Interviews

June 4, 2008

Scott March, President/Creative Director at SpiderMonk Entertainment, Talks About His “Dream” Game – Roogoo
By Louis Bedigian

“The original concept came to me in a dream … This is the game everyone should play while they are not playing the blockbuster title of the summer.”

Puzzle games are an amazing breed. They can be challenging, incredibly addictive, and have been massively successful at bringing hardcore and casual gamers together. Puzzle games are also difficult to describe, especially when a brand-new concept is introduced.

It is with that in mind that we turn to Scott March, President/Creative Director at SpiderMonk Entertainment, the development studio behind the cool and clever Roogoo. As the designer that literally dreamed up this concept, no one describes it better than Mr. March. And no one has made me want to play it more.

At first glance, Roogoo is reminiscent of a puzzle/toy with different puzzle shapes and holes to fit them through. Is that how the concept began – from those toys?

Scott March: No, the original concept came to me in a dream. I tend to forget many ideas I have during the day, and especially during my sleep. Some of my game ideas make it to a quick sketch before I forget about them, but Roogoo was one that hit the sketchbook the morning I woke up.

I consider myself a visual game designer that is in many ways very different from a traditional designers approach to game development. I have been working in the industry for some time but have always had my own thoughts on how I would develop games and manage teams. It’s great to finally put that process to work.

My initial concepts were not simple shapes like the stars, squares, and triangles found in Roogoo. This was a decision I made for ease of gameplay and usability with color and shape recognition. Using images that are very basic in color and shape that are easy to recognize both visually and subconsciously for end-users was key. This made sense with simple and bright colored shapes which happened to result in reflecting a toy. I guess everyone can match colors and shapes and that really helps while playing Roogoo later in the game when things progress and become more difficult.

Roogoo is described as a game where you use those shaped blocks, called meteors, through a series of rotating discs. Talk about this.

SM: We went back and forth with the shapes being meteors; magic dust from a meteor, falling stars, or anything from space falling to planet Roo. Meteors just seemed to fit the best. The main focus of the game was that little three-letter word: “F--U--N.” I continue to be amazed at how many games have been released over the past and current years that publishers sink mucho dollars on that lack this little three-letter word. I wanted to create a game that anyone could pick up and play to put a smile on their face, while also showing something new and innovative.

New and innovative is always the risk. This means risk in the fact that you’re sinking all your money and development team’s time into some little kooky game that no one gets or understands that you had a dream about. The two-button rotating of discs generates many variations that can really layer and progress and that are really only limited by creativity. The disc is great because it can only go two ways making it easy for the player to make a simple choice. The game is very simple in using two buttons to rotate, but is difficult to master in later stages. You just have to play it to see what I’m talking about.

Does the player control the meteors or the discs?

SM: The player will mainly control the discs. The only control you have over the meteors is a speed up meteor button that helps in moving the shapes faster and a spin meteor button to match like shape colors in later stages.

Among the few screenshots available, I see three discs in one daytime stage and two discs in a space stage. Since the goal is for the meteors to reach the ground, I assume there will be many, many discs to get through before that point is reached?

SM: The discs both increase in number and shapes as you play. The levels change in many ways as you play and offer a good amount of surprises to keep any player on their toes. The environments start in space and progress to the center of planet Roo.

Roogoo is coming to PC and Xbox Live Arcade. One caters to the mouse-and-keyboard controls, the other is strictly made for game controllers. How did this influence the way you developed Roogoo, and can you tell us about the controls for both versions?

SM: The 360 version uses the smaller bumper buttons on the top of the 360 controller. You can really press these quick and the response feels great when playing on XBLA. The two-button mechanic is ideal for this controller. On PC we also used two buttons, the left and right arrow keys; in the split screen multiplayer mode two players share the same keyboard with both players using each side of the keyboard. The other using the A and D keys. XBLA has up to four controllers for two-player split-screen and four-player party play.

What are some of the obstacles in the game?

SM: Many of the unique obstacles are the Meemoo. These are the enemies of the Roogoo. They will block holes and knock away shapes to so they can prevent you from saving the planet while they steal and consume the meteors for their own selfish power. Play a bit farther and meet the Ninja Moo. Everyone likes ninjas!

Come see what they look like on Planet-Roo.

Do the stages/environments (space versus closer to the planet) have an effect on how the game plays? Or are the stage visual changes for aesthetic purposes only?

SM: The environments are mainly aesthetic but do offer a sense of progression as you play the game as you progress downward to the center of the Planet. Shapes will fly off into space in the first few levels if you mess up!

What will the Party Game mode include?

SM: The Party Game mode includes up to four players. his mode is a ton of fun, and each player will get points based on how well they do as a group in finishing a level. Each player controls his own disc. Four-player party mode makes you work as a team to get the shapes to the bottom. The better you play, the more points each individual player is awarded even though you are working to complete the same level. If you make mistakes you lose points and it will make your teammates either laugh or cry because they want to complete the level.

Roogoo lets you play as different characters. But as a puzzle game, what does that mean? Is this for the story aspect, or do the characters offer gameplay enhancements as well?

SM: Well, you’re not really playing any characters from a 3rd person perspective. The story is very simple and endearing. It has an intro, somewhat of a middle, and an ending. Remember, Roogoo is no epic game – it’s fun and has a very simple story. This is the game everyone should play while they are not playing the blockbuster title of the summer. It’s easy to get in and out of, and people can play each other for short sessions and have a total blast. This game really is for everyone from the hardcore FPS player to your Mom.

I think people will have a hard time understanding this statement until the just pick it up and play – then it all makes sense. We have gamers from all types and all audiences that just really have a blast playing this game. Many people will look at it and give it a label, but you will have to just try it. That means put the stinking controller in your hands. LOL.

So what will the story be about?

SM: It’s the old age adage of Good guys VS Bad guys, except this time the good guys are cute orange creatures and the bad guys are crazy purple ones with a pale evil greedy emo-like leader. Again the game is the focus, and if someone takes a liking to the game, I hope they like the characters and back-story, with a need for more to come…

It's been announced that Roogoo will include over 45 levels… Will there also be an Endless mode?

SM: If you complete the 45 levels, there is also a par-time mode that is pretty hard. If someone can beat the par-times, you will be a Roogoo Guru. The multiplayer is a ton of fun, and will consume anyone’s schedule. We do not have an endless mode. If everyone really likes it, we think a sequel will be more appropriate.

Can you give us an idea of what the bonus challenges will be like -- how they differ from the rest of the game?

SM: The Bonus challenges are more of an extension of Roogoo, almost mini-game like. They will come up every few levels and give the player a chance to rack up some more points. The user will not lose anything for doing poorly on a bonus level.

Thank you for your time.

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For More Product Information
Roogoo (360)
Roogoo (PC)