ngmoco

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  • Rolando's Simon Oliver in the Daily Mail

    by 
    Mike Schramm
    Mike Schramm
    03.14.2009

    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.

  • iPhone It In: Word Fu

    by 
    Justin McElroy
    Justin McElroy
    03.09.2009

    It may seem like Word Fu is just a cute name to accompany the martial arts trappings of this word creation game, but it's a surprisingly accurate descriptor. For one, it requires concentration the likes of which most iPhone games never approach, and many of its techniques don't reveal themselves without a lot of study. Also, when you do have a really good game, you feel like you could put your fist through a pile of bricks without much trouble.You'll begin by receiving a selection of nine letters printed on cubes that you can either completely replace or roll individually in an attempt to get a better selection. After a few seconds of rejiggering, you'll have 45 seconds to make as many words as you can, with less common letters and longer words netting you extra points.

  • iPhone It In: Rolando

    by 
    Justin McElroy
    Justin McElroy
    02.23.2009

    Anyone who's ever played LocoRoco has been guilty of it. You just can't help but tip your PSP to the left or right, trying for that extra smidgen of incline to get your gelatinous balls of goo rolling, even though you know it has no real effect. But in ngmoco's Rolando, the controls are all about the angle of your system, and it makes for some of the most fun you can have on your iPhone.

  • More Rolando rolling out in 2009

    by 
    JC Fletcher
    JC Fletcher
    02.05.2009

    Hand Circus's Rolando is one of the iPhone's breakout hits (IGN called it the iPhone's "killer app" in their review), so it's no surprise that the developer would want to follow up the Loco Roco-esque puzzle-platformer in some way. Creator Simon Oliver told Pocket Gamer that plans are in the works for more Rolando content of some kind. "I can't say too much about this now, but you'll see some more activity on the Rolando front in 2009," Oliver said, "and I've got a couple of new game ideas bubbling away at concept stage right now."This could mean some kind of new version of the first game with added content, or a sequel, or even a game on another platform -- although Rolando's success on the iPhone platform will probably inspire Oliver to stay there. Whatever the details of the content, this is great news for people who like rolling little circular guys around.

  • TUAW goes hands-on with Rolando

    by 
    Mike Schramm
    Mike Schramm
    12.18.2008

    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-39617%

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

    by 
    Mike Schramm
    Mike Schramm
    12.18.2008

    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.

  • New Rolando trailer says release in December

    by 
    Mike Schramm
    Mike Schramm
    11.25.2008

    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]

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

    by 
    Mike Schramm
    Mike Schramm
    11.03.2008

    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.

  • NGmoco announces new games, will publish Rolando

    by 
    Mike Schramm
    Mike Schramm
    10.16.2008

    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.

  • The iFund's VCs start blogging

    by 
    Mike Schramm
    Mike Schramm
    09.16.2008

    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.

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

    by 
    Mike Schramm
    Mike Schramm
    07.01.2008

    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.

  • ngmoco: EA vet Neil Young's new iPhone publisher

    by 
    Christopher Grant
    Christopher Grant
    06.30.2008

    Well that didn't take long. Just a little over a week after announcing his departure from Electronic Arts, former EA Blueprint head Neil Young – an 11-year veteran of the mega-publisher – has revealed his latest gig: ngmoco. Never heard of it? Well, that's because it's brand new; however, if Mr. Young and every other business-minded human eying up the iPhone market is right, you'll be hearing plenty about ngmoco.First, what's the name mean? Young tells Newsweek that it stands for "Next Generation MObile COmpany" (what, you didn't totally see that the first time?). Alright, but what does that mean? He tells Gamasutra the company is a "publisher that is specifically focused on games for the iPhone and beyond." So, not just the iPhone, but "that class of mobile phone" – touch screen, network connectivity, accelerometer, et al. Young isn't looking to develop games at ngmoco, but rather to commission, finance, and produce titles, hoping the brand name and institutional knowledge will help ngmoco's titles remain visible in what he expects to be a busy, competitive marketplace.Most interestingly, he talks about how Apple's forthcoming AppStore will rebalance the mobile gaming industry's reliance on carriers. Now, he says, the average revenue per user on mobile phones is "$7.50 or $8" compared to $45 on the PSP and $62 on the DS, leaving a great deal of potential there given the right product. Source – Departing Electronic Arts Executive Neil Young Talks to Level Up About His New VentureSource – Q&A: EA Vet Young Reveals iPhone Publisher Ngmoco