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

comment=26033
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.


Ha ha, I understand about the whole bowser thing. About the airship though, I forgot to change the background as the "ship" background glitched up for me. I fixed the Boom booms boss, so it's not pathetically easy anymore, and i'll fix a bunch of other problems with the stage.
As for the Grassland level, i'm gonna get rid of the invisi blocks, boot and some of the power ups. It's a little TOO easy. I'm also gonna add an underground area to that level as well. My god, what was I thinking!? I put a mushroom and a fire flower right next to each other...
So later on today, i should be posting some updates + an 8 red coins level.
EDIT: Added the new and improved "Grassland" level!
Name: Kentsnowna
Creator: kentona
Difficulty: 6

Description: An auto-scrolling right level with "multiple" paths (highroad/lowroad). It's pretty tough to play with a keyboard so I might be overstating its difficulty! The blackblock at the end should reveal the star.
Solitayre
Circumstance penalty for being the bard.
18257
That is a great level, kentona. One of my favorites so far.

Second level submitted. It is more evil than my previous one.
Started mine last night and I'm halfway done. Looks like it's going to be a World 1 or 2 stage, if I have time I'll make a tougher level.
I've got some issues with Ratty's level: I get past the Bowser's chopper part to where there's a floor of spikes and a platform you can't jump to and there's no way to make the jump to the platform. I checked the level in the editor and there's some koopa troopas that are supposed to spawn to jump off of. Except the don't spawn. Is anybody else having this issue? I tried the level twice with the same issue coming up and if there's no alternative way to get pass that part of the stage I'll probably change it a bit so it's possible even if the koopas don't spawn.
WIP
I'm not comfortable with any idea that can't be expressed in the form of men's jewelry
11363
Yeah same. I saw it a few times in my own level.
Max McGee
with sorrow down past the fence
9159
Yeah, level scrolling also doesn't work like it should and can result in weird "squishing" deaths, and I am having issues with level wrap as well.

Edit: I enjoyed Kentsnowna, btw.

I can't believe there are only six days left. I had so many levels planned that I won't be able to get around to.
Added my "8 red coins" level, Bob-Omb Battlefield. Based off the Mario 64 level of the same name.
comment=26112
Yeah, level scrolling also doesn't work like it should and can result in weird "squishing" deaths, and I am having issues with level wrap as well.

Edit: I enjoyed Kentsnowna, btw.

I can't believe there are only six days left. I had so many levels planned that I won't be able to get around to.

I have like 3 level ideas floating in my head RIGHT NOW and I'm not even actively trying to come up with level ideas. SMB3 is like one of my alltime fave games so it is to be expected.
All I've got to do is add enemies!
Max McGee
with sorrow down past the fence
9159
I have two levels I've been working on since March. Both of them are less than 50% done. I keep running into new problems.
Shit. I can't think of anything to do for this!

I failz, guys... Fo shame, fo shame...

Mock me with your ridiculous comments, I DESERVE THEM!
LouisCyphre
can't make a bad game if you don't finish any games
4523
Does this level meet the quality standards?

Obvious clone levels will be rejected :colbert:
Solitayre
Circumstance penalty for being the bard.
18257
Submitted two new levels:

Jungle Fever is an intermediate level that would make a good companion to the Piranha Palace.

Dark Kingdom is a very evil level where all Mario's most feared enemies await him.
Submitted my 4th level, Bowser Road. Makes a very nice world 8 style level.
Solitayre
Circumstance penalty for being the bard.
18257
To everyone who still has .lvl files submitted instead of archives, you can replace them with appropriate archive files by deleting the .lvls from your locker and resubmitting them as per the appropriate format.
Max McGee
with sorrow down past the fence
9159
I think I am going to hold off on playing future levels until the compilation/final game is released so that it still holds some surprises for me/I have a reason to play it.