Ends 04/01/2012 12:00 AM

It's finally here! The much-anticipated third installment of the RMN community series! And this time, halibabica's in charge!

What You Need to Participate

Super Mario Bros. X v1.3, available at the DONWLOAD NOW! link. This is the latest version of SMBX with new features like Ice Flowers and different playable characters. Make sure you download the correct version, the file size should be ~37.6MB. It has everything you need to get started from the player, the editor, and a sample world.

You can also download the SMBX Graphics Pack by Red Yoshi at the bottom of the page. It has a ton of Mario Brothers graphics that you can use in your level with a simple copy+paste!

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. Since we first had RMN Bros using 1.2 Beta 4 SMBX has move onto version 1.3 adding new content such as some of the Koopalings, new features such as being able to customize NPCs, and general fixes such as reducing lag in the engine. If you really want to see what SMBX can do, check out these videos showcasing SMBX's capabilities!

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).

You can view the RMN engine page for SMBX here.


The editor can be tricky to use, especially for beginners. You can ask questions on our SMBX Help thread on our forums! If you have any questions go there for some tips or helpful links.

We also have a tutorials section on RMN for SMBX. As of now it's pretty empty but hopefully members will submit more over time.

There's also the official SMBX forums filled with much more knowledgable people than here.

Submission Rules

  • Levels must be compatible with the official release of SMBX 1.3 . aka Use SMBX 1.3 .
  • All submissions must be compressed. Downloading *.lvl files is twice the headache than a *.zip or *.rar file. I'm not even going to bother with anything that isn't compressed.
  • Each individual submission can't exceed 1MB compressed. You can fill it up with all the custom music or graphics you want but a submission can't exceed this size.
  • There is no limit to the number of levels you can submit.
  • Rate the difficulty of the level on a scale of 1 to 5, with 1 being easy and 5 being hard.

Level 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.
  • The player who got the star can't die after getting the star.
  • Water and waterfalls are swimmable as per Mario Bros 3. (No Mario 2 and it's waterfalls don't count). If you want lethal liquids stick with red lava. This is for clarity for players. Blue = Swimmable, Red = Danger!
  • You can't finish a level with a Yoshi. This is to prevent players from bringing Yoshis from one level to another and they drastically redefine what a player can do. You can force this by having a pipe/door/warp of some sort that doesn't allow Yoshis prior to any exit.
  • The player can't enter a no-win situation. At any point where the player is safe they must be able to complete the level.
  • Multiple characters are allowed. (SMBX v1.3 allows the player to play as Mario, Luigi, Toad, Peach or Link.)
  • Collectathons are not allowed. SMBX has no way of tracking what items you've collected and Mario takes too much damage to allow such a level.

Level Quality

  • Levels that don't meet a minimum level of quality will be rejected.
  • Levels must be complete and stars must be possible to acquire.
  • If you are creating an autoscrolling level please check the Autoscrolling Tutorial for a guide of how to do it. Using scrolling layers leads to physics and collision issues and levels with these issues will be rejected.
  • If a level plays like something you'd expect from a Kaizo-style romhack it will be rejected. Go start your own project if you want yet another impossible Mario game. We're shooting for fun platforming action Mario style that doesn't require precognition, time manipulation, or godlike reaction to beat.
  • Levels can't cause SMBX to reach a volatile or glitchy state nor can they cause level/section wide slowdown in SMBX.
  • Participants who submitted rejected levels will be notified of such, the cause of rejection, and a period to correct issues.


  • All levels will be available at the start of the game. There is no requirement to complete one level to unlock others.
  • Yes it will be a world map. (No hub world!)
  • Eight worlds, one Mario! (or Luigi, or Toad, or Peach, or Link!)


You must be logged in to sign up for Super RMN Bros. 3.


I plan on contributing three levels. Will brainstorm this week.
Here we go again!
This is why you listen when they say "Don't try the 'shrooms!"
Levels must be made FOR THIS PROJECT

This is because I reused the RMNBros 1 hub world in 2 isn't it
*toading intensifies*
That was his tactful way of saying that he wasn't going to accept the top Mario's Mansion levels.
the failed sequel to Casa Blanca
from GreatRedSpirit
Levels must be made FOR THIS PROJECT
This is because I reused the RMNBros 1 hub world in 2 isn't it

You mean the level that can't be accessed in the normal version because of a typo and the excluded stage? ;P

from kentona
That was his tactful way of saying that he wasn't going to accept the top Mario's Mansion levels.

No, I totally am. This is my slightly not-tactful way of telling Davenport not to submit half of Mega Mario Deluxe to the event.
This is why you listen when they say "Don't try the 'shrooms!"
It worked when I tested it! I... just don't know what happened that broke it
the failed sequel to Casa Blanca
Oh, I've got a Wand of Blast-ing! Ba-da-boom ba-da-boom ba-da-boom!
Do I want to join in on this? Like, at all? I'm leaning towards "no". The amount of stuff I know how to do for this engine has not increased in the slightest since last time an "RMN Bros" collaboration was suggested. Nor, I must note, am I particularly interested in learning, either.
I've been waiting for this the 2 and a half minutes I have been reading the rules.
FINALLY I can sign up and use my SMBX again.
I hope this is going to be even half as fun as making Mario's Mansion levels.
The 524 is for 524 Mechanical Trousers for Waddle Dees.
So will my involvement in this collab project count as my return to this community?

And Marrend... Cool story bro! :)
the failed sequel to Casa Blanca
from Marrend
sour grapes

Well...that's your choice. :fogetshrug:
Shall we hire Brickroad as a consultant?
the failed sequel to Casa Blanca
I'm not even telling Brickroad this exists. It can find its way to him however it does.
(Socrates would certainly not contadict me!)
You guys certainly seem to have a great time with your SMBX(envy no, just regret!), I know: cool story bro. Anyways, needless to say, enjoy.
Count me in! May I be a judge? I think I was a key player in RMN Bros 2.
the failed sequel to Casa Blanca
from Desmo360
Count me in! May I be a judge? I think I was a key player in RMN Bros 2.

from me
...you can't just sign up and say "Hey hali I'll be your game management bro." You have to PROVE YOUR WORTH. How, you might ask? By playing levels and leaving feedback!

Sorry, but you are not above the rules. You want in, you best be playin' some levels and postin' some crits, mister.
What things can we do about levels being all hodge-podgey? Say we can control the quality of an individual level. How will we control the quality of the levels fitting together? Not having big strings of long, grueling puzzle levels together, or strings of fast flashy levels, strings of precision jumping levels, or strings of davenport levels, etc.

The successful mario formula for a given world is sort of like this:

-You got a world (eg 1-8 or whatever)
-You got a good balance of level types, some are rare, some are frequent
-lots of 'normal' levels compared to the few 'gimmicky' levels sprinkled throughout

-All levels in a world are related in some way and many LOOK similar (we need consistency)

Yes we have desert worlds but having a custom desert level followed by a smb2 desert level followed by a sandy level followed by something thrown together followed by a custom art complicated pretty desert level followed by a standard smb3 sand level followed by a brown level = hodge podge

(RANDOM ASIDE) Mario 2 style levels (ESPECIALLY WITH DIGGING) are a pain let's ban them all

Lets talk about TYPES of levels. I believe a good definition of a type of level is the emotion it creates when the player plays it.

HALF ASS LEVELS (frequency: never)
-very subjective, player thinks 'wow this is lame'
-usually are banned anyway
-example would be one screen with random stuff everywhere, enter pipe with wrong animation, end up at the end of level, player goes 'ugh'
-main emotion here is NONE

FRUSTRATION LEVELS OF UNFAIRITY (1% per world, never in early worlds)
-broken levels that are mostly impossible to pass
-levels designed entirely around the goal of frustrating the player
-cheap traps
-many levels that attempt to be difficult fall here
-mostly bad, but can be humorous if used very sparingly
-my favorite level to make but should be banned anyway (except maybe 1 or 2)
-main emotion here is FRUSTRATION

DIFFICULT CHALLENGE LEVELS OF MOTOR CONTROL (10%-20% of world, more in late worlds)
-beating one of these levels creates a feeling of achievement
-can also cause frustration, the player may continue if they feel their skills are being challenged as long as the level is FAIR
-when done correctly, the player sweats
-this is where a scrolling level would go
-main emotion here is CHALLENGE and ACHIEVEMENT with small amounts of FRUSTRATION and ANGER

HAPPY ADVENTURE (frequency: 50% of world, more in early worlds)
-in standard mario games, the majority of the levels are (and maybe should be) this.
-moderate difficulty
-just mario cruising along, looking at the scenery, doing whatever
-usually take place outside
-swimming levels
-pretty levels
-main emotion here is FUN, maybe RELAXING

PUZZLE LEVELS (frequency: 10% to 20%)
-ghost houses
-switch mazes
-main emotion here is ... um... thinking? what to call it

GIMMICK LEVELS (frequency: 10% to 20%)
-these levels have a unique feature that would usually appear only once in the game
-can be adventure or challenge or maybe puzzle
-should only be 1 or 2 per world, too many will feel like a hodge podge
-examples: silhouette levels, jumpy levels, that sun level in mario 3, raising water levels, thing-chasing-you-levels, Link levels, etc
-might break the tone of the world

CASTLE LEVELS (frequency: 5%)
-remind mario of the reason for his adventure and the bad guys hes up against
-often serve as story endpoints
-not as difficult as CHALLENGE levels but more difficult than ADVENTURE levels
-main emotion here is EPIC

did i forget any

-so we have a mario world. A world 1 would look something like this:
Level 1: ADVENTURE (intro, theme setter, not HALF ASS!!!)
Level 2: ADVENTURE (like 1 but tougher, longer)
Level 3: ADVENTURE/CHALLENGE (now let's get a little serious)
Level 5: GIMMICK (give player a breather and also something new)
Level 6: CHALLENGE (we are in the guts of world 1)
Level 7: ADVENTURE (give the world a decent aftertaste, a tough level here would distract from 8 rather than build up to it, and the world has to say 'goodbye' in a way so a brutal assault here would ruin flow)
Level 8: CASTLE (wrap up the world, have a boss fight of sorts)

No puzzles in world 1 its probably too early. All these levels should more or less look like they were made by the same person. All CASTLE levels should look similar, All ADVENTURE levels in the same world should look REALLY similar, GIMMICK and PUZZLE levels can deviate but need to maintain their connection a little.

This is an example of what to avoid:
Level 1: HALF-ASS (what a joke! ---happens to be easiest level so just thrown here)
Level 2: CASTLE (already? should have some kind of buildup)
Level 3: GIMMICK (i just want to play mario already!!)
Level 4: PUZZLE (ugh, boring)
Level 5: ADVENTURE (finally! also the only level that looks like its from GRASSLAND)
Level 6: FRUSTRATION (ok skip this! has a bug that makes it hard to pass)
Level 7: CHALLENGE (i'm just... tired now)
Level 8: CASTLE (let's get the hell out of this world)

It's all balance. Too much challenge is frustrating and tiring. Too much adventure gets boring. Too much gimmick is a hodge-podge mess and screams LOOK AT ME I'M SPECIAL. Too much PUZZLE is slow. There needs to be intros and ends and buildups and rests.

Anyway I hope you enjoyed my babbling about Mario worlds.
the failed sequel to Casa Blanca
from AncientNoob
The reason I chose RMN's Pit of Challenges as the setting is so we don't have to make things consistent. It'll be my job to distribute and balance the stages each world features when I make the hubs. A hodgepodge is expected, and I'm taking no countermeasures whatsoever. The end result will be random as hell, but it will definitely be playable!

So I appreciate your concern, but we're not gonna worry about any most of that.
*toading intensifies*
The Super Mario 2 digging levels were some of my most memorable and favorite levels in SMB2. (Toad is the best!)
This is why you listen when they say "Don't try the 'shrooms!"
GIMMICK LEVELS (frequency: 10% to 20%)

B-but these are the only levels I know how to make!