data/claims/lode-runner-history.yamlLode Runner (history and reception)
Game: Lode Runner.
Broderbund released Lode Runner for the Apple II in June 1983. lode-runner-history/release-apple2
Lode Runner, paragraph on its releaseLode Runner got a rapturous reception upon its release in June of 1983Lode Runner · Lode Runner, paragraph on the level editorthe original Apple II Lode Runner provides a lot of contentThe NES Encyclopedia: Every Game Released for the Nintendo Entertainment System · entry "Lode Runner"was released in 1983 on home computersChecked by a second AI model, 2026-11-06.Jimmy Maher's essay gives the month and Chris Scullion's book the year; neither names its source for the date, and no period page giving it has been read here.
Cited by: Lode Runner
Lode Runner grew out of Kong, a game played on the University of Washington's computers, where Doug Smith was studying architecture; Smith then wrote a new version with color graphics for his Apple II. lode-runner-history/origin
entry "Lode Runner"Doug Smith, an architecture student at the University of Washington, created a prototype game called Kong which could be played on the university computerThe NES Encyclopedia: Every Game Released for the Nintendo Entertainment System · entry "Lode Runner"Over the next few years it evolved into Lode RunnerLode Runner · Lode Runner, paragraph on KongIn late 1981, Doug Smith was studying architecture and numerical analysis at the University of Washington in Seattle.Lode Runner · Lode Runner, paragraph on the Apple II versionHe borrowed enough money to buy a color monitor and joystick for his Apple II, and programmed a second, much-improved version with color bitmap graphicsChecked by a second AI model, 2026-11-06.Disputed: Scullion says Smith created Kong. Maher says two other students, James Bratsanos and Tracy Steinbeck, were porting a game called Kong that Bratsanos had first written on a Commodore PET, and that Smith joined them: "Bratsanos had first created Kong the previous year on one of his high school’s Commodore PET microcomputers ... Smith soon joined the effort."
Cited by: Lode Runner
Jimmy Maher writes that Broderbund offered Smith a $10,000 advance and a 23% royalty, and that Smith took it over another publisher's offer of $100,000 outright with no royalty. lode-runner-history/broderbund-deal
Lode Runner, paragraph on the contractBrøderbund offered Smith a $10,000 advance and a very generous 23-percent royalty.Lode Runner · Lode Runner, paragraph on the contractSmith signed with Brøderbund rather than accept another publisher’s offer of $100,000 outright, with no royalty to follow.Checked by a second AI model, 2026-11-06.Disputed: Jordan Mechner, who worked with Broderbund in 1984, wrote in his journal that royalties had been 30% "in Doug Smith and Danny Gorlin's day" (lode-runner-history/broderbund-hit).
Broderbund's marketers named the game Lode Runner, "as in running after the mother lode", because another platform game, Miner 2049er, resembled Smith's working title, Miner; they set it against the Bungeling Empire of their 1982 game Choplifter!. lode-runner-history/name
Lode Runner, paragraph on the nameit was Brøderbund’s savvy marketers who gave Miner its final name. Well aware of the existence of another, superficially similar platform game called Miner 2049er, they proposed the alternate title of Lode Runner, as in “running after the mother lode.”Lode Runner · Lode Runner, paragraph on the nameIt involved the evil Bungeling Empire, the antagonist of their 1982 hit Choplifter!Checked by a second AI model, 2026-11-06.Cited by: Lode Runner
Smith left university at the end of 1982 and spent about six months polishing the game with Broderbund, which helped him tune its 150 levels, some designed by Smith and some by neighborhood children he paid per level, and order them by difficulty. lode-runner-history/levels-design
Lode Runner, paragraph on the polishingSmith dropped out of university at the end of 1982, and worked closely with Brøderbund over the course of six months or so to polish his gameLode Runner · Lode Runner, paragraph on the polishingThey helped him to tweak each of the 150 levels — some designed by Smith himself, some by the kids who lived around Smith’s family home, whom he paid out of his own pocket on a per-level basisLode Runner · Lode Runner, paragraph on the polishingarranged them all so that they steadily progressed in difficultyChecked by a second AI model, 2026-11-06.Cited by: Lode Runner
By Jimmy Maher's account, Lode Runner became the best-selling product Broderbund had released up to then, sold over a million copies in Japan in its first eighteen months there, and had sold over 2.5 million copies worldwide by the end of the 1980s. lode-runner-history/sales
Lode Runner, paragraph on its releasequickly becoming the best-selling product Brøderbund had ever released to that pointLode Runner · Lode Runner, paragraph on JapanSales of the game in Japan alone topped 1 million in the first eighteen monthsLode Runner · Lode Runner, paragraph on salesBy decade’s end, Lode Runner‘s worldwide sales had topped 2.5 million copies.Checked by a second AI model, 2026-11-06.Maher lists his sources at the end of the essay (Douglas Carlston's Software People, Retro Gamer 111, period magazines) but doesn't say which one gives each figure; no sales figure from Broderbund or Hudson has been read here.
Cited by: Lode Runner
In July 1984 Jordan Mechner, spending the summer at Broderbund while he worked on Karateka, wrote in his journal that royalties had been 30% in Doug Smith's and Danny Gorlin's day and were now 15%, and that Lode Runner may have been the last big hit; Gary Carlston credited Broderbund's health to Lode Runner and Choplifter. In January 1985 Mechner noted that Lode Runner, like Choplifter, had been a slow starter. lode-runner-history/broderbund-hit
journal entry of 9 July 1984 (p. 173 of the scan's text layer)Royalties were 30% in Doug Smith and Danny Gorlin's day; now they're down to 15%. Lode Runner may have been the last big hit.The Making of Karateka: Journals 1982-85 (Jordan Mechner, 2012) · journal entry of 24 July 1984 (p. 183 of the scan's text layer) — the subject is "His brother Gary", Gary Carlston, brother of Broderbund's Doug Carlstonattributes their health to Lode Runner and Choplifter, their big hits of 1982 and '83The Making of Karateka: Journals 1982-85 (Jordan Mechner, 2012) · journal entry of 2 January 1985 (p. 206 of the scan's text layer)Choplifter and Lode Runner were slow starters too.The Making of Karateka: Journals 1982-85 (Jordan Mechner, 2012) · journal entry of 19 June 1984 (p. 163 of the scan's text layer) — the same entry: "I'm very optimistic about Karateka."I'm looking forward to spending two months here. Broderbund is a great placeChecked by a second AI model, 2026-11-06.The journal's page numbers here are the scan's text-layer pages, not checked against the printed pages; the entries are located by their dates, which the OCR prints as headings. Mechner's 30% differs from Maher's 23% (lode-runner-history/broderbund-deal).
Cited by: Lode Runner
Computer Entertainer called Lode Runner Broderbund's award-winning game in September 1984 and again in February and July 1985. lode-runner-history/award-winning
p. 7, Lode Runner for MacintoshBroderbund's award-winning LODE RUNNER will be madeComputer Entertainer, Vol. 3, No. 11 (February 1985) · p. 14, Edit FunctionLODE RUNNER (yes, this is the award-winningComputer Entertainer, Vol. 4, No. 4 (July 1985) · p. 14, Lode Runner Sequel — the OCR reads the title after it as "ZOD£ RUNNER"a sequel to the award-winningChecked by a second AI model, 2026-11-06.None of the three names the awards.
Cited by: Lode Runner
Broderbund's manual for the Atari disk version gives the player 150 treasury rooms and 5 lives, with an extra life for each level completed, digging by joystick button or by keys for left and right, and a Game Generator ("Edit mode") that designs, playtests, and saves levels to a data disk. lode-runner-history/atari-manual
cover and title pageAn Action Game and Game Generator For ATARI Computers by Doug Smith DISK VERSIONLode Runner instruction booklet (Atari disk version, Broderbund) · Playing the GameTo infiltrate each of 150 different treasury roomsLode Runner instruction booklet (Atari disk version, Broderbund) · Game PlayYou will also gain bonus points and earn an extra life for each level you complete. You start with 5 lives.Lode Runner instruction booklet (Atari disk version, Broderbund) · Keyboard and joystick commandsButton = DigLode Runner instruction booklet (Atari disk version, Broderbund) · Keyboard and joystick commandsU = dig leftLode Runner instruction booklet (Atari disk version, Broderbund) · Making Your Own GamesThe .Game Generator (“Edit mode”) lets you design, move, erase, playtest, and save to disk your own unique Lode Runner gamesChecked by a second AI model, 2026-11-06.The pinned scan (Internet Archive item LodeRunnerBroderbund) is the Atari booklet, not the Apple II one its source record was named for. Its last line, as the OCR reads it, is "1982 by Broderbund Software, Inc. Atari is a registered trademark of Atari, Inc."; the year hasn't been checked on the page image.
Cited by: Lode Runner
In September 1984 Computer Entertainer reported that Broderbund would bring Lode Runner to the Macintosh that fall, playable with the keyboard or the mouse and using the Mac's four-channel sound. lode-runner-history/macintosh
p. 7, Lode Runner for Macintosh — the OCR cuts the line's start ("av-") and runs it into the next column; the item opens "Broderbund's award-winning LODE RUNNER will be made av-"ailable for Macintosh this fall with some changes to utilize theComputer Entertainer, Vol. 3, No. 6 (September 1984) · p. 7, Lode Runner for MacintoshYou will be able to play with either the keyboardComputer Entertainer, Vol. 3, No. 6 (September 1984) · p. 7, Lode Runner for Macintoshthe sound effects will make use of the Mac's four-channelChecked by a second AI model, 2026-11-06.Cited by: Lode Runner
Jimmy Maher writes that the Macintosh version came out soon after the machine's 1984 release, and quotes Macworld's complaint that the player now also fought the mouse pointer. lode-runner-history/macworld
Lode Runner, paragraph on the MacintoshLode Runner appeared on the Macintosh soon after that machine’s release in 1984.Lode Runner · Lode Runner, paragraph on the Macintosh“What used to be a struggle strictly between the commando and the Bungeling guards is now also a battle between you and the [mouse] pointer,” wrote Macworld magazine.Checked by a second AI model, 2026-11-06.The Macworld issue isn't named or pinned here.
Jimmy Maher writes that Lode Runner sold in the hundreds of thousands on the Apple II and in ports to the Commodore 64, the IBM PC, and nearly every other computer of its day. lode-runner-history/ports
Lode Runner, paragraph on its successhis game sold in the hundreds of thousands on the Apple II and in ports to the Commodore 64, the IBM PC, and virtually every other commercially viable computer platform under the sunChecked by a second AI model, 2026-11-06.No release dates for the Atari 8-bit, Commodore 64, VIC-20, IBM PC, or MSX versions have been read here.
Cited by: Lode Runner
In June 1987 Computer Entertainer reported that Broderbund would sell Lode Runner for Atari and Commodore computers at a value price of $14.95. lode-runner-history/value-price
p. 16, New Value-Priced Line from BroderbundGames which will now be sold at $14.95 retailComputer Entertainer, vol. 6, no. 3 (June 1987) · p. 16, New Value-Priced Line from Broderbundinclude Lode Runner and K arateka for Atari and CommodoreChecked by a second AI model, 2026-11-06.In November 1984 Computer and Video Games reported that Broderbund was licensing its games to software houses as well as arcade makers, and that Liverpool's Software Projects had the computer rights to Lode Runner on the ZX Spectrum. lode-runner-history/spectrum-rights
p. 99 (image 101), Arcade Action, Arcades Going SoftBroderbund is not only pre¬ pared to license their games to arcade manufacturers but also to software houses.Computer and Video Games, issue 37 (November 1984) · p. 99 (image 101), Arcade Action, Arcades Going Soft — the scout read this on the page imageLiverpool-based Software Projects have got the com¬ puter rights to Lode Runner on the SpectrumChecked by a second AI model, 2026-11-06.The column starts on image 100, whose foot the OCR reads as page 98, the page the issue's contents give for Arcade Action; image 101 is then p. 99. The scout read the printed number on image 101 as cut off.
Cited by: Lode Runner
Software Projects' ZX Spectrum version, for the 48K machine at £5.95, has 150 screens, 75 on each side of the tape, lets the player start on any of them, and has an editor that saves screens to tape. lode-runner-history/spectrum
p. 38, Lode RunnerProducer: Software Projects Memory required: 48K Retail price: £5.95Crash, issue 12 (January 1985) · p. 38, Lode Runnerthere are 75 on one side of the tape and 75 on the second side. Access to any playing screen is availableCrash, issue 12 (January 1985) · p. 38, Lode Runner — the scout checked this on the page imagea customising facility for you to design your own screens and save them to tapeSinclair User, issue 35 (February 1985) · p. 29, Lode Runnerchange the positions of all moveable objects on any of the 150 screensChecked by a second AI model, 2026-11-06.Disputed: Sinclair User's review gives the price as £6.90 ("Software Projects Memory: 48K Price: £6.90", p. 29), against Crash's £5.95.
Cited by: Lode Runner
Crash's January 1985 Christmas Special gave the Spectrum version 81% overall, with 81% for use of computer, 68% for graphics, 83% for playability, 84% for getting started, 80% for addictive qualities, and 87% for value for money. lode-runner-history/crash-score
Value
{
"review": "Crash",
"of": 100,
"scores": {
"use of computer": 81,
"graphics": 68,
"playability": 83,
"getting started": 84,
"addictive qualities": 80,
"value for money": 87,
"overall": 81
}
}p. 39, Lode Runner, ratings — the OCR reads "Payability" and splits 81; it reads getting started as "3 4%". The scout read 81, 68, 83, 84, 80, 87, and 81 on the page image, and the lead read the box on image n38 on 2026-11-06Use of computer 8 1 % Graphics 68% Payability 83%Crash, issue 12 (January 1985) · p. 39, Lode Runner, ratingsAddictive qualities 80% Va lue for money 87% Overall 81%Revised after a check by a second AI model, 2026-11-06: The lead read the 84% for getting started on the page image (image n38).Cited by: Lode Runner
Crash's ratings box called Lode Runner "a very good game, with plenty of playability and addictive qualities". One reviewer wrote that it showed a great game needs a good idea rather than big graphics; another found its small, old-fashioned graphics beautifully animated and ended, "Lode Runner is a great game. Get it!" lode-runner-history/crash-verdict
p. 39, Lode Runner, comments — the OCR reads "payability"; the scout read "playability" on the page imageGeneral rating: a very good game, with plenty of payability and addictive qualities.Crash, issue 12 (January 1985) · p. 38, Lode Runner, criticismLode Runner is evidence that you don't need mega graphics to make a great game, just a good idea.Crash, issue 12 (January 1985) · p. 39, Lode Runner, criticism — the OCR reads "took" for "look"the graphics took small and old fashioned. But don't be misled. A closer examination reveals that the one character-sized men are beautifully animatedCrash, issue 12 (January 1985) · p. 39, Lode Runner, criticismLode Runner is a great game. Get it!Checked by a second AI model, 2026-11-06.The review's three comments are unsigned in the OCR; no reviewer is named here.
Cited by: Lode Runner
Crash called the Spectrum version a "mammoth 'Panic' style game", and Zzap!64's ratings for the Commodore 64 version noted its "Strong Space Panic roots". lode-runner-history/panic-roots
p. 38, Lode Runnerwhat we have here is a mammoth "Panic' style game where the traditional digging function Is actually an important part of the overall strategyZzap!64, issue 12 (April 1986) · p. 86, Zzapback, Lode Runner — the originality rating line, reprinted from the issue 2 reviewStrong Space Panic rootsRevised after a check by a second AI model, 2026-11-06: Dropped "likened to Space Panic" for Crash, whose review says only "'Panic' style".Cited by: Lode Runner
Sinclair User's February 1985 review, by John Gilbert, gave the Spectrum version a Gilbert Factor of 6. lode-runner-history/su-score
p. 29, Lode RunnerJohn Gilbert LODE RUNNER Software Projects Memory: 48K Price: £6.90 Joystick: Kempston, Sinclair Gilbert Factor: 6Checked by a second AI model, 2026-11-06.The page doesn't print the Gilbert Factor's scale, so no value is recorded; the magazine's rating is usually given as out of 10, which no pinned page here states.
Cited by: Lode Runner
John Gilbert found the edit mode the most exciting part of the Spectrum version and wrote that the rest of the game might as well be forgotten. lode-runner-history/su-verdict
p. 29, Lode Runneryou can switch to Edit mode and change the positions of all moveable objects on any of the 150 screensSinclair User, issue 35 (February 1985) · p. 29, Lode RunnerAs for the rest of the game, you might just as well forget about it. The user definition is the most exciting aspect of itSinclair User, issue 35 (February 1985) · p. 29, Lode Runneranyone who can work their way through 150 screens of matchstick heroes deserves a prize for perseveranceChecked by a second AI model, 2026-11-06.Cited by: Lode Runner
Zzap!64's April 1986 look back at its issue 2 reviews recalled the Commodore 64 version's reviewers praising its playability and screen designer; one 1986 comment called it one of the best platform derivatives ever and said that it didn't sell at all. lode-runner-history/c64-uk
p. 4, contentsJaz and Gaz glance over their shoulders at the top reviews in issue 2 - a year ago.Zzap!64, issue 12 (April 1986) · p. 86, Zzapback, Lode Runnerthe program scores very highly on its playability. There's also a screen design facilityZzap!64, issue 12 (April 1986) · p. 86, Zzapback, Lode Runner — OCR only, not checked on the page image; the initials signing each comment ("JR", "GP") are read from the OCR's orderIt's great fun to play and is one of the best platform derivatives ever. Unfortunately, it didn't sell at all. Never did know why.Checked by a second AI model, 2026-11-06.Zzap!64 11's high-score table lists "LODE RUNNER (Ariolasoft)" (p. 79), the UK Commodore 64 publisher as the scout read it; the issue 2 review itself and its scores haven't been read.
Cited by: Lode Runner
Irem made an arcade Lode Runner under license from Broderbund: Computer and Video Games found it in a London arcade in late 1984, and Akagi Masumi's list of arcade games dates it November 1984, distributed through Digital Control. lode-runner-history/arcade
p. 98 (image 100), Arcade Action, Arcades Going Soft — OCR only; the scout read image 101, not this pageWalking into a London arcade recently, my eye fell upon Lode Runner by the Japanese Irem Corporation (who also did 10 Yard Fight) licensed from USA based Broderbund Software.アーケードTVゲームリスト 国内・海外編 (1971-2005) · Irem — the pinned OCR text has no page breaks; this row is at line 32040, in the Irem list beside "84/03 10 Yard Fight (via Taito)", and the list's title index at line 30779 reads "84/11 Lode Runner [Irem]"84/11 Lode Runner (via Digital Control)Checked by a second AI model, 2026-11-06.The row is read as the list's overseas part from its distributors; the page and the part's heading are not read here.
Cited by: Lode Runner
Jordan Mechner's journal records the coin-op version of Lode Runner arriving in Broderbund's lunchroom on 26 June 1984. lode-runner-history/arcade-broderbund
journal entry of 26 June 1984 (p. 167 of the scan's text layer)The coin-op version of Lode Runner arrived in the lunchroom today.The Making of Karateka: Journals 1982-85 (Jordan Mechner, 2012) · journal entry of 30 June 1984 (p. 170 of the scan's text layer) — Mechner was working at Broderbund's offices that summer; the entry of 19 June 1984 (p. 163) reads "I'm looking forward to spending two months here. Broderbund is a great place"I put in around twelve hours at BroderbundChecked by a second AI model, 2026-11-06.The journal entry doesn't name the maker; Irem's arcade game is in lode-runner-history/arcade.
Cited by: Lode Runner
In November 1984 Computer and Video Games quoted Broderbund as saying Lode Runner was among the most popular computer games in Japan, second of 50 in the Japanese software chart. lode-runner-history/japan-chart
p. 98 (image 100), Arcade Action, Arcades Going Soft — OCR only; the chart isn't named furtherLode Runner is one of the most popular computer games in Japan and is cur¬ rently No 2 out of 50 in the Japanese Software Chart.Checked by a second AI model, 2026-11-06.The game and computers the chart covers aren't given.
Cited by: Lode Runner
Hudson Soft released Lode Runner for the Famicom in Japan on 31 July 1984, by a retrospective catalog of Famicom games. lode-runner-history/release-famicom
PDF p. 123, ファミコンソフト完全目録, 1984, row 018 — the OCR misreads the closing bracket and garbles ハドソン; the scout read 018 1984/07/31 『ロードランナー』ハドソン on the page image0181984/07/31『ロードランナーJOur translation018, 1984/07/31, Lode Runner, HudsonChecked by a second AI model, 2026-11-06.Disputed: Jimmy Maher writes that Lode Runner was among the first ten Famicom games, in the summer of 1983 ("During the summer of 1983, it became one of the first ten games to be made available for the Nintendo Famicom"). The catalog numbers it the 18th Famicom cartridge, dated 1984, and Hudson's own booklet and title screen carry a 1984 copyright (lode-runner-history/famicom-makers).
The catalog is an unsigned retrospective mook that names no source for its dates.
Cited by: Lode Runner
Hudson Soft's booklet sells the Famicom game as part of its Family Computer series, code HFC-LR, and the title screen it pictures reads "COPYRIGHT © 1984 HUDSON SOFT", with Broderbund's permission. lode-runner-history/famicom-makers
image 2, introduction — the OCR reads HFC-LRH; the scout read HFC-LR on the page image and on the coverこのたびはハドソンのファミリーコンピュータ・シリーズ“ロードランナー(HFC-LRH)Our translationThank you for buying Hudson's Family Computer series 'Lode Runner (HFC-LR)'Lode Runner instruction booklet (Famicom, HFC-LR, Japan) · image 5 (booklet p. 3), title-screen photograph — read on the page image by the scout and the auditor, not in the OCRCOPYRIGHT © 1984 HUDSON SOFTLode Runner instruction booklet (Famicom, HFC-LR, Japan) · image 5 (booklet p. 3), title-screen photograph — the line under the copyright, read on the page image by the auditor, not in the OCRWITH PERMISSION OF BRODERBUND SOFTWARE INCRevised after a check by a second AI model, 2026-11-06: Quoted "WITH PERMISSION OF BRODERBUND SOFTWARE INC", read on the page image.The booklet credits no staff.
The Famicom game has 50 stages and a stage select that starts play at any of them; each gold nugget and each buried robot scores 100 points, and clearing a stage adds a runner, up to 9. lode-runner-history/famicom-structure
image 10 (booklet p. 8)ステージは全部で50。Our translationThere are 50 stages in all.Lode Runner instruction booklet (Famicom, HFC-LR, Japan) · image 5 (booklet p. 3), Stage select — the sentence ends "and start from there"; the scout checked it on the page imageステージ選択機能 > 1 一 50 のステージ(面)の中から好みOur translationStage select: (a function to pick) the stage you like from stages 1-50Lode Runner instruction booklet (Famicom, HFC-LR, Japan) · image 7 (booklet p. 5), scoring — the line above, "金塊を1つ取ると…100点" (one gold nugget: 100 points), is garbled in the OCR; the scout read it on the page imageロボットを埋めると100点Our translationburying a robot: 100 pointsLode Runner instruction booklet (Famicom, HFC-LR, Japan) · image 7 (booklet p. 5)ランナーが1人(最高9人)増えますOur translation(you) gain one runner (up to 9)Checked by a second AI model, 2026-11-06.Cited by: Lode Runner
The Famicom game's edit mode builds a screen of gold, bricks, and ladders the size of one TV screen, without scrolling. lode-runner-history/famicom-editor
image 11 (booklet p. 9), Edit function金塊、レンガ、ハシゴなどを自分の好きな所にセットして、自分だけの画面を作って遊べる機能です。Our translationa function for setting gold, bricks, ladders and so on wherever you like, and making and playing a screen of your own.Lode Runner instruction booklet (Famicom, HFC-LR, Japan) · image 11 (booklet p. 9), Edit functionただし作れる画面はTVモニター1面分のスペースで、スクロール機能は使えません。Our translationHowever, the screen you can make is the space of one TV monitor screen, and scrolling can't be used.Checked by a second AI model, 2026-11-06.Cited by: Lode Runner
In June 1986 Computer Entertainer listed Lode Runner and Karateka, both Broderbund's, among the American titles available or soon to be available for the Famicom in Japan. lode-runner-history/famicom-reported
p. 13 — the OCR cuts letters at the left edge ("avilable", "Ciputer", "(Bderbund)")these American titles are avilable now or will be soon for the Nintendo Family Ciputer in Japan: KARATEKA and LODERUNNERChecked by a second AI model, 2026-11-06.In February 1985 Computer Entertainer described Nintendo's planned Advanced Video System, with an optional keyboard and data recorder, and said the first two of its Edit Series games, in which the player redesigns action sequences, would be Excitebike and Lode Runner. lode-runner-history/edit-series
p. 14, Edit FunctionNintendo plans to offer an optional keyboard module.Computer Entertainer, Vol. 3, No. 11 (February 1985) · p. 14, Edit Functionstored in the optional data recorder and saved for later play.Computer Entertainer, Vol. 3, No. 11 (February 1985) · p. 14, Edit Functionthere will also be a series of Edit Series games in which the player can re-design action se- quences. The first two games to be offered in this mode include EXCITE BIKE and LODE RUNNERComputer Entertainer, Vol. 3, No. 11 (February 1985) · p. 14the Nintendo Advanced Video SystemRevised after a check by a second AI model, 2026-11-06: Quoted the optional data recorder line.Cited by: Lode Runner
Championship Lode Runner, a follow-up of 50 harder screens, was out for the Commodore 64 by December 1984, when Computer Entertainer called it a superb climbing game for experts and recommended it; Broderbund sent a certificate to anyone who completed all 50 screens. lode-runner-history/championship
p. 9, Critically Speaking, Commodore 64-compatible — the line continues "screens for Lode Runner fanatics"; the OCR cuts the left edge of the column ("HAMPIONSHIP LODE RUNNER", "yderbund Software")a fiendishly difficult set of 50 moreComputer Entertainer, Vol. 3, No. 9 (December 1984) · p. 9, Critically Speaking, Commodore 64-compatible — the box sticker's words, as the review quotes themfor Lode Runner experts only!Computer Entertainer, Vol. 3, No. 9 (December 1984) · p. 9, Critically Speaking, Commodore 64-compatibleThis is a superb climbing game, but it's not for the faint ofComputer Entertainer, Vol. 3, No. 9 (December 1984) · p. 9, Critically Speaking, Commodore 64-compatible — the next line reads "Ctificate from Broderbund", cut at the left edgeAnyone completing all 50 screens gets a personalizedComputer Entertainer, Vol. 3, No. 9 (December 1984) · p. 9, Critically Speaking, Commodore 64-compatible — the OCR reads "Ecommended"ommended. (MSR $34.95)Revised after a check by a second AI model, 2026-11-06: Mechner's 21 June 1984 entry names "Doug", not Smith; note corrected.The review's star ratings are garbled in the OCR and haven't been read on the page image. It says the game was coming for Apple II and Atari computers. Jimmy Maher writes that most of the 50 levels were sent in by fans ("Championship Lode Runner, with 50 new levels that had mostly been sent to the company by fans"), and Mechner's journal records watching "Doug" demonstrate it on 21 June 1984 (p. 166 of the scan's text layer), while staying at Doug Carlston's house; the entry doesn't name Smith.
Cited by: Lode Runner
Hudson Soft released Championship Lode Runner for the Famicom in Japan on 17 April 1985, by the same retrospective catalog. lode-runner-history/championship-famicom
PDF p. 123, ファミコンソフト完全目録, 1985, row 036 — the OCR cuts the row; the scout read 036 1985/04/17 『チャンピオンシップ・ロードランナー』ハドソン on the page image1985/04/17『チヤンピオンシップOur translation1985/04/17, Championship (Lode Runner)Checked by a second AI model, 2026-11-06.Cited by: Lode Runner
In July 1985 Computer Entertainer reported that Synapse planned Lode Runner's Rescue, a sequel in which the player is Alexandra, the Lode Runner's daughter, crossing 46 mazes to her father's cell. lode-runner-history/rescue
p. 14, Lode Runner SequelSynapse also plans LODE RUNNER'S RESCUE, a sequel to theComputer Entertainer, Vol. 4, No. 4 (July 1985) · p. 14, Lode Runner Sequelbecomes Alexandra, the daughter of the famous LODE RUNNERComputer Entertainer, Vol. 4, No. 4 (July 1985) · p. 14, Lode Runner SequelAlexandra must negotiate 46 mazes on the way to herComputer Entertainer, Vol. 4, No. 4 (July 1985) · p. 14, Lode Runner Sequelfather's prison cell, picking up keys as she goes.Revised after a check by a second AI model, 2026-11-06: Quoted "father's prison cell".The scout flagged that this issue's printed page numbers may run one behind its images; p. 14 is the page the OCR text layer gives. Computer Entertainer's December 1985 availability list marks Lode Runner's Rescue (Synapse) as shipped ("x-Lode Runner's Rescue (Syn)", p. 14), without a platform.
Cited by: Lode Runner
Jimmy Maher writes that in the summer of 1985 Hudson Soft, Broderbund, and Sony held a national Lode Runner competition in Japan for players aged nine to fourteen, with 3,700 entrants and 50 finalists in Tokyo, presided over by Doug Smith. lode-runner-history/japan-competition
Lode Runner, paragraph on the competitionThe country’s Lode Runner mania reached its peak in the summer of 1985, when Hudson Soft, Brøderbund, and Sony joined forces to sponsor a national competition in the game. Of the 3700 players between the ages of nine and fourteen who entered the competition, 50 became finalists, invited to come to TokyoLode Runner · Lode Runner, paragraph on the competitionA slightly uncomfortable-looking Doug Smith, coaxed into the spotlight by Brøderbund’s marketers, presided over the affairChecked by a second AI model, 2026-11-06.Cited by: Lode Runner
In June 1987 Computer Entertainer reported that Broderbund, a new Nintendo licensee, would release Lode Runner for the NES at $29.95: a 50-screen climbing game with a screen generator. lode-runner-history/nes-announced
p. 11, New LicenseesBroderbund Software will release LODE RUNNER (50-screen climbing game with screen generator for designing yourown puzzles)Computer Entertainer, vol. 6, no. 3 (June 1987) · p. 11, New Licensees — Lode Runner is the first of the four Broderbund games listedThe first three are $29.95 eachChecked by a second AI model, 2026-11-06.Broderbund released Lode Runner for the NES in North America in September 1987. lode-runner-history/release-nes
PDF p. 8 — title, licensee, and month on consecutive lines of the text layer; the row gives no dayLode Runner Broderbund September 1987Checked by a second AI model, 2026-11-06.Cited by: Lode Runner
The NES booklet credits the game to Doug Smith, © 1987 Broderbund Software, and says Hudson Soft programmed it; Nintendo's 1987 Official Nintendo Player's Guide also credits Hudson Soft. lode-runner-history/nes-makers
PDF p. 2Lode Runner by Doug Smith. ©1987 Broderbund Software, Inc. Programmed by Hudson Soft.The Official Nintendo Player's Guide (1987) · credits, p. 154 entryLode Runner® Programmed by Hudson Soft 154Checked by a second AI model, 2026-11-06.Cited by: Lode Runner
The player is a Galactic Commando who must enter each of the NES game's 50 treasury rooms, evade the Bungeling Empire's guards, and recover the gold its leaders took from the people through fast-food taxes. lode-runner-history/premise
PDF p. 2, Object of the GameYou are a Galactic Commando deep in enemy territory. Power hungry leaders of the repressive Bungeling Empire have stolen a fortune in gold from the people by means of excessive fast food taxes.Lode Runner instruction booklet (NES, North America) · PDF p. 2, Object of the GameTo infiltrate each of 50 different treas- ury rooms, evade the deadly Bungeling guards, and recover every stack of Bungeling booty!Checked by a second AI model, 2026-11-06.Cited by: Lode Runner
On the NES title screen, Select chooses one player, two players, or Edit mode; in the two-player game the second player uses controller 2, and a speed one player sets holds for both. lode-runner-history/nes-modes
PDF p. 3, Select buttongame mode—one player, two players or EDIT modeLode Runner instruction booklet (NES, North America) · PDF p. 3, Controlling Lode RunnerController 2—for second player in 2 player game.Lode Runner instruction booklet (NES, North America) · PDF p. 3, Speed Controlchanged by either player, both Lode Runners must play at that speed.Computer Entertainer, vol. 6, no. 7 (October 1987) · p. 13, Nintendo Software, Lode Runner — the review's note shows the two players take turns(one player; two player alternating; no continue feature)Checked by a second AI model, 2026-11-06.Cited by: Lode Runner
On the NES, A drills a hole to the runner's right and B to the left; during play Select shows the level number, which A and B raise and lower, and with Select held they speed the game up or slow it down. lode-runner-history/nes-controls
PDF p. 3, Controlling Lode RunnerDrills a hole on the right side of the LodeLode Runner instruction booklet (NES, North America) · PDF p. 3, Controlling Lode RunnerDrills a hole on the left side of the LodeLode Runner instruction booklet (NES, North America) · PDF p. 3, Selecting a LevelPressing the “A” button increases the level,Lode Runner instruction booklet (NES, North America) · PDF p. 3, Selecting a Levelpressing the “B” button decreases the level.Lode Runner instruction booklet (NES, North America) · PDF p. 3, Speed Controlbutton and press the “A” button to increase the speed of the gameChecked by a second AI model, 2026-11-06.Cited by: Lode Runner
The runner digs only through fissured bricks. A guard who falls into a hole drops any gold it carries and can be crossed for a moment; holes fill in after a while, and a guard caught in one dies and is replaced at the top of the screen. Guards climb out of holes that don't close around them, but the runner can't, and dies in a pit a single brick wide. lode-runner-history/nes-digging
PDF p. 4, Playing the GameYou may dig through fissured bricks only, not through solid surfacesLode Runner instruction booklet (NES, North America) · PDF p. 4, Trapping the Bungelingsit will become safe (for a mo- ment) for you to run over him; also, he willLode Runner instruction booklet (NES, North America) · PDF p. 4, Trapping the Bungelingsrelease any gold he is carrying. Any holesLode Runner instruction booklet (NES, North America) · PDF p. 4, Trapping the Bungelingswhen they refill will die and be replenished by new guards at the top of the screen. Be careful! Guards can climb out of pits that do not close up around them. Your player, however, cannot climb out of pits and will die if trapped in a pit with a floor that is only a single Brick wideChecked by a second AI model, 2026-11-06.Cited by: Lode Runner
Collecting all the gold in a level brings up the escape ladder to the top of the screen, which leads to the next of the NES game's 50 levels. lode-runner-history/nes-levels
PDF p. 6, Finding the escape ladderIf you collect all the golds, music will play and the escape ladder will appearLode Runner instruction booklet (NES, North America) · PDF p. 6, Finding the escape ladder50 levels, how many levels can you complete?Revised after a check by a second AI model, 2026-11-06: Locators corrected to PDF p. 6.Cited by: Lode Runner
The NES screen shows about half of a level and scrolls with the runner. lode-runner-history/nes-scrolling
PDF p. 5, Scrolling screenall you see on the TV screen is about half of theLode Runner instruction booklet (NES, North America) · PDF p. 5, Scrolling screenWhen you move, the screen will scroll with the Lode Runner.Checked by a second AI model, 2026-11-06.Cited by: Lode Runner
Each stack of gold and each robot scores 100 points on the NES, a fruit appears now and then for bonus points, and each level escaped adds a runner, up to 9. lode-runner-history/nes-scoring
PDF p. 5, TechniqueGold-100 pointsLode Runner instruction booklet (NES, North America) · PDF p. 5, TechniqueRobot-100 pointsLode Runner instruction booklet (NES, North America) · PDF p. 5, TechniqueOnce in a while a fruit appears. You get bonus points if you can catch the fruit.Lode Runner instruction booklet (NES, North America) · PDF p. 5, Techniquewill be displayed and you will receive an extra Lode Runner (maximum of 9 run- ners).Checked by a second AI model, 2026-11-06.Cited by: Lode Runner
The NES editor builds one level the size of the TV screen, without scrolling; the level is lost on Reset or power-off, and the editor's Save and Load entries don't work. lode-runner-history/nes-editor
PDF p. 6, Designing Your Own GameThere is one limitation — the screen you can create is only the size of the TV monitor, so it doesnt scroll.Lode Runner instruction booklet (NES, North America) · PDF p. 6, Designing Your Own GameYou may only create one screen at a time, Any screen you design will be lost if you press the RESET button or turn off the power to the machine,Lode Runner instruction booklet (NES, North America) · PDF p. 7The SAVE and LOAD selections are not functional.Checked by a second AI model, 2026-11-06.Cited by: Lode Runner
Broderbund's manual for the Atari disk version gives 150 rooms and an editor that saves to disk; the NES and Famicom games have 50 levels and a one-screen editor, and the NES booklet says its editor can't save. lode-runner-history/versions-levels
Playing the Game (Atari disk version)To infiltrate each of 150 different treasury roomsLode Runner instruction booklet (Atari disk version, Broderbund) · Making Your Own Games (Atari disk version)playtest, and save to disk your own unique Lode Runner gamesLode Runner instruction booklet (NES, North America) · PDF p. 2, Object of the GameTo infiltrate each of 50 different treas- ury roomsLode Runner instruction booklet (NES, North America) · PDF p. 7The SAVE and LOAD selections are not functional.Lode Runner instruction booklet (Famicom, HFC-LR, Japan) · image 10 (booklet p. 8)ステージは全部で50。Our translationThere are 50 stages in all.Lode Runner instruction booklet (Famicom, HFC-LR, Japan) · image 11 (booklet p. 9), Edit functionただし作れる画面はTVモニター1面分のスペースでOur translationHowever, the screen you can make is the space of one TV monitor screenRevised after a check by a second AI model, 2026-11-06: Credited the 150 rooms and disk editor to Broderbund's Atari disk manual.The computer manual read here is Broderbund's booklet for the Atari disk version; the Apple II booklet hasn't been read.
Chris Scullion writes that Hudson Soft's NES port has more cartoonish graphics and adds music and scrolling screens. lode-runner-history/nes-port
entry "Lode Runner"A few years later, Hudson Soft developed a port for the NES: this had more cartoonish graphics and added features like music and scrolling screens.Checked by a second AI model, 2026-11-06.Cited by: Lode Runner
Computer Entertainer's October 1987 review gave the NES version three stars for graphics and three for game play, out of four, and recommended it at a suggested price of $29.95. lode-runner-history/ce-score
Value
{
"review": "Computer Entertainer",
"of": 4,
"scores": {
"graphics": 3,
"game play": 3
}
}p. 13, Nintendo Software, Lode Runner — the stars follow the title at the head of this sentence; the OCR reads them as "(Xxx/xxx)", and the scout read three and three on the page imageis a well-known title to any self-Computer Entertainer, vol. 6, no. 7 (October 1987) · p. 13, Nintendo Software, Lode Runner — the review's last lines; the OCR prints them after a column breakno continue feature) Recommended (MSR $29.95)Computer Entertainer, vol. 6, no. 7 (October 1987) · p. 2, The Rating System3 STARS = GOODComputer Entertainer, vol. 6, no. 7 (October 1987) · p. 2, The Rating System4 STARS = EXCELLENTComputer Entertainer, vol. 6, no. 7 (October 1987) · p. 2, The Rating System — the line ends "(Ist set of stars=quality of" on the line before, as the OCR reads itgraphics; 2nd set=quality of game play and entertainment value)Checked by a second AI model, 2026-11-06.Cited by: Lode Runner
Computer Entertainer called Lode Runner a game that had stayed popular for years and a challenging arcade game, and expected Broderbund to bring it to the NES after its Japanese release. It found the split screen disconcerting, because a guard waiting off-screen can cost a life, and a lost life sends the player back to the start of the level. lode-runner-history/ce-verdict
p. 13, Nintendo Software, Lode Runneritseemed inevitable that Broderbund would bring the title to the Nintendo screen as it's been available in Japan for some time nowComputer Entertainer, vol. 6, no. 7 (October 1987) · p. 13, Nintendo Software, Still a ClassicThis is one of a handful of games which has remained extremely popular for years, spawning follow-ups such as Championship LodeRunner for computers. This is a highly challenging arcade gameComputer Entertainer, vol. 6, no. 7 (October 1987) · p. 13, Nintendo Software, Lode Runnerdisconcerting is the fact that the whole screen does not fit at one time.Computer Entertainer, vol. 6, no. 7 (October 1987) · p. 13, Nintendo Software, Lode Runnera Bungeling person can be lurking just off to the sideComputer Entertainer, vol. 6, no. 7 (October 1987) · p. 13, Nintendo Software, Lode Runnerevery time you lose a life, it's back to the beginning of that level!Computer Entertainer, vol. 6, no. 7 (October 1987) · p. 13, Nintendo Software, Lode Runneryou cannot save your design when you tum off orreset your machineChecked by a second AI model, 2026-11-06.Cited by: Lode Runner
IGN's Top 100 NES Games list ranks Lode Runner 85th, calls the NES port pixel-perfect, and says only Excitebike had offered a level editor on the NES before it. lode-runner-history/ign-rank
85, Lode Runner — the entry's heading, with its rankLode Runner Developer Broderbund Released 1987 85Top 100 NES Games: 19, Castlevania · 85, Lode Runnerthe port of Lode Runner was pixel-perfect and provided something that only Excitebike had done prior: a level editorChecked by a second AI model, 2026-11-06.The list's heading names Broderbund as developer; the NES booklet credits Hudson Soft with the programming (lode-runner-history/nes-makers).
Cited by: Lode Runner
In the same entry Matt Casamassina, IGN's Nintendo editor-in-chief, credited Lode Runner with advancing the action-puzzle game by letting the player reshape the level. lode-runner-history/ign-memory
85, Lode Runner, Our Fondest MemoriesLode Runner advanced the action-puzzler by adding level deformation to the gameplay mechanics and therefore dynamic solutions to environmental challenges posedTop 100 NES Games: 19, Castlevania · 85, Lode Runner, Our Fondest MemoriesMatt Casamassina, IGN Nintendo Editor-in-ChiefChecked by a second AI model, 2026-11-06.