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. 2019 Jun 28;19(13):2877. doi: 10.3390/s19132877

Table 4.

Levels of Infinite Mario and adjustments made to induce a particular emotional state.

Level Type Emotion Adjustments
A1 Overground Any Reduced number of interactable/collectable items and terrain obstacles; no power-ups; only 2 enemies and 1 gap (with width of Mario himself); Mario starts in big state.
A2 Underground Any Regular number of interactable/collectable items, terrain obstacles, power-ups and enemies. Mario starts in small state.
A3 Castle Stress Several gaps (with varying widths); reduced number of interactable items; no collectables/power-ups; several enemies; reduced time to complete level. Mario remains in small state. Mario starts with 5 lives. Available level time is 80 s.
B1 Overground Boredom Auto-scrolling camera; reduced number of interactable/collectable items; few terrain obstacles; no gaps, power-ups, or enemies. Mario remains in big state.
B2 Underground Any Regular number of interactable/collectable items, terrain obstacles, power-ups and enemies. Mario starts in small state.
B3 Castle Stress Several gaps (with varying widths); reduced number of interactable items; no collectables/power-ups; several enemies; reduced time to complete level. Mario remains in small state. Mario starts with 5 lives. Available level time is 80 s.
C1 Overground Boredom Auto-scrolling camera; reduced number of interactable/collectable items; few terrain obstacles; no gaps, power-ups, or enemies. Mario remains in big state.