Please Wait, Now ‘Lode-ing’

Lode Runner for the Xbox 360. Developer: Southend Interactive, Publisher: Tozai Games

If a museum is ever built that honors the history of gaming, there is little doubt that classics like Space Invaders, Pac-Man, and Pong would be predominantly featured. Each of these titles has had numerous sequels, and has influenced a myriad of additional games- from thinly-veiled clones, to diversions that advance each game’s unique mechanic. After playing Lode Runner, a remake of the twenty-five year old classic, a curator would be forced to highlight this influential title.

Although the game drew heavily from arcade game Space Panic (and its home interpretation, Apple Panic), it was one of the first titles to include a level editor that allowed players to design their own creations. As a child, I spent hours constructing screens filled with ladders, hanging bars, and brickwork; being able to design a level proved even more compelling than playing one.  Tozai Games and Southend Interactive’s skillful interpretation of Lode Runner, now available on the Xbox Live Arcade, managed to bring me back to the enjoyment of the main campaign.

With four screens of play statistics, twelve achievements, cooperative and competitive multiplayer (both online and local), along with a puzzle, journey and endurance mode, the developers crammed as much content into their creation as possible. Although some players may initially balk at the game’s fifteen dollar cost, Lode Runner feels much more complete that most Live Arcade offerings. I appreciate a title that offers a comprehensive package upfront, instead of using a piece-meal approach that leaves gamers with an abbreviated experience.

For the initiated, Lode Runner’s rules are delightfully condensed. Players use the left stick to maneuver the protagonist around a 2D environment filled with platforms, ladders, and high beams that the player traverses in an effort to amass all the level’s gold collectables. Unlike most games in the genre, there is no jumping. However, players can fall downward from lofty heights without penalty. The sole instrument at the player’s disposal is a laser shovel which can excavate a hole on either side of their on-screen avatar. Whereas most games embrace direct conflict, Lode Runner offers a distinctly defensive experience. The player cannot attack enemies directly with their apparatus, but dig holes that foes can blindly fall into. By eliminating jumping and skirmishes with the enemies, the player is forced to carefully survey the environment, looking for points of opportunity and potential threat.  As the enemy is wonderfully predictable, each level becomes a dynamic puzzle.

Once the player tires from the extensive single player offerings, the level creation tool introduces a new area of exploration. Thanks to the simplicity of the in-game toolset, creating a custom stage in remarkable easy. With the ability to swap levels through the Xbox Live community, this element of Lode Runner earnestly adds to the game’s value.  Currently, the amount of user output is minimal, but hopefully, that will change soon.

Lode Runner is wonderfully faithful to its source material, deviating in two fundamental ways. Whereas the original game offered a series of independent levels, once players complete the screen, a pathway opens that offers a bridge to the next section. It’s a small, but clever addition which adds to the game’s sense of continuity. Secondly, the speed of the game has been increased, obviously for modern appeal. While most players will likely be oblivious, the Lode Runner purist in me longed for way to adjust the pace of the game.

While I’m skeptical of the increasing amount of fifteen dollar Xbox Live Arcade titles, Lode Runner is the odd exception of a title that feels worthy of a 1200 Microsoft point investment. The game presents a wealth of single and multiplayer content along with a practical level editor all wrapped up in a visually attractive package. Players owe it to themselves to experience an well-developed recreation of gaming history.

About Robert Allen

Since being a toddler, Robert Allen has been immersed in video games, anime, and tokusatsu. Currently, his days are spent teaching at two southern California colleges. But his evenings and weekends are filled with STGs, RPGs, and action titles and well at writing for Tech-Gaming since 2007.

40 comments

  1. I really liked the demo, but I’m going to have to wait for a sale on this one.

  2. Haha, I picked this up when it was 800 MS point for a few hours. Twitter wins again!

  3. Lava, ice, jungle, levels? ZZZZZ!

    Cliche

  4. I remember playing a lot of this as a kid. Don’t remember Space Panic, though.

  5. No mine cart levels.

  6. I also heard there’s not much DLC there.

  7. Didn’t really like the demo. Probably will stay away from in the future.

  8. Funny title and a good review.

  9. Is is any better that the demo. It was just too simple for me.

  10. I wont ask how the lode-times are 😉

  11. Ok, I’m downloaded the demo. I had no interest in this before.

  12. I loved this game back in the day.

  13. 2.5D FTW. I’m glad to hear the changes they made were good. Sounds like the dev were gamers.

  14. I think the original game taught me how to swear 😉

    Glad to hear this turned out ok. I’d hate to see another classic ruined.

  15. Non-existent as they should be.

  16. I need to get a points card. MS wont accept my CC since I got stationed out of the US.

  17. I never knew that Lode Runner was based on another game. Wow, he straight up ripped off Space Panic.

    http://www.youtube.com/watch?v=aD2QJq0tyOY

  18. I don’t like any game where you can’t fight back. Its just frustrating.

  19. Did you know it’s actually been 26 years since the first game?

  20. Seems worth a try of the demo.

  21. Are they’re any powerups?

  22. I bet they’ll still find a way to sell us DLC.

  23. Lode Runner was a classic, indeed.

    If no one else is working on a game museum, someone should get that started.

    Guys?

  24. Remember how they tried to make Bomberman 3D? This could have turn out really bad.

  25. Don’t forgot when Worms went all 3D and how much it sucked, too.

  26. I hope Team17 learned their lesson.

  27. Great review! I loved this game as a kid.

  28. TO MUCH MONEY!! DEMO WAS HARD!!!! I’M MAD!

  29. Like the title of the article 🙂
    Myself I’m still not too sure if I want to spend that amount of money for the game yet.

  30. I didn’t think the demo was too hard, it offered the right amount of challenge, IMO. Still, I’ll wait for a price drop.

  31. Its as good looking as it should be. But, yeah, it does play way too fast.

  32. Played the trial version, kinda liked it.

  33. I’ll have to try the demo out and see if it’s worth the $15.

  34. The demo was $10 fun, but not $15 fun 🙁

  35. I loved this as a kid. It almost looked like a DOS game i remember, black screen/background, and a little white stick figure.

    Ahh, memories, ill get the demo and try this out, thanks 🙂

  36. Never played the original, but I think I’ll have to give the demo of this a shot!

  37. might go try the demo later, i remember getting annoyed at the original back in the day

  38. Great game.
    Just played it and downloaded it.

    I remember playing the original way back when, so this was a nice throwback.

  39. I was really enjoying this game, but my 360 is in McAllen Texas right now. 🙁 Looking forward to playing more of it when I get it back.