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

Some of us are veteran but I think a greater portion of players are not. It's always better to give more power ups because if a person isn't getting hit then it won't matter how many they get but if a person is struggling they will at least be able to make it through your level. Some of these levels have many enemies and some people get hit more than others.
did you know there's a limit for backgound tiles

I hit it


Zelda 2 style palace dungeon! I wanted enemies from the game so to keep the enemies and location similar I ripped Zelda 2 graphics, mostly from the Great Palace and had some fun with custom NPCs. The start is my favorite part, I just couldn't make the rest of the level as good. Maybe i'm bad at making a level where you do down.

Contemplated using the Great Palace music but it's nightmare inducing. And NES music. A terrible mix.

It's easiest as Link, being able to stab the Ironknucles and Firebirds helps a lot. I'm sure there are still some parts that are unreasonably hard. If you're having trouble on a path, let me know and I'll ease it up.


(gonna give some feedback on levels this weekend since it's looking pretty clear for a change)
Craze
why would i heal when i could equip a morningstar
15170
Link_2112
Crazeland - Good level. I was able to jump up and get yoshi right away with Mario. I didn't have to backtrack :)


This was not supposed to happen! I'll attempt to break it again myself and fix it.
Dudesoft
always a dudesoft, never a soft dude.
6309
author=Link_2112
Some of us are veteran but I think a greater portion of players are not. It's always better to give more power ups because if a person isn't getting hit then it won't matter how many they get but if a person is struggling they will at least be able to make it through your level. Some of these levels have many enemies and some people get hit more than others.


Good point. The handycap of multiple power ups would also just add to your point score, then?
Well, just made another. Fatal Fall Fortress.
Craze
why would i heal when i could equip a morningstar
15170
UPRC is an addict.
Haha, well I made levels in Mario World for five or six years and never got tired of it.. This is slightly different and "new" to me, so I'm definitely enjoying it.

I still wish that there were Chucks though.

Chucks are these guys: http://www.google.ca/images?hl=en&source=imghp&biw=1276&bih=852&q=chargin%27+chuck&gbv=2&aq=f&aqi=&aql=&oq=&gs_rfai=
Craze
why would i heal when i could equip a morningstar
15170
FUCK YOU

I just (as in just, as in five minutes ago) beat Vanilla Ghost House and thus also finally (after trying all day* - thank goodness for saving after Red Switch Palace (which I found totally accidentally)) beat Vanilla Dome 2, which is full of Fuckin' Chucks.


*Like my LPs say, I suck at videogames. As such, I'll probably LP this game as a real test of your difficulty ratings (note: Brick should do one alongside since anything more than 2/5 will take me ten days to beat).
Man, I can't believe you're only playing Mario World for the first time! That's my favourite platformer of all time, and also one of my absolute favourite games period. That game never gets old.

I love Mario.

A lot.
Craze
why would i heal when i could equip a morningstar
15170
I am starting to see why people love it so much. SMW is indeed amazing, even if I suck at Mario/platformers/games in general.
author=Craze
This was not supposed to happen! I'll attempt to break it again myself and fix it.


I sometimes use invisible blocks to prevent the player from going up a certain place.

Submitted my next level. Just a generic forest. It might be a little harder than my others but It has a cool "puzzle" underground.
Craze
why would i heal when i could equip a morningstar
15170
Invisible blocks are incredibly lame. I just moved some clouds up.
author=Craze
FUCK YOU

I just (as in just, as in five minutes ago) beat Vanilla Ghost House and thus also finally (after trying all day* - thank goodness for saving after Red Switch Palace (which I found totally accidentally)) beat Vanilla Dome 2, which is full of Fuckin' Chucks.


*Like my LPs say, I suck at videogames. As such, I'll probably LP this game as a real test of your difficulty ratings (note: Brick should do one alongside since anything more than 2/5 will take me ten days to beat).
I'm pretty sure I suck harder at videogames than you.
author=Craze
Invisible blocks are incredibly lame.


Not really.
Craze
why would i heal when i could equip a morningstar
15170
Pokemaniac
I'm pretty sure I suck harder at videogames than you.

My videos sometimes win me disparaging remarks because I die on the first levels.
halibabica
RMN's Official Reviewmonger
16948
from Link_2112
Aristocrabs Lair - Best level so far.

Wait, did you mean that as 'the best level I've made so far' or literally the best level yet submitted? o.o
author=halibabica
from Link_2112
Aristocrabs Lair - Best level so far.
Wait, did you mean that as 'the best level I've made so far' or literally the best level yet submitted? o.o

Best level submitted by someone else, imo ;)

Here's my next level.

Name: Ice Mountain
Difficulty: 3/5 ?

I'm not quite done yet with the custom sprites and I plan on coming up with something better for the mountain peak. I like how this turned out. I would like some feedback before I continue to work on it. I'll probably just start another level for now.
Played Anky's underwater cave. Was a relatively simple level that was partially underwater. at most, Id say the difficulty was a 2/5.
I got stuck in Aristocrab's lair in the cave section, just left of the bob-omb dispenser. If you blow apart only the rightmost square in the top layer of bricks to the right of the colored switch blocks, there's no way to get back out. Mario can't make the jump back up, has no way to get hold of another bomb, and no way to die once he's in there.

Trying to navigate bombs through narrow tunnels full of slides isn't fun anyway, especially given that you have to go through the boring underwater section every single time you retry. Not a fun level.
halibabica
RMN's Official Reviewmonger
16948
Sounds like I have some stuff to fix! Do you think I should cut the water section entirely? It is pretty dull, and it's not really necessary.