Description

Hey, Pisanos! In honor of RMN’s official Mario Month, We're bringing back the Mario-making spirit in the form of a level-design contest in the Super Mario Bros. X engine!

… Come again? You heard me right! We’re not really making a collaborative game this time around. This is a CONTEST to see who can make the best level in SMBX! The winner will receive lucrative prize of ANY GAME OF YOUR CHOICE ON STEAM UNDER $20.00, in addition to a nice achievement and makerscore!

Regardless of placement, each level submitted will be compiled into a custom-made SMBX game where everyone will be able to play and view feedback from our four judges: Isrieri, Deckiller, Halibabica, and your host, Ratty 524!

OKIE-DOKIE! WHAT ARE THE DETAILS?
As mentioned before, this is a CONTEST to see who can create the best mario-focused level, using any style of your choice. In light of this, we do have a few ground rules:

  • Hopefully this is a given for most of you, but the level you submit must be made in Super Mario Bros. X, either version 1.3 or 1.3.0.1 (The only differences are in some graphic edits and sound). You can download the latest version of the engine HERE.



  • Each participant is allowed to submit ONE level for the contest. No more, no less. You CAN submit a replacement to your submission, however, but you must indicate which level is the one to be judged somehow.



  • Your level should be built around the vanilla version of SMBX. This means NO HACKS/LUA CODE to modify your level beyond what the engine is already capable of. We want to keep this a fair competition, after all, and trust me, we'll know a hacked level when we see it.



  • Your levels must be built around Mario and Luigi ONLY. Yes, we’re aware that Peach, Toad, and even Link are playable characters in the engine, but it makes the judge’s job easier to compare levels that are built around characters with similar mechanics, so there we go! This also means that the character blocks (the ones that allow you to switch between characters in a single level) are banned.



  • With that said, all the other NPCs, exits, tiles and whatnot are NOT BANNED! Go ham! Keep in mind, however, that your use of these elements will be judged, and that some NPCs are known to be buggy (such as the SMW Bowser Statue) or bring unwelcome challenges to them (SMW Dry Bones for its hitbox, and SMB3 Lakitu for its spamming of homing spikeballs). Depending on how severe their impact is, your level CAN be docked points for its abuse of poorly-functioning NPCs. You've been warned.



  • Please make sure that all the files needed to make your level function are included with your submission, if applicable, before the deadline. If you plan on using custom graphics or audio, for instance, include that in your submission. In addition, we expect that all your sound/graphic paths to be correct. Getting a level that doesn’t play its music right won’t get you disqualified, but it may cost you a chance at winning.



  • Failure to abide by these guidelines may result in your level being disqualified or docked in points.



POINTS, EH!? WHAT-A-POINTS?
Glad you asked! We judges will use a 1-10 rating system for judging each level in this contest; a score of "1" in any category will be the lowest, representing an area your level functions poorly in, and "10" is the highest, showing an area the level does well in. Here is the criteria you should be considering for your submission, It’ll also be the criteria we judges will use to rate your levels:

  • DESIGN:
    - How deliberate does the level feel with its choices, such as platform or pipe placements?
    - What is the theme or overall concept of this level, and do the level’s elements work well with it?
  • AESTHETICS:
    - How cohesive/nice are the graphics used in the level? What visual themes contribute to creating a distinctive atmosphere in the level, and do they work well?
    - Is the audio used in the level appropriate, and how well does that contribute to creating an atmosphere/emotion in the level?
  • PLAYABILITY:
    - Does the level contain bugs or poor design decisions that hinder the way a player can play the level?
    - Is the level’s difficulty challenging in a way that is fair and not obtuse. Could the level, hypothetically, be beatable on the player’s first try, without the reliance on trial-and-error?


The final score of a level will be averaged between judges, with your final score being a total of the ratings in each category. The level with the highest total, obviously, will win. Aim for 10/10 levels in all categories, folks!

PASTA PRIZES
1st Place Golden Mario Achievement; 75 MS + 1 Steam game under $20 of your choice
2nd Place Silver Luigi Achievement; 60 MS
3rd Place Bronze Peach Achievement; 55 MS
Participated – Toad Achievement; 15 MS

HELPFUL LINKS
Not sure how to use SMBX or need help in making a quality level? Check out some of these plumber-approved tutorials and design articles to help you out!

RMN's Super Mario Bros. X Tutorial Portal - Contains many helpful articles that cover both working with the engine itself and performing some nifty tricks like making the Ball n' Chain obstacle from Super Mario World.

Anatomy of Super Mario Bros part 10, part 11, part 12, so on..., and so forth... - This is an comprehensive series of articles that dissects every level from Super Mario Bros, revealing a lot of deliberate and thoughtful design choices the game designers made at the time. I highly recommend you check these out if you want to create some really well-designed levels.

SMBX Graphics Portal - Check out these featured graphic packs on the SMBX forums for your custom asset needs!

All set? Then LET'S-A-GO!

Details

Achievements

Registration

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

Posts

Seiromem
I would have more makerscore If I did things.
6375
author=painotm
How do I create checkpoints?

There is a SMW NPC thats basically a white line. That is the checkpoint. You'll want to put it in-between the posts found in the SMW background so that players can notice it and for it to not be out of place.

Note that you can only have one checkpoint, SMBX does not support multiples!
pianotm
The TM is for Totally Magical.
32388
Oh! Thank you!
Ratty524
The 524 is for 524 Stone Crabs
12986
author=InfectionFiles
So, how do you upload your game? Just sip it and upload here or do I need to do anything special?
> If your level has a folder with custom graphics/music and stuff, zip that with your level and upload it to the event.

> If not, then it's perfectly fine to upload the level file itself. (".lvl")

author=pianotm
How do I create checkpoints?
In your NPC tab, under "SMW", click the box that is labeled "Check" and place it anywhere. This is only working checkpoint in the program, and it's based off of Super Mario World's checkpoint (you can find the graphics that go with it in your "backgrounds" tab).

Something to keep in mind is that while SMBX will allow you to place multiple checkpoint npcs, it will only count the one the player runs into first; and any subsequent checkpoint the player runs into afterwards is ignored.

Essentially, only one checkpoint works at a time in any level, which is why in some of the SMBX games you see on this site, almost every level only has one checkpoint if at all. Place them wisely. :)

Also, depressingly, checkpoints don't work in Auto-scrolling levels, so if you are doing that, I recommend to make your level short enough so that having to redo an entire segment doesn't feel as daunting.

EDIT: Ninja'd by Seiromem.
InfectionFiles
the world ends in whatever my makerscore currently is
4622
author=Ratty524
author=InfectionFiles
So, how do you upload your game? Just sip it and upload here or do I need to do anything special?
> If your level has a folder with custom graphics/music and stuff, zip that with your level and upload it to the event.

> If not, then it's perfectly fine to upload the level file itself. (".lvl")
Awesome! I didn't go outside of the program or anything just used some stuff available from SMB3 mainly and alittle from World and track from RPG.

edit: So it's probably pretty shitty but I got it uploaded! I'll probably keep working on something or maybe change it up since I have so much time left. I'm just happy to participate though and learn/mess around with a new engine.
pianotm
The TM is for Totally Magical.
32388
I'm making a climbing level and I'm putting my checkpoint after a really hard spot where missing a jump can land you in spike pits you can't jump out of. So, you basically have to hop on 6 blocks, with only a single block to land on and the next pit is just the same, so I decided to put a checkpoint at the end of that mess, because I know that people would be pissed if they completed that spot and then ended up having to go through it again.
Isrieri
"My father told me this would happen."
6155
Consider replacing one of the spikes back at the beginning of the section with a green springboard or Note Block. Or providing a Leaf at the start of that bit.

Alternatively, make the spikes into lava / a standard pit. Then players know that it's instant death and won't feel cheated.
Seiromem
I would have more makerscore If I did things.
6375
author=InfectionFiles
edit: So it's probably pretty shitty but I got it uploaded! I'll probably keep working on something or maybe change it up since I have so much time left. I'm just happy to participate though and learn/mess around with a new engine.

One thing you should try to mess around with is increasing your section size.
Go to Level Setting and select "Right" under "Level Boundry"
Then just click and drag to the right of the section, in the grey space.

Another thing about your level, you have a lot of 1-tile high spaces which are fine for little Mario, but any larger Mario can't fit through. That fire flower you provide quickly becomes a hindrance. Another problem that arises with 1-tile high hallways is clipping. If I duck into a 1-tile space as big-mario, turn and stand up, Mario will slide backwards through the blocks, which is extremely glitchy. Now that you know how to increase your section size and will thus have more room, I'd recommend never having any one-tile high spaces.

Otherwise your enemy placement is top notch and the ignoring the 1-tile space problem I'd say it's well designed.
InfectionFiles
the world ends in whatever my makerscore currently is
4622
I wondered about that, Seiromem! With the 1 tile high places but I just crouched and jumped through them which is silly lol

I'm going to have to mess with expanding the screen size but I didn't want bullet Billy hell more than it already is and was trying to go for something a little different with the doors warps! But I'm going to work on some longer levels :)
Thank you for the advice and i'm glad I'm doing something right :D

Edit: Fixing the 1 tile high parts!
pianotm
The TM is for Totally Magical.
32388
Isrieri
Consider replacing one of the spikes back at the beginning of the section with a green springboard or Note Block. Or providing a Leaf at the start of that bit.

You actually get a couple of leaves before then. What's a green springboard and a Note Block?

Oh, right, I've got a few noteblocks...they're all invisible and you can't advance in most cases without finding them.

Alternatively, make the spikes into lava / a standard pit. Then players know that it's instant death and won't feel cheated.

I considered that. I'll go ahead and do it.
pianotm
The TM is for Totally Magical.
32388
And, yeah. Double post, I know.

So, how do you end a level?
Punkitt
notorious rpgmaker 2k3 shill
3341
Place one of the End Level NPCs. i.e. The SMB3, Exit Roulette, SMB3 Star, or the SMW End Flag. They're all in the Exit tags.
CashmereCat
Self-proclaimed Puzzle Snob
11638
I created my first level. I've got no idea if it's good quality or not, mostly because I haven't much experience to compare it with.

I think I'm going to try playing some high-rated SMBX games on this site - Mario vs. The Moon Base, Super Doki Doki World, Super Mario Bros. 3X, Super RMN World, Deckiller's Return, Mario's Mansion 4, Sarasaland Adventure, Neo Retro Super Mario Bros., The Last King of Hyrule - to get some idea on what a good SMBX level looks and plays like. Anyone have any particular recommendations?
Frogge
I wanna marry ALL the boys!! And Donna is a meanc
18995
Infection-I'm terribly sorry for this, but I just have to be honest with you. That level was just plain terrible. I understand it is your first level, but I'm sure you could have done better.
The level is way too cramped with almost no space to run around it. There a are also a lot of bullet bills and spikes that are just placed unfairly. Coin placement is also really weird. If you look at mario, the coins are usually in a specific shaped. Here, the coins are just played way too weirdly. That bowser battle at the end was also just... out of place.
There is a lack of checkpoints and powerups. As Seiro pointed out, you might want to make the sections wider instead of making them so cramped.
pianotm
The TM is for Totally Magical.
32388
Wow...whereas I'm designing my level with the express purpose of torturing whoever dares to enter it.
Frogge
I wanna marry ALL the boys!! And Donna is a meanc
18995
Don't do that plz
Levels are supposed to be fun, not torture! Torture levels only work in rage games.
halibabica
RMN's Official Reviewmonger
16948
If you make a torture stage, you will not win this contest. Isrieri will like it, though.
NeverSilent
Got any Dexreth amulets?
6299
I've finished the first half of my level. I think it turned out pretty okay, and working in SMBX is a fun new experience. But I have to say, that engine really doesn't make it easy for you. It has some very noticable quirks...
InfectionFiles
the world ends in whatever my makerscore currently is
4622
author=NeverSilent
I've finished the first half of my level. I think it turned out pretty okay, and working in SMBX is a fun new experience. But I have to say, that engine really doesn't make it easy for you. It has some very noticable quirks...
Totally agree lol it's not the easiest to work with but then again you have built in enemy/NPC movements and action so that's a breeze.
There's a few things like locking doors/walls that you would think would be bog standard for boss fights and such.
Overall though, fun to do something different.

@Frogge- It's okay! I know I'm not going to win or anything. This even was a good excuse to mess with the program which is something I've wanted to do for a long time now.
The cramped space/bullet bills is trying to achieve the theme of trenches/tunnels.
There's also only two parts you need powerups and that is for the trooper tunnel and Bowser, otherwise your size gets in the way. But yeah, it's not great but I'm gonna keep working with SMBX to have fun with!
I secretly want the 15ms >.>
How would you guys feel about a 'Puzzle' type level? I've been bordering on either a pipe maze type level or a colored switch block type of puzzle.
Seiromem
I would have more makerscore If I did things.
6375
I don't think pipe mazes are a good idea at all, really. They too easily devolve into trial and error.

Now a switch block puzzle themed level wouldn't be so bad, I'd think.