Ends 12/22/2010 12:00 AM

Super RMN Bros. 2 is a community event where everybody makes 2D Mario platformer levels which then all get put into one game: Super RMN Bros. 2! The tool used for this is Super Mario Bros. X v1.3, a PC Engine made to emulate the Mario games made on the NES and SNES. This event is a followup of the previous Super RMN Bros. event, which was a great success (submission-wise, at least)! Whip out those old Mario level drawing you made when you were eight! Live the dream of making your own Mario game! Show once again that RMNers can do more than just make RPGS!

What You Need to Participate

Super Mario Bros. X v1.3, available at the DONWLOAD NOW! link. This is the latest version of SMBX with new features like Ice Flowers and different playable characters. Make sure you download the correct version, the file size should be ~37.6MB. It has everything you need to get started from the player, the editor, and a sample world.

You can also download the SMBX Graphics Pack by Red Yoshi at the bottom of the page. It has a ton of Mario Brothers graphics that you can use in your level with a simple copy+paste!

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. Since we first had RMN Bros using 1.2 Beta 4 SMBX has move onto version 1.3 adding new content such as some of the Koopalings, new features such as being able to customize NPCs, and general fixes such as reducing lag in the engine. If you really want to see what SMBX can do, check out these videos showcasing SMBX's capabilities!

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).

You can view the RMN engine page for SMBX here.

HELP!

The editor can be tricky to use, especially for beginners. You can ask questions on our SMBX Help thread on our forums! If you have any questions go there for some tips or helpful links.

We also have a tutorials section on RMN for SMBX. As of now it's pretty empty but hopefully members will submit more over time.

There's also the official SMBX forums filled with much more knowledgable people than here.

Submission Rules

  • Levels must be compatible with the official release of SMBX 1.3 . aka Use SMBX 1.3 .
  • All submissions must be compressed. Downloading *.lvl files is twice the headache than a *.zip or *.rar file. I'm not even going to bother with anything that isn't compressed.
  • Each individual submission can't exceed 1MB compressed. You can fill it up with all the custom music or graphics you want but a submission can't exceed this size.
  • There is no limit to the number of levels you can submit.
  • Rate the difficulty of the level on a scale of 1 to 5, with 1 being easy and 5 being hard.

Level 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.
  • The player who got the star can't die after getting the star.
  • Water and waterfalls are swimmable as per Mario Bros 3. (No Mario 2 and it's waterfalls don't count). If you want lethal liquids stick with red lava. This is for clarity for players. Blue = Swimmable, Red = Danger!
  • You can't finish a level with a Yoshi. This is to prevent players from bringing Yoshis from one level to another and they drastically redefine what a player can do. You can force this by having a pipe/door/warp of some sort that doesn't allow Yoshis prior to any exit.
  • The player can't enter a no-win situation. At any point where the player is safe they must be able to complete the level.
  • Multiple characters are allowed. (SMBX v1.3 allows the player to play as Mario, Luigi, Toad, Peach or Link.)
  • Collectathons are not allowed. SMBX has no way of tracking what items you've collected and Mario takes too much damage to allow such a level.

Level Quality

  • Levels that don't meet a minimum level of quality will be rejected.
  • Levels must be complete and stars must be possible to acquire.
  • If you are creating an autoscrolling level please check the Autoscrolling Tutorial for a guide of how to do it. Using scrolling layers leads to physics and collision issues and levels with these issues will be rejected.
  • If a level plays like something you'd expect from a Kaizo-style romhack it will be rejected. Go start your own project if you want yet another impossible Mario game. We're shooting for fun platforming action Mario style that doesn't require precognition, time manipulation, or godlike reaction to beat.
  • Levels can't cause SMBX to reach a volatile or glitchy state nor can they cause level/section wide slowdown in SMBX.
  • Participants who submitted rejected levels will be notified of such, the cause of rejection, and a period to correct issues.

Compilation

  • All levels will be available at the start of the game. There is no requirement to complete one level to unlock others.
  • Yes it will be a world map. (No hub world!)
  • Eight worlds, one Mario! (or Luigi, or Toad, or Peach, or Link!)

Registration

You must be logged in to sign up for Super RMN Bros. 2.

Posts

My fourth level is done! I think its my best yet!

Level Name: Koopa Bros Tower
Difficulty: 4/5
I'll draw a Brickroad crab for you if you want. Just let me know what you want him to do.

Is he going to be pretty much the same as Clawgrip from SMB2?
halibabica
RMN's Official Reviewmonger
16948
Well, we can only alter the sprites of an existing foe, so he'll have to replace one of the regular boss enemies.
Solitayre
Circumstance penalty for being the bard.
18257
We can always make him drive a tank or something.
halibabica
RMN's Official Reviewmonger
16948
We tossed some ideas around in IRC, and it's looking like Wart would be an excellent boss to substitute. Carbonated Mountain Dew bubbles and all.


If there's anything that needs changing in order to make it work in the level editor (or general changes to the sprite), please let me know.
I'm dying to know what you rascals are going to be feeding me.
halibabica
RMN's Official Reviewmonger
16948
It seems Wart is vulnerable in SMBX regardless of whether he's attacking or not, but we'll still need something to clobber you with.

Also, wow, Sovan. Those are remarkably good.

I have a proposal, though!

Since we're making Brickroad the final boss and we don't want the last level to suck...should we have Brickroad make his own final fortress?

Of course, that's up to Brickroad, but I think that would at least make for a perfect ending.
The player should definitely throw .lvl files at Brick.
I'm behind Brickroad as a boss. Wart Aristocrab final boss saves me the trouble of coming up with a new (and interesting) final boss!
post=Lennon
The player should definitely throw .lvl files at Brick.
Red Coins
Solitayre
Circumstance penalty for being the bard.
18257
post=kentona
post=Lennon
The player should definitely throw .lvl files at Brick.
Red Coins
post=Solitayre
post=kentona
post=Lennon
The player should definitely throw .lvl files at Brick.
Red Coins
Ratty524
The 524 is for 524 Stone Crabs
12986
Got done with my second level.

It's a short little level where you use the red flying blocks to clear it.

There is also a seperate passage for Link players. It's a little bit harder and it has a boss, but it leads to the same star at the end.

By the way, I friggin' forgot to add my text document to the level, how can I remove my submission? D:

And Sovan... LOL!
Add the file to the archive and reupload it to your locker and bang! Done.
Some of you guys are soooooo gonna hate me.
post=halibabica
Since we're making Brickroad the final boss and we don't want the last level to suck...should we have Brickroad make his own final fortress?


Probably not going to happen! Sorry.
Ice Volcano: Why no backtracking? How annoying.


Flying Block Fun: This level has flying blocks, and it is fun, so it's apparently working as advertised! Two issues:

1) It's possible to fly over the pair of bob-omb dispensers partway through the long horizontal section, with the hidden 1up between them. You may or may not have intended this to be possible.

2) The pipe at the end of the descending vertical section is a cheap death. There's nothing indication where the pipe will appear, or when. I was being careful and still died there. Add a coin trail or some other indicator that the player needs to veer towards the pipe.


Roller Coaster: Scrolling + wrapping = very jarring. Pick one or the other. The level was also way too short. Why is it Luigi-only?
Topsy Turvy: Unplayable. The music blocks are too close to the ground to deal with the goombas effectively. The first powerup should come before the first monster. I can't tell what I'm supposed to do when I get to the purple pipe; I can't jump up to the next yellow pipe, there are no hidden blocks, and there are no more monsters to bounce off of. Looking in the editor, I see later you have the player pulling a koopa troopa out of the ground. That's just a dick move. You're a dick. Don't be a dick.



House Capades: The "choose your own adventure" thing was clumsy, but I suspect you handled it the best way the engine will allow, and it's a novel idea that I think you can just leave it as-is. Each of the two paths were satisfying levels, though the underground section is definitely the better of the two. I appreciated the reminder about how ladybugs and quicksand work, but I'd put the quicksand Toad down in the cave with the green block instead.

Not crazy about using two different vine graphics on the same screen, and the part with the fake-out doors was just irritating. Instead, put power-ups or something in those dead-ends, then a vine leading back up. Reward the player for poking into corners; don't punish him for picking the wrong corner first.
halibabica
RMN's Official Reviewmonger
16948
from The Real Brickroad
from me
Since we're making Brickroad the final boss and we don't want the last level to suck...should we have Brickroad make his own final fortress?
Probably not going to happen! Sorry.
Aw, man...I guess we'll have to get D-Bones to make it instead. :/

In all seriousness, though, I'd totally be willing to make the final level myself. Is that cool with everybody?