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

author=Deckiller
author=ShortStar
You didn't even have any submitted.
Ah. The final versions were submitted to GRS, who is doing the official version.


Oh yeah, mine got dropped from the list up top. They are in my locker ^.^ oh well. I'll be waiting to play the official version .
If anyone would like me to add their level to my version of Super RMN Bros 2, tell me where to pick up your level. Send me a message or something otherwise you can keep wondering why you're not in my previews :-)

I think the first draft of my version will be done by the end of today, but I'd like to play it through all the way before I post it. Unfortunately, when crafting a world and playing it at the same time, several paths get messed up.
author=ShortStar
If anyone would like me to add their level to my version of Super RMN Bros 2, tell me where to pick up your level. Send me a message or something otherwise you can keep wondering why you're not in my previews :-)

I think the first draft of my version will be done by the end of today, but I'd like to play it through all the way before I post it. Unfortunately, when crafting a world and playing it at the same time, several paths get messed up.


For the second draft, I would like to incorporate my ice level. I have a question though. How does one break a frozen coin, and what are frozen muncher plants?
author=Ben_Random
How does one break a frozen coin, and what are frozen muncher plants?


By using ice's long time arch nemesis. Fire.
But Fire makes Ice into Water which is Fire's enemy.

That's why I had you include fire and ice flowers.
author=ShortStar
But Fire makes Ice into Water


Not in the crazy world known as the Mushroom Kingdom.
If any one who has a level not submitted above that wants their level in Super Hardcore RMN Bros. 2, tell me now, before I get my worlds organized!
halibabica
RMN's Official Reviewmonger
16948
from ShortStar
That End of the Road is a really nice level.

Not nice enough, apparently. Thank you!
Huh? You made nice use of everyone and it dwarfs Koopa Bros Tower.
halibabica
RMN's Official Reviewmonger
16948
It was my candidate for the final level of the game, but it was trumped by Desmo's red coin suit shenanigans. Hence, I am bitter, and won't pretend to be otherwise.

Good luck re-balancing that final fight, Des!
author=halibabica
Good luck re-balancing that final fight, Des!


Me and GRS have been working on that battle. Lots of ugly glitches!
There's 2 options for me to end my version with. There would be 4, but 1 is way too hard and the other doesn't feel unique.

The final 2 are both unique and worth being the final battle.

The final preview. This is of lands #7 & 8. I'm not doing one for #9. There are 60 or so levels in these 4 previews. Not all levels in these lands made it. Especially because I added 5 more levels into the game and rearranged where some levels are.

Now to do Lavaland. You will need 55 or 60 stars to get into it.
Well I have a feeling that I should make the last land as a bonus land with ultra tough levels, because wow are they tough. Chances are no one will beat the final levels. Hence why it requires 55 or 60 stars to even access the final land.

Ugg what a slog.
I like hard levels as long as the level is well designed and open. Oh, and it has to have sufficient power ups.
And now I am done and going through the full game. This will be painful :-)

edit: I think I noticed a big flaw in the no Yoshi rule. Yoshi comes back after the level is done. Thus eliminating the point of having no Yoshi when you get the star if you take him to the next level anyway.

edit: 2 hours into it, I have 25 stars. I dread Davenport's levels and Rotten Ruins is probably by far the toughest and it used to be a lot tougher. Crushing Fortress and Temple of No Return were easier.
Working on editing these levels for Super Hardcore RMN Bros. 2. I have the first 9 levels on the list above finished. It's mostly just amping up the enemies, but what I thought was a cool feature is that every level has a mini-boss type thing. For most, it's a head of some sort carved into the landscape that you have to get passed as it fires things at you. For other levels, I changed some of the common npc's. For example: In bouncy boucny, I replaced the banzai bills with the actual King Bills from NSMBW! You can't jump on them and they're much larger.

Something odd I learned while editing these. On levels that I struggled with beating regularly, I found it much easier to beat when I 'hardcorified' it. Idk why, but it's happened a lot.

I wonder how far along the real version of this is!
30 minutes later I'm done with Aquatic Fortress. I even put the halfway point right before the boss.

You found it much easier to beat levels because they are yours. Like I'm sure Kazio makers don't feel they're too hard.

edit: I'm at 3 hours and 35 stars. Sky land seems a lot easier than wetland and dryland.

edit: 4 hours now. 54 stars and I'm in the 7th land. I need to replace a level. There's a very broken one. I'm done for a while.
Ratty524
The 524 is for 524 Stone Crabs
12986
What was particularly difficult about Aquatic Fortress? While I may sound biased since it's my level, I don't consider it as hard as Rotten Ruins or Davenport's levels. If you hold the run button in the water getting through most obstacles is a breeze.

You seemed troubled by the final boss fight in your video, too. You know you can grab bombs underwater, right? If you just move as little as possible while chucking bombs the fight really becomes all about avoiding the falling ceiling.