo 64), and Lode Runner Legacy (2017, Switch/PC/PS4 with voxel graphics and online sharing).

Remakes like the Xbox 360 version (2009) added 3D visuals and co-op, while Tozai Games handled modern revivals, including a 2017 mobile app and the 2022 Atari 2600 port.

Legacy and Influence

Lode Runner sold over 300,000 copies by August 1984, topping U.S. charts in 1983 and exceeding 3 million worldwide by 1999 (2 million in Japan). It won the 1984 Arkie Award for Computer Game of the Year and was lauded for its editor, strategy, and accessibility. The level editor fostered a community, with user-created levels shared via disks and online forums. It influenced puzzle-platformers, with Tetris creator Alexey Pajitnov citing it as an inspiration. Its emphasis on creation over destruction set a precedent for user-generated content in games like Super Mario Maker. Today, it remains playable via emulators and remakes, symbolizing early home computing innovation.

Releases

Links