SUPERHYPERCUBE is a VR "first person puzzler" with classic controls and intuitive shape-matching gameplay. You control a group of cubes and rotate it to fit through a hole in a wall that is constantly moving toward you. Each time you fit through another wall without crashing, more cubes are added to your cluster. Head tracking is critical in the game - as your cluster of cubes gets bigger, you will need to lean around it to see the hole and quickly determine what rotations to make. Stay alive as long as possible!
The first version of SUPERHYPERCUBE was created in 2008 for gamma3D, an event that kokoromi organized inviting game makers to create games in which stereoscopic vision truly impacted gameplay. All the gamma3D games relied on a display technology called anaglyphic (red/cyan) stereoscopy, but SUPERHYPERCUBE went one step further, introducing head tracking with custom-modded glasses. Players not only saw depth and occlusion within the game world, they could also physically move their bodies to look behind each cluster. In 2010 kokoromi re-visited the game’s head tracking technique using the Kinect, but the game still relied on 3D glasses to create the visual depth effect. After 7 years, VR technology has developed enough to support kokoromi’s original vision—a truly physical puzzle game that is both fully enveloping and plays with your spatial perception.
Aesthetically, SUPERHYPERCUBE VR is influenced by our love for all things glowing, epitomized by neon light, 80s motion graphics, early computer art and the minimalist art movement known as “light and space.” Artists in this genre work with material surfaces, and use neon, LEDs, and sunlight to create abstract work which might change over time or when viewed from different angles. The game’s universe is equally inspired by the neon art of Dan Flavin, the early computer graphics of pioneer John Whitney Sr, and light and space artist James Turrell. We want to give players an experience something like flying or floating through one of these works. The visuals of the game also reference illustrations and films from the 60s, 70s, and 80s. We each have our favorite examples, especially from iconic films — from 2001: A Space Odyssey to Blade Runner to Xanadu — with their analog special effects, retro-futuristic user interfaces and delicious lens flares.
Damien di Fede