By: DToxR
Before PII's, before the Nintendo, before the Spice
Girls, there was the Lode Runner. Originally written on the
University of Washington's VAX 1, it had to be disguised as a
utility called 'graph' to get around the school's strict
anti-gaming policy. By using proven concepts from some of
the golden classics like the Donkey Kong series(it was actually
called "kong" in its early stages), Lode Runner successfully
mixed elements of problem solving with pure arcade style fast
action. The object of the game was deceptively simple: collect
all of the treasure while avoiding the enemy "mad monks".
Easy right?
Enter the world of 3-D. Following the trend of
remaking the oldies in 3-D, it seemed only natural that Lode
Runner would get the same treatment sooner or later. The
problem is, 3-D works well for some games, while making
others confusing and hard to follow. Could Lode Runner make
the transition and still keep all the integral elements that made
it such a great game in the first place? Well boys and girls,
strap yourselves in because you're about to find out...
After "loding" the game (heheh, I'm evil) you will find
yourself in a standard issue menu system. From here you can
access the various functions such as naming your Lode Runner
and choosing your gender (yes there are male and female
Lode Runners now - how politically correct!), select a level,
load a savegame, and enter the control customization menu.
One minor complaint about the user interface is the "cute"
icons and check boxes with mystery functions that leave you
clicking madly on the screen trying to figure out which happy
face button starts a multiplayer game. Some tool tips or a
similar popup type description would have helped immensely
or at the very least, plain labelled buttons. Once you do
manage to figure out what happy face gets you into the level
select menu (sic) you will find you are able to choose from 5
different worlds (read : groups of levels with a common theme)
such as jungle world, wacky world and gear world as well as a
tutorial to help you get the hang of the game.
The first thing that is blatantly obvious as you jump
into the action is the overhauled graphics. At 640x480, the
visuals are sharp and colourful throughout. The backgrounds
are a sort of tiled abstract wallpaper that don't distract you
from the puzzle but I wish some more time had been spent on
higher quality backgrounds. You control the action from a 3-D
isometric view which gives you a good view of all the
obstacles ahead. Scattered around the levels you will find
treasure, enemy monks, bombs, and various other powerups.
The thinking part of the game comes in to play as you try to
figure out how to reach all of the treasure while not wasting
precious bombs in the wrong places. This involves
memorizing enemy patterns in order to time an attack or slip
by and avoid confrontation altogether.
The standard tools you are equipped with are your
brain(hopefully you have one) and a handy vapourizer that
allows you to temporarily disintegrate or dig out the block of
land ahead of you. This comes into play when you find
yourself running from a mad monk; you can dig a hole and
watch him fall helplessly into it. Anyone unfortunate enough to
be stuck in a hole (including yourself if you aren't careful) is
crushed to death as the block regenerates around them after a
few seconds. Oh what fun! You can also pull this off during
multiplayer - foil an enemy's primed bomb attack by digging
out the ground under the bomb so it falls into the ground and
detonates uselessly. The bombs themselves are very
"bomberman-esque" in the sense that they have a very specific
blast path; some blow up vertically and you can stand right
beside them as they blow without getting hurt while others
blast along the ground in a "+" pattern, leaving anyone above
or below the explosion unscathed. They also work on a timed
fuse just as in bomberman, so when you drop a bomb, run like
hell or within seconds you will be part of the scenery. Other
powerups in the game include temporary invisibility, land
mines, and a beachball that gives you "the touch of death"
where any opponents you come into contact with die horribly.
These powerups seem to be more of a novelty item than
anything else although I wish they would have been more
generous with them when they designed the multiplayer levels
- they are out of the way and not frequent enough to be a real
factor.
Sound seems to be fairly minimal. There is nothing
that particularly stands out about any of the effects which you
can look at as a good thing in that you won't find yourself
distracted by annoying bleeps that make you want to rip out
your speaker cable. I think some death screams would have
been a great sound effect especially when a Lode Runner
plummets through a hole into the void. Both sound and music
volumes can be controlled from the in-game menu as you
would expect.
By far the biggest problem with Lode Runner 2 is the
control. It all boils down to the fact that your Lode Runner
never does what he is told to - at least not on the first try. This
tends to be a real problem in a game where timing is so
critical. The poor control seems even stranger when you look
at the configuration options for controllers. It really looks like
some time and thought was put into controller options. You
can customize every imaginable button and direction even to
the point of being able to use two controllers to direct one
Lode Runner. Unfortunately none of this solves the root of the
problem:
No matter what configuration you select, control is AWFUL.
The game defaults to using the diagonal axis on your
joystick to move up/down/left/right on the map. I re-mapped
this to use straight up and down axis since they seem to be
much more responsive than the diagonals on any joystick or
gamepad i've ever used. I then held the joystick on an angle
to match the isometric view on screen. This was the best
compromise I could come up with. It seemed to raise the level
of control from "gad I want to tear my eyes out with a dull
spoon this control is so bad" to "If I sing to myself so I don't
think of the crappy control, I guess I can manage this".
Lode Runner 2 includes all of the standard
multiplayer options we have come to expect. You can choose
from deathmatch or co-operative modes as well as selecting
maps and other options such as powerup respawn and number
of Lode Runner lives per player. I found the multiplayer action
to be somewhat unfinished. It lacks continuity between levels
as opposed to a game like bomberman or lemmings where the
level progression is clear to the point of being automatic.
Having said that, the head to head gaming is fast and furious
(after all the players have had their mandatory 3 minute rant
about the awful control) and it's really a lot of fun to play - the
ingredients that made Lode Runner such a classic are still
there.
This game left me with mixed feelings. I really
wanted to like the game but you just can't get past the awful
control. There is even an official level editor included with the
game which will keep the die-hard Lode Runner fans going for
some time. I don't know if the game control is something that
could be fixed with a patch, but if it's at all possible, I urge
Presage to do it. It will make the difference between a
lackluster sequel and a fantastic followup.
Highs: sharp, colourful graphics, level editor included, 5
different worlds for variety between levels
Lows: control, control, control.
Graphics: 17/20
Sound: 11/15
GamePlay: 13/30
Fun Factor: 15/20
Multiplayer: 4/5
Overall Impression: 7/10
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