Lode Runner on the Web

Commodore 64 graphics set

This one is going back to my Metafilter posting history. In case you’re unfamiliar with Lode Runner, I really have to give a short history and primer.

Lode Runner was a game released in 1983 for the Apple II home computer, although ports for several other machines were soon developed and released. Created by the late Douglas E. Smith, it asked players to maneuver through 150 levels of caverns and structures, collecting all the gold (little boxes) on each level then ascending to the top of the screen.

Apple II graphics set

150 levels sounds like a lot, and it really was, but amazingly the game keeps finding new ways to surprise with its small number of level parts and their implications. When player were done with those (or even if they weren’t), Lode Runner included a level editor that player could use to make their own levels.

The ostensible subject of this post is a web recreation of Lode Runner that includes hundreds of levels to play and learn and enjoy. But the site largely speaks for itself in that regard, I think, so here’s some musing on Lode Runner itself, and its history.

So, here is the link. If you’ve never played it before, it’s simple to get into, but very interesting to puzzle over. Every level can be completed, even if many of them seem like they can’t possibly be. Good luck!

Design

Each Lode Runner level is composed of only a small number of parts. There’s the player and the guards that pursue them, of course. There’s normal, “diggable” blocks, solid “undiggable” ground, ladders, overhead bars, trap doors that look like diggable blocks but cause the player to fall through them, gold boxes, and hidden ladders that only appear when the last gold box has been collected.

Diggable blocks, the ones that look like bricks, can be drilled into, leaving a hole, but only when standing next to them and they have nothing above them. That means absolutely nothing: a quirk of the game is that even a set of overhead bars or an invisible ladder in the space above a block will prevent it from being dug.

The obvious use for these holes is to trap guards. When one falls into a hole, it’s stuck for a few seconds until it can climb out. Holes close back up after a short while, and a guard in a hole when it closes up around it are killed, usually to respawn randomly near the top of the screen.

Digging layers down to reach buried gold

The inobvious use is to penetrate into the very walls of a level to collect gold that would otherwise be inaccessible. By digging out a whole layer of bricks, the player can jump into the excavated space and continue digging the next level down.

The other thing about Lode Runner is the AI of the guards. They’re run by a simple program, and are easy to manipulate, but they still have a way of keeping the player guessing when they function as obstacles. When used as tools though, learning how to manipulate them becomes essential. The player can stand on their heads, and because they fall faster than the guards, can even use them as momentary platforms during a fall, to quickly step to one side on the way down.

I don’t mean to dive too deeply into the pieces, their workings and their quirks. A lot of the fun of Lode Runner comes from discovering them for yourself, and being introduced, step by step through the game’s levels, to their implications.

Culture

Back in high school we had an Apple IIc in the back room that we could play with on breaks. I’m not sure what it was there for, I don’t think any educational software was ever run on it, but the copy of Lode Runner on it (already a few years old by that point) was put into heavy rotation, and students would bring their own disks to school to save levels on.

This is an aside, but it demands to be told: one such student saved a number of levels they had labored over to a disk and left it in the room one day. A friend of his, who had thought that student had erased his disk or saved over his own levels, physically cut their disk up with scissors and left it on their desk! It was all in error, but the two’s friendship was never the same after that. The moral: do not be quick to vengeance, theatricality gratifies only one’s self, and in any case, be sure of the facts first. More times in my life I’ve seen someone take drastic steps in error than in rightness. So, back to Lode Runner!

A number of classic Western computer games got a second life, sometimes one that far outstripped their beginnings, when they got ported to Japanese computers and game consoles. Lode Runner was first ported to an arcade cabinet by Irem, then converted to the Famicom by Hudson Soft, where as a prominent early title for that system it went on to sell over a million units, and became a part of Japanese popular culture. From there it reached a number of other systems, including a version for the PC Engine, called Battle Lode Runner, that much later would make it back to the US as an early Wii Virtual Console release. A few other game series that would become cultural fixtures in Japan, adding hundreds of thousands of sales beyond that of their U.S. editions, were Spelunker, Wizardry and Ultima.

Image from MyAnimeList, still kicking after 18 years

At the time Hudson Soft licensed an adaptation of their Adventure Island game, itself deserving of a long post, as an anime production, called Bug tte Honey, which I’m still not sure how to pronounce. It was a Captain N-style setting, where video game players were transported into the game world to have various adventures. It was used as a showcase for several Hudson properties, including Lode Runner.

Lode Runner is a timeless classic, something that we didn’t realize how good it was when we had it. I mean, we knew it was good, but we didn’t yet know how difficult it was to create something so elegant.

For a history of Lode Runner, publisher Tozai Games has a short retrospective and timeline that still survives on the web.

Lode Runner Total Recall

Animal Crossing New Horizons (Lack Of Recent) Updates

This is a bit of an expansion over a couple of Mastodon posts I made yesterday. (On what account? Here!)

Animal Crossing New Horizons was an amazing hit for Nintendo. It hit right at the start of the pandemic, and so quickly became the second best-selling game on the system.

The Legend of Zelda: Breath of the Wild? 27 million copies. Super Mario Odyssey? 23 million copies. Super Smash Bros. Ultimate? 29 million copies. These are all very high sales figures. Nintendo has made bank during the Switch era.

Animal Crossing: New Horizons? 40 million units sold. That’s over 2.4 billion dollars in gross revenue, and not even counting Nintendo Online subscriptions and the paid DLC! The only Switch game to surpass it has been Mario Kart 8 Deluxe, which has sold 47 million units.

You’d think a game like that would have a long support life, but you’d be wrong. Three years in and it’s been over a year since the last meaningful update. Nintendo has largely abandoned the audience of the most popular Animal Crossing game ever made, by a huge margin.

Why is this so strange? Most games don’t update after a couple of years, after all. There are games that have made a go of a long-lived, if no perpetual, update cycle. Team Fortress 2 famously went on for like a decade of frequent updates, and while Valve has cooled on it since it still sees a lot of play. Stardew Valley is still updated from time to time, and it’s an indie game, although one with a very low overhead.

Animal Crossing, however, has, from the beginning, been a form of gaming that almost demands to be played for a significant period of time. People have played the Gamecube version for many years, keeping their island alive through decades of real time.

Before consoles could connect to the internet, of course, they couldn’t even be updated. But with the introduction of the internet a lot of options became available. The possibilities for a game-as-service approach to Animal Crossing have been great and, in large part, unexplored.

Image from Animal Crossing Wiki
Image from Nookipedia

The thing that really made this all visible is the New Year’s Arch item. The first year the game was released, they made available an archway, made of balloons, with the number 2021 set at the top of it. Then for 2022 they made another version of it, but notably, it didn’t involve hardly any new geometry; it was just the 2021 arch with different colors, and a 2 in place of the 1. It looked almost a if it had been auto-generated, like maybe the game itself had support to make arches programmatically. The item’s catalog description, which was identical for both arches, is even careful not to mention the year on the model: “An arch bearing the Gregorian calendar’s number for the new year.” Why be so elliptical about it if it wasn’t intended to be reused many times?

Behold them in their generic splendor

But no, that wasn’t the case. 2023 saw no new arch at all. The first two arches now stand out in the inventory as a stark reminder of that brief window of time when New Horizons saw active support. Ten years from now, people who come back to the game, or (heaven help them/us) never left it will still see only those two arches, mementos of the time when the game was new. It’s not like a new arch would be a huge addition: there’s obviously already a content pipeline that can be used to add new items fairly easily, and a 2023 arch made along the lines of the 2022 one would probably be about five minutes of work.

No one expects Nintendo to add new features indefinitely, or always for free, but the lack of a new arch, the lowest-effort update imaginable, makes it clear that absolutely no additions will be coming to the game, probably ever, not even extremely minor things like updated yearly items. ACNH updates were something that Nintendo could have comfortably milked for years. It’s not like we aren’t already paying them for online server access.

Animal Crossing is not like other games, but Nintendo doesn’t seem to realize that, has never really understood what the series is about. The archway is just another example. And it doesn’t make a fan of series want to buy any new versions if they know they’re going to be supported only for a brief period of the game’s lifetime.

Sundry Sunday: Mort Strudel’s Tales of Dwarf Fortress

It doesn’t feel like that long ago that Dwarf Fortress tales were the toast of the internet. They made the viral rounds in a way few things had before, or since for that matter, partly because of the downfall of community sites, especially Something Awful, that had gathered them together. That energy seems to largely gone into social media, and we’re all poorer for it.

But there are people who are still doing Dwarf Fortress stories, and that game is still as wonderfully deep and weird as it has ever been. Youtuber Mort Strudel does video playthroughs, and while he doesn’t release them quickly or often, he is consistent, and his work is interesting.

In particular I’d like to point out the saga of Chantedfins, over three-and-a-half hours of dwarven weirdness in nine videos.

If you’d like to jump to specific chapters, here’s direct links to all nine, with general descriptions of what each contains:

Part 1 (30m), founding, undead siege
Part 2 (31m), underground caverns, necromancy
Part 3 (32m), undead werellama
Part 4 (31m), tantrum, forgotten beasts
Part 5 (31m), the Observatory
Part 6 (15m), the Cursed Year
Part 7 (16m), forays against the goblins
Part 8 (14m), the mayor’s backstory
Part 9 (14m), the new age