mario3 🟠 Alpha

Subjects

5 — sub-01 ✅ · sub-02 ✅ · sub-03 ✅ · sub-04 ❌ · sub-05 ✅ · sub-06 ✅

Maturity

🟠 Alpha — Not fully acquired or released, or missing a README.

Tasks

🎮 Super Mario Bros. 3 — in-scanner gameplay — 80 levels across 8 worlds, including fortresses and airships; discovery phase (each level once in game order, one set of up to 3 lives) then practice phase (pseudo-random order); each life is a separate replay; 1630 repetitions (4063 lives) across 5 participants; fMRI for a subset of levels/runs is held out as the Algonauts 2027 test set until the challenge ends

Data

🧠 fMRI — 9.9 h/subject

🎬 Naturalistic video — 9.9 h/subject

🔊 Audio — 9.9 h/subject

🎮 Gameplay — 9.9 h/subject

🕹️ Game logs (annotated events (.tsv) ✅, game replay (.bk2) 🟡, video replay (.mp4) ✅, replay summary (.json) ✅, mapped RAM variables (.json) ✅, low-level features (.npy) ✅)

🫀 Physiology (ECG 🔒, respiration 🔒, plethysmograph 🔒, EDA 🔒)

👁️ Eyetracking (gaze 🔒, pupillometry 🔒)

Assets

📁 BIDS · 🧠 fMRIPrep · timeseries

Overview

The mario3 dataset contains in-scanner gameplay of Super Mario Bros. 3 (Nintendo, 1988) for five CNeuroMod participants (sub-01, sub-02, sub-03, sub-05, sub-06), acquired after the mario and mariostars datasets. Participants played 80 levels across the game’s eight worlds, first in game order (discovery phase), then in pseudo-random order (practice phase).

Compared with mario, the game keeps the same character and core controls but adds new mechanics — suits with new abilities (Raccoon flight, Tanooki, Frog and Hammer suits, Kuribo’s Shoe), P-Switches, auto-scrolling levels — as well as longer, more varied levels and boss fights. The dataset therefore tests how brain and behavioural models generalize to new game mechanics and more complex levels.

Important

Part of mario3 is held out as the test set of the Algonauts Project 2027 Challenge: fMRI responses for a subset of levels/runs are withheld, while the corresponding game logs and replays are part of the dataset. The withheld fMRI data will be released once the challenge ends.

Game environment

Participants used the CNeuroMod fiber-optic MRI controller described in Harel et al. (2023). The game ran on a console emulator via OpenAI’s gym-retro (SuperMarioBros3-Nes), recorded at 60 Hz. Each level was loaded directly, skipping the world map. Because the game is fully deterministic, only player inputs were stored; the .bk2 replay files allow exact reconstruction of every play.

Run design

We use run for a single fMRI acquisition, life for a single play of a level until completion or death, and repetition for a set of up to three consecutive lives on the same level, ending when the level is completed or the third life is lost. Every life restarted from the beginning of the level as small Mario: power-ups did not carry over from one life to the next.

The experiment was structured in two phases:

  • Discovery — every level was played once, in game order, with one repetition per level: the participant moved on to the next level after the repetition, whether or not the level was completed.

  • Practice — the remaining sessions used levels in pseudo-random order, so that every level is played once before any level is repeated.

A few deviations from this design are visible in the data. During discovery, sub-03 replayed the first 13 levels (1-1 to 2-4) in their second session before resuming where they had stopped, and sub-05 replayed in one run the 7 levels of the previous run (World 5 Airship to 6-5). During practice, the level order was occasionally restarted, for instance after an interrupted session, so some levels were repeated before the full cycle of 80 was completed: five times for sub-01 and twice for sub-05.

Lives, not repetitions, are the unit of the files

Unlike mario and mariostars, where one .bk2 file holds one three-life repetition, in mario3 each life is stored as its own .bk2 file and has its own gym-retro_game row in the events files. Nothing in the files groups lives into repetitions: the rep- index in file names counts the lives played on a level within a session. To recover repetitions, group consecutive gym-retro_game rows of the same run on the same level; a new repetition starts after a completed level or after a third life. See mario3#95.

Levels

80 levels, identified as level-w<world>l<level> in file names, with names for special stages (Fortress, Tower, Airship, PiranhaPlant, numbered when a world has several):

World

Levels

1

1–6, Fortress, Airship

2

1–5, Fortress, Airship

3

1–9, Fortress 1–2, Airship

4

1–6, Fortress 1–2, Airship

5

1–9, Fortress 1–2, Tower, Airship

6

1–10, Fortress 1–3, Airship

7

1–9, Fortress 1–2, Piranha Plant 1–2, Airship

8

1–2, Fortress

Unlike mario, fortresses and airships are included, with their boss fights. World 8’s tank, battleship and airship stages and Bowser’s castle were not used.

Post-run questionnaire

At the end of each run, participants completed the same questionnaire as in mario: the items of the Flow Short Scale 2 (FSS-2), plus two items evaluating player fatigue and frustration.

Missing behavioural files

Some .bk2 files were lost during acquisition, which explains part of the differences in the number of lives across participants; quality control of the behavioural files is ongoing. In the events files, a lost replay is marked by Missing file in stim_file, with no events inside its window.

Per-subject summary

Repetitions are reconstructed from consecutive lives as described above. The discovery phase ends with the first play of the last level in game order (World 8 Fortress). A repetition counts as a success when the level is completed in any of its lives. Durations sum the available lives.

Subject

Repetitions (Discovery)

Repetitions (Practice)

Duration (Discovery)

Duration (Practice)

Success rate (Discovery)

Success rate (Practice)

Repetitions (Total)

Lives (Total)

Success rate (Total)

Duration (Total)

sub-01

80

210

01:56:57

06:24:37

0.188

0.281

290

662

0.255

08:21:34

sub-02

80

314

01:33:35

06:46:41

0.025

0.118

394

986

0.099

08:20:16

sub-03

93

277

02:04:03

06:38:32

0.065

0.090

370

976

0.084

08:42:35

sub-05

87

265

02:07:42

06:29:03

0.034

0.140

352

995

0.114

08:36:44

sub-06

80

144

02:33:42

04:35:47

0.275

0.326

224

444

0.308

07:09:29

Total

420

1210

10:15:59

30:54:40

0.114

0.169

1630

4063

0.155

41:10:39

Event files and annotations

For each run, a _events.tsv file lists the timing of each life. A richer _desc-annotated_events.tsv file provides three categories of events, using the vocabulary shared by the CNeuroMod videogame datasets, extended with events specific to Super Mario Bros. 3 (suits and flight, P-Switches, goal cards, auto-scrolling; see task-mario3_events.json):

  • button presses — every controller input;

  • in-game events — game-state annotations derived from RAM (kills, deaths, power-ups, etc.);

  • replay events — one entry per life with trial_type gym-retro_game, indicating which .bk2 replay was played at which onset.

Companion .bk2 replays, .mp4 videos, .json summaries, mapped RAM variables, and low-level visual and audio features are provided alongside the events files in each session’s gamelogs/ folder.