Super Mario AR demo by Stuart Langfield.
The circular format in this demo looks really interesting, Stuart. How did you come up with this?
“ Figuring out a good format was a big challenge, since I was taking a 2D game and applying it to physical 3D space. I first built in a traditional left to right 2D platformer style, but during testing I realized the level was becoming massive. It would be very hard to place in a physical environment whilst retaining a sense of scale. It also involved a lot of walking. So it was becoming hard to keep up with Mario!
After some brainstorming I decided to try a circular format. To test this out I had to rebuild Mario’s movement controllers so that he was fixed to a specific circumference. I had to play with the scale of the scene, so that the user wasn’t rotating their body too quickly and becoming dizzy. I’ve had a few people test the prototype at different stages and the reactions have been generally positive, although it always took them a few minutes to get used to the controls and the format. ”
Another novel UX element is the star grab power-up. Can you give us some insight into your process and your opinion on these kinds of gameplay elements that are unique to AR?
“ After finalizing the circular game format, I still felt like there was an element missing from the game, a stronger reasoning behind why someone should play in AR. I looked at traditional Mario games and noticed that power-ups are always a key component. Adding those in so that Mario could pick them up as normal, however, felt off. I wanted to find a way to involve the player in a deeper way, outside of controlling Mario directly. That’s when I hit on the idea of positioning power-ups out of Mario’s reach, meaning the player has to directly grab them and give them to Mario. I believe that building upon these kinds of unique interactive elements will be key to retaining the attention of player’s in AR games.
I think it’s crucial for us to find ways of adding unique game play elements into AR apps as I feel the novelty aspect of AR won’t last that long. Player’s standards for what constitutes a good AR game will rapidly evolve over the next couple of years. It’s like the early days of cinema, and similar to a lot of challenges VR has faced. Applying traditional paradigms to this new space doesn’t necessarily work without at least some modification. There’s a lot of undiscovered UX and storytelling formats in AR, and that’s part of what makes it so exciting! ”
Are you planning to continue exploration on this demo?
“ I might refine the Mario demo a little more, but the next step for me is to take the learning from this prototype and put it into another product of some kind. And that definitely includes a product that other people can experience. I’d love to get something in the app stores! ”
OMG, this is how I want to play Mario forever now. https://t.co/M4ySq76vpA
— Gant Laborde 🔥 (@GantLaborde)December 11, 2017
Pretty please @Nintendo get to work on this. 😍 https://t.co/zQl4prtm4u
— Mani (@manicakes)December 11, 2017
Incredible project by @stuartlangfield 👏👏👏 wow https://t.co/eJZF8WFW6h
— vin (@VINNYVERMA)December 11, 2017
See All VideosThis is super cool https://t.co/wcjZSErYhe
— Ian Murchison (@ianmurchison)December 11, 2017