An accessible, wheelchair-friendly reimagining of Super Mario Bros designed for players with mobility disabilities. Mario can't jump - instead, the game uses ramps and lifts to navigate terrain, making it playable for wheelchair users and others facing jumping challenges.
- Wheelchair-Accessible Design - Ramps and elevation changes replace jump-based mechanics
- Multiple Input Methods - Head tracking, mouse, keyboard, or controller
- Checkpoint System - Auto-advances after 3 deaths for accessibility
- Enemy AI - Goombas that can be defeated by attacking from above
| Component | Technology |
|---|---|
| Game Engine | Godot 3.x (GDScript) |
| Physics | 2D KinematicBody2D |
| Head Tracking | OpenCV + face-tracker |
| Rendering | GLES2 (OpenGL-based) |
| Method | Controls |
|---|---|
| Head Tracking | Move head left/right for direction |
| Mouse | Screen zones: left third (move left), right third (move right), top quarter (attack) |
| Keyboard | Arrow keys or WASD + Space for attack |
| Controller | D-pad + buttons |
Download from the Releases page - available for Windows, macOS, Linux, and Web.
- Install Godot Engine 3.x
- Clone the repository:
git clone [email protected]:Kevin-Mok/SuperADABros.git
- Open project in Godot (main scene:
1-1-World.tscn) - Press F5 to run
- Set up face-tracker script
- Script outputs coordinates to
/tmp/move_mouse_with_head.out - Game auto-detects when head tracking is available
SuperADABros/
├── 1-1-World.tscn # Main game scene
├── scripts/
│ ├── Mario.gd # Player controller & physics
│ ├── Goomba.gd # Enemy AI
│ ├── Global.gd # State management
│ └── MoveWithHead.gd # Head tracking input
├── tiles/ # Level design tilesets
└── img/ # Character & tile sprites
-
Inclusive Game Design
- Reimagines classic mechanics for mobility-impaired players
- Inspired by real community feedback (r/disability subreddit)
- Demonstrates how constraints drive creative solutions
-
Multi-Input Architecture
- Supports 4+ input methods with seamless switching
- Head tracking integration via external OpenCV script
- Configurable sensitivity for different abilities
-
Custom Physics System
- Wheelchair movement on ramps with rotation mechanics
- Custom gravity and velocity management
- Collision detection for accessible terrain
-
Game Development Skills
- Full implementation from design through gameplay
- Animation system with sprite states
- Scene-based architecture with modular tilesets
-
External Integration
- OpenCV head tracking via file I/O
- Real-time coordinate processing
- Movement smoothing for accessibility
- Game Development: Godot, GDScript, 2D physics
- Computer Vision Integration: OpenCV, file-based IPC
- UX/Accessibility: Inclusive design, multiple input methods
- Creative Problem Solving: Adapting classic mechanics for new constraints
Found this GIF on r/disability as a top post - decided to make it a real playable game with actual accessibility features.
- Adjustable settings for user preferences
- More mechanics from the original game
- Additional enemy types and level designs
Development updates available on Devpost.
