Ends 04/13/2010 12:00 AM

Super RMN Bros. is a community event where everybody tries to make 2D Mario platformer levels and they all get put into one game: Super RMN Bros! The tool used for this is Super Mario Bros. X v1.2 Beta4, a PC Engine made to emulate the Mario games made on the NES and SNES. This event is to let everybody try out this new tool and see what we can make in two weeks in a genre everybody has played! Whip out those old Mario level drawing you made when you were eight! Live the dream of making your own Mario game! Show that RMNers can do more than just make RPGS!

Rules

  • The end of level marker is always a star. Each level can only have one star in it. Stars give a progress indicator throughout the game and for individual levels and since all levels will be available at the start of the game Stars are the best way for players to know what levels they've already done.
  • You can submit as many levels as you want as long as they fall within the rules.
  • Levels that don't meet a minimum level of quality will be rejected. Levels must be complete and all stars must be possible to acquire. Levels also need to be stable and not consistently crash the game. Excessively difficult levels that try to emulate the rage-inducing difficulty of Kaizo Mario or Super Mario Intrigue will also be rejected. This isn't meant to be about finding ways to infuriate the player and SMW rom hacks also have the benefit of save states, rewinds, and functional midpoints. Keep your level difficulty in check.
  • No custom music. Custom graphics are allowed.

What You Need to Participate

Super Mario Bros. X v1.2 Beta4, available at the bottom of the OP in the link. This is the latest version of SMBX with extra features that previous stable builds don't have. Make sure you download the correct version, the file size should be ~37.8MB. It has everything you need to get started from the player, the editor, and three sample worlds.

Submitting Your Levels

SMBX puts each level into its own *.lvl file. All you have to do is compress that, any custom graphics your level uses, and a text file with your level name, difficulty out of ten, and any important tidbits of information that you think would be handy to know (like a walkthrough for a puzzle level so I know what to do when making sure that the level can be finished) and submit it! Please keep each level in its own archive.

I'll be making a hub world where players can access any level in any order. The hub will be set up so similar-difficulty levels will be grouped together and levels with similar themes or gimmicks will be separated.

Just What is Super Mario Brothers X?

Super Mario Bros X is a freeware game engine by Redigit geared towards having the gameplay features and physics of Mario 3 and Super Mario World while adding a ton of cool features and not having to deal with the restrictions of the old (S)NES hardware. There's a lot it can do (and unfortunately some it can't, yet) but these videos do a much better job of showing it than I could explain:

Games are distributed as a world with levels package they can add to Super Mario Bros X and play from the main game. So far there's no way to make a self contained game so all players will need to download SMBX in order to even play the game. The game does come with a large set of graphics and sounds like the RPG Maker RTPs so everybody at least has a large number of platformer resources to work with (and it'll keep the download of the actual game itself small).

HELP!

The editor can be tricky to use so I made a SMBX Help thread on our forums! If you have any questions go there for some tips or helpful links.

Registration

You must be logged in to sign up for Super RMN Bros..

Posts

Magi
Resident Terrapin
1028
Thanks for the tips Legion, I've made more changes to decrease the difficulty slightly, as well as make the level less cramped in problem areas. I was going for a star road/special zone difficulty level. Sorry for not mentioning that!

I'll be playing other people's levels tonight...
Max McGee
with sorrow down past the fence
9159
Well in that case I think the difficulty of the level is about spot-on. : )

I still think you should make the alternate paths a bit more accessible/less obtuse.
I am going to do this.
No really! I mean it this time.
When it says "Ends" and it has the date, is it the month going first or is it the day?
Max McGee
with sorrow down past the fence
9159
I am adding my second level now.

Fairway:
A archetypical 1-1 level, with the difficulty beefed up slightly. Has three distinct areas, grasslands, underground, and up in the sky. There are also two paths through the level. The basic blueprint was the first level of Super Mario Brothers 3 but I departed from that significantly, both soon and often.
Challenge Rating: Easy to Moderate

Max McGee's Wild Ride:
Wheeeeeeeeeeeeeeeeeee! (This took forever to do.)
Challenge Rating: Wheeeeeeeeeeeee!
Dudesoft
always a dudesoft, never a soft dude.
6309
Thanks for the feedback you guys. I'll make some changes to what you said, and maybe give a reason for Boom-Boom to be there. I was going to do hammer bros. Still might.
Great feedback!
Solitayre
Circumstance penalty for being the bard.
18257
I am very curious as to how this project will unfold. Are there any real standards what is allowed to be put in the game or are we expected to police ourselves? What is stopping someone from putting 50 1-ups in a level, or for everyone to give a Hammer Bros outfit? Just things to think about.
Starscream
Conquest is made from the ashes of one's enemies.
6110
I approve of this contest.
Magi
Resident Terrapin
1028
Quality control I assume will deny some levels or force them to cut down on their power ups and bonus items
Despite
When the going gets tough, go fuck yourself.
1340
my level is gonna be shit compared to what i see :V
Dudesoft
always a dudesoft, never a soft dude.
6309
How many power-ups is too many? I tried to balance the power-ups with what I considered to be the difficulty curve, and where peeps might get frustrated. Where is the line? I'm often too generous in my games, so I cannot personally say for sure! Anyone have a good cue or idea on the matter?
Max McGee
with sorrow down past the fence
9159
comment=25812
I am very curious as to how this project will unfold. Are there any real standards what is allowed to be put in the game or are we expected to police ourselves? What is stopping someone from putting 50 1-ups in a level, or for everyone to give a Hammer Bros outfit? Just things to think about.


I am trying to be pretty conservative about this, but I have no idea if others are doing the same. I think about this too.

It's worth mentioning that in SMBX 1-Ups are almost meaningless because you can save at will. So having 99 lives just lets you skip the game-over screen.

Something I'm unclear on:

Is this a contest, perse or what?
Solitayre
Circumstance penalty for being the bard.
18257
Methinks it is just a community project, not a contest.
Magi
Resident Terrapin
1028
Some tips about powerups:
- Most real Mario stages have 2-3 (4 on the very, extremely rare occasion)
- Suit powerups are incredibly strong. If there is even one in a stage it should be hidden very well.
- Yoshi is very broken (even just green Yoshi) in this engine, it's a good idea to make it difficult to grab one of those as well.
- A midpoint counts as a free mushroom once per stage.
- Simple way is to spread them out between beginning and middle of stage (no sense for the end since it is near the end right??)

You should design your levels to be able to have the player use some level of skill to avoid the hazards and obstacles. If it's intelligently designed in this way, you shouldn't ever need more than 3 power up blocks. If you absolutely cannot continue without power ups you might be looking as a Kaizo difficulty
Solitayre
Circumstance penalty for being the bard.
18257

I will also suggest some tips/guidelines:

-SMB2 enemies, such as Shy Guys and Snifts, are immune to fireballs. The throwing physics for them also don't work properly so it can be difficult to eliminate them.
-The Hammer Brothers Suit is ridiculously powerful. Hammers can kill almost anything, even normally invincible enemies like ghosts. This suit should not be given out just anywhere.
-Keep in mind the power Koopa Troopas have. Blue Koopa Shells can enable a player with a Yoshi to bypass most of a level. Yellow Koopa Troopas can become gods of death.
-Bosses should probably only be in fortress levels, not at the end of any given level.
-Bonus areas, like Max's Wild Ride, should be very hard to access.
Max McGee
with sorrow down past the fence
9159
- Most real Mario stages have 2-3 (4 on the very, extremely rare occasion)

Some SMW stages have literally dozens, mostly little things like mushrooms in bubbles, etc. And then there's the fact that all green blocks produce a cape/flower, etc. So I think you really have to look at which Mario game you're talking about. Even SMB3 was VERY generous because of mushroom huts and a gradually accumulated inventory, you could accumulate tons of power-ups BETWEEN stages.

I think you guys are overplaying the importance of the individual power ups just a bit. It is REALLY easy to get hit and lose something like a hammer bros. suit. Especially with how difficult and enemy laden most levels seem to be.

Oh, I hadn't thought of Max's Wild Ride as a bonus area but I guess that works. I designed it basically like a "regular" level with the twist of being a crazy roller coaster ride. Whereas Magi's level seemed very much like a Star Road type deal.

comment=25820
I will also suggest some tips/guidelines:

-SMB2 enemies, such as Shy Guys and Snifts, are immune to fireballs. The throwing physics for them also don't work properly so it can be difficult to eliminate them.
They weren't immune in the last version of this editor.

-The Hammer Brothers Suit is ridiculously powerful. Hammers can kill almost anything, even normally invincible enemies like ghosts. This suit should not be given out just anywhere.
-Keep in mind the power Koopa Troopas have. Blue Koopa Shells can enable a player with a Yoshi to bypass most of a level. Yellow Koopa Troopas can become gods of death.
What if we design a level that REQUIRES the Yoshi flying power to cross?

-Bosses should probably only be in fortress levels, not at the end of any given level.

-Bonus areas, like Max's Wild Ride, should be very hard to access.

I'm going to have a World 1 type level, and then a World 8 type level, with maybe one or two levels in between.
Maybe with our submission we include the number of big powerups like Yoshis and tanookis so that GRS will be able to spread them out in some meaningful way in-game?