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

Try this first: change the bombs in the pipe from standard bob-ombs to plain SMB2-style bombs. Those explode on impact with a cracked wall, so it'd remove the painful timing and positioning aspect of getting through the walls. You may have to adjust some of the slopes, because throwing bob-ombs through tight tunnels is difficult and potentially painful.

The large cave section needs some power-ups. There's a lot of dangerous stuff in there, and a lot of crossing back and forth. It's possible for the player to spend five minutes getting the switches in line, just to get hit on his way to the end pipe and have to start over.
halibabica
RMN's Official Reviewmonger
16948
Okay, I resubmitted Aristocrab's Lair with some stuff patched up. Bombs that explode on impact definitely make things less tedious!
Craze
why would i heal when i could equip a morningstar
15170
Just uploaded a packaged-together Craze Land 2 and revised Craze Land 1. I think that CL2 might lag - I even split it up into two sections and it still seems sad. I'm hoping that this is just me, since there really isn't a crazy amount of stuff going on!

Protip: don't kick the beetle shells...
Just sampled few more levels:

Starlight lagoon: A good place to get Mario's feet wet.
Very good level design overall. I liked how buoyancy made the wood platforms afloat
above the surface of the water.

Link : Blocks of ice fall. Few custom graphics. Interesting foreground.

Link : Well-made sliding shell puzzle. Activate the switches to alter the path
a koopa shell follows to trigger another switch. That part had some interesting attributes.

Dudesoft
always a dudesoft, never a soft dude.
6309
I was just thinking about Mario levels on the bus to work. I keep forgetting how verrrry simple the layout of classic Mario levels were. Mario 3 beefed them up a bit with background objects... but 1 and 2 were like... just a couple objects / enemies along the way.
author=Dudesoft
I was just thinking about Mario levels on the bus to work. I keep forgetting how verrrry simple the layout of classic Mario levels were. Mario 3 beefed them up a bit with background objects... but 1 and 2 were like... just a couple objects / enemies along the way.
I was recently replaying SMB3, and I was surprised at how short (and sweet) a LOT of the levels are.

Also, in worlds 5 and 6, every other level is an autoscrolling level.
Dudesoft
always a dudesoft, never a soft dude.
6309
Yeah, SMB3 was big on autoscroll. I always dreaded those damn things, because it was usually the most annoying to find 1-ups in.

Oh hey! How many people are including 1-ups in their levels? I only had a hidden one in my Bob-Omb Facility level last time. Should this be required of us?
halibabica
RMN's Official Reviewmonger
16948
I've tucked a few 1ups into my levels here and there. I give the player three at the end of Hammer Bros.' Fortress ('cuz that level's ruthless). So, yeah, I've been including them, but not so many that the player will be rolling in lives.

Unlike some levels here...
Lives are honestly pretty useless, in that "don't run out" kind of way. The biggest penalty you'll get for running out of lives is losing your checkpoint and having to walk all the way back to your level on the world map. I'd make lives plentiful but without throwing them into the path of the player to the point that they become meaningless.
author=Dudesoft
Yeah, SMB3 was big on autoscroll. I always dreaded those damn things, because it was usually the most annoying to find 1-ups in.

Oh hey! How many people are including 1-ups in their levels? I only had a hidden one in my Bob-Omb Facility level last time. Should this be required of us?
At least two of my levels have hidden 1-UPs in them. Might be three, not sure.

Mine are invisible though, so it's not like gifting extra lives to the player. More like giving them a surprise that makes them feel like they stumbled upon something..... secret!
author=kentona
I was recently replaying SMB3, and I was surprised at how short (and sweet) a LOT of the levels are.


Keep in mind SMB3 didn't have checkpoints. They had to keep the levels really short to make sure the player didn't get bored replaying huge sections of stages.
My level has like a bazillion 1up opportunities. Not many out-right one-ups, but lots of coins, and places where enemies can be killed in a sequence that will provide at least a one-up.
LEECH
who am i and how did i get in here
2599
Yeah, ive just been playing smb3 aswell. Got up to world 3. Yay. (stupid no saving)

Im gunna start playing SMW for the second time eva. (Last time i played one level, then got distracted)
I started a level and it morphed into something crazy. There's 3 ways to beat it and I'm really curious to hear what people think. I've been running each path so many times that I can't tell how hard it is, I know all the little tricks. It's supposed to be a path of coins that you follow with no real way to get hit unless you make a mistake. And I made it with 2 players in mind so there are 2 paths that actually intersect without causing any problems. I figured not everyone will be able to complete the coin paths, so I made them skippable.

Level Name: Noname, just 1-1
Difficulty: Depends... 1-3 maybe?
Great Palace X: FUCKING AWESOME. This level could only have been made by a man what spent his childhood being whipped bloody by Zelda 2 dungeons.

All the problems with this level stem from SMBX being a very poor emulator of Zelda 2 dungeons. You can't really build a decent replica of one when you only get one checkpoint and three HPs. If too many people cry foul on this level's difficulty, I would just chop it in half and submit it as two separate, smaller Zelda temples.

It really, really needs a boss. If you keep it all one big giant level, I would push the checkpoint a little further in and add a few more powerups to the early section. (The most dangerous enemies seem immune to fireballs anyway.) With the checkpoint at about the 75% mark, and a boss to cap off the experience, this level would be aces.

It also saves me the trouble from ripping all those dungeon graphics for the Link level I'm working on for TT. So thanks for that, too!
LEECH
who am i and how did i get in here
2599
Ive submitted v3 of hells mansion. Could someone tell me what they think. Also, if i got the difficulty right?
(Gave it a 2/5)
Okay, attempting my first warp and I can't figure out how the hell they work. I'm trying to make an underwater pipe in section 1 lead to an exit pipe in section 2 to finish the level above ground but... I can't seem to get it to work at all.

How the hell do you do this?
Dudesoft
always a dudesoft, never a soft dude.
6309
I had some spare time at work, so I tossed together a level. Untested because I ran out of time. I'll re-submit later, when I get home, if it sucks.
Dudesoft
always a dudesoft, never a soft dude.
6309
author=UPRC
Okay, attempting my first warp and I can't figure out how the hell they work. I'm trying to make an underwater pipe in section 1 lead to an exit pipe in section 2 to finish the level above ground but... I can't seem to get it to work at all.

How the hell do you do this?

Go to Warps / Doors menu, and make a pipe entrance point beside the pipe you enter (make sure to set the appropriate direction!) and then on the exit pipe, put an exit. It's pretty easy.
Yeah, that's what I thought I did. Guess I'll go fight with it again to see if I can get it working.