An interview with Amerilainen – Bounce Rescue!

Recently a new indie game was released by Bitcore. It is known as Bounce Rescue!. The review of that game appeared earlier. However, since the bouncing mechanics is unique in platformers, we wanted to learn more about the reasoning. For this, we managed to corner the CEO of Bitcore, and forced this interview on him. Or rather, we cornered one of his team who informed got the CEO for us. Meet Amerilainen, the one who directed his team to create this game.


Hey, K1mpp4 said you’re doing an interview about us?

About the game yes, if you are willing to give it

Yes of course

Alright. Bounce Rescue! is an interesting game, and we only found out about it due to K1mmp4 posting it on speedrun.com. From what I have seen, the three of you worked on the game Bouncy Rescue, You, K1mpp4 and Arska. How did the three of you meet?

Ari is a deputy member of the board and my cousin, and now that I got an office for the company he came to make Bounce Rescue. I met Kimi at a local game gathering (late 2017) and within a few weeks he was in Bitecore. Now they have been making the game officially about 3 months in the team. I personally started the Bounce Rescue!-project in 2015.

In 2015, what inspired you to make this game?

I’ve always liked platformer games, so it was quite natural to start doing that.

Was there any particular platformer that was your favorite, and inspired the bouncing around in your game?

The greatest inspiration is surely Mario. Through mistakes and tryouts the game mechanics were born slowly.

I have to say, bouncy around is not seen in most games. I only know one other game that had bouncing mechanics like you have. That was The Great Circus Mystery Starring Mickey Mouse and Minnie Mouse for the SNES. As soon as I played the game, I feared the jumping would just be as annoying, you however made it easier to jump and give us the option to jump anytime we want after touching the ground after a jump, what this hard to implement?

Let’s say it was not originally meant to come into game, but because some of the levels were quite difficult I kept it in the game. After a few rounds of testing, I got it like it is now. So it was surprisingly easy to develop to the end.

I have never played that Mickey Mouse -game myself, need to take the test of that.

You should try it. Anyway, Bounce Rescue! is an interesting game with the bouncing. There were several character options to choose from. I notice no description on what they are good at, but for some testing I got some differences that lies with several characters. What was the idea of withholding this information? To make players try every character out and see what suits them, or did you have another reason?

The intention was that you have to explore the game. I wondered if this information was given first to the player, but now they have to test themselves. Of course, the characters with the best features are at the end of the game.

It has a mix of platforming, and some simple puzzle solving. And the characters are also a bit cute looking. Was this your intention when you started it, or did it come to it?

Originally, the goal was to keep the game colorful, cute and challenging.

And it is. I have played several hard and difficult games/platformers. This is not difficult, but very challenging. Good job on making that.

Bounce 3.jpg

The story of the game is a basic story. Your friends got kidnapped and you rescue them. You can opt to not rescue them as well. Are there different endings for that?

The main purpose was in gameplay, not in the story. The end of the game is always the same, you rescued all or not. You just don’t get all the characters unlocked. The controls in the game are polished in my mind, so with a little training the game runs easily.

Yes, the controls, despise the bounding, are great. 

So since the ending is not the same, why would you try to get all objects? Do they have a function or are they just for score purposes?

For example, some characters make you faster / easier to go levels thru. So just for those reasons, it’s worth rescuing the characters if you want to make better time / score record in the level.

There are other objects as well to collect. I forgot what the 3 were, crystals? What are the purpose of those?

Yes, collecting crystals you will get stars at the end of the level. And if you have enough stars, you’ll get the some achievements open. And the crystals give you more points at the end of the level.

Did you make any other games or was this your first?

I’ve been doing for over 15 years games, but this is my first official game. The company has only been around for 3 years now.

Longer than me then, only started 13 years ago. Did you make games professionally before or just as a hobby?

Just a hobby The material for the future has accumulated quite a lot now.

So now that bouncy rescue is released, what are your plans for the future?

The Japanese release on PS4 and the Xbox One release, and after that start thinking what is our next project.

No plans to get this on the switch?

There is not right now any kind of agreement for the Nintendo Switch. But it is not excluded.

Bounce 2.jpg

Besides your release, you also started a race on the release day for speedrunners. Why did you do this?

It’s great to see how fast someone really gets through the game. And of course fastest will get rewarded.

Already thought of what the reward will be?

Yes, it will be a cash prize.

I won’t ask how much that cash reward is. Anyway, we are reaching the end of the interview. The game is interesting and worth to get, and has gotten a high score on our review. Do you have any last words for our readers?

Hope you got the game and like to play it. And more info about races will come to our website (bitecore.com). Thank you for your support in advance!


Want to play Bounce Resue!? You can get it on steam now. We hope to see you in the race as well. Remember, the best place after 2 months gets a cash price. And I will personally add 5$ to the reward of the first place.

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