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HandCircus' Simon Oliver Interview

iPhone Interview by Robert Purchese

17 July, 2009

Page 1 of 2. Page 2 ->

Simon Oliver is the embodiment of a dream. He represents what other developers, mining for glory in the wilds of the iTunes App Store, want to uncover; he's an aspirational example to the thunderous horde galloping their way proverbially West with their coding pix-axes held aloft.

His first game, Rolando, was just the beginning for Oliver, however, who recently delivered a healthy-scoring sequel and has long-aired plans for a third game. To find out more about both the games and the man behind them, we tracked down Oliver for a chat.

Eurogamer: For the benefit of those who might not have played the original, can you tell us a bit about how Rolando itself works and what prompted you to make the sequel?

Simon Oliver: Rolando is the first release from HandCircus, a puzzle-platform game that sees you guide a gang of Rolandos through an adventure packed with action, brain teasers, challenges and surprises.

We came off the the release of the first one with our feet still running, with a lot of ideas that we wanted to implement, new mechanics and features that we thought would work well in the Rolando universe, and a deeper knowledge of the device. Channeling all of this into a sequel was a very natural next step. We were really happy with the reception of the original and felt that there was an appetite for a second Rolando game.

'HandCircus' Simon Oliver' Screenshot 1

Eurogamer: The game's now available on the iTunes App Store alongside the original. What are the big differences that sets the sequel apart?

Simon Oliver: Rolando 2 features a brand new quest set on an exotic island and adds vehicles, inflating Rolandos, water physics, new puzzles, traps, mechanics and much, much more. We've also put a lot of work into the visual side of things, upgrading to a new 2.5D look and packing a lot more detail into the environment. It incorporates Plus+, ngmoco's new network platform, allowing you to compare achievements and scores, as well as allowing you to challenge friends to beat your accomplishments.

With the sequel, we wanted to put more emphasis on character and story. Whereas the Rolandos in the first game didn't have specific names or personalities, those that you guide throughout Rolando 2 are all well-defined characters. We've brought in the talents of a writer to add depth to those characters and shape the overall plot.

Eurogamer: Rolando was praised for the restraint and polish in its control system compared to other iPhone titles. How did you set about achieving that and what sort of lessons did you take from that experience into the sequel?

'HandCircus' Simon Oliver' Screenshot 2

Simon Oliver: A lot of prototyping! (and a lot of discarding elements that weren't strong enough). Kyle Gabler and Kyle Gray's Experimental Gameplay Project is a real inspiration and helped to guide the early phases of development (iterate quickly, don't be afraid to try things out or throw things away if they don't work). We ended up trying out many, many different control schemes before deciding on the scheme that we have today and that process was really useful in exploring the unique input scheme of the iPhone.

Once we had the solid control skeleton in place, we were ready to add additional layers and mechanics on top. We were still very happy with the underlying control scheme when development on Rolando 2 started, so only made minor refinement to the controls. The new mechanics of the sequel (such as vehicle control) were all based on the foundations and framework established by the first game.

Eurogamer: What will the third game be offering there over and above the content in Rolando 2?

Simon Oliver: The third game is still in the very early phases of development, and there isn't much to reveal just yet, but we'll want to make sure its at least as significant as the progression from Rolando 1 to Rolando 2.

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Comments: 1-16 of 16 in total

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Horse
17/07/09 @ 08:16
#1
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Ask him how much money he makes!
Milk
17/07/09 @ 09:06
#2
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ask him about Loco Roco.
WinstonChurchill
17/07/09 @ 09:19
#3
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"ask him about Loco Roco."

+1
Subi
17/07/09 @ 09:42
#4
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"The lecture notes are all available online" - anyone know where? GDC doesn't seem to have them. ;)
mism
17/07/09 @ 10:03
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"ask him about Loco Roco."

+2
icehockeyhair
17/07/09 @ 10:11
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Would love the Rolando games on Android phones...
Captain_Caprivi
17/07/09 @ 10:51
#7
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They avoided the Loco Roco question. I can't believe this. Why do I even bother to come here?
brof
17/07/09 @ 11:55
#8
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well, they should not try to put Rolando on a PSP with Shoulder-Button Tilt LOL
Pac-man ate my wife
17/07/09 @ 12:39
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They probably avoided Loco Roco questions as they are two different games with different mechanics already covered in the Rolando review: http://www.eurogamer.net/articles/roland...
mism
17/07/09 @ 13:43
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Rolando plagiarises Loco Roco's art style without shame. It would have been nice to hear someone try to defend that.
MrED209
17/07/09 @ 14:43
#11
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Yeah, there aren't any other games out there that have very similar art styles at all.

Just fuck off you lot. You're sniffing for blood. That's real positive of you.
Milk
17/07/09 @ 14:54
#12
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Not sniffing for blood. It just wondering why such an obvious question was not asked.

It would be interesting to see his response.
GamesConnoisseur
17/07/09 @ 14:56
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plagiarises Loco Roco's art style without shame

Maybe so... however what other style could they have gone without straining the processing grunts of iPhone/iTouch? I know people are annoyed about Rolando being very much a double of Loco Roco and I have both. Both worked differently as PSP relied on shoulder button when iPhone has the built in tilt mechanism and I DID thought to myself would Loco Roco do better on iPhone?!

STILL shameful not to bring up an important point that is going round the forums and get the devs to answer the charge in the best way they can!

ALSO keeping in mind there are only so called 7 type of stories in the world... so people always will improve on another idea or do their own take! Sony have been equally guilty of this in the past.
andromeda
17/07/09 @ 15:54
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jesus, use your eyes dorks

the art styles are only similar, period.
The game plays completely differently.
Go moan about saints row/GTA.
And rolando is the better game, anyway. (yes i have played both )

MrED209
17/07/09 @ 16:21
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Hang on a minute, what's all this talk about "yeah it's going round the forums, why didn't they ask it, eh, eh, eh?"

This is a sequel to a game that came out aaaaaages ago. If the question was going to be asked, by EG or by you lot, the time was then.

It feels like the reason all these 'forums' are talking about it is because you've all jumped on the iPhone bandwagon now that the App Store has got through to the mass market, and so you're mounting your high horses like it's something you've just spotted. Well, the topic's been discussed many times already when the original came out and nobody really cares any more. If there was a problem, I have this feeling that someone at Loco Roco's devs would have got in there already. Don't fight someone else's fight when they obviously don't care either.
Edited 1 times, most recently on 17/07/09 @ 17:25
Prodigy_BE
17/07/09 @ 22:21
#16
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@ Andromeda.

Just played the 1st one. Loco Roco beats it with ease. They stole the idea, but didn't manage to nick the Japanese quirkyness.

Comments: 1-16 of 16 in total

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