Videogame developers endeavoured over the years to simulate reality in virtual reality experiences. Interface evolution, from Atari’s joystick to PS2’s analog vibration or gun-looking controllers, and from Dance Mania’s floor controller to Wii Wiimote, shows just how video game designers strive to recreate ‘physical experiences’. Yet, while videogame players can now smash and swing, they are still bound to 2D virtual environments. Or are limited in their manipulating characters in boundless virtual spaces from a static, real world. Moving Mario is not just a re-presentation of Super Mario Bros.

Rather, focusing on fundamental videogame development principles, it questions the conventions of interaction. As they engage in the gaming process, players can rethink the player/game relationship.

Project name

Moving Mario




Keith Lam

Origin of company

Hong Kong