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Bean's Quest: A hardcore platformer on iOS
News Posted on 16th, May, 2012
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H2O Mystakin reflects on his plane ride to Boston and interviews Tom Greenaway of Kumobius, developer of Bean’s Quest.

As I sat on my plane ride to Boston, I realized something. I was on a trip to a different state -- a trip that would take me many hours to complete -- and I hadn't brought a single gaming handheld with me. It might just be because I forgot, but a part of it had to be an implicit understanding that I wouldn't need it. I had both my iPod and my iPad with me. Even though I may have enjoyed the free time to continue crushing goomba skulls in Super Mario 3D Land, the lost opportunity wasn't enough to ruin my trip. As it turns out, the right iOS games can be just as entertaining.

Even though iOS has become a gaming standard at this point, many developers still struggle with control schemes. The biggest differentiator between handheld games and app store games seems to be the access to traditional controls. Face buttons, analog sticks, d-pads, and shoulder buttons are all forms of interaction foreign to the iOS market. Because of this, many iOS titles suffer by being designed with traditional controls in mind. They add virtual joysticks or buttons that work well enough, but never equate the real thing. The games that stand out on the platform wind up playing to the strength of the system its on, and disregarding past gaming tropes.


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Beans can swim too, as it turns out.

Bean's Quest, a platformer on iOS, alleviates these concerns in a clever way. You are only capable of moving the main character left or right by pressing the touch screen near the edges of the device. That's it. There's no attack button, no jump button, and no frustration. How this can be a platformer without a jump button? Well, that's where Kumobius, the developer, gets clever. The main character is a Mexican jumping bean. He jumps at a constant rhythm without player intervention. This allows Kumobius to create complex levels without fear that the player will blame the game for their mistakes. There's no uncertainty surrounding the controls. At worst, you may rest your thumb on the edge without realizing it, but I didn't run into that problem often. It's an elegant solution to a real game design issue, and it leads to a great portable gaming experience.

Tom Greenaway, director at Kumobius, says the game was born out of this control scheme. After deciding the main character needed to constantly jump, they began to brainstorm ideas for a theme to fit their project. The Mexican jumping bean was chosen as the prime candidate for a main character, but the South American influence doesn't stop there. The worlds in Bean Quest exude Latin influence without feeling constrained by Mexican imagery. Tom describes the setting as "...very much a fantasy world similar to how the Mushroom Kingdom is a fantasy world in Mario."

In addition to being a traditional point-A to point-B platformer, every level of Bean's Quest has three hardcore goals meant to challenge the more advanced players. Each goal has its own charm and taps into different aspects of the completionist within me.


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Axolotls provide one of 3 additional goals in each level.

First, every level has a pink axolotl, a salamander species that can be found near Mexico City, hidden in a usually hard to reach area. Sometimes the axolotl will be in plain view of the player, but just barely out of jumping reach. Other times, you may complete a whole stage without seeing one. Successfully reaching an axolotl causes it to jump off the stage and exclaim "thanxolotl!" which always manages to put a smile on my face. I'm glad the cheery amphibian is as happy as I am that I reached it.

Second, scattered through each stage are dozens of jewels for collecting. This is, perhaps, the goal I work towards completing the most. It's usually easy to figure out how to get all of the jewels, but then it's a matter of pulling it off. When I asked Tom what a Mexican jumping bean wanted with so much jewelery, he chuckled. "I think the general idea is you're just collecting them for your girlfriend," he said. "She was kidnapped at the start of the game, so you're trying to rescue her. You're kind of surprising her with all these diamonds and jewels."

Finally, each level has a minimum number of jumps you can complete it in. These par jump counts are the most difficult of the three challenges, and it's rare that I would complete one without actively planning a route. "Because you have acceleration and your momentum is important, you can't just pull up against walls and hold against them to go over," Tom explained. "You'll clip that wall and that will deduct some speed from what you're doing, which will then affect a jump later in the stage. Additionally, if you jump on an enemy's head, that doesn't count as a jump." If any of the par counts seem impossible to you, be assured they are not. Each jump count is manually tested and every stage is planned out with par in mind. That said, one of the levels I played on the plane trip to Boston had a par time of only 2 jumps. I'm not sure I'm hardcore enough for this iOS game.


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Later levels can be a real challenge.

Bean's Quest launched roughly 8 months ago with only one world. Each month after release, Kumobius updated the game with a new world until it boasted six in total. Reception to Bean's Quest has been primarily positive. "People really love the fact that it's a platformer on iOS that is accessible but also has a really hardcore achievement in it," Tom told me, referring to the par number of jumps for each level. It's hard to argue the value of Bean's Quest with all of the levels now complete, but it's impressive that fan reaction was overwhelmingly positive even when the game's content was slim.

With the talk about Bean's Quest wrapped up, I turned the discussion to the only other game listed on their website, Omelette Boris. Boris was a game created in just under 48-hours during the Melbourne Game Jam 2012. Knowing only about its history as a game jam title, I wanted to learn more.


http://www.kumobius.com/omeletteboris/static/screenshot.png
Omelette Boris was created in under 48-hours.

The theme of this jam was Ouroboros or the cycle of life. In Omelette Boris -- a game title that was surely a pun on Ouroboros -- you play as a bird that flies through a level and lays an egg after it reaches its goal. After the egg is laid, the bird flies away and the player must navigate the egg back to the starting area. The catch is, the egg is much more fragile and you may need to manipulate the world as a bird before you can navigate it safely as the egg. Despite being their first game jam, Kumobius managed to win Best Game & the Jammer's Choice awards for their hard work. Omelette Boris is available for free on their website.

Bean's Quest can be found on iOS, Android, PC, Mac, Linux, and graphing calculators. Okay, I made that last one up, but it is available on just about every non-console platform. If you download the Android version and you find compatibility issues, don't get upset. Kumobius will gladly take a support e-mail over a scathing review, so be nice.

Traveling can be exhausting. It's stressful, time-consuming, and maybe even a little scary. It's good to know that even if you leave your handheld system at home, the world of great games doesn't have to stay home with it. Games like Bean's Quest will always be there.*
*As long as you own a smart phone. 

Written by Erich "H2O mystakin" Sherman. Erich is the PMS|H2O Editorial Director. Keep track of him and his shenanigans on Twitter!

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