The player's character can fall from arbitrary heights without 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.īrøderbund referred to the game's guards as members of the Bungeling Empire, enemies common to Choplifter, the Lode Runner series, and Raid on Bungeling Bay.Ī review in Computer Gaming World praised the game's particularly easy-to-use level editor and the strategy involved for an arcade title, describing it as "one of the few thinking men's arcade games". Should a guard catch the player, one life is lost and the current level restarts. The player starts with five lives each level completion awards an extra life.
This poses an important strategy: when digging through a wall X blocks high, the player must first dig a gap at least X wide to be able to dig through it, as the number of spaces will shrink with one each layer, and the player needs at least one free adjacent space to be able to dig. Notably, the player can only dig a hole to the sides, and not directly underneath himself. Floors may also contain trapdoors, through which the player and guards will fall, and bedrock, through which the player cannot dig. Unlike guards, the player's character may not climb up out of a hole, and will be killed if it fills before he can escape by other means. 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. Over time, floors dug into will regenerate, filling in these holes. Should a guard be carrying a bar of gold when he falls into a hole it will be left behind, and can be retrieved by the player. The player can dig holes into floors to temporarily trap guards and may safely walk atop trapped guards. Levels feature a multi-story, brick platform motif, with ladders and suspended hand-to-hand bars that offer multiple ways to travel throughout. There are 150 levels in the game which progressively challenge players' problem-solving abilities or reaction times. After collecting all the gold, the player must travel to the top of the screen to reach the next level. The player controls a stick figure who must collect all the gold in a level while avoiding guards who try to catch the player.
Later versions include those for the Atari ST, Sinclair Spectrum 48K/128K, NES, Windows 3.1, Macintosh, and the original Game Boy. The original microcomputer versions included the Apple II series, the Atari 8-bit family, the Commodore 64 and a Konami version licensed for the MSX computer named " King's Valley". Around Christmas of 1982, he submitted the game, now renamed Lode Runner, to four publishers and quickly received offers from all four: Sierra, Sirius, Synergistic, and Brøderbund. Smith then borrowed money to purchase a color monitor and joystick and continued to improve the game. He submitted a rough version to Brøderbund around October 1982 and received a one-line rejection letter in response to the effect of "Sorry, your game doesn't fit into our product line please feel free to submit future products."
Through the end of the year, Smith refined that version, which was black-and-white with no joystick support. In a weekend (circa September 1982), Smith was able to build a crude, playable version in 6502 assembly language on an Apple II+ and renamed the game Miner. When Kong was ported to the VAX, some Pascal sections were mixed into the original Fortran code. The game was programmed in Fortran and used ASCII character graphics. Shortly thereafter, Kong was ported to VAX minicomputers, as there were more terminals available on campus. This prototype, called Kong, was written for a Prime Computer 550 minicomputer limited to one building on the UW campus. Smith of Renton, Washington, who at the time was an architecture student at the University of Washington.
The prototype of what later became Lode Runner was a game developed by Douglas E.