Filed under: Analysis / Opinion, Gaming, Apple, iPhone, iPod touch
TUAW goes hands-on with Rolando
It's no secret that we've been looking forward to Rolando probably more than any other game on the App Store, and now that it's here, we can safely say it doesn't disappoint. From the beginning, Rolando has shown tons of potential as a completely original game that shows off just why mobile game developers should see the iPhone as a dream platform, and creator Simon Oliver has brought that potential to bear in an amazing puzzle/platformer.
There's almost nothing to not like here -- the graphics are colorful and run perfectly, the writing is simple and witty, and the gameplay is not only fun from the beginning, but creatively builds itself over time. Just like any great platformer should, every single level delivers a new way of thinking about the tools you're given, and even when you've conquered the whole game, there are multiple reasons to go back and play again.
TUAW got a copy of the game a few days ago (it's out on the App Store today for the first time since its announcement back in July), and since then we've saved Rolandos aplenty, worked our way through most of Rolandoland, and been charmed endlessly by the App Store's first real, original classic.
Gallery: Rolando
The gameplay itself starts very simply -- you control a little rolling guy called a Rolando by tilting the iPhone left or right. But bit by bit, Rolando adds more and more to the process -- with a swipe on the screen, your Rolando can jump, and there are things to move and press in the landscape, and you can find other Rolandos, and select multiple ones just by dragging a rectangle around them. And there are "royal spikey commandos" that will stick to things, and bombs and platforms, and shadowy bad guys to avoid, and a King and Prince to save, and, and, and... Things spiral into complexity pretty quickly, but Rolando never lets them get out of hand: the controls are flawless (there's always something you can hit or do to bring back whatever you're working on into focus, and by dragging two fingers on the screen, you can explore the levels to find a path to try), and, like the greatest platforming games, the difficulty curve lets you explore first and then excel later.
The main goal of most levels is to move your Rolandos to the exit (a very Lemmings feel, even in the look of the exit doors). But you're also timed for challenges in each level, so while the first time through will let you experiment and explore, later, you can go back and try to do it faster, and/or save more Rolandos than you did the first time. And finally, there are diamonds spread throughout all the levels to collect (some of which will require some ingenious movement with the various Rolandos' abilities). Some levels also have other goals -- sometimes you'll need to save royalty (the Prince is a crazy little kid who can't be controlled and won't stop moving, and the King is a sleepy big guy who you'll have to escort along with the other Rolandos), and there are even some bonus levels that make use of the iPhone's accelerometer with a gravity game.
As you can tell, the gameplay is varied, and while it probably won't challenge the most hardcore of gamers (although some of those time challenges are definitely tough), it is consistently fun from start to finish.
Technically, the game is practically flawless. This is a polished piece of software -- it runs excellently, the graphics are bright and well thought-out, and the music, a mix of casual jazz and chill beats by British DJ Mr. Scruff, is teriffic (though you can even listen to your own iPod music while playing if you'd rather do that). Even when you're not playing, the game works well -- whenever you press the home button to leave, the game's state is saved automatically for you by something called "iSave," and there's even a number notation on the App's icon to tell you how many Rolandos are in your care while you're away.
And there's hidden magic also: the storybook level selection screen is so beautiful I spent a while just exploring that (the graphics are designed by illustrator Mikko Walamies), and even the game's start screen slowly reveals itself to be itself a playable level. The characters call you "Finger," and as you move throughout the game, a deeper mythology and story about Rolandoland reveals itself -- it never gets in the way of actually playing, but it helps you care about these little guys you're rolling around.
There were two flaws I encountered: just like most platformers, the view is sometimes annoying -- while you can always deselect your Rolando and zoom out to see what's where in the level, selecting a Rolando causes you to focus in on them, every once in a while leaving that obstacle you're trying to dodge frustratingly right out of sight. And while there are checkpoint balloons placed throughout some levels (once you hit them, you can reload the level from there rather than restarting from the beginning), moving multiple Rolandos through those can be a pain: the first one you send through will activate the checkpoint, leaving all the other guys to redo whatever puzzle was right before the checkpoint every time you reload.
But those complaints pale in comparison to the game at large: this is a brilliant, original puzzle platformer that shows off almost perfectly the iPhone's potential as a gaming device. It's a game you could only create on the iPhone, and it's that much better because of it. It is a must-play for anyone who loves gaming, and it's especially important for iPhone fans -- while it might not top anyone's Game of the Year list (although you never know), it's the first iPhone game that really belongs in anyone's top 10, and it's a big sign that there are going to be some really, really great experiences exclusive to this platform.
Unfortunately, Ngmoco (the game's publisher -- while they've called Rolando's creator Simon Oliver "the Miyamoto of the iPhone," we expect more great games from them as well) hasn't provided a demo for the game, but given that you enjoy a good platformer and want to see just what's possible with gaming on the iPhone, we can't recommend Rolando highly enough.
It's available right now on the App Store for $9.99, but even at that price, Rolando delivers on all the potential it promised way back when. The bar is set for original iPhone gaming, and we can't wait to see what's next.
Also be sure to check out our exclusive interview with Rolando creator Simon Oliver right here on TUAW.


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Reader Comments (Page 1 of 2)
Andy Bewernick said 1:43AM on 12-18-2008
Well, it's not exactly an original concept. I mean go look at Loco-Roco for the PSP. Still cool none the less.
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Carl said 2:49AM on 12-18-2008
+1
Danny said 3:59AM on 12-18-2008
Agreed, it really couldn't be closer to LocoRoco. While there are some new ideas there, to say it's an original concept is a bit of a stretch.
If you've never seen it on the PSP or PS3, you can play the Flash mini-game at the LocoRoco2 site:
http://www.locoroco.com/pc/index.php
crsh said 1:34PM on 12-18-2008
I also find it odd that the author managed to write this entire piece without ever mentioning LocoRoco, it's a complete ripoff of it.
yoob sauce said 4:47PM on 12-19-2008
shallow comparison - it looks* like Loco Rocco but the game play is totally original.
In LocoRocco, you pivot the entire world along an axis of rotation and the characters move relative to the level.
In Rolando, the world is static and you select and move the individual characters using the accelerometer - like a standard 2D scroller but with the fun of multitouch and tilt controls. LoccoRocco resembles some of the gravity based mini games found in Rolando but the game as a whole gives a very unique and original impression.
Jason Martin said 2:51AM on 12-18-2008
We've said it before, and we'll say it again: This is not Loco-Roco. The look and mood are similar, but the premise and gameplay are very different. They're no more similar than Tetris and Bejeweled. Play both side-by-side, and see how unsumilar they really are.
I can't wait to play it!
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Andy Bewernick said 2:56AM on 12-18-2008
Well after playing it for a little bit I've found the gameplay to be very similar. On the PSP you use the L and R triggers to rotate the world so that your little Loco Rocos can move through. The game mechanics are there, but it's still unique in its own way.
Steven La said 2:51AM on 12-18-2008
At least I wasn't the only one who thought of Loco Roco.
Although Loco Roco is much more suited towards the iPhone. I'd buy it in a heartbeat if Sony put it on the App Store.
Judging by the video, this is still pretty original. The general idea is extremely similar, but some quirks like drawing and other things accomplished only by touch are nice inclusions. At least these guys can say, "we took a concept and built on it," rather than some other company's "we stole a concept and ADDED NECKS!!!1 Nobody will recognize it now!"
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al said 1:58PM on 12-18-2008
This looks VERY similar to Little Big Planet for PS3.. very similar concept.. can't wait to try it!!! Anyone agree?
umijin said 3:32AM on 12-18-2008
I call BS.
This is Loco Roco or a clone of it that was on the PSP a couple years back. The only original thing is tipping your ipod/iphone vs hitting the left or right buttons.
If you guys think this is original, it's time for you to come out of your MacSheep cubicles and get some fresh air.
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WebKarma said 4:41AM on 12-18-2008
I played LocoRoco many times, and the 'similarities' are all too obvious not to call Rolando a blatant ripp-off. I mean, at least they could have chosen a different name for the game? Even the black villains in Rolando look exactly the same as LocoRoco's Moja characters. Makes you wonder how long it will take until the Rolando people will clone Patapon as well. Sony's legal people will have a field day...
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h1976 said 5:38AM on 12-18-2008
This discussion whether this look like LocoRoco, will never end, so what if it look like one another, point is, the game is fun, and well made.
From someone who owns both games, I can say that the premise is similar, but gameplay is quite different, LocoRoco focuses more on a single blob, while Rolando has individual blobs that are selectable, in fact some levels require jugglings of multiple Rolandos. The game feels different too, maybe the totally different control schemes has something to do with it, the iPhone feels more natural than L and R buttons obviously.
While Rolando has an up on control, graphically LocoRoco and its dynamic blob and jelly like world still has an edge over Rolando, not to say that Rolando is bad, far from it, in fact probably one of the nicest, artistically I would say.
Sure there will be people that will say its a rip off, whatever, been there done that, probably the same guys that scream gears of war is a quake/doom/wolvenstein clone, that Tekken or Soul Calibur is a clone of Virtua Fighter, and every other console RPG is a clone of Final Fantasy.
Yeah sure...
The world would be a boring place by their standard.
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Andy Bewernick said 10:41AM on 12-18-2008
True enough. I don't care that it's a rip off on Loco Roco. Frankly I enjoy the game and it runs really smoothly. The only way that I would care is if Loco Roco was on the iPhone already and these guys are calling their game original.
iDarbert said 9:06PM on 12-22-2008
Honestly, there is a difference between saying that a game is a ripoff of another game because it's the same genre and saying it's a ripoff because it looks and plays very similarly.
iDarbert said 9:09PM on 12-22-2008
There is a difference between saying a game is a ripoff of another game because it's the same genre and saying a game is a ripoff because it looks and plays very similarly to another one.
phobic99 said 5:49AM on 12-18-2008
I'm going to have to agree with the majority here. While the game may have a few "original" gameplay elements it really is a blatant rip-off of Loco Roco for the PSP. Yeah, there's lots of Tetris ripoffs/clones but those usually vary enough so that the gameplay is distant enough to separate itself Tetris (like Bejewled).
This game isn't necessarily a bad thing and it's something that may help those silly "The iPhone is a gaming console (lol)" statements. To say it's "a completely original game", however, is absurd. I can't wait to see what other original concepts these people come up with.
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Orbberius said 10:04AM on 12-18-2008
I'm not going to buy a game that blatantly copies almost everything from another game and adds on a few more or less obvious features. Miyamoto of the iPhone my a**.
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atuck said 12:03PM on 12-18-2008
Loco Roco is just rotating. Yes the visual aesthetic is colorful and geometric, but this is a MUCH better game. I am kinda amazed by the responses here. I've been eagerly anticipating this game for a long time. I also think that Simon has the first iphone platforming game with decent controls. The accelerometer is never over used and there is an appreciable dead zone in the center, which all iphone games seem to lack for some reason. Its made amazingly well, and its without a doubt the best game on the phone. Stop getting hung up on the look.
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MostTornBrain said 12:09PM on 12-18-2008
When I first heard of this came and saw the screen shots, I assumed it WAS Loco Roco, ported to the iPhone. Even the name of the game has a similar feel.
It's a definite stretch to call this "a completely original game".
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JR said 12:36PM on 12-18-2008
Those of you who won't buy it because Mike used the word "original" are missing out on a great game.
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