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

I'd sign up but, idk I have too much stuff to do. Hope this goes well though.
I've tried to download this tool but i get "Service Temporarily Unavailable" error.
Try again, I just gave it a spin and it worked fine for me.

If there's further issues I can get a mirror for the download.
Max McGee
with sorrow down past the fence
9159
As soon as anyone finishes a level let me know. I will test it.

(I am a ridiculous old school mario junkie. This event has...reminded me of that.)
I'm working on a level right now! I'll take you up on that.
Dudesoft
always a dudesoft, never a soft dude.
6309
Magi
Resident Terrapin
1028
Made a concept stage to test a variety of the editor's features and abilities. It's around medium difficulty and is very large with multiple paths. There are three stars to find in the stage. I am hoping that will be fine for the event.

edit: version 3 the final
http://rpgmaker.net/users/Magi/locker/Magi_LakeshoreParadise_v3.lvl

Enjoy!!! Tell me about bugs!
Max McGee
with sorrow down past the fence
9159
So is the limit 1 Star or 3 Stars? I have seen both in different places.

Magi: I will play your level tomorrow and tell you what I think.
Dudesoft
always a dudesoft, never a soft dude.
6309
1 star per level, so your level can have multiple paths, so long as it comes to one star. Back to basics :B
I could see me making an entire game in this maker. SMB3 is one of my all time fave games.

I made a quick demo level for anyone who cares to check it out: http://rpgmaker.net/users/kentona/locker/kentonia.rar

It's all very basic - there are no special events, or layers or anything fancy. It is also really short.

EDIT: oh yeah, it ends with that SMB3 rotating mushroom/fireflower/star thing, not a star. I didn't intend for it to be in the game.
Dudesoft
always a dudesoft, never a soft dude.
6309
Hey, kenton, beat your level. It's really short-n-sweet. Unless someone produces something even easier, this should be the first level! I like it.
I'm going to attempt to do something.It's truly the end of everything.
Max McGee
with sorrow down past the fence
9159
comment=25728
I could see me making an entire game in this maker. SMB3 is one of my all time fave games.

THIS SO MUCH THIS ARGGGL BLARGGGL FARGGGGL JAMS. And I'm having this much fun playing with a damn keyboard.

I may never use RPG Maker again.

Hey speaking of level names...is there a level naming convention of any kind?

*Kentonia Mini-Review:

I know you said this wasn't for the game but:

I liked this and I think you did a better job of sticking consistently to only SMB3 objects and enemies (I tried to do the same thing but wound up splicing in some SMB1 stuff). I don't think this would make a good 1-1 type level without some changes to make it a bit easier. (It might make a good world 1-2.)

To start with, the possibility that the mushroom will go off to the left at the very start of the level is a real cockslap. It then makes shelling the mushroom out of the next block pretty difficult (no problem shelling out the tail) and the next part with all the para-troopers is really hard to do without getting hit at least once. So if you had bad luck on the first mushroom and hence couldn't get a mushroom from the second block....yeah.

The only other thing I didn't like about the level was that if you just try to slide your way to freedom down the goomba slide, you just go hopping off to an anticlimactic death. In general, good use of classic Mario "high road, low road" level design. My favorite part was what happens if you dawdle long enough at the bottom; all the goombas file neatly into that little pit or divot and you can use the bob-omb there to make goomba stew of them.

PROTIP: You should use the blue frame for the level-ender object (it's in the SMB3 backgrounds section) and center it in the black zone at the end of the stage.
Dudesoft
always a dudesoft, never a soft dude.
6309
Can someone test this for me? (I am taking out a few squid from the water in the pit, and adding some hammer-bros before the final boss. But this is what I have so far:)
http://rpgmaker.net/users/Dudesoft/locker/lvl1.rar
Max McGee
with sorrow down past the fence
9159
Magi:

Disclaimer: I don't have a gamepad so my sense of difficulty is at a disadvantage here. I am extremely good at old school mario though so maybe me playing on a keyboard balances out to a normal person playing with a gamepad.

First impression--way too hard for anything except a Star-Road type scenario. My idea of Paradise does not involve as many hammer brothers. The music boxes above the start point are difficult to stumble across and if I hadn't seen them in the editor I might have given up before finding them. After that there is another "grr paradroopers moment" as one of the green flying koops can death drop you from off of the screen. Getting that first mushroom was tense. Basically this seems to be a "learn by dying" level.

You can't pick up white blocks from above (can you?) so I don't know how you're supposed to get to the lift.

Of course your level follows a normal difficulty curve, which means that the first part was easiest.

Jumping between the up-to-down piranha pipe and the muncher plants without taking a hit is close to impossible for big mario and it's easy to fuck it up even when you're little. The part with the narrow pipes and spikes is super nerve wracking. When I got past it finally and got Yoshi I thought it would get easier but the part with all the bullet guys and falling donut platforms was hellish.

I tried to backtrack back to the beginning and try to use Yoshi to gain access to the lift at the beginning but...died there too. I had a mysterious death where I was big mario riding yoshi and I immediately died when one of the donut platforms fell directly onto the top of a question block. It looked like I got squished to death. You might want to look into this.

I finally, finally got past the bullet-guy/donut platforms hell section. I wanted to explore the multiple paths but I couldn't figure out how to do anything but the lower/middle one.

Finally beat it after 18 deaths. Good points:

*I actually like the difficulty, it's just strange you didn't mention it in your wriiteup for the level.
*Really aesthetically pleasing, the generous use of background objects and multiple paths make the level feel very lively and full.
*I loved the star chamber at the end.
comment=25751
Can someone test this for me? (I am taking out a few squid from the water in the pit, and adding some hammer-bros before the final boss. But this is what I have so far:)
http://rpgmaker.net/users/Dudesoft/locker/lvl1.rar

Played it on my keyboard (I am worse than average using a keyboard).

The level is a lot of fun and uses several familiar SMBW level gimmicks which I enjoyed. I died a few times but I was able to beat it on my 3rd or 4th try. Boom-Boom is much harder than I remember.

There were definitely a lot of Tanooki suits to be found (perhaps too many? IIRC they were rare in SMB3). The epic fall was a nice touch.

The area with the trillion fish was more frustrating than challenging. That would be about the only thing I'd change.


Based on Max's feedback, I have fixed up Kentonia: http://rpgmaker.net/users/kentona/locker/kentonia_redux.rar

This will be my (first?) entry to this contest.
Level Name: Kentonia
Creator: kentona
Difficulty: 1
Max McGee
with sorrow down past the fence
9159
Dudesoft:

What a crazy, eclectic level! It was really all over the place on every level. There's a ton of changes of music and scenery and the difficulty also feels really, really erratic. Some thoughts:

*The waterfall joining the water at the very beginning does not look right.
*The first pipe island...the way it mixes graphics from all four mario games in very different styles...really looks like chopped ass.
*It is hard to get out of the water when using a keyboard.
*You might want to slow down your moving platforms a little.
*I really liked the miniature quest to stomp the goombas (even though it was, I think, lifted right from one of the sample levels). Anyway it made me feel like I was playing a miniature RPG with a story and everything and it was cool.
*Checkpoints are broken...well, they work but I think you can only use one per level. So after I hit the second checkpoint I was still spawning at the first.
*There is no music in the area at all after you get the tanuki suit. It comes back when you pipe into the blooper death jump.
*The difficulty is all over the place but is generally reasonable. It would be much harder if you weren't so generous with the power-ups.
*One million bloopers converge = death. The final drop into the water is incredibly hard.
*I liked the end of level boss though he was out of nowhere. I actually died to him once (almost twice). I think Redigit (the creator of SMBX) really beefed this enemy type up from the original.

The area with the trillion fish was more frustrating than challenging. That would be about the only thing I'd change.

If you mean the place with no music, I flew over that area every time. And there was only one Tanuki suit, and a reasonable amount of tails. Yes there is a difference. Yes I am an enormous mario nerd.

Edit 1: I forgot to mention THIS:



But I'm pretty sure that's the editor's fault, not yours.
Oh yes, this is my kind of thing.
I remember finding at least 2 tanooki suits....maybe 3? 2 for sure.

-At the end of the secret water zone with a jillion electric jellyfish
-In the backdoor area of the mushroom house
Max McGee
with sorrow down past the fence
9159
oh did you beat the electric jelly segment? I never got past it.