Lode Runner

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Lode Runner
Lode Runner Coverart.png
VIC-20 cover art
Developer(s) Doug Smith
Irem (arcade)
Hudson Soft (NES)
Publisher(s) Broderbund (US)
Ariolasoft
SystemSoft (PC-8801) [1]
Irem (arcade)
Programmer(s) Shinichi Nakamoto (NES)
Composer(s) Isamu Hirano (NES)
Platform(s) Apple II, Atari 8-bit, Commodore 64, VIC-20, IBM PC, Arcade, PC-8801, SG-1000, NES, ZX Spectrum, MSX, Atari ST, PC Engine, Xbox 360, Windows, iPod, Macintosh, PlayStation 3, BBC Micro, PlayStation, SNES, Amstrad CPC, Game Boy
ReleaseApple II, Atari 8-bit, C64
PC-8801
Arcade
NES
  • JP: July 20, 1984
  • NA: September 1987
Genre(s) Platform
Mode(s) Single-player

Lode Runner is a 2D 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 get to the end while being chased by a number of enemies. It is one of the first games to include a level editor.

Contents

After the original game, a number of remakes, spin-offs 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. [6] [7]

Gameplay

Apple II screenshot Lode Runner.jpg
Apple II screenshot

The player controls a stick figure who must collect all the gold in a 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. [8]

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 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, immediately respawning 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 trapdoors, 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 starts with five 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 jump, and players can trap themselves in pits from which the only escape is to abort the level, costing a life, and begin again.

Enemy AI

While the player's character's position changes, enemies tend to move alternatively, moving away from Lode Runner. Lode Runner enemies.gif
While the player's character's position changes, enemies tend to move alternatively, moving away from Lode Runner.

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.

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.

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, there are gold pieces which 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.

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.

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 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

Around late 1980, high school student James Bratsanos heard from a friend about a new arcade video game, Space Panic by 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. [9] [10]

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 [10] [9] into the prototype of what later became Lode Runner. [11] 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. [12]

Over one weekend in 1982, Smith recreated a crude, playable version in 6502 assembly language on an Apple II+ 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." [11]

Miner, like its text-based Kong predecessors, 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. [13] 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. [14] Smith was given a $10,000 advance by Broderbund to develop the inter-square animation and to provide 150 levels of play. 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. [14] Smith borrowed money to purchase a color monitor and joystick and continued to improve the game. Around Christmas of 1982, he submitted the game, renamed Lode Runner, to four publishers and received offers from all four: Sierra, Sirius, Synergistic, and Broderbund. He took the deal with Broderbund.[ citation needed ]

Release and ports

Lode Runner was originally released on June 23, 1983. [2] The original microcomputer versions were for the Apple II, Atari 8-bit family, VIC-20, Commodore 64, IBM PC. [15] 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.[ citation needed ] 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 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.

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. [16] It had some added features like the ability to hang off the ends of ladders and an improved enemy AI.

A port for the Macintosh 128K followed in January 1985; [17] 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).

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, [18] and sales had surpassed 300,000 copies by August 1984. [19] 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. [16] As of 1999, 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. [20]

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. [21] 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". [22] In August 1984, Computer Gaming World held a contest for the best reader-built level. [23] 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". [24] :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". [25] 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. [26] 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". [27]

By 1985, the game was still selling well, with Video magazine reporting that it was the 6th best-selling recreational title in March [28] :35 and April of that year. [29] :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". [30]

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". [31] :28Softline readers named Lode Runner the most popular Apple and fourth most-popular Atari program of 1983. [32] In 1993 the Spectrum version of the game was voted number 37 in the Your Sinclair Official Top 100 Games of All Time. [33] GameSpot named Lode Runner as one of the "Greatest Games of All Time". [34] In 1996, Computer Gaming World declared Lode Runner the 80th-best computer game ever released. [35] Time in 2010 rated Lode Runner #1 game in "The 10 Greatest Games for the Apple II" list. [36] Game Informer placed the game 52nd on their top 100 video games of all time in 2001. [37]

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. [38] Tetris designer Alexey Pajitnov stated in 2008 that Lode Runner was his favorite puzzle game for many years. [39]

Legacy

List of Lode Runner games [40]
TitleYear releasedPlatformsDeveloper(s)Publisher(s)Comments
Lode Runner1983Apple II, Atari 8-bit, Commodore 64, VIC-20, PCDouglas E. Smith Broderbund The original game published by Broderbund, developed for Apple II, contained 150 levels and level editor.
Lode Runner1984MacintoshGlenn AxworthyBroderbundMacintosh port
Lode Runner1984Famicom (1984), NES (1986) Hudson Soft Hudson Soft 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.
Championship Lode Runner 1984Apple II, Commodore 64, VIC-20, ZX Spectrum, Atari 8-bit, SG-1000, MSX, Famicom, NEC PC SeriesBroderbund, 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 Runner1984Arcade (Coin-operated JAMMA board) Irem Irem24 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 Back1984Arcade (Coin-operated Jamma board)IremIremConsisted of 30 levels, with 10 of these based on the original set.
Lode Runner II1985MSXDouglas E. SmithBroderbundMSX version released in 1985 with 50 levels (22 original levels & 28 new levels)
Lode Runner: The Golden Labyrinth (Majin No Fukkatsu)1985Arcade (Coin-operated Jamma board)IremIremAs with the other Irem arcade versions contained 30 levels inspired on the original set.
Lode Runner's Rescue 1985Atari 8-bit, [41] Commodore 64Joshua 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. [42]
Lode Runner: Teikoku Karano Dasshutsu1986Arcade (Coin-operated Jamma board)IremIremAs with the other Irem arcade versions contained 30 levels inspired on the original set.
Lode Runner Board Game [43] 1986Board gameDon Carlston, Broderbund Tsukuda Original
Super Lode Runner1987Famicom Disk System, MSXIremIrem
Super Lode Runner II1987Famicom Disk System, MSXIremIrem
Hyper Lode Runner 1989Game Boy Bandai Bandai
Lode Runner: The Lost Labyrinth1990PC EnginePack-In-VideoBroderbund
Battle Lode Runner 1993PC Engine (Japan only)Hudson SoftHudson Soft
Lode Runner: The Legend Returns 1994Windows, DOS, Mac OS, Saturn & PSXPresage Sierra Online
Lode Runner Twin1994SNES (Japan only) T&E Soft T&E Soft
Lode Runner Online: The Mad Monks' Revenge 1995Windows, Mac OSPresageSierra Online
Lode Runner1997Handheld dedicated keychain gameXING EntertainmentXING Entertainment
Lode Runner Extra1997Sega Saturn (Japan only) 1997, PSX 1998Game Arts Co. LtdPATRA (Sega), Natsume (PSX)
Lode Runner 2 1998Windows, Mac OSPresageGT Interactive & MacSoft
Lode Runner 3-D 1999Nintendo 64Big Bang SoftwareInfogrames (U.S./Europe), Banpresto (Japan)
Power Lode Runner1999SNES (Japan only) Atelier Double, Eye On, T&E SoftNintendo
Lode Runner: The Dig Fight2000Coin-operated Arcade (Japan only)PsikyoPsikyo
Lode Runner: The Dig Fight Version B2000Coin-operated Arcade (Japan only)PsikyoPsikyo
Lode Runner: WonderSwan2000WonderSwan (Japan only)BanprestoBanpresto
Lode Runner: Domudomu Dan no Yabou2000Game Boy ColorXING EntertainmentXING Entertainment
Lode Runner: Game Boy Advance2002Game Boy AdvanceSuccessSuccess
Cubic Lode Runner2003GameCube, PS2 (Japan only)Hudson SoftHudson Soft
Lode Runner Mobile2004Mobile phoneFT MobileHudson Soft
Lode Runner: Hudson Best Collection, Vol. 22005Game Boy AdvanceHudson SoftHudson Soft
Lode Runner DS2006Nintendo DSHudson SoftHudson Soft
Lode Runner Deluxe2006Mobile phoneHudson SoftHudson Soft
Lode Runner2007Wii VCHudson SoftHudson SoftRe-release of Lode Runner NES original & Battle Lode Runner originally for PC Engine.
Lode Runner Mobile2008Mobile phone (Java)Hudson SoftLiving Mobile
Lode Runner iPod2008iPodHudson SoftHudson SoftLode 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. [44]
Championship Lode Runner2009Wii VCHudson SoftHudson SoftRe-release of Championship Lode Runner NES original (Japan only)
Lode Runner2009Xbox 360 LIVE ArcadeTozai Games/Southend Interactive Tozai Games/Microsoft
Lode Runner X2012Xperia mobile devices, AndroidTozai Games/Southend InteractiveTozai Games/Sony Ericsson
Lode Runner Classic2012Windows Phone 7, Android, iOSTozai Games/Studio VoltzTozai Games/Microsoft
Lode Runner Legacy2017Windows, MacOS, Linux, Nintendo Switch, PS4Tozai GamesTozai Games
Lode Runner2022Atari 2600Dion OlsthoornTozai Games
Untitled Lode Runner gameTBA[ needs update ] Intellivision Amico Made in partnership with Intellivision Entertainment. [45]

Arcade

In 1984, Irem developed an arcade conversion of Lode Runner. [46] 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. [47] The arcade version has numerous sequels, including these:

1990s

Several versions of Lode Runner were not released in the U.S., such as Lode Runner Twin and Power Lode Runner (1999, 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. [51] 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. [52]

The NES version, developed by Hudson Soft, marked the first appearance of Bombermen as the opposing robots. [53] 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. [54]

Hudson Soft released a version of Lode Runner for Nintendo DS in 2006. [55]

An unreleased version of the game for the Atari Lynx was discovered in 2008 on an old Atari Corp. hard drive. [56]

2000s

Xbox Live Arcade version 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 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. [57] [58]

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. [59] Lode Runner Classic was released for iOS and Android phones on January 17, 2013. [60]

2020s

Atari 2600 version Lode Runner on the Atari 2600.png
Atari 2600 version

A new Lode Runner game was announced for the Intellivision Amico. It is being made in partnership between Intellivision Entertainment and Tozai Games. [61]

Dion Olsthoorn licensed the original Lode Runner from Tozai to create a version for the Atari 2600. [62] The ZeroPage Homebrew channel featured the gameplay and an interview with the programmer on their Twitch Livestream on October 8, 2022. [63]

See also

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<i>Karateka</i> (video game) 1984 video game

Karateka is a 1984 martial arts action game for the Apple II by Jordan Mechner. It is his first published game and was created while he was attending Yale University. The game was published in North America by Broderbund and in Europe by Ariolasoft. Along with Karate Champ and Yie-Ar Kung Fu, Karateka is one of the earliest martial arts fighting games. It was inspired by Japanese culture and by early Disney animated films and silent pictures.

The 1980s was the second decade in the industry's history. It was a decade of highs and lows for video games. The decade began amidst a boom in the arcade business with giants like Atari still dominating the American market since the late-1970s. Another, the rising influence of the home computer, and a lack of quality in the games themselves led to an implosion of the video game market that nearly destroyed the industry in North America. It took home consoles years to recover from the crash, but Nintendo filled in the void with its Nintendo Entertainment System, reviving interest in consoles. Up until this point, most investors believed video games to be a fad that has since passed. In the remaining years of the decade, Sega ignites a console war with Nintendo, developers that had been affected by the crash experimented with the more advanced graphics of the PC, and Nintendo released the Game Boy, which would become the best-selling handheld gaming device for the next two-decades. Other consoles releases in the decade included the Intellivision, TurboGrafx-16 and Sega Genesis. Notable games of the 1980s included Super Mario Bros, Duck Hunt, Metroid, Elite, SimCity, Galaga,Pitfall!, Frogger, Mike Tyson's Punch-Out!!, Defender, Mega Man 2, The Legend of Zelda, Castlevania, Ghosts 'n Goblins, Super Mario Bros. 2, Bubble Bobble, Double Dragon,Final Fight, Ninja Gaiden,Tetris, Adventure, Joust, Robotron: 2084, Pac-Man, Dig Dug, Arkanoid,Populous, R-Type, Contra, Donkey Kong, Centipede, Super Mario Bros. 3, Prince of Persia, Gauntlet, Dragon's Lair, Golden Axe, Ms. Pac-Man, Out Run,Final Fantasy, Altered Beast, Shinobi, Lode Runner, Battlezone,Dragon Quest, and Marble Madness.

<i>Championship Lode Runner</i> 1984 video game

Championship Lode Runner is a sequel to the 1983 puzzle-platform game Lode Runner. It was released in 1984 for the Apple II, Commodore 64, and IBM PC, then ported to the Atari 8-bit family, Famicom, SG-1000, and MSX. Mostly the same as Lode Runner, Championship Lode Runner has levels that are much more difficult. Unlike the original, it does not include a level editor.

<i>Lode Runners Rescue</i> 1985 video game

Lode Runner's Rescue is a 1985 action game developed by Joshua Scholar for the Commodore 64 and Atari 8-bit family as a follow-up to Doug Smiths's Lode Runner. Lode Runner was published by Broderbund, but the sequel was published under the Synapse Software name, a company acquired by Broderbund in 1984. Lode Runner's Rescue uses isometric projection to give a 3D feel.

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