Go Go Rescue Squad
by Connect2Media
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Description
"Go! Go! Rescue Squad! is an elegant piece of design dressed up in funfair clothing." Edge Magazine (UK) selecting Go! Go! as one of its top iPhone games.
"There's plenty to love here." Slide To Play
"Delightfully cute puzzler..challenging, pleasently conceived title with great level design" The Guardian
"The kind of puzzle pack that can grip your mind for hours on end" PocketGamer
"a top contender in the iTunes App Store" Crazy Mike's Apps
** The Guardian TOP TEN iPhone Games **
** OFFWORLD: 15 Games you need for your new iPhone **
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**NOW WITH ALL NEW CONTROL MECHANISM**
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We've listened to what you have said and changed the levels and controls to polish Go! Go! Rescue Squad! to a real gem of a game.
"..great thinking man's action puzzler...The kind of puzzle pack that can grip your mind for hours on end“
PocketGamer - 8/10
Albie Meter: 5 Stars (the amount of levels and content plus the lighthearted gameplay make this a must have for those who love challenging puzzles)
Albie, TouchArcade Forum
"A game that deserves its place among games like Lemmings or Worms."
Jmobil.fr - 9.4/10
Find the hero inside yourself with Go! Go! Rescue Squad!
Join the Squad and rescue the hapless Darwins from fire-ravaged buildings. Bravely throw them to the exits avoiding fire, exploding chemicals, killer robots and collapsing buildings. With 64 incendiary levels of unique, laugh out loud, gameplay over six different districts, Go! Go! Rescue Squad! will have you hooked for hours.
• 64 levels of fiendishly addictive gaming over six unique districts
• ‘Throw’ items with a flick of the iPhone/iPod touch, zoom into the action with a pinch and touch the Rescue Squad members to wake them up
• Huge variety of hazards to overcome including fire, flood, collapsing buildings, volatile chemicals and deadly security robots
• Cheat death by rewinding time
• Five different level types providing a wide variety of gameplay and difficulty from time sensitive panic rooms to more relaxed puzzle solving
What's New in Version 1.1
We listened hard to what you said about Go! Go! Rescue Squad! and, OK, we admit, it may have been a little bit difficult at times. So we have made some changes that we think you will love:
- We have completely overhauled the control system to make for a more instantly enjoyable gaming experience
- We have worked hard on the levels so that, while being progressively tricky, the Rescue Squad is much easier on the Rookies
- 3.0 Feature: We thought you might like to add your own soundtrack to the incendiary action so we've provided access to your iTunes collection
- 3.0 Feature: Finally you can email your friends about Go! Go! Rescue Squad! from the game itself. This may not seem amazing to you but our firefighters love it!
Thank you for buying Go! Go! Rescue Squad! and thank you for all your feedback. We are constantly trying to make our games enjoyable and would be really keen to hear your thoughts on this new version, especially if you have played the original. So please take the time to review the game on the App Store, or even drop us an email, we'd be very grateful!
Customer Reviews
A Go Buy
Who doesn’t look up to firemen and their daily heroics? That’s the theme behind Go! Go! Rescue Squad, and it’s a multi-layered puzzle game that in my opinion is extremely well-suited for the iPhone/iPod Touch platform. The gameplay is challenging yet original with terrific graphics and content.
The first thing that hit me was the soundtrack, which sounds vaguely similar to the theme song from the ’80 TV show “The A Team” and sets the mood for the rest of this game. Your job is to rescue victims called Darwins in fire ravaged buildings by getting them to the exit, and there are 64 levels broken into six districts:
Training Camp (unlocked)
Pimlico Heights
Zargoman’s Labs
General Disorder’s Army Base
Blimpy’s Bed Factory
Deathtrap Towers (bonus district)
The game isn’t linear and by completing certain puzzles within the various districts, other puzzles unlock. So you don’t need to complete every single puzzle in Pimlico Heights before moving on to puzzles in Zargoman’s Labs. I do recommend that you complete Training Camp before moving on to Pimlico Heights because it serves as a good primer on the controls and movement.
Three types of Darwins exist, and they have different behaviors along with accompanying sound effects that affect the rescue strategy.
Darwin Types
Twonks—will run and stay trapped on ledges
Screebs—will run and jump off ledges
Funzies—can climb ladders and use fire extinguishers
One of the neat things in the game is that in most of the puzzles, you have multiple firemen spread around the level that you can switch to and control at any point. So instead of managing one character, you are literally managing a team of firemen and their actions.
The controls are a strong point for this game. Touch the screen where you want your fireman to go, and to control a different fireman, tap directly on him. To jump gaps, tap across on the other side, and the fireman will jump accordingly. Specific actions appear as thought bubbles, which can be selected by touch. For example, if a fireman comes across a fire extinguisher, a thought bubble appears showing him pick it up. You simply tap on that thought bubble, and the fireman performs that action. On top of that, there is an aiming function. In many cases, your fireman will need to throw victims or items to another area or fireman and using arrows that appear down the left and right sides of the screen, you can aim and control where to throw. The aiming mechanism will show exactly where the object or Darwin will land via drawn-in trajectory line. It sounds complicated, but in practice, the control setup works remarkably well.
To clear a level, all the Darwins must be rescued in that particular puzzle, which isn’t easy because of the obstacles, which include fires, floods, chemical spills and security robots. If any Darwins do not survive, the Grim Reaper appears signaling the end of that level.
Each time a puzzle is solved, you earn a gold, silver or bronze medal. How is this determined? Go! Go! Rescue Squad has a Rewind function (think undo button) which while handy, will downgrade the medal you earn if you rely on it too often. The Rewind function is actually pretty interesting because it allows you to rewind based on specific intervals including after the Grim Reaper makes an appearance so a game is never truly over, although you may want to reset to go for the gold medal. It’s a nice option if you don’t like having to start levels from the beginning. Other features include pinch zoom and a pan function activated by tapping the Eye icon on the game screen. I would definitely recommend zooming in if you have large fingers. Zoomed out, the controls can be somewhat difficult in terms of accuracy.
Each district has additional rooms that are unlocked based on the medals earned in the puzzles. Bonus Room allows firemen to collect coins by throwing Darwins and unlocks when at least one gold medal is earned in a district; Danger Room offers an advanced puzzle where you must solve it without the benefit of rewind that is available to those who earn at least a bronze medal for every puzzle played in a district; and DeathTrap Towers provide super advanced levels for those who earn at least one gold medal in every other puzzle in the game.
The gameplay is entertaining, and the game can be downright difficult at least for me. There are some levels where I am constantly rewinding because Darwins or firemen get fried by fires or are “negatively impacted” by other obstacles. Each type of Darwin has his/her own type of scream, and as I mentioned, attributes that you need to consider. For example, putting out a fire that separates a Screeb from a ledge is not always the best idea since she will panic and jump off the ledge. While firemen call fall safely at any distance, Darwins cannot survive long falls so make sure you position firemen at the bottom to catch them if need be.
In terms of issues with the game, the throwing mechanism can be a bit temperamental. There are times when the trajectory line is a bit off because the fireman isn’t standing at just the right spot. So I end up not being able to complete a throw unless the fireman moves ever so slightly. Besides that, my only other issue, which really isn’t one, is that the puzzles can be very challenging.
If you’re looking for some truly challenging puzzles with a humorous bent to it, Go! Go! Rescue Squad is one I would highly recommend both for casual and more serious gameplay.
Some things I'd fix
Two things first. I got a gold medal on every level so I'm not here to complain about the difficulty. Second, I'd rate the game higher than 3 stars if some of the controls were fixed. It's a fun game, but the controls would make me want to punch the wall sometimes. Here's some things I'd personally look at changing.
Some of these things aren’t a problem on the regular levels, but on the timed levels where every second matters it causes much frustration especially in the last building where every level is timed.
1. Get rid of the autoswitch with the firefighters. Whenever a firefighter catches a Darwin it automatically switches to that firefighter. It sounds like that would make sense, but it's actually very annoying. I can't tell you how many times I throw a Darwin, then start to do something else only to have the other firefighter catch it, autoswitch to him, then I have to reclick on the firefighter I was using. This is especially annoying if you're mid-jump because when it autoswitches the firefighter just stops midair and drops like a rock, often in a pit, fire, or other area that deems him useless.
2. Get rid of the moving camera when something falls or a darwin walks through the door. If I hear the door open and close I know the darwin made it. I don't need to see it. This isn't a problem on levels that fit the screen, but it is on the levels that require scrolling. Sometimes I’ll be doing something, a Darwin walks through the door or something falls on the opposite side and the camera scrolls to it, which completely messes up what I’m trying to do since movement is based on the touch of the screen and by changing the screen it’s changing what I’m doing. This is really a problem when I’m in the middle of trying to throw a Darwin as it completely alters my trajectory.
3. Don’t throw the Darwin when you lift your finger. This caused so many problems. Especially the times I didn’t realize I had even clicked the throw so when my finger came up it threw them and killed them. With the new throwing system it is sometimes very hard to see where you’re even throwing as the smiley face is under your finger or you might be throwing off screen and can’t see where they’ll land. Keep the new throwing system, but get rid of making him throw when your finger comes up, and change it to where you can still move it around and doesn’t throw until you have your trajectory set and click on the throw button again. It basically combines the good parts from the new and old system.
4. Fix the napalm, or whatever it is. When you’re trying to throw it, it gives a thumbs up for everything. A thumbs up should only be there if you’re other guy can catch it or it’s going to hit the stone. Often times I’ll be aiming at my firefighter, it gives a thumbs up so I throw it then it hits part of the ledge and kills him, and I’m not talking about trying to bounce it off the walls. I’m saying I’m throwing it straight to him and it does this.
5. I don’t know how you’d go about fixing this, but I had problems with selecting to throw or selecting another fighter, but due to the proximity of the other fighter it’d do the opposite of what I was trying to do. I wouldn’t get rid of clicking a fighter to select them, but maybe you could add a button to the pause, camera, etc that toggles between the fighters.
6. The pause, etc buttons can get in the way of selecting a fighter, or throwing/setting down a Darwin, etc. I didn’t usually have much of a problem with this, but I remember having a problem on one level in particular where the door is in the bottom right corner, where the buttons are and a pillow is on a block to the left. Your fighter is stuck between the two and when he catches the Darwin you can’t even set them down because the drop bubble is under the buttons. Maybe you could slightly cut the game screen off and make the buttons available off the game screen.
7. Get rid of double tapping bringing up the camera. You have to touch the screen to move so you double tap frequently and the camera crosshairs can suddenly throw you off.
8. When you click on a fighter to switch I wouldn’t mind the switch being quicker if that’s possible. Right now you click on them and it takes a second or two before they actually start to move. This is pretty ticky-tacky. Like I said to start, this is one of the ones that’s only a problem for the timed levels. I know the time it takes to switch wouldn’t really have much affect on your overall time, but this can be annoying based on the perception of it’s slowing you down because you’re obviously trying to do everything as fast as you can to get the gold. It’s like when you’re out driving, need to be somewhere, and the person in front of you is going slower than you’d like. You won’t really get to where you need to be any faster, but you’re in a hurry so it just annoys you.
The game itself is great, but these are some things I personally think could make the game smoother and better.
Best Game Ever
This is an absolutely amazing game. I bought it because of Albie's review and because I liked the looks of the graphics. After I started playing it, I realized it was a very fun puzzle game that had very intuitive controls. This game is great and lots of fun. I got it at 99c but would have gladly paid the full price of 4.99
- Category: Games
- Updated Jul 17, 2009
- Current Version: 1.1
- 1.1 (iPhone OS 3.0 Tested)
- 17.9 MB
- Languages: English, French, German, Italian, Spanish
- Seller: Mforma Europe Ltd
- © 2009 Connect2Media
Requirements: Compatible with iPhone and iPod touch. Requires iPhone OS 2.2 or later.






