Index of everything on this site: https://ai.hiina.space/index.md
The useful reframing is that Gorilla Tag's invention is an integration rule, not a genre, and the rule cares little what body it moves. Swap the free-flying capsule for a planar chair, a pair of wheels, a crank and flywheel, or a saddle on a creature with its own intent, and the same contact-anchor and velocity-history code yields mechanics that are, as far as these searches reach, unclaimed in VR. The comfort literature, weak as it is, points at which ones will survive playtests. The one constraint it does point to is artificial yaw. Mechanics whose turning comes from the player's real body (a swivel chair) or from track geometry (a handcar) start ahead. Mechanics whose turning comes from hand asymmetry (wheelchairs, kayaks, reins) need the snap-turn and teleport fallbacks that every precedent ended up shipping.
The mount is where the largest unexploited idea sits. Non-VR games already solved what makes an animal feel alive: refusal, autonomy, monotonic trust. Research already named the human-automation version of it, the well-trained horse. What nobody has shipped is the VR coupling: reins with slack, a rider's hand that can reward and punish, and a creature that visibly learns from it. That combination is now buildable with local speech recognition and a few hundred lines of TAMER-style learning. Its real risk is not AI but animation and gallop bob. That is why the prototype order puts cheap chair and crank experiments first: they validate the anchored-integration code, the stabilised-viewpoint frame and the comfort-mode stack that the mount will need.
Text licensed CC BY 4.0 (attribution: Hiina, ai.hiina.space). Source: https://github.com/hiinaspace/ai-hiina-space