- Release Year: 2009
- Platforms: Android, BlackBerry, iPhone, J2ME, MeeGo, Windows Mobile, Windows
- Publisher: Connect2Media Ltd., Mforma Europe Ltd.
- Developer: Connect2Media Ltd.
- Genre: Action, Puzzle
- Perspective: Side view
- Game Mode: Single-player
- Gameplay: Firefighting, Object manipulation, Puzzle, Rewind
- Setting: Firefighting
- Average Score: 90/100
Description
Go! Go! Rescue Squad is a puzzle-action game set in 2D side-view levels where players control firemen tasked with rescuing quirky Darwin creatures—Twonk, who walks carefully back and forth; Screeb, who panics and runs erratically; and Funzie, who can use extinguishers and climb ladders—from fires and other hazards. Beyond firefighting, gameplay involves picking up and throwing objects and Darwins, using time rewind to avoid casualties at a score penalty, completing strict timed Danger Rooms, and bonus levels for coin collection by tossing Darwins.
Gameplay Videos
Guides & Walkthroughs
Reviews & Reception
pocketgamer.com : Rescue Squad is a truly inspired game and one that will easily keep you playing for weeks thanks to its whopping 64 levels.
Go! Go! Rescue Squad: Review
Introduction
In the chaotic blaze of a burning building, where every second counts and one wrong move spells disaster, few games capture the frantic thrill of heroism quite like Go! Go! Rescue Squad. Released in 2009, this unassuming puzzle-action title from Connect2Media thrust players into the boots of intrepid firefighters battling not just flames, but floods, explosions, and alien incursions—all to save the quirky inhabitants known as Darwins. As a cornerstone of the early mobile gaming renaissance, Go! Go! Rescue Squad emerged during the iPhone’s explosive rise, blending arcade reflexes with brain-teasing puzzles in a way that felt fresh and addictive. Its legacy endures as a multi-platform pioneer, spawning a sequel and influencing casual gaming’s emphasis on touch-friendly, replayable challenges. This review argues that Go! Go! Rescue Squad isn’t merely a product of its time but a timeless gem: a devilishly clever puzzle game that rewards patience and precision, cementing its place as an underappreciated classic in the firefighting-themed genre.
Development History & Context
Connect2Media, a Manchester-based studio founded in the mid-2000s, was at the forefront of the casual gaming wave when Go! Go! Rescue Squad hit the scene in 2009. Led by CEO Eric Hobson and CTO Peter Scott, the company specialized in cross-platform titles that bridged PC downloads, mobile devices, and emerging consoles, reflecting a “360-degree” approach to digital entertainment. Game design visionary Graham Goring spearheaded the project, drawing from his extensive portfolio (spanning 36 titles) to craft a core loop inspired by real-world heroism but infused with whimsical absurdity. Programming duties fell to Doug Anderson and Tony Stockton, who navigated the era’s fragmented tech landscape—J2ME for feature phones, early iOS for touchscreens, and even Windows Mobile for enterprise users—while ensuring seamless ports to Android, BlackBerry, and later MeeGo.
The game’s development was shaped by the technological constraints of 2009’s mobile ecosystem. Smartphones were booming post-iPhone launch (2007), but hardware varied wildly: button-mashing J2ME devices demanded simple controls, while iOS previews hinted at gesture-based innovation. Connect2Media’s vision was ambitious—a multi-platform franchise starting with a PC download via Big Fish Games in February 2009, followed by mobile rollout in April, an XBLA version in development, and DS explorations. This strategy tapped into the casual market’s explosion, where titles like Bejeweled dominated portals, emphasizing accessibility over high-end graphics. The gaming landscape was shifting from console dominance to bite-sized mobile play; Go! Go! Rescue Squad responded by prioritizing “mass market appeal” for all genders, with 64 levels across six themed districts that blended firefighting tropes with cartoonish peril. Project manager Tim Kay oversaw a 33-person team, including art by Rob Noyce and level design by Goring, Jonathan Rushworth, and Craig Betts, all working under the mantra of “if people play it, they fall in love with it.” Budget-conscious and innovative, the game avoided AAA spectacle for polished, portable fun, positioning Connect2Media as a bridge between web casuals and app store hits.
Narrative & Thematic Deep Dive
At its heart, Go! Go! Rescue Squad unfolds a simple yet thematically rich tale of everyday heroism amid escalating chaos. Players embody a squad of nameless firefighters—stoic, caped saviors—who respond to emergencies in a vibrant town plagued by bizarre disasters. The “plot” is level-based, progressing through six themed districts where Darwins, the game’s hapless inhabitants, face fiery infernos, raging floods, explosive hazards, and even extraterrestrial threats. There’s no overarching story arc or cutscenes; instead, narrative emerges organically through environmental storytelling and character behaviors, turning each level into a micro-drama of peril and redemption.
The Darwins serve as the emotional core, embodying themes of vulnerability and quirky individuality. Regular Darwins wander aimlessly, their wide-eyed alarm evoking innocent bystanders in crisis, underscoring the game’s motif of selfless rescue. Twonks add a layer of deliberate pathos, methodically pacing back and forth like anxious sentinels, symbolizing quiet resignation to fate—players must gently guide them to safety, mirroring themes of patience in emergency response. Screebs inject panic and urgency, darting erratically across platforms only to plummet into gaps or flames, representing uncontrollable fear and the high stakes of split-second decisions. Most endearing are Funzies, the proactive “have-a-go heroes” who wield extinguishers and scale ladders, but with limitations (they can’t climb while armed), highlighting themes of collaborative effort and human (or Darwinian) fallibility. Dialogue is minimal—mostly ambient cries or grunts—but it amplifies the chaos, with Screebs’ frantic squeals building tension.
Thematically, the game explores heroism not as brute force but as clever improvisation. Firefighters aren’t invincible; they toss Darwins and objects like living projectiles, risking falls that demand mid-air catches, which ties into motifs of trust and precision under pressure. Rewind mechanics introduce moral ambiguity: undoing mistakes saves lives but penalizes scores, probing the cost of perfection in rescue scenarios. Broader undertones critique disaster’s whimsy—fires sprout like weeds, floods defy logic—satirizing media portrayals of emergencies while celebrating problem-solving as empowerment. This lighthearted narrative, devoid of heavy lore, keeps the focus on replayable triumphs, making Go! Go! Rescue Squad a meditative ode to the unsung puzzle of survival.
Gameplay Mechanics & Systems
Go! Go! Rescue Squad masterfully fuses real-time action with puzzle-solving, creating a core loop that’s equal parts frantic and cerebral. At its foundation, players direct firefighters (solo or in squads of multiples, switchable on the fly) through side-view, fixed-screen levels teeming with platforms, ladders, and hazards. The objective: escort all Darwins to glowing exit doors before time—or calamity—runs out. Controls are direct and intuitive—touch-drag for mobile throws, D-pad for others—allowing firefighters to hoist extinguishers, debris, or Darwins and lob them with physics-based arcs. Precision is paramount: a well-aimed extinguisher douses flames mid-throw, while a Darwin toss can chain rescues across gaps, but misfires lead to pixel-perfect catches or instant failure.
Combat is absent, replaced by environmental “battles” against dynamic threats. Fires spread realistically, forcing players to prioritize: extinguish a blaze blocking a path or save a Screeb teetering on an edge? Funzies add strategic depth, as they can be directed to self-rescue, but their limitations (e.g., dropping items to climb) demand orchestration. Character progression is score-driven: levels award stars based on time, casualties (zero is ideal), and rewinds used. The rewind system—a timeline scrubber undoing actions step-by-step—is a stroke of genius, mitigating frustration in a genre prone to restarts, but overuse tanks scores, encouraging mastery. Danger Rooms escalate tension with no-rewind timers, turning puzzles into high-wire endurance tests, while Bonus Levels flip the script into arcade coin-chasing, where hurling Darwins collects currency for bragging rights.
UI shines in its minimalism: a clean HUD tracks Darwins saved, time elapsed, and rewind count, with intuitive icons for hazards. Flaws emerge in later levels’ unrelenting difficulty—pixel-perfect throws against panicking Screebs can feel punitive, and absent hints leave players stumped. Yet, innovations like multi-firefighter coordination (one catches what another throws) and varied Darwin AI create emergent strategies, ensuring 64 levels feel vast. Pacing balances gentle tutorials with escalating complexity, delivering hours of “just one more try” addiction.
World-Building, Art & Sound
The world of Go! Go! Rescue Squad is a colorful diorama of peril, confined to 2D side-scrolling screens that evoke classic arcade puzzlers like Lemmings but with a firefighting twist. Six themed districts—urban blazes, suburban floods, industrial explosions, and surreal alien invasions—build a cohesive yet varied setting, where everyday locales warp into cartoonish nightmares. Platforms creak under weight, ladders wobble during climbs, and dynamic elements like rising water or spreading flames infuse urgency, making each level a self-contained ecosystem of risk and reward. Atmosphere thrives on whimsy: Darwins’ town feels alive, with background details like swaying foliage or distant sirens grounding the absurdity, fostering immersion without overwhelming the puzzle focus.
Visually, Rob Noyce’s 2D art direction is charmingly hand-drawn, with bold colors and fluid animations that pop on small screens. Firefighters sport heroic capes and expressive faces—grinning mid-throw or grimacing at failures—while Darwins’ bulbous designs (Twonks’ cautious struts, Screebs’ wild sprints) add personality. Fixed screens use flip mechanics for multi-room layouts, enhancing spatial depth without disorientation. On mobile, touch integration feels natural, though J2ME ports suffer slight sprite jitter from hardware limits.
Sound design, courtesy of Noyce and John Tatlock, amplifies the chaos with a punchy soundtrack of upbeat chiptunes that shift to tense stings during crises—think jaunty brass for successes, shrill alarms for near-misses. SFX are crisp: extinguisher whooshes, Darwin yelps, and fiery crackles build sensory overload, immersing players in the squad’s urgency. These elements synergize to elevate the experience, transforming rote puzzles into visceral rescues, where a well-timed throw feels heroically cinematic.
Reception & Legacy
Upon launch, Go! Go! Rescue Squad garnered strong critical acclaim, particularly on mobile, where Pocket Gamer UK awarded it a glowing 90% in May 2009, praising its “devilishly difficult puzzles, originality and playability galore.” The single critic score on MobyGames reflects this enthusiasm, highlighting its addictive quality amid a sparse review landscape—likely due to its casual, multi-platform rollout. Commercially, it thrived: the PC version via Big Fish Games ($19.99 full, free trial) built online buzz, while iOS ports at £0.59/$0.99 shot up App Store charts. By September 2009, Edge magazine named it one of the 50 best iPhone titles, applauding its “fiendish puzzles and charming aesthetics.” Connect2Media reported “overwhelmingly positive” reactions, fueling a community around its web debut.
Over time, its reputation has evolved into cult classic status. Initial gripes about difficulty (rewinds exceeding 50 per level) softened as players embraced the challenge, and ports to Android and MeeGo extended longevity. No massive sales figures emerged—typical for indie casuals—but its influence rippled through the industry. As the kickoff to the Go! Go! series (followed by Go! Go! Island Rescue! in 2009), it pioneered multi-platform casual puzzles, inspiring touch-based rescuers like Badland or Limbo‘s environmental navigation. Credits overlap with hits like Call of Duty 2 (via team members), showing talent bleed into bigger productions. In an era predating mobile free-to-play dominance, it exemplified sustainable franchising—lite versions drove full buys—and its firefighting theme echoed in later titles like Overcooked‘s cooperative chaos. Today, with only two MobyGames collectors, it’s a hidden gem, deserving rediscovery for its role in democratizing puzzle innovation.
Conclusion
Go! Go! Rescue Squad distills the essence of heroic puzzle-solving into a compact, cross-platform triumph: 64 levels of throw-happy rescues that blend arcade energy with Lemmings-like strategy, all wrapped in charming art and sound. From Connect2Media’s visionary development to its addictive mechanics and thematic whimsy, it overcomes minor flaws like steep difficulty with sheer replayability and innovation. In video game history, it occupies a vital niche as a 2009 mobile trailblazer, bridging casual portals and app stores while birthing a franchise that championed accessible heroism. Verdict: Essential for puzzle aficionados—a fiery 9/10 that still ignites passion today. Fire up an emulator; the Darwins need saving.