Description

WHAT IS THIS?
Super RMN World 2 is a collaborative effort to make a solid Mario game in SMBX. It's the latest in the RMN Bros. series that has run on this site over the years. Unlike previous events, this project is more organized to produce a cohesive result. Even so, all users of RMN are welcome to participate! No past experience necessary! I'm your gracious host, halibabica, and I'll be overseeing the whole thing.



THE STORY
The Mario Bros. are on vacation with Peach in Yoshi's Archipelago, a group of exotic islands far from the Mushroom Kingdom. Of course, wherever they go, trouble quickly follows. Bowser and his Koopa army crash the party and kidnap the princess! The brothers' mission is clear, but something seems off about Bowser'whatever may be, there's work to do! Mario and Luigi hop right to it with the help of the princess' devoted bodyguard, Agent Toad!



WHAT YOU NEED
To participate, you need only make stages in SMBX and submit them. There are some rules, though. Please read the following before diving in.

  • You need Super Mario Bros. X to make your levels.
  • You need to save your levels in this folder. Put it in SMBX's 'worlds' folder and save your levels inside. It contains resources that will be standard for the project.
  • Levels must be created for this event. Don't submit preexisting work!
  • You may use custom graphics and music, but be sure to put them in a folder with the same name as your level. This graphics pack may be useful.


Once you have the engine and the standard resources, you're ready to start! However, for your stages to be accepted, the following must be adhered to.



SUBMISSION GUIDELINES
As this game is intended to feel like a legit Mario title, there must be some consistency in the levels. For this project, you will need:

  • 1 middle ring; the checkpoint for your stage. It's the sparkly ring in the SMW NPC tab. You can't use more than one due to engine limitations, so place it wisely!
  • 5 smiley flowers; these replace dragon coins. They're also on the SMW NPC tab and your stage needs exactly five of them. They must all be obtainable in one go through the level. The debugger can tell you how many you used. For technical reasons, they must all be on the Default layer.
  • 1 end goal roulette; this gate marks the end of the stage. It's on the SMB3 NPC tab, and jumping through it ends the level. The player automatically walks to the right and off-screen when they touch it, so every level must end going to the right.


These objects will only appear if you save your level in the Super RMN World 2 folder. Include them in your stage, and beyond that, the sky's the limit! Or is it?



ADDITIONAL GUIDELINES
This game is themed around Yoshi, and SMBX has a wide variety of them. Each island has its own theme, too. Your stages need to match the themes of the islands they're being made for. The difficulty should be relative to the island's order in the game. Each island also has its own color of Yoshi, so any you include should match, and you're encouraged to use them!

  • You may only submit one stage to each island.
  • You must be able to complete each level while riding Yoshi. This means no ladders required for progress or jumps where you must ditch Yoshi. This includes boss stages (more on this later).



WIsland NameThemesYoshi
1Green Grass Islandgrass/woodGreen
2Deathly Desert Islandsand/ghostsYellow
3Giga Growth Islandplants/giantsPink
4Molten Mine Islandcave/lavaPurple
5Slip Drip Islandwater/iceLight Blue
6Sky High Islandcliffs/cloudsDark Blue
7Pyre Fire Islandfire/wastelandRed
8Brain Drain Islandpipes/factoryBlack

About boss stages, you're allowed to make them, but their rules differ slightly. Each island can only have one boss and one mini-boss. Boss stages should end with the boss room instead of the end goal roulette. Due to post-production event handling, you don't need to include an exit; the stage will end when the fight is over. Boss stages still need to be thematically appropriate and have 1 middle ring and 5 smiley flowers. The player should be able to beat the boss while riding Yoshi. The boss stages of islands 7 and 8 are reserved for story purposes.




GENERAL GUIDELINES
I know, I know, we're almost there. In addition to all of the above, please keep the following in mind:

  • Try to stick with one art style for your level. Don't mix SMB3 and SMW koopas/coins/etc.
  • Don't let mushrooms from blocks escape off nearby screen edges.
  • Since stages must end with the end goal roulette, all other exit types are banned.
  • The SMW Bowser statue and SMB3 Lakitu are banned for their quirkiness. Use the SMB3 Bowser statue and SMW Lakitu instead!
  • No swimmable waterfalls. These should be for aesthetic use only.
  • Stages must be two-player compatible. Include both player start positions and ensure the stage is passable more than once. Basically, avoid scenarios that could trap the 2nd player.
  • Prevent no-win situations. If the player isn't dead, they should still be able to complete the stage.
  • Avoid single-tile gaps. The player wall-zips if they stand up in a short passage. This can break the game sometimes, so use caution!





LEVEL FEEDBACK
'HALI THERE ARE TOO MANY RULES I HATE THIS'
I know the rules are extensive, but we're aiming to make this the best episode yet. Don't fret if you can't remember it all. As you submit your stages, I'll be reviewing them and providing feedback. You will be expected to use it to make revisions. Failure to do so may result in your levels being altered post-production, or denied completely! Users are encouraged to test each other's levels. Every bit of feedback helps!



TIMELINE
Submissions will be open for all of July. Afterward, there will be a two-week period where revisions can still be made (but no new submissions). Then the gates will shut and the rest of the game will be processed by yours truly. It will take time, but it will get done.

If you have any questions, please ask! I hope we can build a fantastic new RMN World together!

Details

  • 07/01/2016 12:00 AM
  • 08/15/2016 11:59 PM

Registration

You must be logged in to sign up for Super RMN World 2: Yoshi's Archipelago.

Participants Entries
kentona
Davenport
Jparker1984
Solitayre
Ratty524
outcry312
nin8halos
Bart_Sol
pyrodoom
Seiromem
jackalotrun
Blobofgoo
Animebryan
lonestarluigi
Jalex
TungerManU
NeverSilent
Illy
Frozen
Fflo
El_WaKa
Frogge
Punkitt
Thunder176
Kloe
KuraiYukiChan
eric00051
Entry Status Key
  • - Pending
  • - Validating
  • - Accepted
  • - Rejected

Posts

Frogge
I wanna marry ALL the boys!! And Donna is a meanc
18536
author=pyrodoom
Really, I was struggling on finding a good background for the level


Maybe try this? It has a nice deep-sea-like tileset(though I don't think it is seen in the screenshots)
halibabica
RMN's Official Reviewmonger
16873
from Animebryan
I came across some graphics that change Link into Yoshi (from SMW2) & power-ups like watermelons that give him fire, ice & watermelon seeds (replaces zap). Would this be ok to use in a level?

Edit: Btw, is this game going to use a world map or are you sticking to the HUD layout?
Sorry, but Link (and any possible re-sprites of Link) are not allowed for this event; Mario and Luigi only.

Also, this game will be using a world map.
Funny that you mentioned our lack of World 8 submissions, as I was getting ready to take a crack at that one specifically. XD
Solitayre
Circumstance penalty for being the bard.
18257
First World 8 level submitted.

It's the final world so I took no prisoners. All you people who say 'Oh Soli's levels are so easy and boring!" are in for a rude awakening.
Dudesoft
always a dudesoft, never a soft dude.
6309
I wish I could help. My computer is dead. Won't be able to afford one for a long time. Months.
How hard are world 8 levels supposed to be? Like just general Mario hard with strategically placed enemies and some platforming or can they be really hard, like requiring precise trick jumps, like shell jumps or whatever else?

(I think) I have some neat ideas for this level but I'm not sure how challenging it's supposed to be.
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Euxoa
How hard are world 8 levels supposed to be? Like just general Mario hard with strategically placed enemies and some platforming or can they be really hard, like requiring precise trick jumps, like shell jumps or whatever else?

(I think) I have some neat ideas for this level but I'm not sure how challenging it's supposed to be.

I think "standard Mario hard" would be best here. I don't think we should count on the player mastering obtuse mechanics at this point.
author=Solitayre
First World 8 level submitted.

It's the final world so I took no prisoners. All you people who say 'Oh Soli's levels are so easy and boring!" are in for a rude awakening.

Died once because I tried to be fancy. Good level. Great style. Lost my Yoshi because I thought I could eat sparkies (turns out I can't).

I'd turn down the rate of fire of the last down-cannon a tad.

Also, wasn't there a matching grey block-2.gif for the question blocks? I think there's one in Bowser's Moon Base level from our past project.
author=Ratty524
I think "standard Mario hard" would be best here. I don't think we should count on the player mastering obtuse mechanics at this point.


Okay! That sounds about right. I mostly like the mechanics abuse types of Mario levels so making an actual video game level is a little weird for me hah. I'll just finish the level and hopefully someone will play it and if it doesn't fit the game style I'll just change it or trash it.
Scorching Hot by Davenport

- I can't hear any music :3
- What the fuck is up with that cloud at the beginning?
- Why are those ! points there?
- It may just be me, but those spikes really don't look very dangerous, as in I jumped into them... many times.
- Those Volcanoes are very distracting and look really weird
- You're not supposed to apply a different graphic for the checkpoint
- That lava pillar section was super tedious, just kinda stood there jumping on a donut block waiting for it to go down
- Tbh, we've already had a boulder level, do we really need another one?

Future Shock by Solitayre

- That first group of cheep cheeps are fucking savage
- Otherwise, this level is pretty damn good
author=Ratty524
author=Euxoa
How hard are world 8 levels supposed to be? Like just general Mario hard with strategically placed enemies and some platforming or can they be really hard, like requiring precise trick jumps, like shell jumps or whatever else?

(I think) I have some neat ideas for this level but I'm not sure how challenging it's supposed to be.
I think "standard Mario hard" would be best here. I don't think we should count on the player mastering obtuse mechanics at this point.

Would Bullet Bill bouncing count as an "obtuse mechanic"?
And while the level itself can't use those sort of "obtuse mechanics", could they be used for getting to secrets?
halibabica
RMN's Official Reviewmonger
16873
Pouncing off a Bill would be secret material imo. For stage progression, stick to normal mechanics instead of weird tricks or bugs. And even so, reaching secrets shouldn't be hard to understand either.
Solitayre
Circumstance penalty for being the bard.
18257
author=jackalotrun
- That first group of cheep cheeps are fucking savage

This is a good point, I should probably introduce the cheep cheeps in a less tense situation. I shall revise accordingly!
Super RMN World 2 level feedback:

Crazy Mine Madness (W4) by LoneStarluigi:
Your Folder didn't match the name of your level so I spent over 10 minutes trying to figure out why it wasn't acknowledging the folder & graphics!

Moderately difficult. MP3 won't play for some reason. Why are the koopas faster?


Tempest Valley (W1) by pyrodoom:
You shouldn't have enemies that only appear when the P-Switch is hit. I was carrying a shell & it disappeared in my hands when the P-Switch effect ran out, but Mario was still holding 'nothing'. When I hit another P-Switch (while still holding nothing), I was holding an 'active' koopa in my hands (no damage for holding it though).

I figured out how you hid those suits, but to require not only the P-Switch to be active, but to take a leap of faith both upwards & to the right-most edge (and you only get 1 shot at it), most people would never know to 'Yoshi-Boost' to the hidden moon much less ditch him just to get on top knowing there's another one to boost off of. Even knowing how to get there it was hard as hell. Might as well not even be there if it's that difficult (especially for a World 1 level)

BoomBoomBastille (W7) by Ratty524:
Nice challenge level. I actually played the hard route 1st, then played the easy route. Never died once actually (meaning no rage)


Colorful Playground (W1) by Frogge:
MP3 won't play. Great level. Awesome graphics. It isn't right to screw the player over by making the bouncing butterfly harmful when every other butterfly is harmless (I lost my Yoshi by being hit without realizing what caused it).


Fungal Forest (W1) by Blobofgoo:
Good level. Why are there 2 yoshis in the beginning of the 2nd section? And why is there a pit right after the goal?


GigaGrowthGulf (W3) by Ratty524:
For a game that's themed around Yoshi (and all levels are required to be beatable with yoshi), why did you not include one in the level?


Piranha Plant Valley (W3) by Frogge:
MP3 won't play. Forgot to put Luigi's starting point. When I downloaded your level, there were 2 versions, one with piranha spelt right & another spelt wrong (pirahna). According to the 'Date Modified' in the folder, the one spelt wrong was the 2nd version. You should've just saved the revision with the correct name instead of making a seperate one by mispelling piranha.

Also, I made a 1-up factory with the koopa generator. Thank you :)


RockinRollRidge (W6) by Ratty524:
Quite challenging (some rage). Toward the end, where the 2 orange pipes are generating the rocks, you should replace them with a giant pipe instead. It would make more sense than a giant rock coming out of 2 smaller pipes.

Also, once again you forgot the 'Guest of Honor' (Yoshi)


Scorched Lands (W7) by Davenport:
Awesome graphics! Checkpoint isn't the star ring like its supposed to be & also appears into the ground (still works). What's with that 'Final Star' in the box at the end? Are we able to have hidden stars in our levels? This is also another level without a Yoshi in it. Have you guys forgotten what the theme of this game is? I see you changed the name.


Fiery Fumes (W4) by Seiromem:
You're supposed to use the Purple Yoshi for World 4 levels, although the difficulty makes this feel like a World 7 level instead. Those red coins are a pain in the ass to get to begin with, but giving the player only 1 shot at it is ridiculous! Also, this pipe is impossible to reach.


It would be possible if that grey block wasn't attached to the right wall.


The Grand Pyramid (W2) by Blobofgoo"
Great level, but your mid-point is poorly placed. You put it on a path that branches just a little ways away from the exit door, instead of the actual halfway point. I actually made to the end without reaching the mid-point thinking the exit door would lead to just another room or something.


Hillside Streams (W1) by El_WaKa:
Good level. You forgot to put a wall outside the left border to keep the mushroom from going off screen to the left at the beginning of the level.


Tall Tops Forest (W1) by Illy:
Having a ? sign that doesn't say anything is pointless (even if it was hinting at an invisible 1-up). Also, how do you expect someone to get the 1-up out of that trio of blocks right after the 4th flower? Because nothing short of a purple yoshi's stomp attack on the 1st 2 blocks will work.


Forgotten Dunes (W2) by El_WaKa:
Forgot to add a block wall to left of start to keep mushroom from going off screen. The end of the level had it's music set to 'None'.


Grumbly Goomba Causeway (W3) by Illy:
Good level. No problems here.


Mushroom Underground (W4) by Solitayre:
Good level. Tricky jumps. I for one don't consider your levels 'so easy & boring'.


Mushroom Samba (W1) by Solitayre:
Another good level, with tricky ass jumps (died a few times) But why no Yoshi?


Nighttime Oasis (W2) by UPRC:
Why no Yoshi?


Piranha Plant Pond (W3) by UPRC:
No Yoshis & lack of significant power-ups (2 'Mushrooms'). Forgot Luigi's starting position.


Sherbet Summit (W5) by UPRC:
No Yoshis, again! Rage-inducing difficulty. In fact, that ride with the requirement to duck isn't very 'Yoshi friendly'.


Volcano Lotus Valley (W7) by UPRC:
You finally remembered to put a Yoshi in your level, yay! Great looking graphics. Rage-inducing difficulty though.

I've got 2 levels I have in mind that I'll work on over the weekend (since I don't have internet at home & can only get on during the weekdays). I'll also test out the new levels (including Scorching Hot).
author=Animebryan
Tempest Valley (W1) by pyrodoom:
You shouldn't have enemies that only appear when the P-Switch is hit. I was carrying a shell & it disappeared in my hands when the P-Switch effect ran out, but Mario was still holding 'nothing'. When I hit another P-Switch (while still holding nothing), I was holding an 'active' koopa in my hands (no damage for holding it though).

I figured out how you hid those suits, but to require not only the P-Switch to be active, but to take a leap of faith both upwards & to the right-most edge (and you only get 1 shot at it), most people would never know to 'Yoshi-Boost' to the hidden moon much less ditch him just to get on top knowing there's another one to boost off of. Even knowing how to get there it was hard as hell. Might as well not even be there if it's that difficult (especially for a World 1 level)


Ah, OK then. With the koopa thing, I should have thought of that(in fact, it was something in my mind to test, but each time I kept forgetting to do so. Dang.) I would question why you thought you needed to hold the shell... but honestly, that would be one of the most awkward thing to ask. After all, I carry random shells in Mario games that I can do so, all the time. It's just a Mario thing. Doesn't excuse the fact that it was bad, though. Thanks for pointing this out.
This may be a really stupid question... I think I may have been in a similar situation... what did the nothing DO. As in, when you let go of it, if you did. Did it do nothing, or did it act like a special shell? I may want to check that out, see if you can put the shell back in your hands by pressing the P-Switch again, or something. .3.

Glad to hear someone mention the secret - guess it makes sense that if it's that hard to find the secret(and requires you to ditch a Yoshi... sure it's a secret, and I give you another one up there, but still) in a W1 level, it might as well not be there. I wasn't really thinking secrets add to the difficulty of a level, but since the secret itself seems too hard to find for W1, there really is no point to it, is there? .3.

I'll edit it soon, most likely once Hali begins his reviewing.

author=halibabica
Pouncing off a Bill would be secret material imo. For stage progression, stick to normal mechanics instead of weird tricks or bugs. And even so, reaching secrets shouldn't be hard to understand either.


Thanks Hali. I'm also thinking of using it for separate paths. Let's say, near a bullet bill generator there is an upper and lower path, and to get on the upper path and get the goodies that'll be on it, you use the bullet bill(or power-up like a leaf or tanuki suit, if you want... I guess. Not like I put that bullet bill there or anything. ;-;).
Ratty524
The 524 is for 524 Stone Crabs
12986
Thanks for the feedback, Animebryan!

I'm glad to know someone didn't find Boomboom Bastille too hard, but I'm going to tweak it a little anyway.

As for Yoshi, it's actually not a requirement to put him in the level (though it's encouraged) and I didn't feel like the Yoshi we're suppose to use for their respective worlds fit anywhere in the level, especially in Giga Growth Gulf. I might reconsider for Rockin Roll Ridge, though.

Speaking of which, what particularly caused you to rage about Rockin Roll Ridge, if you can remember?
am I on everyone's ignore list? Solitayre didn't even respond to my feedback and rate my lvl plz
Frogge
I wanna marry ALL the boys!! And Donna is a meanc
18536
Thanls Animebryan! Do you know which butterfly that was? Because it was probably an accident >.< I'll fix the stuff you mentioned tomorrow.

Also kentona, I really liked your level. I don't really know if I have anything bad to say. I guess the checkpoint was a little unnecessary since there was only like 20 seconds of the level left(and it was really easy anyway). All the dragon coins were in the first section, so I would have actually liked to see more in the second section.

Oh god kentona rip I would have loved to give him feedback about his level but I can't *cries*
Ratty524
The 524 is for 524 Stone Crabs
12986
author=kentona
am I on everyone's ignore list? Solitayre didn't even respond to my feedback and rate my lvl plz

I didn't even know you submitted. xD
Frogge
I wanna marry ALL the boys!! And Donna is a meanc
18536
shhhh ratty we are supposed to be pretending kentona is dead