You know those times when you just have to run a lode?
Yeah, me either. Lode Runner 3-D is a puzzle platform game, and part of a well-regarded series that dates back to 1983. The original, which was a hit on the Apple II and other early computers, was among the first games to have a built-in level editor, which is always a good feature to have, right?
Hmm. Anyway, if you’ve played a Lode Runner game before, this will feel reasonably familiar. If you haven’t, it works like this – in each level, you need to collect a sufficient amount of coins and then reach an exit, all while avoiding bad guys and removing blocks and other obstacles. Each level is essentially its own little puzzle (or series of puzzles, as they grow more and more complex), and timing and sequencing are always very important. For instance, you will very often need to destroy blocks, but those can only be destroyed by either a bomb (which you don’t always have) or if there is nothing on top of it and you are both above and next to it. That’s a weird sentence, so here’s an example:
In the image above, if I destroy the closest block to me and then drop down, I would then be stuck – I can’t destroy the block that would be next to me, and that block is above the one I could otherwise destroy. Therefore, the correct sequence is to destroy the top right block while standing on the top left block, then destroying the top left block while standing on the ramp, and then dropping down and destroying the bottom block to move on. The blocks respawn after a few seconds, so all of this needs to be done rather quickly. This sort of thinking ahead and ensuring that you don’t screw yourself over is pretty interesting, and is paramount throughout the game.
There are 100 levels to play through, and they get tricky very quickly. Eventually more enemies, tiers of puzzles, and other things that can screw you over are added to the mix. There can be a serious amount of trial and error, which can get frustrating at times. The game’s controls are acceptable, but there are definitely times when I wish they were tighter (and in a puzzle game, To make matters a tad more frustrating, as is the case with a lot of early 3D games, the graphics are muddy enough that it’s often hard to see everything you ideally need to see. Thankfully, there are some okay camera controls if you need them.
Despite having its share of frustrations, I really quite enjoyed Lode Runner 64. I do tend to enjoy puzzle platformers in general, but this one is decently well-designed and offers an enjoyable challenge that will keep players busy for a good while. If you’re into this sort of game, it’s probably worth tracking down. A loose cart goes for around 10 bucks. Games in the series are still being made, with the most recent being PC/Mac/Switch game Lode Runner Legacy. That one, delightfully, mimics the visuals of the original:
Big Bang Software, the company behind Lode Runner 64, has a surprisingly brief history. They worked on a PS1 version of Star Wars: Dark Forces, the 32X port of Pitfall: The Mayan Adventure, and…not much else. The studio’s head, Scott Tsumura, is a bit more notable however. In addition to working on the original Lode Runner and other early classics including Moon Patrol and Spelunker, Tsumura was also a developer on more recent gems like Pokemon Puzzle League and WaveRace: Blue Storm.
Oh, and your guy’s name is Jake Peril. Jake Peril! That’s worth a couple of bucks on its own. Can’t believe I almost forgot that.
The drive to 100 Retro Roulettes continues next week, with a 16-bit follow up to an NES game I reviewed just a few weeks ago. I will see you then!