📰 Title: | Lode Runner - Total Recall | 🕹️ / 🛠️ Type: | Game |
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🗃️ Genre: | Arcade | 👁️ Visual: | 2D |
🏷️ Category: | Arcade ➤ Platformer ➤ Chase ➤ Lode Runner | 🏝️ Perspective: | Third person |
🔖 Tags: | Lode Runner; Arcade; Action Platformer; Chase; Puzzle; Gathering; Family Friendly; HTML5; 8-bit; Pixel Art; 1980s; Remake; Cult Classic; Level Editor; Keyboard | ⏱️ Pacing: | Real Time |
🐣️ Approx. start: | 👫️ Played: | Single | |
🐓️ Latest: | 2018-05-15 | 🚦 Status: | 05. Tested & Working (status) |
📍️ Version: | Latest: 2.21g.4 / Dev: 0bfca18 | ❤️ Like it: | 9. ⏳️ |
🏛️ License type: | 🎁 Free of charge | 🎀️ Quality: | 2. 🏅️⭐⭐⭐⭐ (it works) |
🏛️ License: | Free | ✨️ (temporary): | ![]() |
🐛️ Created: | 2018-01-14 | 🐜️ Updated: | 2024-06-22 |
📦️ Package name: | ..... 📦️ Arch: | ||
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📄️ Source: | ![]() |
..... 📦️ RPM: | |
⚙️ Generic binary: | ![]() |
..... 📦️ Deb: | |
🌍️ Browser version: | ..... 📦️ AppImage: | ||
📱️ PDA support: | ..... 📦️ Flatpak: | ||
✨️ Not use: | ..... 📦️ Snap: |
📰 What's new?: | 👔️ Already shown: | ||
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💡 Lights on: | 💭️ New version published (to be updated): | ||
🎨️ Significant improvement: | 🦺️ Work in progress: | ||
🎖️ This work: | ![]() |
🚧️ Some work remains to be done: | |
👫️ Contrib.: | goupildb & Louis | 👻️ Temporary: | |
🎰️ ID: | 15342 |
📜️[en]: | A free (not libre) and multi-platform HTML5 clone of the eponymous game, whose objective is to collect the gold of each level while avoiding its pursuers, this fact, a scale appears, allowing to escape from the level. The peculiarity of Lode Runner is that his protagonist can dig to his right or left to protect himself from his enemies or to clear a path. This port is particularly neat and complete, offering more than 430 sorted levels, an online editor, sound, 2 themes, multiple colors, 2 keyboard modes, and it can be played locally or online. Excellent! | 📜️[fr]: | Un clone gratuit et multi-plateforme (en HTML5) du jeu éponyme, dont l'objectif est de collecter l'or de chaque niveau tout en évitant ses poursuivants, ceci fait, une échelle apparaît, permettant de s'échapper du niveau. La particularité de Lode Runner est que son protagoniste peut creuser à sa droite ou à sa gauche pour se protéger de ses ennemis ou se dégager un chemin. Ce portage est particulièrement soigné et complet, proposant plus de 430 niveaux classés, un éditeur en ligne, du son, 2 thèmes, plusieurs couleurs, 2 modes de clavier, et il peut se jouer en local comme en ligne. Excellent ! |
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🎲️ Gameplay: (202xxx), (202xxx), (202xxx),
🏡️ Website & videos
[Homepage] [Dev site] [Features/About] [Screenshots] [Videos t(202xxx) gd(202xxx) gd(202xxx) r(202xxx) lp(202xxx) g(202xxx) g[fr](202xxx) g[de](202xxx) g[ru](202xxx) g[pl](202xxx) g[cz](202xxx) g[sp](202xxx) g[pt](202xxx) g[it](202xxx) g[tr](202xxx)] [WIKI] [FAQ] [RSS] [Changelog 1 2]
💰 Commercial
• (empty)
🍩️ Resources
• On line version: [Lode Runner - Total Recall]
🛠️ Technical informations
[PCGamingWiki] [MobyGames (Lode Runner 1983)]
🦣️ Social
Devs (Simon Hung [fr] [en]): [Site 1 2 3] [PeerTube] [YouTube] [PressKit] [Interview 1(202xxx) 2(202xxx)]
Devs (Douglas E. Smith 1 2 [fr] [en]): [Site 1 2] [MobyGames] [PeerTube] [YouTube] [PressKit] [Interview 1(202xxx) 2(202xxx)]
The Project: [Blog] [Chat] [Forums] [mastodon] [PeerTube] [YouTube] [PressKit] [reddit] [Discord]
🐝️ Related
[Wikipedia (Lode Runner) [fr] [en] [de]]
📦️ Misc. repositories
[Repology] [pkgs.org] [Generic binary] [Arch Linux / AUR] [openSUSE] [Debian/Ubuntu] [Flatpak] [AppImage(author's repo)] [Snap] [PortableLinuxGames]
🕵️ Reviews
[HowLongToBeat] [metacritic] [OpenCritic] [iGDB]
🕊️ Source of this Entry: [Site (date)]
🦣️ Social Networking Update (on mastodon)
🕹️ Title:
🦊️ What's:
🏡️
🐣️
🔖
📦️
📖 Our entry: https://www.lebottindesjeuxlinux.tuxfamily.org/en/online/lights-on/
🥁️ Update:
⚗️
📌️ Changes:
🦣️ From: 🛜️
🏝️ https://www.youtube.com/embed/
🦉️ https://www.youtube.com/embed/
🦝️ https://www.youtube.com/embed/
🦝️ https://www.youtube.com/embed/
🕵️ https://www.youtube.com/embed/
🕯️https://www.youtube.com/embed/
🕯️https://www.youtube.com/embed/
🎲️ https://www.youtube.com/embed/
🎲️ https://www.youtube.com/embed/
🎲️ https://www.youtube.com/embed/
🎲️[fr] https://www.youtube.com/embed/
🎮️ https://www.youtube.com/embed/
🎮️ https://www.youtube.com/embed/
🐧https://www.youtube.com/embed/
🐧https://www.youtube.com/embed/
🕶️
📚️ Name is a
📜️ "blabla" 📜️
This is a HTML5 remake of Lode Runner, building the program with CREATEJS Javascript framework.
Game Features:
• 3 Play mode & 1 Demo mode:
(1) Challenge Mode: Compete with worldwide players.
(2) Training Mode: Can select any levels to play.
(3) Edit Mode: Custom levels created by player.
(4) Demo Mode: Replay passed levels.
• Include 5 game versions:
(1) Classic Lode Runner (150 Levels) Difficulty: 3
(2) Professional Lode Runner (150 Levels) Difficulty: 4
(3) Revenge of Lode Runner (17 Levels) Difficulty: 4
(4) Lode Runner Fan Book (66 Levels) Difficulty: 5
(5) Championship Lode Runner (51 Levels) Difficulty: 5
• Provide 2 Themes:
(1) APPLE-II
(2) Commodore 64
• 2 Keyboard control mode:
(1) Repeat actions on: Like APPLE-II keyboard behavior
(2) Repeat actions off: Like NES keyboard behavior
Only support PC browser.
🌍️ Wikipedia:
Lode Runner is a platform video game first published by Brøderbund in 1983. Unlike later platformers which rely on precision jumping and movement, levels in Lode Runner are puzzle-oriented. It is one of the first games to include a level editor.
Development
The prototype of what later became Lode Runner was a game developed by Douglas E. Smith of Renton, Washington, who at the time was an architecture student at the University of Washington. This prototype, called Kong, was written for a Prime Computer 550 minicomputer limited to one building on the UW campus. Shortly thereafter, Kong was ported to VAX minicomputers, as there were more terminals available on campus. The game was programmed in Fortran and used ASCII character graphics. When Kong was ported to the VAX, some Pascal sections were mixed into the original Fortran code.
Over one weekend in 1982, Smith was able to build a crude, playable version in 6502 assembly language on an Apple II+ and renamed the game Miner. Through the end of the year, he refined that version, which was black-and-white with no joystick support. He submitted a rough version to Brøderbund around October 1982 and received a one-line rejection letter in response to the effect of "Thank you for submitting your game concept. Unfortunately it does not fit within our product line.".
Miner, like its text-based Kong predecessors, had only very simple animation where characters move across the screen in block increments. It was too primitive for an acceptable commercial product as Brøderbund wanted detailed pixel-level movement. Smith's new game would be one of the first to include a level editor, a feature that allows players to create their own levels for the game. According to this article, Smith was given a $10,000 advance by Brøderbund to develop the inter-square animation, and to provide 150 levels of play. In a 2010 interview, game designer John Romero claimed that Smith added the level editing function at the request of neighborhood kids he had testing the game, and "a ton" of the levels they designed ended up in the final game. Smith then borrowed money to purchase a color monitor and joystick and continued to improve the game. Around Christmas of 1982, he submitted the game, now renamed Lode Runner, to four publishers and quickly received offers from all four: Sierra, Sirius, Synergistic, and Brøderbund. He took the deal with Brøderbund.
Release and ports
(...)
Gameplay
Basics
The player controls a stick figure who must collect all the gold in a level while avoiding guards who try to catch the player. After collecting all the gold, the player must touch the top of the screen to reach the next level. There are 150 levels in the game which progressively challenge players' problem-solving abilities or reaction times.
Levels feature a multi-story, brick platform motif, with ladders and suspended hand-to-hand bars that offer multiple ways to travel throughout. The player can dig holes into floors to temporarily trap guards and may safely walk atop trapped guards. Should a guard be carrying a bar of gold when he falls into a hole it will be left behind, and can be retrieved by the player. Over time, floors dug into will regenerate, filling in these holes. A trapped guard who cannot escape a hole before it fills is consumed, immediately respawning in a random location at the top of the level. Unlike guards, the player's character may not climb up out of a hole, and will be killed if it fills before he can escape by other means. Floors may also contain trapdoors, through which the player and guards will fall, and bedrock, through which the player cannot dig.
Notably, the player can dig a hole only to the sides, and not directly underneath himself. This introduces an important strategy for when digging a hole x blocks deep, the player must first dig a gap at least x wide to be able to dig through it, as the number of spaces will shrink with each layer, and the player needs at least one free adjacent space to be able to dig. However, exceptions to this rule arise when the player digs from the position of standing on a ladder, or hanging from a hand-to-hand bar, which allows the player to repeatedly dig and descend one row. This kind of digging is involved in solving many of the levels.
The player starts with five lives; each level completion awards an extra life. Should a guard catch the player, one life is subtracted, and the current level restarts. The player's character can fall from arbitrary heights without any injury but cannot jump, and players can trap themselves in pits from which the only escape is to abort the level, costing a life, and begin again.
Enemy A.I.
The guards do not simply home in on the player by always taking the shortest path, but also move in counter-intuitive ways according to a strange algorithm. This is a key factor in game logic, especially in the advanced levels, where exploiting the behavior of the guards is essential toward attaining the solution. Sometimes, when the player and a guard are on the same ladder, for instance, the guard will move away from the player. In general, depending on the exact positioning relative to Lode Runner, the guards sometimes appear to be repelled. The behavior is far from random, however. A big part of mastering the game involves developing the intuition to predict the movement of the guards.
Permitted contact
The player may come into contact with a guard directly from above, with the stick figure's feet touching the guard's head. This is what enables the player to walk over guards who are temporarily stuck in a hole that has been dug. It is also possible to make this contact while both the guard and the player are in free fall, since the player not only runs faster than the guards, but also falls faster; moreover, it is possible to survive the feet-to-head contact while a guard is standing on a platform and begins to move. Both forms of contact are necessary to solve some levels. Sometimes it is necessary to liberate a trapped guard by digging while standing on his head, but then moving rapidly in the opposite direction when the guard begins marching to freedom. In a few levels, it is necessary to use a falling guard as a bridge to reach an otherwise unreachable area. One subtlety is that if a down movement is initiated while standing on a guard's head, or briefly touching the guard's head during free fall, the consequences are fatal.
Trapping and using guards
In some levels, guards can be deliberately trapped in various ways. For instance, they can be lured into entering a part of the level from which there is no escape. In some situations, the player can liberate trapped guards by digging them out. In some levels, to collect some gold pieces, the player must exploit the guards into collecting gold pieces, because they are positioned such that whichever figure collects them will become trapped. When the guard collects the piece and becomes trapped, the player can release the guard and then later steal the gold when the guard drops it or falls into a hole.
In some levels, there are gold pieces which can be collected only by killing guards by trapping them in dug holes which close up. Deceased guards come back to life from locations near the top of the screen, which may allow them to reach parts of the level that cannot be reached by the player.
Traversal orders
Some levels require careful ordering of traversal, because they are divided into zones connected by passages which are impossible to traverse in the reverse direction. If a gold piece remains in an unreachable zone, the player may have to abort the level to start again, losing a life, unless there is a way to coax a guard into bringing the gold.
Timing
Some of the game's puzzles in the advanced levels are time-sensitive. The player must dig in order to penetrate the interior of some cavern to collect gold, and quickly return the same way before the digging repairs itself, enclosing Lode Runner in that cavern with no means of escape.
Some puzzles require deliberate timing among the digging actions because Lode Runner must run over previously dug-out tiles that have just repaired themselves, while having enough time to pass through ones which have not yet repaired.
Reception
Lode Runner was very successful. It was Broderbund's second best-selling Commodore game as of late 1987, and sales had surpassed 250,000 copies by November 1989. Computer Gaming World held a contest for the best reader-built level.
(...)
Series
(...)
Un clone HTML5 de Lode Runner, par Simon Hung.
Lode Runner - Total Recall est un clone gratuit et multi-plateforme (en HTML5) du jeu éponyme, dont l'objectif est de collecter l'or de chaque niveau tout en évitant ses poursuivants, ceci fait, une échelle apparaît, permettant de s'échapper du niveau. La particularité de Lode Runner est que son protagoniste peut creuser à sa droite ou à sa gauche pour se protéger de ses ennemis ou se dégager un chemin. Ce portage est particulièrement soigné et complet, proposant plus de 430 niveaux classés, un éditeur en ligne, du son, 2 thèmes, plusieurs couleurs, 2 modes de clavier, et il peut se jouer en local comme en ligne. Excellent !
L'objectif de Lode Runner est de collecter tous les lingots d'or en évitant ses poursuivants.
Le joueur peut creuser dans les briques non pleines pour atteindre d'autres lingots, piéger ses poursuivants (pour récupérer le lingot qu'ils pourraient détenir ou se débarrasser d'eux temporairement - ils réapparaîtront en haut de l'écran).
Lorsque le joueur a récupéré tous les lingots, une échelle apparaît au sommet de l'écran, donnant accès au niveau suivant.
C'est un remake HTML5 de Lode Runner, conçu avec le framework JavaScript CREATEJS.
Fonctionnalités du jeu :
• 3 modes de jeu et 1 mode démo :
(1) Challenge Mode : rivalisez avec les joueurs du monde entier.
(2) Training Mode : sélectionnez n'importe quel niveau à jouer.
(3) Edit Mode : niveaux personnalisés créés par le joueur.
(4) Demo Mode : Rejoue les niveaux passés.
• Comprend 5 versions de jeu :
(1) Classic Lode Runner (150 niveaux) Difficulté: 3
(2) Professionnel Lode Runner (150 niveaux) Difficulté: 4
(3) Revenge of Lode Runner (17 niveaux) Difficulté: 4
(4) Lode Runner Fan Book (66 niveaux) Difficulté: 5
(5) Championship Lode Runner (51 niveaux) Difficulté: 5
• Fournit 2 thèmes:
(1) APPLE-II
(2) Commodore 64
• 2 mode de contrôle du clavier:
(1) Repeat actions on : Comportement identique au clavier APPLE-II
(2) Repeat actions off : Comportement identique au clavier NES
Ne supporte que le navigateur PC.
🌍️ Wikipedia:
Lode Runner (« coureur de filon [de mine] ») est un jeu vidéo de plateformes et de réflexion développé par Douglas E. Smith (en) (1960-2014) et publié par Brøderbund en 1983 sur ordinateurs personnels 8-bit. D'un concept simple et stratégique, il fut un succès marquant de son époque, en particulier au Japon. Il a été adapté sur de nombreux supports.
Système de jeu
Le gameplay reprend le concept introduit par Space Panic (1980). Le joueur incarne un personnage évoluant dans un décor en deux dimensions constitué d'échelles, de barres de franchissement, de murs et de passerelles de briques et de pierre. Le but du joueur est de ramasser les lingots disséminés dans le décor (sur les passerelles, en haut des échelles ou suspendus dans le vide) tout en évitant des gardes qui essayent de l'attraper. Une fois que tous les lingots sont récupérés, il doit s'échapper en rejoignant le sommet du décor (éventuellement une échelle apparaît pour l'y aider lorsque tous les lingots sont récupérés) pour passer au tableau suivant.
Le joueur a la capacité de creuser les briques situées au sol, directement à sa droite et à sa gauche, mais pas les pierres. Les briques creusées se reforment au bout d'un temps donné. Cela lui permet de se créer un passage - quelquefois requis pour atteindre des lingots, de piéger les gardes qui alors tombent dans ces trous et y sont bloqués un temps donné. Si la brique se reforme alors que le garde y est toujours, il disparait et un nouveau garde apparaît au sommet du décor. Certaines briques peuvent être des trappes que rien ne distingue des briques ordinaires, joueur et gardes passent à travers s'ils marchent dessus.
Le joueur perd s'il se trouve dans une situation où il ne peut plus bouger, par exemple s'il est entouré de deux murs lui interdisant de creuser et de se déplacer, tandis qu'il n'y a pas d'échelle à cet endroit, s'il est attrapé par les gardes (par contre il peut leur marcher dessus lorsqu'ils sont bloqués dans un trou) ou si une brique se reforme sur lui. Par contre, il ne craint pas les chutes (pas plus que les gardes).
Le jeu original possède 150 niveaux et sa suite, Championship Lode Runner, 50 de plus mais un éditeur de niveaux donne aux joueurs la possibilité d'enrichir la collection.
⚙️ Installation à partir du binaire
Le jeu est en HTML5. On peut y jouer en ligne via un lien disponible sur le site, ou en local en téléchargeant le livrable, en le décompressant, puis en cliquant sur le fichier : lodeRunner.html
📄️ Installation à partir du source
• Source non testé.
🚀️ LANCEMENT DU JEU:
Voir ci-dessus.
🕵️ Test (2.21g.4) par goupildb :
🎯️ Objectif : Initialisation de l'entrée, tests et premières impressions.
• 🫕️ Installation :
Le jeu est en HTML5. On peut y jouer en ligne via un lien disponible sur le site, ou en local en téléchargeant le livrable, en le décompressant, puis en cliquant sur le fichier : lodeRunner.html
C'est donc très simple, et surtout on peut y jouer en local (excellent).
• 🏗️ Réalisation :
• 🏜️ Graphisme & interface : superbe et intuitif. Au premier démarrage, après avoir entré votre nom, l'interface affiche le mapping des touches.
À noter que certaines touches ont un double mappage, exemple : les touches pour creuser sont mappées sur les touches Z et X, + U et O (excellent).
• 🎧️ Son : assez minimaliste (juste des effets sonores) mais adapté (très bien).
• 🐞️ Fiabilité / Robustesse : pas de souci de ce côté là, le jeu fonctionne bien.
• 🎮️ Support des périphériques : uniquement le clavier. Les contrôles sont très bons et conformes à l'original (j'ai déjà vu des portages où les contrôles étaient approximatifs même au clavier). Là c'est parfait.
• 🎲️ Gameplay :
En résumé : excellent. L'auteur a fait un travail extraordinaire en proposant un remake facile à installer, à jouer et surtout jouable en local (sans devoir se rendre sur un site avec plein de pubs et parfois de sombres scripts).
• 🪦️ Longévité :
Avec plus de 430 niveaux, ce sont des jours d'un excellent gameplay pour les passionnés.
‣ 🌞️ J'ai aimé
• Une excellente réalisation (graphisme, son, interface)
• Conforme à l'original.
• Peut se jouer en ligne comme en local.
• Des centaines de niveaux rassemblés (plus de 430 !)
‣ 🌤️ Axes d'amélioration
• en étant difficile, une petite musique d'ambiance.
• 🧭️ Conclusion :
🕵️ Impression globale : 👍️
Le meilleur portage de Lode Runner. J'adore.
👏️ ❤️ Un grand bravo et merci à Simon Hung !