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Rolando Review

iPhone Review by Tom Bramwell

19 January, 2009

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Rolando may have a lot in common with LocoRoco - simple, colourful graphics free from outlines and textures, smiling, charismatic blobs and tilt-based controls - but it's a forgivably cynical way to catch the attention of App Store browsers; a split-second sales-pitch in a market where pixels and prose are at a premium. As a strategy it's not without risk, either: LocoRoco is a fond memory, and tarnishing it would imperil the goodwill ngmoco has built up with its cheap and cheerful catalogue of early releases. Ultimately it's shrewd, if slightly disappointing, because Rolando is its own game, among the best the iPhone has to offer, and would still have been had the developer, HandCircus, come up with its own signature visuals.

The first and most obvious distinction between Rolando and LocoRoco is that rolandos only react to players tilting the screen once they have been selected, either individually with a tap or as a group with a drag-box. Otherwise they stand still, immune to your input. Once under your control, they can be made to jump by an upward flick of the thumb, or deselected with a quick tap on an empty part of the screen, and this brings them to a near-instant standstill. Immediately Rolando overcomes one of LocoRoco's biggest issues - regularly losing control of disparate blobs and suffering the consequences - and shows similar restraint in its economical use of the iPhone touch-screen.

The goal is still to transport as many of the creatures under your control to the end as possible, but levels are short, and split up further still by state-saving checkpoint balloons, while rolando-killing enemies are set on specific repeating movement paths, and don't roam off-course looking for a frustrating fight, like LocoRoco's Mojas. The tilt controls are also precisely calibrated: rolandos take a split second to speed up, and there's an appreciable deadzone to soften the initial lurch. Staying in control and out of trouble is in your hands, but supported by HandCircus, and it's hard not to conclude that Rolando's developers weren't just conscious of the tilt-and-touch control system's potential imprecision, but obsessed with it.

'Rolando' Screenshot 1

Finger-operated mechanisms can be used to redirect light beams in concert with rolandos manoeuvring bombs to solve larger puzzles.

Whether because of that or in spite of it, they have created a manageably paced and well-considered puzzle game rather than a network of rail-riding rollercoasters, aerial displays and unlockables. The first thing you do upon starting most levels is not barrel to the right, but place two fingers on the screen to drag the camera around to take in your surroundings, before deciding how to proceed through the generally non-linear layout. A measured approach is often more important than reflexes and guile.

For instance, you may have to use a spiky commando - a particular kind of rolando that can cling to any surface - to climb to an elevated switch, or retrieve a block to fill in a hazardous spike pit, before moving other rolandos through to safety. These may include rolando royalty, like the energetic prince, who races away on his own until he hits a wall and turns back, and needs to be buffered by rolando civilians to negotiate moving platforms and roll past dangling enemies.

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Comments: 1-35 of 35 in total

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Dizzy
19/01/09 @ 11:41
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In before "Why are you reviewing iphone games instead of *insert console of choice*" messages.

BTW great review ;). I got it a few weeks ago and it is pretty good.

BTW2 the iPhone has turned out to be a pretty powerful beast, working on it right now and I like the hardware (although Objective C is a strange beast when you come from C++).
Edited 2 times, most recently on 19/01/09 @ 11:43
Kazzahdrane
19/01/09 @ 11:43
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Why are you reviewing iphone games instead of Sega Mega Drive?
SeesThroughAll
19/01/09 @ 11:44
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Why are you reviewing iPhone games instead of Gameboy Advance games?
RedboX
19/01/09 @ 11:50
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Why are you reviewing iphone games instead of ipod games?
jonsaan
19/01/09 @ 11:52
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A percet game style for the iphone. However, I am dubious of a system that requires me to tilt the surface displaying the game in order to control it. Not so much aimed at this game as others on the system. It's like having to tilt your TV to play Kororinpa.
Mr_Brown
19/01/09 @ 11:52
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Why are you reviewing iphone games instead of board games?
jonsaan
19/01/09 @ 11:57
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Surely the most important question is : How does this impact battery life?
Ignatius_Cheese
19/01/09 @ 12:01
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Fairly poorly, like most substantial iPhone/iPod Touch game.

Nevertheless, a lovely game with production values to rival shelf store titles. The App Store really is getting crowded with some super games! :o)
JohnnyWashnGo
19/01/09 @ 12:07
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Oh look, its LocoRoco, but made for dummies.

Bloody hell, most of the challenge for players of LocoRoco is getting to the end with all your guys intact. Being able to select the ones you wish to move kinda makes it a bit easy doesn't it?

I would have marked it down for blatently not having the imagination to come up its own design asthetic.
mrpon
19/01/09 @ 12:10
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Looking forward to Hero of Sparta review.
Paleface
19/01/09 @ 12:10
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Bloody hell, most of the challenge for players of LocoRoco is getting to the end with all your guys intact. Being able to select the ones you wish to move kinda makes it a bit easy doesn't it?

Well, yes, but seeing as this game isn't LocoRoco, it has a whole different set of mechanics to create and manage challenge, risk and reward. I frequently fail to get everyone home; it's a much more hostile environment than the PSP game.
septimus
19/01/09 @ 12:11
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For the most part though Rolando > LocoRoco. The music is the only thing that doesn't quite match up. Play it before bitching.
Ignatius_Cheese
19/01/09 @ 12:15
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/facepalm @ JohnnyWashnGo
firm3d
19/01/09 @ 12:23
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I guess JohnnyWashnGo has a Blackberry Storm ... or a Zune.
redneon
19/01/09 @ 12:28
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@Dizzy:

"although Objective C is a strange beast when you come from C++"

Not so much when you realise you can include C++ inside Objective C ;)

Edited 1 times, most recently on 19/01/09 @ 12:28
Vroom!
19/01/09 @ 12:28
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Excellent, great to see some iPhone reviews. We were all rather scarred by the n-gage experience but I think that the iPhone gaming scene will make it.

P.s. Bloody hope so, am making stuff for it right now :)

Edit: Oops!

- (void)dealloc {
[super dealloc];
}
Edited 1 times, most recently on 19/01/09 @ 12:31
spindizzy
19/01/09 @ 12:30
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@redneon. Er, how? By making a C++ library? But you still have to write a lot of Obj-C to connect to the iPhone API, so it's probably better to learn it (I'm a C++ programmer and struggling slightly, so if I could use C++ directly I'd be very happy).
Calgon
19/01/09 @ 12:32
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Come on EG its a copy you always relentlessly bash teh copies!

Or is that only when its teh M$ and not teh Appl£?

What score do you reckon theyd have give it if it were MS who released it on LIVE? I say 5 or 6 at best.
Edited 2 times, most recently on 19/01/09 @ 12:39
redneon
19/01/09 @ 12:34
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@spindizzy:

Because you can. You still need an Obj-C entry point and whatnot but your friendly neighbourhood Obj-C compiler should be able to compile C++ in with the rest of the code. When I've ported games from Windows to MacOS in the past that's how I did it. You can use the Obj-C and Cocoa side of things to integrate with the OS but then the main game code can be C++.

EDIT: I should point out that it's technically Objective-C++ but I've never had any problems with it.

MORE EDIT: Just done a quick search in the MacOS Developer Guide and found this...

http://books.google.co.uk/books?id=XJ-BV...

Also, you might want to download OGRE for MacOS because all the example code does exactly what I was describing above.

Edited 2 times, most recently on 19/01/09 @ 12:40
menage
19/01/09 @ 12:36
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Couldn't they have come up with a better name than that at least.
mcwildcard
19/01/09 @ 12:42
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@menage: How about Loco Rolando?
Bat_Fink
19/01/09 @ 13:00
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I'd love to see a review of the Lemmings style game KamiCrazy. Its a really challenging and addictive game although gets a little on the hardcore side later on. Anyone else played this?

andromeda
19/01/09 @ 13:01
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best game on the system so far. score is about right too, and you cant argue with the pricepoint.
Better than locoroco which i almost find too japanese for its own good.

looking forward to an EDGE review, that game is now my current fav
thelatestmodel
19/01/09 @ 13:07
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Edge already gave it 7/10.
ayrtonsenna
19/01/09 @ 13:26
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Is the black girl from Grange Hill in it?
mrpon
19/01/09 @ 13:31
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Heh nice one senna!
menage
19/01/09 @ 13:38
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@wildcard

Thta's what I mean, see, sounds way better already.
andromeda
19/01/09 @ 13:41
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@thelatestmodel

yeah i know i stealth read a copy in my newsagents the otherday ;) one of the lucky issues that isnt sealed ni fucking plastic.

i actually meant the game EDGE, available on the app store, check it out , well worth it and got a lovely retro feel
jamhead
19/01/09 @ 16:42
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I like the look of this. Have almost stopped using my DS on the commute in favour of the Ipod Touch now because the games are getting better all the time and they certainly hit the right price point for commuter-based gaming.
Mugwum [staff]
19/01/09 @ 23:03
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Hi guys! I know we've got some catching up to do on the iPhone and we've got a couple more roundups and full-on reviews coming soon. We're also going to take a look at the masses of free games to see which is worth hunting down. And if you want to make suggestions for stuff that's interested, thrilled or appalled you - for free or for cash - we'll do our best to investigate.

As for Rolando's battery life, I finished it in two days off two charges on a newish iPhone 3G, but I'd been doing other stuff as well. I've seen games that drain it much sooner.
Mugwum [staff]
19/01/09 @ 23:04
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EDGE is one I've been playing this weekend, incidentally, so we've definitely got our eye on that.
Azazel
19/01/09 @ 23:09
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Ronaldo's dyslexic cousin?
consignia
20/01/09 @ 10:11
#33
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Roland Rat's unsuccesful breakfast cereal.
JimmyC
20/01/09 @ 13:24
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I finished the game and don't remember seeing the levels in either of those screenshots in the review.
FmCUK
20/01/09 @ 23:52
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@mugwum A SimCity review would be great. I've been holding off buying that till I hear how well it's implemented.

Monopoly (currently £3) is a steal for anyone who enjoys the game and wondered how well it was done. Resumable single player with 4 player via the iPhone and with bots who bid at auctions and even counter bid. 3D tables with animated pieces and very stable (no crashes so far). Even has resumable wifi games.
Edited 3 times, most recently on 20/01/09 @ 23:54

Comments: 1-35 of 35 in total

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