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

Max McGee
with sorrow down past the fence
9159
comment=25925
comment=25920
Magi's Road to the Fortress:
The spike pit across can only be traversed by carrying a shy guy and throwing it on the spikes. The last half of the level is much easier if you are creative enough to take the high road. :) If you are only trying to take the high path over the spikes and are not throwing a shy guy on as a moving platform I can see why it would seem brutally impossible (it wouldn't be possible without taking a hit) The bottom road has that vine you can cling onto, but I added a coin trail to it in my latest version so it would be more apparent.

I will re-assess the need for a mid point however

comment=25908
Also, how do I trigger an event once Mario crosses a certain point (or, alternatively, lands on a certain platform or somesuch)? Or, how do I stop an event after Mario reaches some threshold?
This is incredibly dumb but there seems to be no way to do that currently. You don't know how many cool ideas I had to scrap because of this.

@Magi:
You can carry a shy guy!? I didn't think that was possible in this engine. How do you do it? Also I tried to take the high road the entire time because low road = death in the case of this level.

@Ankylo:
Ah, so that's what the invisible coin block is for. The "Falling" segment was my favorite part, btw. : )
Magi
Resident Terrapin
1028
I made some slight changes to the low road. Now it shouldn't give you any bullet problems until the note platforms (if you are fast you won't have any) Also added a checkpoint because I didn't intend for the difficulty to be so high

To carry a shy guy you just jump on it and pick it up like you would be picking up any object.
Max McGee
with sorrow down past the fence
9159
By pressing the run button, right? That isn't working for me. Also in this engine I thought you could only pick things up from the side. Have I missed something?
Magi
Resident Terrapin
1028
WIP
I'm not comfortable with any idea that can't be expressed in the form of men's jewelry
11363
Alright guys, I submitted my level. It's an easy level with a few little timing tricks. It would make a great world 2 stage!
Max McGee
with sorrow down past the fence
9159
Tried your level right away WIP. (I try everyone's levels right away, and I was excited to actually play and critique something made by WIP, which is a rare opportunity.)

I really liked the level. For the most part, the difficulty is spot-on (late World 2 or early World 3) and the relaxing feel really helped me appreciate how nice-looking and cleverly made everything was. I liked the airship ride, very relaxing. It's obvious that you spent a lot of time on varying the terrain, especially the elevation, with lots of nooks and crannies in all of the floors and ceilings. I just have two notes:

1. The last important jump (the one where you bounce off of the paratrooper to clear the buzz beetle pipe and reach the star) is easy to mess up. Does the paratrooper respawn if you accidentally kill him? If not, it's possible to make the level unwinnable with a pretty common mistake.
2. I think to make the second segment a touch easier and to make the effort of getting to it worth it, the question block hidden in the small pond with the red fish in the beginning should have a tail or a fire flower (if you hit it when super mario) instead of always being a mushroom. It would help ease the inconsistency of Dude and Cap'n's levels (where you get rewarded with a tanuki or hammer bros. suit for walking five feet) if your level didn't make the player risk a close encounter with a cheep-cheep in extremely cramped confines to get a mushroom.

But that's just my two cents.

Ratty524
The 524 is for 524 Stone Crabs
12986
I'm almost finished with mine. I'm going to test it further and also add a mini boss. This thing had me hooked once I got the jist of how to use it.
Magi
Resident Terrapin
1028
Replacing graphics in this software is very dumb.

You can't add new graphics, you can only replace existing ones in the editor (what)

e: I since I am on a roll I am not sure if I should submit this:
That's right, you can't add new graphics.
If you resize them, you need to make masks, well, everybody knows it.
(I think...)
So, i found the "Submit Entry" link.
I'm now making level..
*Checks the rules and opens editor*
Max McGee
with sorrow down past the fence
9159
Replacing graphics in this software is very dumb.

You can't add new graphics, you can only replace existing ones in the editor (what)


This is the kind of thing that would make a kind of sense of it was a romhack tool, but since it isn't...I agree essentially with your statement of "(what)". Also very limiting (but understandable) is the fact that graphic is permanently anchored to function. i.e. if you add a new enemy graphic it needs to function exactly like the exist enemy whose graphic it replaces.

(That level looks badass. I really like the background.)
Ratty524
The 524 is for 524 Stone Crabs
12986
I've uploaded my submission. It's nothing really special, but it does require that you know how to make successful bounces off of enemies. :P

Screenies:

Max McGee
with sorrow down past the fence
9159
Ratty:
Yes.

General Announcement:
I finally found my ancient USB gamepad. The buttons are really prone to sticking and the up button is like permanently stuck. But it is still a touch better than the keyboard.
Someone replace the graphic of the Stars with Misaos.
Oh man. I basically submitted my first attempt as an entry I feel dirty. Though just because I submitted it it doesn't have to be the final version... right?
Max McGee
with sorrow down past the fence
9159
comment=25968
Someone replace the graphic of the Stars with Misaos.

What exactly does a Misao look like? (The award, not the...anime character? it's named after.)

I have a couple, you'd think I'd know what they look like but Iish never got around to actually sending them.
Just submitted 2 of my levels. One of them is a typical grass land type level and the other one is a sky level with 3 paths. An easy, medium and HARDO MODO path with an airship and 2 bosses at the end.
Max McGee
with sorrow down past the fence
9159
GigaBowser:
Very good, very well balanced underground level. Would be good for world two or three. You have grammatical mistakes in the NPC dialogue though.

Ratty:
Very fun level, perfect for a bonus area. My main gripe is that the left pipe (1 Up and Tanuki suit) is just better than the right pipe (Mushroom and...Link-Pimp????). I beat it in two tries which is VERY LITTLE TRIES compared to most of the levels I've played. That's fine, we need easy and medium levels too, not just hard ones.

I think the beginning area might be a touch harder than you meant it to be. It's definitely harder than the rest of the level, especially before you find out about the invisible coin block.

Also I love the blue yoshi so I was glad to see him in a level.

You know what this would be perfect for? The first Star Road level. You know, the easy one.

Shinan:
Cool level; initially I thought the whole thing would be flat as a board. I managed to beat it in one try, which I think is anomalous as it's not that easy; a lot of the bounces you need to make are tricksy/clever.

This might make an earlyish sky stage.
Has anyone played my RMN Trip? o.o
Max McGee
with sorrow down past the fence
9159
Calunio:
I'm pretty sure I commented on it above.

Edit:
Oh you added a second level?

::downloads::

Edit 2:
Mr. D Bonesington:

*Grassland:
This level had a lot of annoying overhead invisible coinblocks resulting in cheap deaths which clashed with the easy, 1-1 type level that the name, description, basic enemies and abundance of powerups all suggested was the kind of level you wanted it to be. Speaking of the abundance of powerups, I think you're exceeding any reasonable standard here. I countered one or two mushrooms, three fireflowers, a tail, and a yoshi in this level alone.

*Highup:
This was a crazily ambitious level and my experience with it was weird and erratic; I have a feeling I only experienced around ten percent of the total level. My first playthrough I tried to take the "middle" road (falling wood platforms and green paratroopers), misjudged a jump, and died. As I hurtled to my doom, I noticed an orange pipe at the bottom of the level. I took that pipe to a fairly easy and moderate area and then found another pipe which I took up to an airship. Then I took a door into a doomship/ghost house/castle area! Things got even weirder when I then took another door into a room with THREE BOOM-BOOMS (is that what you call the SMB3 miniboss guys)? Fortunately the design of the room let me take an elevated position and shell them with a conveniently placed fireflower so they posed no challenge. The next room itself was the wierdest of all because I found myself faced with BOWSER KOOPA, HIMSELF! And defeated him in a repeat of the SMB3 final boss (which I love). I think for that reason alone this level is unincludable as is, because we can't just have BOWSER show up in random levels (can we?). Anyway I quite enjoyed the manic zeal and extreme difficulty curve changes of this level, although I'm not sure that they were intended. This feels like at least three levels in one.

Edit 3rd and Final:

Calunio:

*RMN Trip was a surreal and harrowingly horrific vision that made me question my very way of life. I will be having nightmares about it for days.
Ratty524
The 524 is for 524 Stone Crabs
12986
@Max: Thanks. It was pretty much my first attempt, and I didn't aim for anything complex.

I think I understand why you thought the first section was harder than the last, with those two paratroopas chasing you and the invisible block.

I thought the Yoshi might come in handy if you somehow neglect/lose your clown copter, since the blue yoshi uses shells to fly.

The Link-pimp I thought would be a nice touch to it. :P