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

Alright, cool. Worked for me that time. Never would of thought that I'd be able to figure it out at 3:00 AM.

Anyway, uploaded Fish Bone Basin. I think that's the last one that I'll upload. I don't want to have too many submissions.
author=The Real Brickroad
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.

Oh god don't remind me :(


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.

There's some give and takes here. Zelda 2 has lives so dying and restarting in the same area wasn't that bad of a setback and you could take a lot more hits but at the same time the enemies are motherfucking bastards. Firehawks are much worse than reskinned one-hit Hammer Bros in GPX and the Dreadhawks oh god the Dreadhawks... I did try to give a ton of power ups to make up for Mario/Link's lack of life but it's really easy to get hit a few times and some routes have plain fewer power ups than others. (Left->Left->Right->Down is one, the player skips two nearby power ups but the other sections will have a power up in the player's way)

Splitting the level has merit. I could focus each level better on different Zelda 2 mechanics/enemies. Maybe have some fun with Link's fairy power which I barely did in GPX and only in one room (to get another power up). I certainly played around with different obstacles but most only appeared in one section and never really developed and splitting the levels could mean having more fun with things like the spawning exp-thieves or so.

I do like the multiple paths with GPX though, and if I do split the level I won't remake the branches because of how much longer it took to make the level (GPX uses 20 out of the 21 sections). For now I'll wait and see because making it was back breaking.


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.

I was torn on adding a boss. I wasn't sure who to make a boss. I also wanted the Branching paths and the checkpoint to come before the branch but after the fake star so players wouldn't have to go through the start+'tutorial' sections+fake star altar whenever they died on the paths and then they could try another route. I ultimately rolled with going through the branches and the gauntlets of enemies and obstacles was a boss-equivalent challenge but without the cool music and epic showdown.

I could try some voodoo and see what I get. I think somebody mentioned multiple checkpoints don't work but if they do I could place a checkpoint after the branches converge and add more level to the end which would include a boss fight. I only have one section left and a handful of background tiles so I might have to put some sections together in one, maybe cut some, or see how well that "switch to a new level" trick works. And still figure out who the boss should be.


As for fireballs, I was trying to separate the fire and ice flowers into two more distinct tiers. The fireflower's good for the common fodder everywhere, the ice flower can also seal the spawning enemies (a frozen enemy in there will stop the NPC generator) and stop the firehawks, and Hammer Bros/Shadow Link can kill the fire hawks and the Ironknuckles. I'm not sure how well it worked, Firehawks usually appear above the player while fireballs are horizontal/downward. I wanted the Ironknuckles to be the tough powerhouses (sped-up, giant sized bully) so they got the double immunity but were used sparingly.

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!

Haha glad to help. If you want different color schemes I used VGMaps.com to rip the graphics as they've got 1:1 map rips. I probably didn't place the background tiles in the best of places as some like to conflict with others. See: Dreadhawk statues. I have two: One with a background and one without because I couldn't get the background-less one to play nice with the background.

Also the red dripping enemies don't appear right if you're going to yoink them. You can kill the drip and you'll see the enemy I replaced die. Oops!
I've got like 21 levels made. I'm not sure I want to just dump them all here. That might be an overload.
Post a few of them, get feedback, and improve them. Once they're in top shape, look over your previous level and use what you learned to improve them, post, get feedback, improve further. There's no prize for making the most levels, stick with trying to make the best levels.
Craze
why would i heal when i could equip a morningstar
15170
GRS, I used to like you , but we are no longer friends.

/me is on the second story of the outer entrance, trying to make that long-distance jump.

EDIT: Is there any way to make blobs have a shorter hit box? I feel like a not-crouching fireball shouldn't hit.
author=The Real Brickroad
Hammer Bros. Fortress v3: Much improved. Still incredibly tough, though.



Puzzles and Plains: If you're going to make every single spin block in a level give a coin, just make them ?-blocks instead. Don't screw with the player's expectations like that.

The level was fun until I got to the switch section, which just involves lots of backtracking. It's also quite difficult, filled with thin platforms, parakoopas and bullet bills.

There needs to be something in the bottom-left area of the bonus room, even if it's just a dragon coin or a 1up. The level's natural flow leads the player there, and his only reward is a lava pit.

The final pipe's exit is facing the wrong direction.


Thanks for the commmentary Brick. However I cannot delete the switch section, I guess I will just take out some of the Koopa's.
Hey Brick. Are you gonna do a video LP of this like in Super RMN Bros. 1? Just curios.
author=Craze
GRS, I used to like you , but we are no longer friends.

/me is on the second story of the outer entrance, trying to make that long-distance jump.

EDIT: Is there any way to make blobs have a shorter hit box? I feel like a not-crouching fireball shouldn't hit.

:(

You do need a running start to clear the jump. Start at the right pillar, start running to the left, do a short hop to the left pillar, and then jump to the far left pillar. There's blocks to prevent you from overjumping so put everything you have into that jump!

You can set the blobs to have a shorter hitbox with Custom NPCs and Height=(somethingsmaller) and gfxheight =(original size). In the original Zelda 2 Link definitely couldn't hit a blob while standing. (another reason why the Downstab was so amazing)
author=Ben_Random
Hey Brick. Are you gonna do a video LP of this like in Super RMN Bros. 1? Just curios.


That depends on how much the finished product sucks. I'm absolutely not going to agree to LP it months before it comes out, the way I did first time around. What a debacle.
Craze 2: Nice, unassuming cave level. The buzzy generators might need some tweaking; it doesn't look like they're coming out of the pipe towards the end.



Dudes3: Good job not playtesting your level!



Fish Bone Basin: Fun! But a little long. I thought you balanced the fish bones, jelectros and crab cannons pretty well.



Kruk's Castle: Could be made into a decent castle level, but we all know you won't bother.
Don't worry, now that my game is complete with those levels, I could
modify or delete all the bad ones.
Up N Down: The level becomes unwinnable if you spin-jump on the yellow blocks.

Also, it's possible to skip the entire second half of the stage by using a koopa shell to jump up to the star. This may or may not have been your intention.
Dudesoft
always a dudesoft, never a soft dude.
6309
author=The Real Brickroad
Dudes3: Good job not playtesting your level!

Sorry if it sucks / doesn't work. I don't think the work computers can handle it very well, and I will have time tomorrow to make sure it's any good. Was aiming at a basic, classic mario level. Nothing fancy.
Hey. I just uploaded V2 of both my levels.

Puzzles and Plains:
I only made minor changes to this. Replaced the moon with a 1-up, added a yoshi coin to the bottom right area of the secret room, and (thank god) took away some of the koopas.

Clown in the Clouds:
When I made this lvl it was WAY to easy. I added some more bullets and some obstacles to add a bit of challenge. If I over-did it just tell me.
Well, I'm just about finished with the level I'm working on. I'll probably be posting it later today.
Craze
why would i heal when i could equip a morningstar
15170
author=GreatRedSpirit
author=Craze
EDIT: Is there any way to make blobs have a shorter hit box? I feel like a not-crouching fireball shouldn't hit.
You can set the blobs to have a shorter hitbox with Custom NPCs and Height=(somethingsmaller) and gfxheight =(original size). In the original Zelda 2 Link definitely couldn't hit a blob while standing. (another reason why the Downstab was so amazing)

I'm not using them; I'm trying to use only SMW graphics when possible. I was suggesting it for you!

Brick: I'll take a look at the generators.
Dudesoft
always a dudesoft, never a soft dude.
6309
Added another level, only got to playtest it twice... gotta get back to work now! zoomzoomzoom!