Playing Lode Runner on iOS


Filed under Game trail;
Comments Off on Playing Lode Runner on iOS

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.