1983 · Brøderbund

Lode Runner

This minisite was contributed by jankfoundry, air. It’s currently claimed by jankfoundry who is editing it to reach a Gold tier standard.

Rooms, guards, and temporary holes in the Commodore 64 disk game.

01 · Disk and cartridge rooms

The board layouts

Read this disk room’s packed data

The maps show actors in their starting cells. Yellow outlines mark hidden exits; blue outlines mark trapdoors. These editor markers disappear during play. Both board sets are drawn with disk artwork; matching boards contain identical stored cells.

Values 0–9 encode blank, brick, concrete, ladder, bar, trapdoor, hidden exit, gold, guard, and runner. The maps show those stored layouts before the actors are extracted.

During disk room construction, the engine keeps five guards and 45 exits at most. Surplus markers disappear during the reverse scan. $728F.

Cartridge rooms follow these one-based disk room numbers: 1, 5, 111, 46, 50, 11, 4, 12, 100, 33, 48, 84, 14, 64, 6, 134, 150. The cartridge browser uses this order.

The disk game loads each board separately while its engine stays resident. Each room has its own Source page; the link above follows the selected disk board.

The zero-based disk board index runs 0–149. The index selects track 3 + floor(index / 16), sector index modulo 16. $709C.

The disk reader skips raw sector byte zero. Raw offsets 1–224 supply the room’s cells, leaving 31 trailing raw sector bytes outside the grid. Those cell bytes become the first 224 bytes of the loaded buffer. $71F5, $6FA6.