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Lode Runner (set 1)

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Lode Runner (set 1)

| 1984

Release type:
Units produced: Irem (licensed from Broderbund)
Controls/Input Device: Control(joy8way), Buttons(2)
Number of Players: 2
More Creator:
More Coder/Software:
License from/Copyright:
SoundMix: Mono
More Graphics/Artwork:
More Music/Sound:
Acting Talent involved:
More Machine Details:
More System Details:
Game Awards Nominations:
Game Awards Won:
Title a.k.a.:
Avg. Playtime:
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MAME folder name: ldrun

Display: raster 384x256 @ 55.00Hz (55.00 pixclock)
Sound: 1 channels

Emulated in MAME via driver m62.c:
Status: good; Emulation: good
Graphic: good; Sound: good; Color: good
Palette size: 512; Savestate: unsupported

lr-a-3f with 8192kb
sha1:e94815dbfaabbb562df8f3298060aa6bd7825904 crc:7a96accd
lr-a-3h with 8192kb
sha1:7ee25a21e74995bfb36ac11b45d384b33a6d8515 crc:3f7f3939
lr-a-4a with 8192kb
sha1:c806ffce7ece418bad86854c987f78c70c13e492 crc:645e42aa
lr-a-4b with 8192kb
sha1:77768b03ea2497e25c3e47b68a0eb2fe3e9aea35 crc:b041c4a9
lr-a-4d with 8192kb
sha1:e400c43f3f32e12f68ca204c60bcebdb2b3da55d crc:96f20473
lr-a-4e with 8192kb
sha1:fe8aeff360f6c3a8606d67a8b95148c3c2ef7267 crc:5d7e2a4d
lr-b-1l with 256kb
sha1:a46213e0dc04e44b0544401eb341fd49eef331dd crc:08d8cf9a
lr-b-1m with 256kb
sha1:17a9e2567d9d648dca69510bb201f8af0738b068 crc:4bae1c25
lr-b-1n with 256kb
sha1:bff95965f946df0e4af1f99db5b2468bf1d4403f crc:9cd3db94
lr-b-3n with 8192kb
sha1:35304676e1ab55adccdabdc766a4e0e0901d3cd0 crc:55154154
lr-b-4c with 8192kb
sha1:6a841419797a129235fc7d0405a5be55e8d703da crc:924e34d0
lr-b-4k with 8192kb
sha1:65fa6bc872fb07c71aacbbcc35cee766b2877896 crc:8141403e
lr-b-5p with 32kb
sha1:0d00ef348025ea4a9c274a7e3dbb006217d8449d crc:e01f69e2
lr-b-6f with 256kb
sha1:727f4c5cfff33538886fa0a29fd119aa085d7008 crc:34d88d3c
lr-e-2d with 8192kb
sha1:e33224b910d37aaa85713b954c8dd50996245a8c crc:24f9b58d
lr-e-2f with 8192kb
sha1:b766bd21e2da1673d2054148f62d61c33c95d38e crc:e0317124
lr-e-2j with 8192kb
sha1:9dbafb27d46cf7df35f343a8753e8d91ea706993 crc:43175e08
lr-e-3l with 256kb
sha1:cd40dfd94295afe57139733752643cf48b8566b1 crc:67786037
lr-e-3m with 256kb
sha1:2c6915164d1c31afc60a21b557abdf023d5b3f46 crc:53040416
lr-e-3n with 256kb
sha1:e3ea250891fec43a97e92ac1c3a4fbb5ee2d4a4d crc:5b716837
Mameinfo.dat entry:
0.37b10 [Yochizo]


- 0.147u2: hap fixed clone Omega Fighter Special. The game fails to boot or finish post. After showing bad rom errors, the game resets.

- 0.147u1: Fixed maincpu rom loading.

- 0.122u7: Fixed gfx1/2/3/4/5 rom loading.

- 0.89u3: Changed Z80 CPU2 clock speed to 5MHz.

- 0.37b10: Yochizo added 'Omega Fighter' (UPL 1989) and clone Omega Fighter Special.

- 21st November 2000: Yochizo fixed some graphics bugs in the Omega Fighter / Atomic Robo-kid driver.

- 8th November 2000: Yochizo sent in a driver for Omega Fighter and Atomic Robo-kid.

- 25th April 1999: Dumped Omega Fighter Special.

LEVELS: 8 (restarts once)

Other Emulators:

* FB Alpha


* Raine

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S.R.D. Mission

Truxton / Tatsujin

Tatsujin (Tourvision PCE bootleg)

Truxton II / Tatsujin Oh

Blast Off

Blazing Lazers

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Omega Fighter

Super Star Soldier (Tourvision PCE bootleg)

Lethal Thunder


Strike Gunner S.T.G


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Final Star Force




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Viper Phase 1

Fever SOS

Mars Matrix: Hyper Solid Shooting

Romset: 2016 kb / 8 files / 457.8 zip

Credits Mameinfo and Mametesters Project Robert J. Rabgno et al.
History.dat entry:
Lode Runner (c) 1984 Irem.


Irem M-62 system hardware

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Motorola M6803 (@ 894.886 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)

Players : 2
Control : 8-way joystick
Buttons : 2


Lode Runner arcade was released in July 1984 by Irem under license from Broderbund.

The Bungeling Empire, made famous in the Lode Runner series, is also the antagonist in "Vs. Raid On Bungeling Bay". Both games were developed by Broderbund Software.

Here is the full story of the game from one of the makers : The person most responsible for the development of Lode Runner was Doug Smith. He and I both lived with our parents in Renton, Washington, and commuted to school at the University of Washington in Seattle. Doug attempted to get into the Computer Science Department twice before settling on a Physics major. Later, I was accepted to the Computer Science Department, but guess which one of us became a millionaire. Doug eventually dropped out of college in the wake of Lode Runner's success.

The earliest version of Lode Runner was written in Fortran on the University's VAX 1. It was called 'Kong' because of its similarities to "Donkey Kong". Since developing video games was not authorized use of the University's resources, it was known as 'graph' until its completion. 'graph' would prompt the user for a function, then crap out unless the secret password was entered to play 'Kong'. The secret password became common knowledge among students, so a 'show process' command would often report 80% of the users running 'graph'.

The only co-author of 'Kong' was James Bratsanos (or something like that, I never met him). He contributed about 15% of the total man hours to the development of the Fortran version and 0% to later versions.

'Kong' worked on ASCII terminals. The bricks were solid block characters, the player was a dollar sign, and the bad guys were paragraph symbols. A paragraph symbol is basically a backwards capitol P with a double vertical line. Everyone thought they looked like cobras, and referred to them as snakes. The player bounced along rapidly and was hard to control. You had to hit the space bar to make him stop moving.

The next version was called 'Miner'. It was developed in Doug's bedroom in 6502 Assembly Language on an Apple II+ borrowed from Mark Ledbury. It was also Mark who prodded Doug to finish the game. Doug originally wanted to keep the bad guys as snakes, slithering around the screen. The most notorious 'feature' of this version is the lack of inter-square animation. Doug had stolen the four frame running man sequence from Dan Gorlin's "Choplifter" game, but still moved the man by leaps and bounds around the screen. It looked like he was ice skating.

Doug submitted 'Miner' to four video game marketing companies : Broderbund, Electronic Arts, Sirius Software and Epyx. Broderbund offered him an advance of $10000 and 23% royalties on gross sales. One of the others offered him $100000 flat. He made the right choice : Broderbund, of course. Doug blamed Sirius for leaking a copy of Miner which was widely distributed in southern California.

Broderbund gave him the advance with no strings attached other than he couldn't market it elsewhere. To get the royalties, he would have to complete the game to their satisfaction. This included the addition of inter-square animation, sound effects, and a new title page for a new name : Lode Runner. He would also have to deliver on the 150 screens he had promised.

With new incentive, Doug worked around the clock, dropping his classes for the quarter (Spring, 1983). He wasn't creative enough to think of 150 screens (he had about 30), so he let the neighborhood kids come over and design screens with the screen editor. He paid the kids on a per screen basis for every one that ended up in the final release. The game was ready by Summer of 1983.

Broderbund had an ex Walt Disney animator working in-house. For a cut of the profits, he would design a nice title page. Doug took him up on his offer. An in-house programmer, Dane Bingham, provided the Commodore C64 conversion and perhaps others. Doug worked on the conversion for the Atari 800 conversion himself. I'm not sure if he finished it. A Japanese company even made a little known arcade version with horrible sound. Doug offered James Bratsanos a flat payment for his role in the development of the Fortran version. James was surprised to receive anything at all, and accepted.

Doug's royalties started pouring in. He broke Dan Gorlin's Broderbund record of $77000 in one month royalties. The last I heard, he had grossed 2 million dollars in total royalties. Apparently, he didn't get very good tax advice, because he paid about half of it to the IRS. With his net profits, Doug bought at Porsche 911 Carrera, a Bayliner speedboat, a house in Issaquah, and a wife (as a colleague once joked).

With the money going out so fast, Doug realized that he didn't have enough to retire on. He started his own company called QAD. It stood for Quick And Dirty, but he was prepared to say Quality And Diversity if he felt someone couldn't handle the real name. He and his two partners, Chip Bulkeley and Mark Ledbury soon began another project named Ralph. It was to be one of the first video games to utilize double-hires Apple II hardware. Mark just did the graphics. Chip ended up doing more work than Doug and insisted on renegotiating their split before proceeding. The project became more and more overdue and was eventually scrapped. Doug went back to making new and improved versions of Lode Runner, his bread and butter. I haven't heard from him since.

Although Broderbund is now owned by Mattel Interactive, Mr. Smith still owns the rights to Lode Runner.

Alberto Manenti, Emanuele Lubiani and Massimo Gaspari all hold the official record for this game with 999999 points.

Alfa Records released a limited-edition soundtrack album for this game (R*Type : Irem Game Music - 28XA-199) on January 25, 1988.


* If you finish a level in less than half of the time, the time bonus is multiplied by 2.

* If you do not kill any enemy during a level, a 10000-point bonus is granted.

* If you do not make any enemy fall in a hole during a level, a 20000 points bonus is granted!

* If during a fall, you land on an enemy, you do not lose but obtain 1000 points.

* Easter egg : there is a hidden monster from the next block on every level where digging is allowed (some levels have only stone, thus, the blaster cannot make holes). The monster can be uncovered by blasting the dirt that it is hiding in. Once it is uncovered, it will join in pursuing the player. If it is entrapped, it will leave behind a bonus of 3000 to 8000 points. Its entrapment will not count against the 20000 entrapment bonus.


1. Lode Runner (1983)
2. Lode Runner - The Bungeling Strikes Back (1984)
3. Championship Lode Runner [Model HFC-CR] (1985, Nintendo Famicom)
3. Championship Lode Runner [Model HBS-G047C] (1985, MSX)
3. Championship Lode Runner [Sega My Card] [Model C-57] (1985, SG-1000)
3. Championship Lode Runner (1985, FM-7)
4. Lode Runner - Majin No Fukkatsu (1985)
5. Lode Runner II [Model HBS-G039C] (1985, MSX)
6. Lode Runner's Rescue (1985, Commodore C64)
7. Lode Runner - Teikoku Kara no Dasshutsu (1986)
8. Super Lode Runner [Model IFD-SLR] (1987, Nintendo Famicom Disk System)
8. Super Lode Runner [Model IM-03] (1987, MSX 2)
9. Hyper Lode Runner [Model DMG-HLA] (1989, Nintendo Game Boy)
10. Lode Runner - Lost Labyrinth [Model PV1004] (1990, NEC PC-Engine)
11. Battle Lode Runner [Model HC93054] (1993, NEC PC Engine)
12. Lode Runner Twin - Justy to Liberty no Daibouken [Model SHVC-7Z] (1994, Super Famicom)
13. Lode Runner - The Legend Returns (1994, Windows)
14. Lode Runner On-Line - The Mad Monks' Revenge (1995, PC [MS Windows 95])
15. Lode Runner - The Legend Returns [Model T-25101G] (1996, Sega Saturn)
16. Lode Runner 2 (1998, PC [Windows 95])
17. Power Lode Runner [Model SHVC-BPLJ-JPN] (1999, Super Famicom)
18. Lode Runner 3-D [Model NUS-NLRJ-JPN] (1999, Nintendo 64)
19. Lode Runner for WonderSwan [Model SWJ-BPR004] (2000, Bandai WonderSwan)
20. Lode Runner - Domdom Dan no Yabou [Model DMG-BXLJ-JPN] (2000, Nintendo Game Boy Colors)
21. Lode Runner 2 [SuperLite 1500 Series] [Model SLPM-86460] (2000, Sony PlayStation)
22. Lode Runner - The Dig Fight (2000)
23. Lode Runner [Model AGB-A39J-JPN] (2003, Nintendo Game Boy Advance)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model DOL-GQRJ-JPN] (2003, Nintendo GameCube)
24. Cubic Lode Runner [Hudson Selection Vol.1] [Model SLPM-62404] (2003, Sony PlayStation 2)


Edit this entry: http://www.arcade-history.com/?&page=detail&id=1398&o=2

Licensed from Alexis Bousiges under a CC Attribution 3.0 License
cheat.dat entry:
00000000 E5B2 00000099 FFFFFFFF Infinite Credits
000000A0 E58B 00000099 FFFFFFFF Infinite Time
00000000 E58F 00000009 FFFFFFFF Infinite Lives
60000000 0000 00000000 00000000 See the Dip Switch Menu to enable Invincibility.
00000000 E4FC 00000000 FFFFFFFF Never any gold needed
00000001 E4FC 00000001 FFFFFFFF One more gold needed Now!
00080500 E58E 000000FF 00000001 Select Starting Round Rounds greater than 99 dont the correct Round Number!

Credit Pugsy's MAME Cheat file