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Filed under: Gaming, Software, iPhone, App Store

Rolando 2 out now on the App Store


Just in case you haven't yet heard, ngmoco has released Rolando 2 out into the App Store for the premium price of $9.99. The game's subtitled Quest for the Golden Orchid (in this one, you're rescuing a relic rather than a prince), and though it's not cheap by App Store standards, but on the other hand, it's as quality a game as you'll find on the iPhone. We were big fans of the first one, and the second one ups the ante with a brand new 3D look (though still the same great 2D gameplay), and lots more types of Rolandos to roll and jump and fly and drive around the more than 45 new levels. It's fair to say that if you liked the first one, you'll love this one, and if you've never tried rolling a Rolando around, this is a perfect opportunity to start.

There, unfortunately, no lite version of the second game yet, but there is a version of the first one to try, and there are lots of movies to watch over on ngmoco's site, so you can probably get the idea from there. If you're interested in gaming on the iPhone at all, Rolando's on the short list no matter what your tastes are.

Filed under: Analysis / Opinion, Gaming, Hardware, Software, Apple, Developer, iPhone, App Store, iPod touch

GDC09: iPhone gaming roundup

The Game Developers Conference is on in San Francisco, and game companies are starting to pull out the major announcements on what's coming to the iPhone in the next year. Here's a roundup of all the titles we've heard mentioned already.
  • EA announced a huge lineup of ports from their already popular games: everything from Command and Conquer: Red Alert to SSX to FIFA, Madden, and NBA are all coming in some form to the iPhone. They're also working on bringing over the Wolfenstein RPG and Spore Creatures (which was the DS port of Spore), as well as a big list of casual board games (Scrabble is only the beginning), and versions of Need for Speed: Undercover, and Tiger Woods PGA Tour. And most amazing? All of these are due out before the end of the year. Someone's lighting a fire under iPhone developers at EA.
  • id software announced that they're bringing Wolfenstein 3D Classic to the iPhone in an official form -- that one's already been submitted to the store and should be out soon.
Click the link below to read on.

Continue readingGDC09: iPhone gaming roundup

Filed under: Analysis / Opinion, Gaming, Hardware, Developer, iPhone, App Store, iPod touch

ngmoco's Neil Young speaks at GDC keynote

Neil Young (not that Neil Young, the other one), former EA exec and head of ngmoco, fresh from his appearance at the Apple iPhone 3.0 event the other day, showed up on a keynote stage at the Game Developers' Conference in San Francisco to talk about the big, wrapped present that the iPhone and the App Store are to game developers. The platform is "better than the DS, better than the PSP," he said, referring to Nintendo and Sony's handheld gaming devices, because not only is tops in terms of usability (it's "always on, always with you"), and not only is it easier than any other platform to develop for, but the market is gigantic and growing -- unlike Sony and Nintendo's markets, there are no first party titles to compete with.

Which makes a lot of sense (and Young should know -- his company is poised to become one of the platform's early big developers). Other game developers agree, too -- according to a survey at Games Beat 2009, the iPhone has beaten out social networks, web-based content and even consoles as the area that has the most potential for gaming. There's no question at all: the future is extremely bright for gamers on the iPhone.

Filed under: Analysis / Opinion, Gaming, Software, Odds and ends, iPhone, App Store, iPod touch

Rolando's Simon Oliver in the Daily Mail

The Daily Mail has reported the story of our friend Simon Oliver, creator of Rolando (whom we interviewed quite a while ago when the game originally came out). Apparently things have worked out very well for him -- the game has sold 700,000 copies so far, Oliver's set to be a millionaire, and he's now, as he says, the head of a game studio that already has a hit under its belt. Very impressive (too bad they still call him a geek).

It's stories like this that are pushing the little App Store bubble we've got going nowadays -- every investor with money to spare (not as many as usual, given the current economy) is happy to sink it into releases for the iPhone, and while there is plenty of money being made, not every developer ends up like Oliver (let's not forget he had a quality product in the first place).

But there is some good news here: without the App Store and the iPhone platform, this never would have happened. Say what you want about Apple's release policies or their initial "no SDK" choice, but with the iPhone, they've brought development and distribution down to anyone who can dream it.

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

Continue readingTUAW goes hands-on with Rolando

Filed under: Gaming, Features, Interviews, iPhone, App Store, SDK

TUAW Interview: Rolando's Simon Oliver is ready for release

Rolando has been a long time coming -- we first heard about the game on a tip directly from Simon Oliver, the game's creator himself, while he was working with an unofficial iPhone development kit part time on a little physics-based puzzle game. And now, six months later, he's working full-time as an iPhone dev, his little game has expanded into a full-fledged story-driven platforming game with more hype and expectation behind it than perhaps any other App Store release, published by one of the biggest companies to come out of the iPhone gaming scene so far. Not to mention that the App Store itself has grown from a crazy experiment Apple thought up to distribute iPhone software, to a multimillion-dollar enterprise.

So today, on the release of one of the first games that really got us excited about the potential of the iPhone as a gaming device (yes, you can buy it right now if you want), we sit down again with Simon Oliver for an exclusive interview, this time to talk about the road he's traveled over the past few months, and how far both he and his game about little rolling "Rolandos" has come. He talked with us about the Ngmoco partnership and how it helped him as a developer, the viability of Rolando as a $9.99 game, and the future of both what he's working on and what the App Store needs as a gaming platform.

Continue readingTUAW Interview: Rolando's Simon Oliver is ready for release

Filed under: Analysis / Opinion, Gaming, Software, iPhone

New Rolando trailer says release in December


Last we heard from Rolando, perhaps the iPhone game we're most excited to play, ng:moco had announced that they were still aiming for a release date of "Holiday 2008." And now it's looking like that holiday is Christmas rather than Thanksgiving, because over on their site, they've put up a new video for the game, and they're now saying there will be a "December" release (strangely enough, Touch Arcade's URL for the story says "December 12th" at the time I write this, but that could have been just an error on their side).

Oh well. At least we've got the new trailer, which shows off some more of the way gameplay works, including the 2D physics, the great colors and art, and the use of the touchscreen to not only control characters, but sometimes rearrange and manipulate the game world.

Rolando continues to look impressive (rumor has it that it'll come with a $9.99 price tag, but hopefully we'll get a demo to try out first). We've waited months for the game already, so a few weeks probably won't be so bad, right?

[via Touch Arcade]

Filed under: Analysis / Opinion, Gaming, Software, iPhone, App Store

Ng:moco's Young aims to create an early EA for the iPhone

Touch Arcade has an interview up with Neil Young. Just like you, I was only slightly disappointed to learn that it was the Neil Young formerly of EA who recently formed ng:moco, quickly becoming one of the most high-profile iPhone game houses, not that other one. But only slightly, because also like many of you, I'm looking forward to Rolando and the "over a dozen" other games ng:moco is releasing on the App Store, and I'm interested to see what ng:moco has to say for themselves about the little iPhone game empire they're building.

Unfortunately, TA didn't get a price or a strict release date out of Young for Rolando, but he does say that the game's shaping up well -- he even says creator Simon Oliver "could be the first Miyamoto of the iPhone," which, even if an exaggeration, is an interesting idea. They also discuss the plan behind ng:moco, a company which, like EA in the earlier days of PC gaming, aims to bring together publishers, designers, and promotion and sales all under one big roof. And the volatile issue of iPhone App pricing comes up, but I agree that the big balance on price always seems to be quality -- looking at a system like the Xbox 360's marketplace, you can justify almost any price for a game, as long as the user has an experience that feels worth what they paid.

And finally, they hit on the iPhone's competitors, and it sounds like Young thinks Android phones have a ways to go -- the difference is not in the hardware (touchscreen, size, and so on), but it's in the usability and interface, and in those arenas, Young says, Apple still has the edge. Very nice interview with a company that seems destined to play a big part in the iPhone gaming market.

Filed under: Analysis / Opinion, Gaming, Software, iPhone, App Store

NGmoco announces new games, will publish Rolando

Ngmoco, the strangely-named iPhone gaming startup that's one of the recipients of the iFund, has announced their first three planned games for the iPhone.

First of all, they're planning to act as publishers for the Rolando game we've been so excited about, a puzzle platformer with touch and physics elements. That could be one reason for Rolando's delay, actually -- hopefully the new partnership will end up being worth the wait. And they have two other "fast apps" in progress -- one is called MazeFinger (and it does what it sounds like, lets you run your finger around a maze), and the other is Topple, a block-building game that looks like it has some physics in there as well. Both of the smaller games were apparently conceived by Ngmoco, and then passed off to iPhone developers, while Rolando, of course, was created by handcircus.

MazeFinger and Topple are scheduled for this month, and they should be priced to go at 99 cents. Rolando now has a date of "Holiday 2008," and there's no price quoted yet. But Ngmoco is definitely making a strong play for getting some premier games in the App Store -- we'll be watching to see how these do and what else they've got planned.

Filed under: Analysis / Opinion, Software, Odds and ends, Developer, iPhone, App Store

The iFund's VCs start blogging

When Apple first announced the iFund a while back, the idea seemed pretty opaque by its very nature -- the plan was to invest $100 million in people and companies who were interested in developing innovating apps for the iPhone. But that could be anybody, and though we've heard a few peeps from them since, the whole process hasn't been super clear.

That's probably why the iFund people are stepping up themselves to provide a little clarity: they've started an iFundVC blog to explain the whole process and (hopefully) keep us up to date on just what the $100 million is getting them. The first post gets us up to date on who's getting this cash -- apparently ngmoco is one of the groups being iFunded, as is a text-messaging social platform (your guess is as good as ours) called GOGII, and another secret project launching next year.

They also discuss what's gone on with the App Store so far, and say that they're committed to pushing the quality of apps in the store forward. We're all for that -- hopefully in this case, more money will equal better apps. That doesn't always (ever?) work, but somebody's got to try it.

Filed under: Gaming, Software, Developer, iPhone, SDK

Bioware, EA's Neil Young eyeing the iPhone game market

As we get closer and closer to the App Store launch (I'm still holding out for seeing an updated iTunes on July 8th, one week from today), a few big name game developers have announced that they're checking out the market for gaming on the iPhone.

First up is Bioware, one of my favorite developers and makers of the classics Baldur's Gate, Neverwinter Nights, and the recent Mass Effect. In an interview with Patrick Klepek over at MTV Multiplayer, Bioware's CEOs Ray Muzyka and Greg Zeschuk said that yes, they are watching the iPhone as a game development platform, but they're mostly keep an eye on "what type of consumer buys games on it and what type of experience they're looking for." I worry a bit that they mean that if only casual games sell big they'll stay away from it, because gentlemen, I'm playing games on the iPhone, and I would love a solid, in-depth RPG to play. Who wouldn't, really?

And former EA exec Neil Young has split from the company to form his own development house, called "ng:moco" ( we have no idea what that means, either). They'll focus exclusively on making games for the iPhone -- Young says that they want to step up to be the "spiritual first-party" for the platform. He points out that the iPhone has the power of a PSP, except that it's also got a camera, an accelerometer, a multitouch screen, is location-aware, has all your media on it, and is always on and always connected. Just like we've always said, that's a great gaming device, and it's exciting news that a former EA exec like Young is going to work on getting some great games developed for it.

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