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

Isrieri
"My father told me this would happen."
6155
author=Solitayre
I have never died so many times on the first screen of a level before.


You've never played one of my older levels.
halibabica
RMN's Official Reviewmonger
16948
I still get PTSD thinking about Final Castle Disk II.

from Jparker1984
hali, I've known you online for quite a few years, but I can't remember the site I first met you on. All I remember was that we started talking over an april fools joke they made about RM2K3 being canceled.

Were you on Gaming World back in the day? That was where I made my lackluster debut into game design.
author=Solitayre
I have never died so many times on the first screen of a level before.

Everything has a pattern, once figured out it's a lot easier. I can go through it without dying. I still usually get hit, but yeah. Did you manage to beat the level?

EDIT: If anyone beats my level, let me know. It will help me get a better idea of the difficulty.

EDIT 2: There are two ways to get past the lava pit at the start. You can hit the hidden block that shoots the vine up and you can hop some more vines across. Or you can use Mario to bounce off the bullet bill. Luigi can actually clear the lava pit at full speed.
Ratty524
The 524 is for 524 Stone Crabs
12986
author=halibabica
I still get PTSD thinking about Final Castle Disk II.

You mean Disk 2 Final Dungeon?

That level was evil in beautiful ways ~<3
Seiromem
I would have more makerscore If I did things.
6375
author=Jparker1984
I can go through it without dying. I still usually get hit, but yeah.

This is worthless to you. You can beat it because you made it; you already know everything about the level and the best way to go about beating it. The player has the disadvantage of knowing nothing about the level, you should take this disadvantage into account. The fact that you STILL get hit even when knowing everything about it actually is a sign that it's too difficult.
Kloe
I lost my arms in a tragic chibi accident
2236
"We need a pickle level" -Libby's Stream
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Kloe
"We need a pickle level" -Libby's Stream

Libby needs to make a level now.
Fflo
Be careful ! I'm French
3650
Submitted level !

Spooky Waters is a SMW-themed Ghost House. Although being quite short, it's worth playing and challenging (especially the elevator part, grab all red coins or fall to your death !).
Version 2 is now up. Thanks for the feedback :D
Frogge
I wanna marry ALL the boys!! And Donna is a meanc
18995
Fflo-Your level was decent. That second section was really well made. Though, the placement of boos in the first section is a little weird. Plus, the level is way too short, and it has no powerups or dragon coins.
Jparker1984-That was a pretty difficult and messy level. Also, that bowser boss at the end can be bugged. Bowser can jump onto the roof, get stuck and die on his own.
Blobofgoo
Legs are a burden. Return to snek.
2751
Some feedback on the first 4 levels I played.

Level Feedback:

+ means positive
- means negative
= means meh

Spooky Waters
+The opening power up is good
+Visuals are not distracting
-Pipe Warp at the beginning goes right back to the beginning. At least it's not very far I guess, but it's really a redundant addition. A room in between the pipes would be nice. It would also add some needed length to your level.
-The doors idea is interesting, but there were a couple times where I got damaged because a boo was positioned on the exit door. Because boos are a variable type of enemy as far as positioning, I do not recommend putting these two together. Maybe move this to its own section where you can use only eeries and replace the existing area with something else (again, more length)
=The red coins seemed redundant. They didn't really change how I was going down the elevator shaft. Additionally, if I remember correctly, pretty much everyone hates collecting red coins in any level.

My comments probably make this level sound a lot worse. The level is a good start. Interesting that you chose to do a ghost house level. In my opinion they are one of the hardest types to pull off.


1 Level Contest (Insane Raving)
+Nice looking levels
+Levels are not crowded
-The coin fall is excessive. I never went back to it because I didn't want to wait for it. Lives won't matter either. Instead, just make it one fall.
-The invisible blocks are unnecessary. Ended up dieing twice here from jumping from the wrong place out of ignorance of the invisible blocks.
-The level is trying to be an entire mario game in one stage. Stick with 1, maybe 2 themes.

Theres so many different things going on in this level. I would reccomend removing some areas and streamlining it a little.


Bowser's Mega Castle
This stage is hell.

+Sticks with one main theme (castle hazards)
+Custom Music :)
-Extremely hard. I moved the spawn point twice just so i could finish reviewing the level. Giving the player leaves instead of fire flowers would tone down the difficulty a lot.
-Lava pit after the first music note section is a cheap kill, as the player is dropping down blind the first time.
=Bowser can be killed by dropping the key on him. I actually sort of enjoy killing him this way and it was a nice refresher from the rest of the difficulty in the level. If you want to keep it, have the toad tell you about this tip. Killing bowser with bombs is awful.
=The spikes have really terrible hitboxes. I would put them inside the ground to deal with this problem.

The stage is really hard. I would highly reccomend toning it back with the tips above.


Ebenflow Cave

+Looks great
+Continuity of theme
+Custom Music :)
-A little long.
-Loads slow. Make sure you are only using the necesarry custom files.

Some things to keep in mind: You can spin jump on all enemies (which i did for the majority of the level). Mobility is pretty bad in water, which means you need less fish to amp up the difficulty. I suggest removing some fish in the latter sections. I would also suggest giving the player solely ice flowers. Getting a leaf is not very useful in this level.
halibabica
RMN's Official Reviewmonger
16948
from Ratty524
You mean Disk 2 Final Dungeon?

That level was evil in beautiful ways ~<3

THEY'RE IN THE TREES
Blobofgoo
Legs are a burden. Return to snek.
2751
The Rest of 'em!

Journey to the Sky Fortress
+consistent theme
+Lots of power ups
-A long way to go between the checkpoint and the boss
-It's very possible to get stuck by breaking the blocks you need to progress.
=Nice try at buttering up the judges ;)

The level was a little bare bones. Try using sizable platforms instead of breakable blocks. It will make your level look nicer and make the player feel like they are progressing somewhere.


Reading Rainbow

+The rainbow affect ties everything together.
+Platforming is well though out with moving platforms and NPCs.
-No music :(

I had fun playing this level. Even in silence. I didn't feel like I got killed cheaply anywhere either.

P.S. Upon inspection, the only thing wrong with the music is that it is set to none instead of custom. The music is fine.


The Lost City
+Nice, chill platforming
+Sticks with one theme
+Chill Music
-A little too many power ups.
-Lots of progressing with basically no hazards
-Too many extra paths. An extra path should put me significanltly farther in the stage if it takes a while to do. Most of the paths here exit where the were entered and only give the player a powerup or yoshi coin. Decrease the number of powerups and have them send the player forward some to make these areas more valuable. Even then, there are still a lot of extra areas. Consider removing 1 or 2.

The level was pretty easy. Overall there really wasn't anything that stuck out as too bad.


Wheel of Misfortune
+I like the circular progression.
+Nice bonus game. It fits the theme too.
+Sticks to 1 theme
+Aesthetically pleasing
+Good length and checkpoint position.
=You use a lot of ? blocks. When I hit the yellow switch block I thought it was just another question block. Not really a big deal, but it could cause people to miss it. I believe there is a color change for one of the switches in the graphics pack. Your choice on this one.

Wheel of Misfortune is an odd name. I was expecting something much more...deadly. You did a good job with this level :)


Trench Warfare
This level seems to be incomplete. There is no transition from the blue show room to the boss room.

+Power ups a plenty
+Nice platforming in some areas
-Some areas heavily punish the player for not having a fire flower.
-Too many bullet bills in the 2nd section (1st excluding the intro).
-Some graphical mishaps here and there. Some places the middle section of wood is used instead of the end pieces.

I liked the platforming in the section with low ceiling passageways. It was challenging but fair. Be careful with the enemy placement. Keep in mind you should be able to beat the entire level as small mario (aka without a powerup and without getting hit). At least theoretically.


Verticality
+Nice use of a few mechanics
+Sticks to theme... sorta
+Looks good
+Music compliments stage
-Can not be cleared as small Mario (small Mario can not break the yellow blocks)
-The theme drastically changes from section 1 to 2.
=The lamp comment from the Toad made me really want to see somethinng happen.
=I also wanted to talk with the toads that were jumping on spikes.

Seeing that the creator of this was Davenport, I immediately was worried that the level would take forever to load because of having a ton of imported graphics. I was pleasantly surprised to see this level used only a few custom things used well. Good job Davenport :)


Waterfall Heights
+Simple
+Sticks to a theme (except for the random fire bro)
+Good intervals for power ups.
-Could use some variation. It's very easy to just zoom through the entire level. Add some sections the player has to slow down a little to progress through.
-The music file seems to be broken. I tried to fix it but I couldn't get it to work (It goes in the folder with all of the other custom material).

Overall a good level. It could use a stronger theme to help it stand out. It could also use some variation as mentioned above. The graphics are a little weird to me, most notably the power ups.
Frogge
I wanna marry ALL the boys!! And Donna is a meanc
18995
author=Blobofgoo
Waterfall Heights
+Simple
+Sticks to a theme (except for the random fire bro)
+Good intervals for power ups.
-Could use some variation. It's very easy to just zoom through the entire level. Add some sections the player has to slow down a little to progress through.
-The music file seems to be broken. I tried to fix it but I couldn't get it to work (It goes in the folder with all of the other custom material).

Overall a good level. It could use a stronger theme to help it stand out. It could also use some variation as mentioned above. The graphics are a little weird to me, most notably the power ups.
Ah thanks! I'll quickly replace that music file and add another section after the checkpoint.
pianotm
The TM is for Totally Magical.
32388
blobofgoo
Journey to the Sky Fortress
+consistent theme
+Lots of power ups


Thanks!

-A long way to go between the checkpoint and the boss


Should I move the checkpoint or shorten the level?

-It's very possible to get stuck by breaking the blocks you need to progress.


It looks like I have more fixing to do.

=Nice try at buttering up the judges ;)


The only one I listed is Ratty.

The level was a little bare bones. Try using sizable platforms instead of breakable blocks.

I'll find a tutorial on them.

It will make your level look nicer and make the player feel like they are progressing somewhere.


Thank you!
Fflo
Be careful ! I'm French
3650
author=Blobofgoo
-Pipe Warp at the beginning goes right back to the beginning. At least it's not very far I guess, but it's really a redundant addition. A room in between the pipes would be nice. It would also add some needed length to your level.

I wanted to do a fake pipe. If I'm not wrong, there aren't any secret sections in any Ghost House.
You know, Ghost Houses hold many fake passages. You think it's the right path, but no, it leads you backwards ! :D
Blobofgoo
Legs are a burden. Return to snek.
2751
pianotm
author=pianotm
Should I move the checkpoint or shorten the level?

Shorten the section after the checkpoint a little bit.

author=pianotm
author=Blobofgoo
=Nice try at buttering up the judges ;)
The only one I listed is Ratty.

Yeah. I see it wasn't the judges now. I saw "Kentona", "Ratty524", "Liberty" and "RMN".

Fifo
author=Fflo
author=Blobofgoo
-Pipe Warp at the beginning goes right back to the beginning. At least it's not very far I guess, but it's really a redundant addition. A room in between the pipes would be nice. It would also add some needed length to your level.
I wanted to do a fake pipe. If I'm not wrong, there aren't any secret sections in any Ghost House.
You know, Ghost Houses hold many fake passages. You think it's the right path, but no, it leads you backwards ! :D

Both of those are correct. However the pipe is so close to the beginning it just feels redundant. They usually send you back farther. Those types of things are usually used in more open ghost house levels though. Often times you are back tracking to find the exit in them anyway because you missed it the first time.

You could add an open type area to the beginning of this level and do stuff like this. Maybe 2-4 screens of content.
Littlebig
---------------------
Instead of making some hyper-elaborate level that could compete for the prizes, I decided to just make a level in a style I've been wanting to make since forever. It's akin to a few levels from World 4 in SMB3. I also used the NES SMB3 style. It took about 2.5hrs to make (way too long!).
Ratty524
The 524 is for 524 Stone Crabs
12986
woah woah kentona you actually finished a thing for once!?
pianotm
The TM is for Totally Magical.
32388
Wuh? Mother fuckin' Hell just froze over!