The Game starts the moment the Players walk into the museum. After tickets have been purchased, Players need to choose 1 out of 4 Levels: Beginner, Intermediate, Pro, Guru. Next, Players pick a Character; large 3D holograms (around 5 holograms so there isn’t a huge queue) greets the Players before they enter the game, and using air sensors, the participants can scroll through a variety of Character types. Once a Character is chosen, an Adventure Pack (a backpack designed based on Character) is handed out to each member according to Level and choice of Character containing: a Master Map of the Museo Marini Universe (layout of museum), a Treasure Pouch (for collecting hidden goodies; color and design will vary according to their Character), a Treasure Hunter Sensor (high-tech sensor for finding the aforementioned hidden goodies), Hypervision (3D glasses), a raincoat, a gadget specific to their Character type, and the Master Manual (instructions according to Level/Character). Players are also asked to download the corresponding application on their phones that will provide further information and assistance throughout The Game (participants without smartphones/tablets will be provided with tablets by paying a fee that will be refunded after the tablet is returned at the end of the visit). Players with disabilities are also taken into consideration. With the aid of technology, visually impaired Players are provided with Assisted Vision Smart Glasses or AI Glasses (such as eSight©) in addition to their Adventure Pack. Their Adventure Pack will also fit according to their needs (the Master Map and the Master Manual will both be in braille for example). For Players with physical disabilities, depending on their disability their instruction manual might also be different, in addition, all paths in the museum must be wide enough for a wheelchair to pass and stairs converted to slopes and wheelchair lifts installed (wheelchairs can be borrowed at the museum as well). Once the Players are all set, The Game officially starts. Players must pass through each Level (museum rooms) in order to continue their quest. The Game is designed in a way that allows the Players to pass each Level as long as they follow the Master Manual. Most Levels are designed and modeled after artworks by Marino Marini. The first room is more of a background info room that introduces the Players into his inspirations through a series of interactive games such as puzzles and visual simulations. The use of interactive projections will be crucial in many Levels. Using high tech sensors, Players are invited to interact with the projections and create their own artwork using elements of Marini’s works. For example, his paintings are taken apart and each element is described. Using this knowledge, Players create an original piece of art by collaging and the finished piece is submitted and becomes part of the museum collection and will be projected onto the walls (completely the artwork is also the means to pass that particular Level). Interactive tiles modeled after the Dance Dance Revolution game by Konami are used and Players can create an original music/dance piece (each tile is given a sound and color). The result is also added to the particular Level. The Levels that allow Players to add their own works help build and expand the museum collection while enriching their own knowledge about the artworks (they can also collect a printout of their original piece if they want at the exit) it also serves to create a continuous narrative of art and innovation. Some rooms are modeled directly after Marini’s paintings, and can be a life-sized rendition as if the Players have walked into one of them (a sensor can be used to scroll through his artworks and with each scroll, a different painting will be projected into the room, completely changing the setting) the use of 3D glasses for these Levels provide another Level of user experience. Some rooms can only be entered after a Dance Dance Revolution-esque dance code is performed, and other rooms have projected entrances that look like the Player is entering an artwork/alternative-space. There will also be Recharge and Reboot rooms that are pure fun for Players to relax and have fun in. Each room no matter Level or Purpose will contain goodies for Players to collect. Goodies are dispensed one at a time so no one Player will hog them. Levels not modeled after Marino Marini are modeled after artworks by his contemporaries (such as artists that exhibited with him in the 1944 exhibition in MOMA), after artists inspired by him, or after current artists. Nonpermanent Levels change each season to keep it fresh for returning Players, and serve as “temporary exhibits” in a sense. These temporary Levels can then be modeled after current artists chosen either through submissions or collaborations. The final Levels are the most important as they connect to the artist Marino Marini’s final artworks. His last work is of his iconic rider and horse however, the rider is unseated and the horse is fallen on the ground. This apocalyptic image mirrors Marini’s growing despondency for the future of the world. The final Levels’ goal is to turn this despairing image around and paint a more positive image. Player’s are asked to participate in games and activities that seek to right the horse and expand upon the artwork to create a sort of alternative ending. Even though it’s the final Level, no matter what answer/result they give, all Players will pass. The purpose of the final Level (now that we have come to the end of Marino Marini’s career) is to leave the Players with the question of “What next?” because even though we all fall down, life is about getting back up. After the Players complete the game, they will receive achievement badges according to Difficulty and Character. There will also be secret rooms that only Players that have completed certain Levels can enter. *Character type suggestions: Sorcerer; Knight; Adventurer; Archaeologist/Historian; Alchemist (all Characters are kept androgynous so both male and female Players who pick for example the Sorcerer Character will receive the same kit)
*Relax and Reboot Room suggestions: Rock Climbing Room modeled after Etruscan Ruins; Maze of Mirrors; Reading Room (Library).
*The exterior of the museum is projected with 3D Mapping technology at night and changes everyday using submissions by visitors/students/etc.
*Steps leading to the museum will also contain interactive tiles that light up and they lead the way to the museum.
*Museum can also have “night openings” that are special events hosted at the museum for special themes with “Unlocked Levels”