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

LEECH
who am i and how did i get in here
2599
I WANNA RUN RMN BROS 3!!!

(:

The most recent levels submitted are Nocturnal ruins (Puzzle castle) +
Luigi's Warehouse (A puzzle factory)
I'm going to only select the best 3 levels by the 18th.
@Ratty From that I read it is extended until the 17th or 18th.

@Ben. I'll check it out.

@Link Exactly.

@Idida... we should have a vote at this point.
LEECH
who am i and how did i get in here
2599
author=ShortStar
@Ratty From that I read it is extended until the 17th or 18th.

@Ben. I'll check it out.

@Link Exactly.

@Idida... we should have a vote at this point.


I used bold + bigger type. That shows i care.
Ratty524
The 524 is for 524 Stone Crabs
12986
author=ShortStar
@Ratty From that I read it is extended until the 17th or 18th.

Oh, then I have plenty of time.
IT'S ALWAYS BEEN MY DREAM TO RUN ONE OF THESE!!!

Don't count me out of the vote! I also used bigger text than Idida; and its colorful!
1-1
difficulty: 2/5
SMB1 challenge
1. The way up just feels cramped.
2. WOW that's a lot of text for a mario game.
3. That's a lot of brown happening inside the castle.
4. Plants coming out of rock just feels dumb. With pipes there is an anticipation or dread of what comes out.


Bowser's Desert
difficulty: 1.9/5
SMB3 desert - great use of desert elements.
1. The ground of the quicksand secret looked bad once I had all the coins. Make edges to your ground please.
2. You can go through the grey pipe holder block. It feels very wrong. Use a traditional block for the shell pipe.
3. Same for other pipes...
4. Having your quicksand on a slant just doesn't work. No slants with quicksand. It needs to be either straight down or boxed off.
5. Confusion > fun
6. HA mushroom shot off screen when it was released in a block.
7. How did the moving platform appear? What did I do?
8. Orange pipes coming out of grey ones just looks bad. If anything, put a block to connect the two and make them grey too.
9. wtf about the final bricks. So I either need to use a shell 8x or a takooni suit which I just lost.
10; You need to make a bonus room with a takooni suit that will always refresh and be there. For the people that lose theirs.
11. Add some bullet bills or boos to the Ludvig fight.

Rotten RUins
difficulty: 4/5
SMB2 tomb
1. Reading... Reading lots of reading. SPace out the reading with 5 NPCs.
2. Does the halfway point need to be right BEFORE the time consuming bombomb throw? That's like 2 minutes of my life. Make it after.
3. The climb we'll call it gets jerky. Its a flaw in the game.
4. Do the on/offs reset themselves when you die? Seems like a bitch.

Nocternal Ruins
difficulty: 1/5
SMB3 castle SHOULD BE REJECTED
1. Dull... very dull. Tedious.
2. How many 1UPs? I'm at 6 now.
3. Less rooms. More fun.
4. Tedium. I'm at 40
5. Uggg 2 fake out exits so far...
6. Level offers loads of replay value, but uggg... 1nce was too much!
7. And now I died. I have 0 motivation to ever play this level again.
8. Imagine if you were faked out by the extra exits... You could WASTE A LOT OF TIME ON THIS BORING LEVEL.

Ancient Fortress
difficulty: 1/5 or 5/5 with framerate issues.
SMB3 tomb? SHOULD BE REJECTED
1. Frame rate DROPS to 2 with thromps. Less thromps please.
2. The frame rate shouldn't be part of the difficulty.
3. Elevator is dull really quick.
4. Heart powerups get stuck under the lift.
5. This can go faster. There's no challenge. Heck it can even be a fall with a raccoon tail.
6. Yawn. I can put down the controller and watch this...
7. Uggg saw blades get trapped beneath...
8. Frame rate goes at about 10-20
9. I don't know what its doing, but FPS 1.
10. Oh yeah did I get a halfway point?
11. Saws seem to make it drop frame rate.
12. This is a failure.
13. Metroid rings provide no danger and just slow it down.
14. When the paths get divided there should be some danger inside the paths.
15. There should be some danger period. I've had my controller sitting infront of me A LOT.
16. I got skewerd on a drill spike.
17. I died FAR from the star... I'd hate to speculate, but sitting there 10+ minutes IN THE SAME PLACE... Uggg.
18. Fail.
So... for those that want to campaign to do #3...

1. Make a fake world map with 50 levels and 8 lands. There must be at least 3 levels per land.
2. Fake world map as in there are no levels. IT IS JUST A MAP.
3. The lands can be any theme you want, but there must be 8 lands with 50 levels.
4. The 50 levels do not include toad houses, spades, pipes, yoshi houses, stars or gates.
5. Include pipes that lead to different lands. Pipes must work correctly.
6. There must be a star land that connects all of the lands.
7. Fill blank spaces with scenery.

This will go a long way to your credibility. Besides that #3 might not be for another 4-6 months.

Another thing that will help your credibility would be to make more levels and get good reviews.

One more thing that would help your credibility would be to go through all of the levels and post your critiques.
Ok, will delete the aforementioned levels.
Sorry about the lag. Many thumps clustered together
no a good idea. Older computers tend to lag more.
author=ShortStar
One more thing that would help your credibility would be to go through all of the levels and post your critiques.


I'll start with this and try to start my map tomorrow.

Crystal Cave
Difficulty: 2.5/5
Yoshi's Island Cave Level
1. The end seemed to short and was way more difficult than the rest of the level. Try balancing it out a bit.
2. The custom music makes it lag.
3. Good switch puzzle! Though I noticed a glitch for the second one. If you don't kill the koopa that kicks the shell, the shell keeps firing at the green switch. I got trapped because of this.

Galaxy Slide
Difficulty: 0/5
Super Mario Galaxy bonus level
1. Felt kind of bland to me. The blue blocks don't seem to blend.
2. Too short for a sliding level.
3. Nice trick at the end, but the time stop messes it up
This level needs some work.

Lava Run
Difficulty: 4.5/5
Idk what category this fits in.
1. This level was tricky. If I took my eyes off it for one second I'd be dead.
2. Too many bullet bills!
3. Goomba blocks? Creative, but it felt like a was slapped in the face.
4. Too many homing koopas!

Koopa Bros. Tower
Difficulty: 3/5
SMW Castle Level
1. The cave level seemed bland and boring. It was a good idea, but it needs... more.
2. When I step on blue fish it gives me 5-ups. What? (Actually didn't notice this until now)
3. Wasn't a fan of the pipe level.
4. The first saw blade in the sky level is almost impossible to dodge.
5. The boss was hard and too fast for my liking.

Switch Madness 2
Difficulty: 5/5
SMB3 Bonus stage
1. A lot of going back and forth.
2. All the colors gave me a headache.
3. There's a glitch where the last key can fall through the blocks without actually opening them. I don't have a solution for this.

Brickroad's Revenge
Difficulty: 5.5/5
Castle Level
1. Lots of black.
2. Now that I look back on it, the second room should have a background after all.
3. The saw blade room was tough, and getting down seems to be just as hard.
4. The second Brickroad seemed impossible if you had lost your hammer bro suit.
5. Funny ending.

I just finished reviewing my levels when I noticed my terrible mistake! I mis-read Short Star's advice.
Short star wrote: "go through all of the levels and post your critiques."
I thought he wrote: go through all of your levels and post your critiques.

That was 30 minutes wasted. At least I learned some things about my levels!
Funny thing is my computer is relatively new, just not a lot of RAM.

It is a little silly to review your own levels... at least to post a review of them. You should still review them to find flaws and stuff.

Luigi's Warehouse
difficulty: 3/5
SMB3 giant wooden maze.
1. Thank god there's no time limit.
2. boring.
3. Needs to be a smaller scale.
4. Its giant. No one would want to play this as long as I did.
5. I realized why Mario games have time limits... no level should take more than 5 minutes!
6. 5 1UPs?
7. Let me ask you this... do you play these levels? Can you beat them?


Tower of Pain
difficulty: 5/5
SMW castle: SHOULD BE REJECTED
1. Exterior needs windows... backgrounds or something.
2. 1UP is too easy. Hide it.
3. Trap tower would be a better name.
4. Sparkies & Thromps slow down the frame rate greatly. Then coupled with prescision jumps... uggg.
5. Frame rate is a giant issue.
6. wtf is in the background?
7. Ah dig dug...
8. ok the bullet bills are a little much. Lower the speed even by a fraction of a second if you're going to have all those guns.
9. Um this is getting rediculous with the boos. Good luck beating this one.
10. Hammer bros power would be GREATLY APPRECIATED.
11. Nude woman riding a gieser...
12. Giant frame rate issues. I think from the spike tops.
13. 2nd midway point. I think only 1 midway point works or is that the point... to miss the first for the second? But you'll still appear at the 1st.
14. ok we're now at bat shit crazy. This wouldn't be possible.
15. In fact it wouldn't have been possible a long time ago.
16. lol I hid the on off switch.
17. Davenport? Is this you?
18. Fail.
19. The most overblown level I've played. Kazio.
Ancient Fortress - The first part is ok but the inconsistent graphics needs to be fixed. Choose one or 2 types of floor and stick with them. However, you do a slow decending platform that would take ages. This level fails.

Ancient Ruins - It's a good concept in the first room, it could use a tad less text. The spiderwebs seemed out of place. The only reason I have a problem with the hardness right from the start is that you don't give any good power ups to help get you through. A leaf would be good because you have lots of pits and the platforms are small(enemies,pipes...). Putting a poison mushroom in a place like that is not a good idea. Oh, it's not even the only one. This is too hard, it would just frustrate many players. You put impossible to dodge obstacles of death in hallways with no room to navigate. Then there's all the open floor pits with small pinpoint jumps. The only good part was the use of rising platforms. I couldn't get past the firebars after the checkpoint with just 1 mushroom so I gave up.

Aquatic Fortress - Much better. It's long though. I'd cut some from either the part before the boss or during it. It's a long boss fight.

Bowser's Desert - Too short. Not as bad as you other levels. Lego blocks and sand don't go together. Too much quicksand and way too many green boxes to lay down quicksand.

Firing Range - Cool concept. It was fun but the level design could use some spice. This level is fun with a hammer bros suit and tanooki suit.

Flying Block Fun - Better.

Hell's Mansion - Seems better than I remember the last one being. It needs more powerups in the first half and there's an odd mix of enemies. The dinosaurs and ninja guys don't belong.

Luigi's Warehouse - Good concept but it's too large and confusing. After more than 5 minutes exploring I got tired of not knowing which way to go. After looking at the editor I only actually saw half the level. Too big.

Nocturnal Ruins - This is so needlessly long. Gives way too many 1ups. The rooms and the graphics are inconsistent. All your levels are like that. This one is long and boring and you don't really do anything except fight the mouse.

Rotten Ruins - I died on the last one before the checkpoint and had to do all of that over again. That's pretty rotten. It's a cool concept but it's long and tedious, add in deaths and I can see this being a real pain in the ass level. Some of the sections were a bit on the boring side. The moving spike ceiling comes to mind. Best part was the layers making stairs, that was cool. You have the checkpoint in the door furthest to the right so if I them in the order they are presented to me, I hit the checkpoint when I'm 95% done the level. The bomb part that follows I didn't care for. You should split the entire level into 2 parts, forcing the player to do the first 2 doors before going in the first pipe, and that pipe takes you to a checkpoint room, which then takes you to the other side of the star room. That way the checkpoint has meaning and you don't get fucked over if you die.

Skull Lake - Inconsistency at it's best...or worst? There are a few good ideas, like the rising skulls. You didn't block off the ceiling so I could swim above the entire level. It felt really short, cluttered, and crammed into a tiny space. It is, however, better than the majority of your levels.

Toadstool Palace - Oops, you forgot to scrap this terrible level.

Tower of Pain - Wow.....wow.......Ok, epic picture climb. I assume you made that whole thing yourself? I wonder if the death rape part will be allowed xD Awesome finisher too. This level is probably impossible to beat though. The only reason I made it all the way through is because I put God Mode on. Unless your feeding the player constant power ups, this won't really work. It's really long too and full of things that come out of nowhere to kill you. There are many spots where your funneled into a hallway and thrown lots of traps. This needs to be toned down A LOT because it most definitely should be in the final game. As the elevator is going up you want to watch the artwork but can't because your always confronted with an attack. The last room is much too hard and if you hit too many blocks you will die. Did I see 2 checkpoints? You can only have 1.

Underwater World Tour - It was ok. The middle section was a little weird. I don't know if I like the choice of pink pipe to line the paths. Just didn't seem right. I was able to swim over the top of this section. Underwater is slow movement and there were many dead-ends and backtracking. The whole thing felt slow.
author=ShortStar
... slow down the frame rate greatly...
... Frame rate is a giant issue...


I had no issues with lag on any of those levels. It's true that some people won't have the best PC and NPC's should not be used too much to ensure smooth playing for all, but most of the levels seem to have an acceptable amount.
Dudesoft
always a dudesoft, never a soft dude.
6309
Huh. Totally forgot about this! Guess I'll just post what I got and hope for the best.
author=Dudesoft
Huh. Totally forgot about this! Guess I'll just post what I got and hope for the best.


You got another week, eh?
Dudesoft
always a dudesoft, never a soft dude.
6309
Oh...? Thought the deadline was the 13th.
It was pushed back by GRS, don't give up yet!
Dudesoft
always a dudesoft, never a soft dude.
6309
:O awesome possum.
Just uploaded my final level: 123 (I still have a week to come up with actual names for my levels)

Difficulty is low but varies with each path.

I found the ceiling for filesize of the .lvl files, it's 1,400KB. I crammed large amounts into this one level. 54 layers and 56 events. It's got 6 distinct parts. Your given a choice of 3 paths, 2 times, and each of the first 3 paths have multiple configurations. So you have to play it several times to see the entire level. It's got some ripped mario 1 sprites and the classic Mario sprites I edited myself(which are incomplete). Some of the parts are bare and have no enemies, I did this on purpose in some spots to decrease the chance of losing a power up in a crucial area(like when you need to fly to move on) plus I wanted to keep it fun and leisurely.
LEECH
who am i and how did i get in here
2599
author=Desmo360
IT'S ALWAYS BEEN MY DREAM TO RUN ONE OF THESE!!!Don't count me out of the vote! I also used bigger text than Idida; and its colorful!

Yeah, but i did it first. SO SCREW YOU.




Also:

IT'S ALWAYS BEEN MY DREAM TO RUN ONE OF THESE!!!