Lode Runner: Mad Monks’ Revenge

March 9th, 2020 9:08 AM
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I love Lode Runner: the platform-puzzle game by Doug E. Smith features fast action, clever strategy, and timeless gameplay. The Apple II original spawned a franchise that includes at least forty desktop, mobile, and board games, with Lode Runner Legacy being the most recent installment.

I was reminded while visiting Stavros Karatsoridis this weekend just how few of those Lode Runner sequels I’ve played. While perusing Stavros’ retrocomputing collection, I found boxed copies of Lode Runner: The Legend Returns and Lode Runner: The Mad Monks’ Revenge, released in 1994 and 1995 respectively. I was still exclusively an Apple II user at that time, causing me to miss these classic Mac and Windows titles.

Fortunately, Stavros pointed me to a modern alternative to emulating these classics: an unofficial modern port of Mad Monks’ Revenge, dubbed the Definitive Edition. It runs on Mac, Windows, and Linux, uses the same graphics and sounds as the 1995 original, and optionally features the same bugs. It is actively supported, with the latest version having been released just this month, yet it features full compatibility with any custom levels released for the the original Mad Monks’ Revenge. There’s even a turbo mode that emulates my childhood experience of playing Lode Runner on an accelerated Apple IIe.

After Stavros and I said our goodbyes, I downloaded the Mac version of the Definitive Edition to my laptop. Alas, I was quickly stymied: none of the keyboard inputs worked at all, even after I\ remapping them. But the controls default to a numerical keypad, so I connected an extended keyboard and was up and running — and digging! Mad Monks’ Revenge starts off with some enemy-free levels as an opportunity to get to know the miner’s abilities. Before long, I was dashing up ladders, burying monks, and capturing gold. There were some new mechanics as well, such as a red key to unlock a corresponding red door, though I couldn’t figure out how to actually collect the key, despite having gotten all the level’s gold. Later levels feature bombs and other unique tools and mechanics.

I’ve so far played Mad Monks’ Revenge for only a handful of minutes, but I’ll be exploring it further. I haven’t try the local multiplayer mode, the online multiplayer found no random games for me to join, and, like in the original game, the level editor doesn’t appeal to me. But I’m happy to have a free, authentic, new-to-me one-player Lode Runner to explore — thanks, Stavros!

Ken with Stavros' computers

Photo courtesy Stavros Karatsoridis

Let’s Play Lode Runner Legacy

June 4th, 2018 9:00 AM
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Just over a year ago, I shared the trailer for Lode Runner Legacy, the first original game in the Lode Runner series in almost a decade. The game was finally released for Windows in July 2017 but didn’t receive its console debut until May 2018, when it was ported to the Nintendo Switch.

The Switch edition retails the voxel graphics style of its Windows counterpart, as well as its multiple modes: adventure; puzzle; and world levels, where players can craft and exchange their own creations. Best of all, its "classic" mode features all 150 levels of the Apple II original! At only $11.99, it’s hard to beat.

Still, I have a habit of buying games and never finishing them (or sometimes even starting them!), making me hesitant to purchase Lode Runner Legacy, despite its generally favorable Metacritic score of 77%. Fortunately, the Switch edition offers a free demo that includes ten playable adventure levels and five puzzle levels. I gave this trial edition a spin in my latest Let’s Play video.

Legacy plays a bit slower than the Apple II version I remember — but then, I remember playing it with an accelerator, so that may not be a fair comparison. Legacy also features much bigger sprites, and thus smaller levels, than the original — though the game hints at later, more sweeping levels that pull the camera back a bit, allowing for a larger play field.

Although I’m not a huge fan of the art style or the loading time between levels, I didn’t see anything in Legacy that would keep me from buying it. I just need to clear some other games off my plate first…

In the meantime, you can hear me rave about the original game in episode #35 of the New Game Plus podcast.

New Game Plus: Lode Runner

May 30th, 2016 9:56 AM
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It’s hard for Apple II enthusiasts to be unbiased about our favorite games. Whenever we play or discuss Oregon Trail, Choplifter, or Tass Times in Tone Town, our experiences and memories are inevitably colored by nostalgia as we recall how groundbreaking these games were upon their release and how derivative their successors seem by comparison.

What if we could wipe the slate clean and come at these games afresh? Would they stand the test of time and still appeal to a modern gamer’s sensibilities?

New Game Plus
That’s the charter of New Game Plus, a podcast that launched this past October. Each week, three young men select a random classic computer or video game that they then spend seven days playing before reporting back their experiences. I discovered the show with episode 7, when they played their first Apple II game, Prince of Persia. I then cherry-picked other episodes to listen to, selecting games that I recalled fondly to see if these enthusiastic whippersnappers would enjoy them as well.

When they reviewed Contra III, a game I’d previously recorded a Let’s Play video of, I was surprised to hear the show deviate from its format: instead of the game selection being random, it was chosen by their first guest. It was fun to hear someone with passion and familiarity for the week’s game be brought into the mix — and it also gave me an idea.

Now that I knew New Game Plus had a precedent for allowing guests, I brazenly emailed them, touting my Apple II credentials, to ask if they would consider having me on a future episode. To my surprise and delight, they thought this was an excellent idea!

Their homework for me: select an Apple II game. This was a tougher assignment than I expected! My first thought was to nominate Conan: Hall of Volta, one of my favorite games from childhood. But at only six levels, I thought it might wear thin and not leave the hosts much to discuss. I instead turned to the Apple II Enthusiasts group on Facebook and asked for recommendations. I received many suggestions, including from John Romero.

But readers’ comments only cemented the second choice I’d already settled on: Lode Runner. With 150 levels, a storied lineage, and web-playable versions — both the emulated original and a native remake — I felt this game would be both technically accessible and sufficiently substantial to record a podcast about. And, having originally been released in 1983, it would also be the oldest game yet to have been featured on New Game Plus.

But just because I’d played the game as a kid didn’t excuse me from joining the other hosts in "researching" it! I played the game for just an hour or so and was able to make it to level 17. Although the difficulty of those levels varied wildly — as early as level 6, there are as many as 16 pieces of gold to collect! — I was surprised at my ability to progress. I attributed my success to the game freely awarding an extra life for each level completed. By the time I closed my browser window, I could’ve easily continued playing with the dozen lives I had remaining.

All this work was in preparation to record the actual episode, which has since aired as episode 35 of New Game Plus:

I had a blast chatting about Lode Runner and its creator, Douglas E. Smith, with Dustin, Nolan, and Kenny, and I was much relieved to hear that they enjoyed their first experiences with this classic game, earning it an across-the-board recommendation for modern gamers.

My thanks to New Game Plus for hosting me. I hope they continue to feature the Apple II on future episodes of the show! What games would you recommend they play next?

(Hat tip to Paulo Garcia)

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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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.

Lode Runner: One of the best games ever

May 20th, 2010 10:47 AM
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When Game Informer magazine published its 100th issue in August 2001, it presented the staff’s top 100 games of all times. At number #52 was a piece of software every reader of this blog should recognize:

Appearing first on the Apple ][E, Lode Runner wasn’t a platformer, didn’t have a proper maze, and was levels above any simple shoot ’em up title. With only two abilities, digging or climbing, you had to make your way through over 100 boards — some with mind-boggling configurations. Featuring set traps and loads of strategy, yet imbued with a fast pace, Lode Runner was a true challenge in the early era of games

Nearly ten years later, Game Informer revisited the topic with their top 200 games in issue #200, published in November 2009. A decade of impressive entertainment software was sure to have an impact on the old standings, but Lode Runner held on, slipping to #173 yet remaining on the chart:

My next door neighbor when I was growing up was the only kid on the block with an Apple IIe, so I bugged this kid mercilessly all the time to go over to his house and play games on it. Poor ***. We spent hours and hours in the summer cooped up in his room playing Lode Runner, Karateka, The Bilestoad, Zork, and a bunch of other stuff. I have a feeling he doesn’t look back at this time as fondly as I do.

Lode RunnerI grew up playing Lode Runner, one of the first computer games to be ported to the arcade instead of vice versa. Since then, I’ve bought versions of the game for the Nintendo and Xbox 360, and Juiced.GS reviewed the iPhone version. The added features of these updates — online play, leaderboards, portability, and more — keep the franchise fresh and fun, but the series progenitor had a certain novelty that hasn’t been beat: was it an action game? A puzzler? What were the possibilities of the unprecedented level editor it came bundled with? And once I’ve beaten the game, can I do it again — with the accelerator card enabled?

Lode Runner is a fantastic concept worth exploring on any platform, but especially the Apple II. To enjoy the game vicariously, check out podcast 1 MHz‘s review of Lode Runner, and visit Tozai Games’ Web site for the full history of Doug E. Smith’s franchise.