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

post=Solitayre
What it really needs is AN UNDO BUTTON.

THIS >.>


You know what, seeing that Davenport has the most levels submitted bothers me. I'm going to have to pick up my pace, big time.

In the rules it says that if your level is denied you will have time to fix it and resubmit it. When is that going to happen? Throughout this month deadline or all at once after the deadline. More importantly, when will we find out which ones will not be put in the game?
halibabica
RMN's Official Reviewmonger
16948
Hmm, as it stands now, we have one less than the number of submissions that were in the first RMN Bros.! If we include the FINAL LEVEL I'm working on now, then we've matched the old.

Let's surpass it in both quantity AND quality!
Craze
why would i heal when i could equip a morningstar
15170
I just finished revising Craze Land 1 (checkpoint, expanded second section), but I'm working on Craze Land 2 and will just bundle the two together.
I managed to improve the levels in my game. As for these levels, I will probably end-up deleting
most of them.
Ratty524
The 524 is for 524 Stone Crabs
12986
post=Link_2112
post=Solitayre
What it really needs is AN UNDO BUTTON.
THIS >.>


You know what, seeing that Davenport has the most levels submitted bothers me. I'm going to have to pick up my pace, big time.
I wouldn't be bothered by that if I were you. You do realize that most of Davenport's levels are crummy, right? It's obvious he didn't spend enough time on them before submitting. Just go at your own pace, seriously.

Also, am I the only one who actually enjoyed Bouncy Bouncy? It's not without flaws, but it was certainly a fun level.
Bouncy Bouncy was fine, it was just too difficult and too long to not have a checkpoint. I died at the very end and didn't want to play the entire thing again.
Solitayre
Circumstance penalty for being the bard.
18257
I encourage everyone to watch this series:

http://www.youtube.com/watch?v=Har4XXCOCyk

Make note of some things you think the level designers did right as well as anything you think they did wrong.
I never played bouncy bouncy, because I didn't want to play any levels until the game was finished. (Besides Davenport's) I was disappointed when Bouncy Bouncy was removed. Now I'll never get to see it...
I know what most of his levels are like, but it still bothers me haha I'm half kidding. I've been kinda slack anyways so I'll make that my goal.

Yeah, Bouncy Bouncy was a good level. My opinion is that it, just like the sliding stuff, shouldn't be all there is in the level. I think it would be cool to break away from the bouncy just a little bit with something else. Also, I wonder how it would play as a non-autoscrolling level. That might be interesting.
Just made a cave level. Batty Bungalow.
Dudesoft
always a dudesoft, never a soft dude.
6309
Jesus. Davenport might as well just have a whole island to him/herself.
author=Dudesoft
Jesus. Davenport might as well just have a whole island to him/herself.


With a sign outside warning the player not to enter.
post=Link_2112
In the rules it says that if your level is denied you will have time to fix it and resubmit it. When is that going to happen? Throughout this month deadline or all at once after the deadline. More importantly, when will we find out which ones will not be put in the game?


When I get a spot of free time to actually play submitted levels is when I'll approve/deny them via PM. Any levels rejected after the deadline will get two days or so to fix it up. There won't be a list of levels denied, just levels that made it in that will be available once the gameprofile is made and the game is released.


I also totally enjoyed Bouncy Bouncy
halibabica
RMN's Official Reviewmonger
16948
New level submitted!

Title: Aristocrab's Lair
Difficulty: 4/5

I'm tempted to say 3/5, but then again, I made it, so...

This used to be part of my design for the final level, but I decided things were getting too long and tedious as they were. So I split it up and released this part separately.

As for the REAL final level, well...I'm keeping that a secret for now. You'll have to wait for the finished game to see it.
Nice level, Hali! Don't forget that I'm working on one, too!
halibabica
RMN's Official Reviewmonger
16948
I know. I will be a sad little monkey if you outdo me.
Oh man, the thwomps in SMBX suck. They come down way too quickly and way too late.
Hey! CRABBY Coast! Haha.

And yeah, my lack of power-ups is from me being a Mario veteran. I usually only place about three in each level. I always felt that any more than that and it made things too easy.
Dudesoft
always a dudesoft, never a soft dude.
6309
author=UPRC
Hey! CRABBY Coast! Haha.

And yeah, my lack of power-ups is from me being a Mario veteran. I usually only place about three in each level. I always felt that any more than that and it made things too easy.


Very true. Unless the power ups are central to the level/difficulty design! I'm still toying with that ice-flower power to make an icecube platform map.