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

... when you said one or two more things you need to deal with, did you pull out a gun or bug spray? :-)

About the quality >> quanity. Just reject levels. Or have me do the dirty work for you :-) I've played them all.
Before I start working on Bowsers Desert, would someone tell me exactly what the level needs. I've given it a shell shooting pipe, added creepy music, and changed the backround, but I can't figure out what more it needs, I know this is a lot to ask, but if I can't figure out how to fix it, I will drop the level completely.

Edit: More info on Double Trouble. There will be one lava mini-level and one snow mini-level that you have to beat. The snow level has a boss but I'm not sure about the lava level.
One more thing: Puzzles and Plains V3 is coming soon. Again I want to thank everyone for there commentary, I am a newbie at smbx and have not played Super Mario Bros. 1, 2, or 3, and without your help my levels would suck more than a room full of Lava, 7 million thwomps, and sixteen bowsers.
BOWSER'S DESERT
1. With your quick sand, to make things easier on you in the future... Use those arrow keys to make the green quicksand / swim box larger. It will save you some time having to put 1 box instead of 20 small ones.
2. Your quick sand looks weird with how it lines up to the regular ground.
3. Your mushroom is always a mushroom. Make it an fireflower or something.
4. It looks like there's a secret in your arrows. Put another coin in there or make an invisible block.
5. Your quicksand's function ends. It acts like a pit instead because you don't have any quicksand properties.
6. You don't need those lifts at the end. If you still want them, make the jump larger.
7. It feels short. Add more to the right and move the pipe to the right.

This should help you :-)

btw 7 thromps tend to slow down the game if they're not spaced. For your 7,000,000 thromp idea.

Because you've never played SMB3, think of this...
- What does a desert have?
- How could a desert be fun?

My best answers:
- Pyramids
- Quicksand
- Sun
- Heat
- Sphynx Riddles
- Yellow / bright colors (you've got that down)

Then break each down. How can you make a pyramid? Bricks? Sloped bricks? A P-Switch to make them all coins. Make suns in the background. With the quicksand, you've got that. Just think of those things.
World of Hurt: I thought this level was boring at first, but I decided I liked a few of its ideas. Nice use of the time clock in the thwomp area, good balance of powerups (but perhaps a leaf would be better in this type of level than a fire flower), and the double springboards at the end were nice.

Think of a few more places to stretch this concept, and I think you'll be golden. Ice flower to get across a long bed of spikes with piranha plants growing between them? Sensible donut lift section? Mercifully short underwater bonus room?

I like how the level looked mean, but was actually reasonably fair.

Last complaint: It's ugly as balls! It reminds me of those Kaizo levels built entirely out of munchers. The level plays well, but it looks really sloppy and romhack-y. I think you need to abandon the idea of having a w hole level made of spikes, and make it look more like Mario geography without changing the layout too much.
So much double posting.

Not including the two people who submitted more than 10 levels, there wouldn't be enough to fill 8 worlds so maybe a limit of 5 will be too small. Plus some of them may be rejected or most people might only submit 1 or 2 levels. Instead of a hard limit just make a soft limit of 10 levels to be posted by the time the event ends from which levels will be picked from and placed in the game as needed. The person choosing will make sure the distribution is even before using more than 5 levels from one person to fill the game(if it comes to that). We should also make sure not to submit more than one of the same kind of level. We don't need 5 terrible ghost houses.
author=Link_2112
So much double posting.


Who the fuck cares?

We don't need 5 terrible ghost houses.


How many terrible ghosts hoses do we need?
Just how many ghost houses do we need?

Ghost House 1
difficulty: 1/5
Mario 4 ghost house
1. Feels like you're missing some blocks. Maybe use the backgrounds of posts instead so it looks like its not laziness. I know itsyour trying to be creative, it just doesn't look good.
2. The green P block killed me!!! Not your fault.
3. Ummm putting wooden planks on bricks means I can walk on the bricks through the wooden planks. Cap off the planks with bricks so I can't do that.
4. QUICK too quick. Put a twist on your house. Make it less quick.

Ghost House 2
difficulty: 1/5
Mario 4 ghost house
1. More wood on bricks.
2. Flashing coins might be neat, but it gets old very fast.
3. Hammered down like a spike by the P block.
4. QUICK. too quick. Felt like it should be a ghost fortress.

Ghost House 3
difficulty: 1/5
Mario 4 ghost house
1. It looked very wrong to have the giant opening next to the water.
2. Water is a clever idea, but people will hate it in a ghost house.
3. Swimming into an invisible wall just seems lazy. Move the level to the left and put some walls there.
4. Wooden platform is below the guideline before it starts.
5. Take out the 3UP moon!!!
6. I can die getting the star! Unless I hit the green block.
7. I don't need to be on the platform to hit the switches.

Ghost House 4
difficulty: ?
Mario 4 ghost house
1. Blocks under wood.
2. Seemed very bright for a ghost house.
3. I can destroy the blocks under the door.
4. I can't figure out where to go and since the previous ghost houses were less than a minute long. I'm going to assume something went wrong.


Ghost House 5
difficulty: 2.9/5, doesn't last long
Mario 4 ghost house
1. How about a power up?
2. The third room had so much going on I couldn't find where I was!
3. Nothing but a death trap.
4. If these were the only ghost houses I've ever heard of, I'd never play them again. Congratulations.
5. I think you missed the point of ghost houses. Mystery.
6. Better suited as a fortress with your selection of things.
I just noticed Brickroad's name has blue writing now. What does that mean?
halibabica
RMN's Official Reviewmonger
16948
Brickroad may not attend our site dutifully anymore, but he's still staff!

from Brickroad
ugly Hurts
Thanks for the advice! I agree, it is quite butt-ugly. I suppose not ALL the tiles need to be spikes. Especially not in the fortress area near the top. I will patch this up and consider some other tricks like you suggested.
author=halibabica
Brickroad may not attend our site dutifully anymore, but he's still staff!

Thanks for the bruise! I just hit my head on the desk when I heard that. How could I have forgotten! Will Brickroad's level "My Butt Hurts" be featured in the game? It was a pretty cool level!
author=The Real Brickroad
How many terrible ghosts hoses do we need?


Zero.

There will be at least one good one.
Double Trouble is almost done. Should be posted Thursday if not today.
Double Trouble is almost done. Should be posted Thursday if not today.

Edit: Sorry about the double post.

Edit2: Anyway, while I have this post open I would like to thank shortstar for the commentary on Bowsers Desert. Although my main focus is on Double Trouble, I think I will get to Bowsers Desert the weekend of the 11th.
Just for Ben, I made a desert tutorial explaining quicksand, keys, phantos, basic techniques and more.


While I'm at it. Here is a video of my worst level. I figured I'd show you, because chances are no one wants to play it after the bad reviews :-)

Contents Under Pressure
Mushrooms. The fort area isn't Super Mario friendly due to the block placement and the height given to get around. There's a lot more hidden paths in the level than I thought there was until after I looked at the editor. Homing koopas still suck, the end of the lava ride has shitty physics, and digging in the area with the rainbow shell is dull. Star room is bland. An interesting at best short level worth an extra playthough.

Please change the SMW statue for a SMB3 Bowser statue though. The hitbox on them is fucked and if you stand on it you'll get hit which is bullshit.


Ice Volcano
Mushrooms. Why is there no turn back? It seems tacked on and unnecessary. It's also cosmetically bland. There's some Super Mario height issues in the cave if you take the P-switch route, give Mario some headroom!


Ghost Circle
Mushroom. I think it's a nice early Ghost Level! Bit of a maze that never grinds. Feels a bit empty in the first area since there isn't much and overall cosmetically but I like this level overall.

To fix the useless tier two power ups and add more to the level you could add some Drybones. They can be frozen with an Ice Flower and used to kill boos. Alternatively Leaves would be just fine I think. You can fly in the first area but it's dead simple anyways and I wouldn't really worry about being able to skip it by hovering/flying.
Kudos to ya Shortstar for making those videos!
Thank you Sir. Kudos to you for reviewing the levels.
??? Nothing went wrong in ghosthouse4.
Were you able to find the secret room?
(The one with the thump above the invisible door)
Ok, I've (hopefully) finished the level upgrade. I'll remame and reupload momenterilly.