Playing Lode Runner on iOS

January 21st, 2013 1:22 PM
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Last summer, I wrote a convoluted blog post about how Lode Runner Classic, featuring all the levels and original graphics of the Apple II game from 1983, were coming to iOS and Android. I'm happy to report that last Thursday, nearly a half-year after its announcement and three decades since the franchise's debut, Lode Runner Classic has finally landed on these mobile platforms.

Title screen

Welcome to Lode Runner Classic.

I picked up the Apple version for $2.99, played the first dozen levels in both expedition and time attack modes, and was pleased by how little the gameplay has changed. Developer Tozai Games has not added power-ups, extra enemies, boss battles, or other unnecessary flair: the game looks, sounds, and plays in a fashion befitting of its titular adjective. Any additional features are entirely optional, such as a soundtrack that can be disabled separately from the sound effects, a customizable color palette, and speed settings. That last one is especially attractive to me, for as I once wrote for Computerworld:

Over the years, [my family] tricked it [our Apple IIGS] with the usual upgrades: SCSI card, sound card, handheld scanner, modem, joystick, 4MB of RAM. An accelerator boosted the CPU to 10 MHz, which may not sound like much, but it was quadruple the stock speed — making Lode Runner quite a challenge to play. (The enemies moved four times faster; my brain and reactions didn't.)

Options screen

More options than you can shake a stick at!

However, I'm finding Lode Runner Classic challenging even without that increase in speed, due primarily to the interface. There are three ways to control your digger: a tilt mechanism that employs the iOS device's accelerometer and gyroscope; a swipe interface that makes no sense to me (I continuously die while figuring out how to get my guy to move, even after reading the instructions); and an on-screen joypad. The last one is the most intuitive, but it shrinks the gameplay screen to create margins in which to display the controls. Even with this option, I find the "dig" buttons are too large, requiring me to reach too far into the center of the iPad to reach them.

The on-screen controls mode is also the only one in which the "magnification" option is unavailable. This setting keeps the entire gamefield visible while focusing on the action, squishing the parts of the screen where the player isn't and expanding them as the digger moves left and right, up and down. Oddly, since the interfaces that support this feature are the ones where the game already fills the entire screen, they are the ones that are least in need of magnification!

On-screen controls

Here's what the virtual D-pad controls look like.

Despite the limitations (or at least learning curve) inherent to the platform, this is the Lode Runner you grew up with. I didn't hesitate to drop $3 on this game, and neither should you.

If you prefer a desktop version, you can get ZX Games' unauthorized Windows clone, subtitled Classicwards, which offers 75 levels for $9.95. Want an actual sequel with update graphics and gameplay? Check out Lode Runner X, available for Xbox 360 and Android.

Lode Runner Classic comes to iOS

August 27th, 2012 11:28 AM
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Filed under Game trail, Software showcase;
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Mike Maginnis and I were driving home from KansasFest 2012, half-listening to the Major Nelson podcast, when I thought I heard news of something called "Lode Runner Classic", featuring the Apple II game's original 150 levels. Since this was primarily an Xbox 360 podcast, and I consider Lode Runner one of the best games ever, I was excited by the prospect of a follow-up to 2009's Lode Runner sequel. I love remakes and reboots, but there's just something about going back to the source that can be extremely satisfying.

I rewound the podcast to hear the details I'd missed… and alas: the game was released for Windows Phone 7, a mobile operating system I'll never have access to.

Yesterday, Kotaku ran a "one month later, this game is still great" review. As an aside, the author, Mike Fahey, briefly mentions: "Nearly three decades later, Tozai Games has released Lode Runner Classic for Windows Phone 7, with versions coming soon for iOS and Android."

WHAT?! iOS version? Truly??

The developer's official Web site says only: "Don't worry, Android and iOS fans — your versions will be releasing soon with shared leaderboards, country-code bragging rights and achievements!"

Okay. I can wait. After all, it was nearly two years between when Lode Runner for Xbox 360 was announced and it was released. I just need to remember to breathe. In the meantime, I'm glad to know I'm not the only one excited by this release. Said the franchise's creator, Douglas E. Smith, on the game's official Web site:

When Lode Runner came out on the Apple II, the last thing I expected was that the game would be alive and kicking on platforms as advanced as today's smartphones. It's really gratifying to me that so many people are still interested in the game.

And, as the Kotaku critic commented:

Thirty years down the road I feel I've developed a much deeper appreciation for Lode Runner than I had as a child. This seemingly simple title is actually a rather complex mechanism crafted specifically to hand me my [butt]. I've not gotten any better at it, but at least now I understand my failure is a result of brilliant programming.