Lode Runner
The original level editor
Lode Runner combined puzzle-platforming with a level editor that let players create and share their own challenges—a template for user-generated content decades before Minecraft.
Overview
Doug Smith’s Lode Runner (1983) asked players to collect gold while avoiding guards in single-screen puzzle levels. The twist: you could dig holes to trap enemies or reach lower platforms. The bigger innovation: a full level editor that let players create and share their own puzzles.
Fast facts
- Developer: Doug Smith / Brøderbund.
- Original platform: Apple II (1983).
- Levels: 150 in original version.
- Innovation: included full level editor.
Core mechanics
| Action | Effect |
|---|---|
| Run | Move horizontally |
| Climb | Ascend/descend ladders |
| Dig left/right | Create temporary hole in brick |
| Collect gold | Required to complete level |
The digging system
Strategic depth through simple rules:
- Dig holes in brick floors only
- Holes trap guards temporarily
- Guards release gold when trapped
- Holes refill after time
- Fall through your own holes
Enemy AI
Guards exhibited intelligent behaviour:
- Pursued player actively
- Navigated ladders and platforms
- Escaped from holes
- Distributed across level
Level editor
Revolutionary for 1983:
- Full creation tools included
- Save and load custom levels
- Share via disk
- Effectively unlimited content
Ports
| Platform | Year | Notes |
|---|---|---|
| Apple II | 1983 | Original |
| Commodore 64 | 1983 | Popular port |
| NES | 1984 | Extended to 50+ levels |
| Multiple | 1984+ | Widely ported |
Championship Lode Runner
Sequel with harder puzzles designed by contest winners—early crowdsourced content.
Influence
Lode Runner established:
- Level editors as expected features
- User-generated content value
- Puzzle-platformer genre conventions
- Single-screen puzzle design
Modern relevance
The template continues in:
- N++ and precision platformers
- Level sharing in modern games
- Community content creation