mariostars 🟠 Alpha¶

Subjects |
5 — |
Maturity |
🟠 Alpha — Not fully acquired or released, or missing a README. |
Tasks |
🎮 Super Mario All-Stars (Super Mario Bros. remake) — in-scanner gameplay — Same 22 levels as mario, played after it; practice-style pseudo-random level order only (no discovery phase); 1232 repetitions 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 — 6.9 h/subject |
🎬 Naturalistic video — 6.9 h/subject |
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🔊 Audio — 6.9 h/subject |
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🎮 Gameplay — 6.9 h/subject |
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🕹️ Game logs (annotated events (.tsv) ✅, game replay (.bk2) ✅, video replay (.mp4) ✅, replay summary (.json) ✅, mapped RAM variables (.json) ✅, low-level features (.npy) ✅) |
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🫀 Physiology (ECG 🔒, respiration 🔒, plethysmograph 🔒, EDA 🔒) |
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👁️ Eyetracking (gaze 🔒, pupillometry 🔒) |
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Assets |
📁 BIDS · 🧠 fMRIPrep · timeseries |
Contributors
Data curation: François Paugam · Xiao-Xuan Lei · Basile Pinsard · Emilie Dessureault · Yann Harel · Maëlle Freteault · Marie-Ève Picard · Motahareh Pourrahimi
Investigation: François Paugam · Xiao-Xuan Lei · Basile Pinsard · Emilie Dessureault · Yann Harel · Maëlle Freteault · Marie-Ève Picard · Motahareh Pourrahimi
Methodology: Basile Pinsard · Yann Harel · Julie A. Boyle · Lune Bellec
Project administration: Basile Pinsard · Emilie Dessureault · Julie A. Boyle
Validation: François Paugam · Yann Harel
Overview¶
The mariostars dataset contains in-scanner gameplay of the Super Mario Bros. remake included in Super Mario All-Stars (Nintendo, 1993) for five CNeuroMod participants (sub-01, sub-02, sub-03, sub-05, sub-06). Participants played the same 22 levels as in the mario dataset, which they had completed beforehand. The level layouts are essentially unchanged while the graphics and sound are entirely redone, so the dataset tests how brain and behavioural models generalize across visual and auditory renderings of the same game.
Important
Part of mariostars 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 Super Nintendo emulator via OpenAI’s gym-retro (SuperMarioAllStars-Snes), recorded at 60 Hz. Because the game is fully deterministic, only player inputs were stored; the .bk2 replay files allow exact reconstruction of every play.
Differences from the NES original¶
Graphics. Sprites and tiles are redrawn for the SNES, with detailed backgrounds and parallax scrolling instead of the original flat colours.
Sound. The music is re-arranged and most sound effects are taken from Super Mario World. When little time remains, a warning plays and the music speeds up.
Gameplay. Level layouts, enemies and items are the same. Small changes include Mario briefly rising after breaking a brick, the upper half of Piranha Plants hurting Mario, and the removal of some glitches (such as the Minus World).
Controls. The SNES pad has extra buttons (such as L and R) with no documented function in this game; presses are logged as
Action/Other, with the raw button in thebuttoncolumn.
Run design¶
We use run for a single fMRI acquisition and repetition for a single play of a level — from start to either completion or losing all three lives. Each repetition corresponds to exactly one .bk2 replay file. Each repetition began with no power-up and three lives; after death, the player resumed from the level start or from a checkpoint when one was available in the original level design.
There is no discovery phase: the initial learning of the levels was covered by mario. All sessions follow the mario practice phase, with levels presented in pseudo-random order so that every level is played once before any level is repeated.
Levels¶
The 22 levels of mario: all levels of the eight worlds except the water levels (2-2, 7-2) and the castle (boss) levels (x-4). Levels are identified as level-w<world>l<level> in file names.
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.
Per-subject summary¶
A repetition counts as a success when the level is completed. Repetitions that left the level through a warp zone (84, on levels 1-2 and 4-2) are not counted as successes.
Subject |
Repetitions |
Success rate |
Duration |
|---|---|---|---|
sub-01 |
253 |
0.771 |
04:26:28 |
sub-02 |
229 |
0.690 |
05:27:42 |
sub-03 |
225 |
0.653 |
06:12:09 |
sub-05 |
251 |
0.649 |
07:06:26 |
sub-06 |
274 |
0.803 |
07:53:52 |
Total |
1232 |
0.717 |
31:06:36 |
Event files and annotations¶
For each run, a _events.tsv file lists the timing of each repetition. A richer _desc-annotated_events.tsv file provides three categories of events, using the vocabulary shared by the CNeuroMod videogame datasets (see task-mariostars_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 repetition with
trial_typegym-retro_game, indicating which.bk2replay 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.
Because the level layouts are the same as in mario, the scene partition described in SCENES.md applies in principle. The mario.scenes tooling has not been tested on mariostars and may need adjustments.