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

post=The Real Brickroad
A Mario level without checkpoints is broken. Period.

But...that's just your opinion and maybe dozens of people will come here and agree with you but my opinion is that a level without a checkpoint is not broken. I'm not trying to prove you wrong or trying to establish a rule on what constitutes a broken level, I'm just saying that I have a different view on that particular subject. A mario level without checkpoints is just hard.

I would say a mario level with no floor, an infinitely rising wall blocking you from the exit, or a 50 tile long hole with no way to cross is broken, imo.

Putting that aside, I think it's a good idea for us all to put checkpoints. Actually before this discussion I probably wouldn't have even thought to put them in but I will now, so that's a plus.

As for feedback, I can't really say what others will do. I don't really know my fellow posters that well. All I know is what I would do; accept and appreciate the criticism and fix the problems. (I've come to learn criticism isn't easy to come by here so I take what I can get) I don't feel Kentona was trying to make excuses. It seemed to me like you were both jokingly trying to make the other look like a fool. You had suggested making 2 sections, which is not possible in the editor. It has nothing to do with "blaming the editor". If something can't be done, it can't be done. This is a fairly new program that is not perfect yet and the creators are always fixing problems that arise. We're all just making the best of what we have. Then you came back with an improvised solution to the problem. Great. Problem solved. That's good discussion not excuse-making. That's how I saw it anyways.

*edit: ok so the pipe thing didn't work for Kentona, at least you tried!

All that experience means that, yes, you know what it's been like and know how people normally react but at the same time it's causing you to take that stance with everybody without giving them a chance. In 10 years you have probably become really good friends with the active people on this forum but you don't know me, a newbie, and how I would react. I hope that you continue to post criticism regardless of how people will react. Even if the person it's directed at doesn't implement it others may read it and apply said criticism to their own, like I have already. (Thank god for spell check, I suck at spelling criticism xD)

Let's make mario levels, nor war <3

OH, I just happened to be browsing the SMBX forum and saw someone bad mouthing Super RMN Bros. We really gotta pull together on this one, guys!
arcan
Having a signature is too mainstream. I'm not part of your system!
1866
Any mario level that needs checkpoints is probably harder than it needs to be anyway.
Solitayre
Circumstance penalty for being the bard.
18257
Watch Brick's LP of Super RMN Bros if you think levels don't need checkpoints.
Those levels might need checkpoints but we should be designing levels that don't necessarily need them. If someone submits a level that is too hard it should be rejected or edited to make it easy, no?
Whatever happened to the thrill of a good challenge? Some folks want it too easy these days, and on top of that, its not like Kaizo-esque material is allowed for this. :D
Again, kentona's response is exactly what I expected from RMN.

Split the level in half, aligned vertically in a single section with enough empty space so the player cannot see or interact with one half from the other. When the player steps out of the checkpoint pipe, he's back in the autoscrolling section. And since he emerges at the far left side of the level there is no glitchiness. With some clever block placement at either end, the player will never know it's not a single, continuous stage.

Better yet, just turn the scrolling off. Have you played the level that way? It's a lot better when you can just concentrate on the bouncing and not worry about your speed. Plus, adding a checkpoint becomes trivial.

But then what do I know? I still like those old shitty Mario games on the NES and SNES. You know, the ones that can't compete with kentona's genius.

Link, I thought your lecture was real cute. =)
Dudesoft
always a dudesoft, never a soft dude.
6309
I have a suggestion for you guys. Go back and play SMB1-3 for a bit to get a good feel of what it feels like to play. Then make a level. It might stop you from an over-abundance of enemies or stupid bullet hell (especially considering some people are stuck using a keyboard!)

Speaking of bullet hell, I also propose that any level with a wall of bullet bills be removed from this. That isn't a challenge. It's a fuck you.
It's saying, congradulations for getting this far, now you die, isn't that funny? Restart the level.
halibabica
RMN's Official Reviewmonger
16948
I am now tempted to make a very easy stage without a checkpoint just to spite Brick.

Seriously, though, checkpoints are an issue of game balance. In a level where chances for death are likely, checkpoints are a must. But easier levels don't necessarily need them. It's not an absolute!

from Emirpoen
Whatever happened to the thrill of a good challenge? Some folks want it too easy these days, and on top of that, its not like Kaizo-esque material is allowed for this. :D

Also, this. I pushed my way through all of Super RMN Bros., and though some things were definitely harder than others, there were only two stages I had to modify in the editor to actually complete. Incidentally, they were both by Max Magee...anyway, the point is, there's nothing wrong with a challenge as long as it's a fair one. What makes it a fair one is the design choices of the creator. I won't say RMN Bros. didn't have issues, because it definitely did, but they aren't such large issues as they're being made out to be.
post=Dudesoft
Speaking of bullet hell, I also propose that any level with a wall of bullet bills be removed from this. That isn't a challenge. It's a fuck you.
It's saying, congradulations for getting this far, now you die, isn't that funny? Restart the level.


I didn't really mean to make kentona's stage seem this bad, if that's what you're referring to. He gave you fair warning of the Bonzai Bills, but the problem was that there were way too many of them at the end. You needed maximum jump height to get over them, and it was upsetting when I died and had to start all over again. (In fact, I didn't start over, I stopped playing.)

That's why I'm with Brick on this one, and I think any level like this should have a checkpoint.
Brickroad's comments are filled with the unhelpful elitist disdain that I've come to expect from certain others. Again, I am disappointed.

I built and tested the level primarily with autoscroll off. It wasn't as fun. The first 2/3rds are easier and less thrilling, and the final 1/3rd takes a huge spike in difficulty. Bonzai Bills are triggered when you cross a threshold, and if you think a wall of bills is hard, try facing 2 or 3 in quick succession (as you backtrack to dodge and then move forward again to progress through the stage). It was pretty insane.

The 4th (?) suggestion for checkpoints in autoscrolling didn't work, unfortunately. You only appear back at the start of the stage (the far left) if you die and respawn (so if you go to a new section and then come back the autoscroll doesn't reset). Also, since autoscrolling is tied to Level Start, it begins to autoscroll whether you are in the section 1 or not, so if you delay, say 20 seconds, you reappear somewhere farther along in the level. Lastly, part of setting autoscroll requires you to set the boundaries of the view window, and you can only do that once, in the editor. As a result, you can't have level parts stacked vertically.

So all of brickroad's obvious solutions haven't panned out.

Luckily, others here have given critical feedback and the part that gives the most difficulty is the bonzai bills at the end, and the final jump. I will try to see if can fix that.

If not, I'll just withdraw the level.
LEECH
who am i and how did i get in here
2599
post=kentona
Brickroad's comments are filled with the unhelpful elitist disdain that I've come to expect from certain others. Again, I am disappointed.

I built and tested the level primarily with autoscroll off. It wasn't as fun. The first 2/3rds are easier and less thrilling, and the final 1/3rd takes a huge spike in difficulty. Bonzai Bills are triggered when you cross a threshold, and if you think a wall of bills is hard, try facing 2 or 3 in quick succession (as you backtrack to dodge and then move forward again to progress through the stage). It was pretty insane.

The 4th (?) suggestion for checkpoints in autoscrolling didn't work, unfortunately. You only appear back at the start of the stage (the far left) if you die and respawn (so if you go to a new section and then come back the
autoscroll doesn't reset). Also, since autoscrolling is tied to Level Start, it begins to autoscroll whether you are in the section 1 or not, so if you delay, say 20 seconds, you reappear somewhere farther along in the level. Lastly, part of setting autoscroll requires you to set the boundaries of the view window, and you can only do that once, in the editor. As a result, you can't have level parts stacked vertically.

So all of brickroad's obvious solutions haven't panned out.

Luckily, others here have given critical feedback and the part that gives the most difficulty is the bonzai bills at the end, and the final jump. I will try to see if can fix that.

If not, I'll just withdraw the level.

I'm going for Kentona in this war of the checkpoints. Now I'm gunna go work on my level. It's Gunnaa have a checkpoint. (:
I'm only suggesting this because I'm a disdainful elitist prick, but here's another thing kentona could try:

Two separate levels, packaged together, with warp pipes leading between them. Both scrolling halves would therefore be on their own unique Section 1. I presume nobody would know about the swap unless they looked in the editor.
Thats a good idea. I can give that a go if after trying to re-jig the balance/difficulty fails to meet expectations.
I live to serve. Years and years of futzing with RM2k have left me with the incredible ability to implement workarounds.

...however, it's left me with a crippling inability TO LOVE.
I slowed down the Bonzai Bills by 50%, which helps a lot, but I am not sure if I am doing the checkpoint warp correctly.

I have a warp in the checkpoint level to BouncyBouncy_2.lvl, but when I test it in the editor, it just ends the testing. Perhaps level to level warping only works in the SMBX main game?

EDIT:
After further testing, yes, that is the case. Level warping only works in a main game.
The following will end testing of a level in the Editor.

Getting an EXIT item (Completing the level)
Hitting Escape.
Warping to Another Level
Both Players Dying at once.

And, just a note, for autoscrolling levels, if you dont want the first area to be the autoscrolling part, simply place the Start locations in SECTION 2 and have a warp send you to SECTION one, where the autoscroll is.

Be careful however, if one player warps to the AUTO SCROLL section and the other palyer waits a while and tried to warp as well, the location of the Warp Exit may be a bit off screen, and you may get glitchy results as to where player 2 emerges/appears.
I still have the issue where the level starts autoscrolling when the player starts, even if the player start positions are in Section 2.

And even with Brickroads latest idea, I just can't get a checkpoint working in an autoscroll level. I really thought I could get it working.

Anywho, I will upload the revamped original level and see how it goes.
arcan
Having a signature is too mainstream. I'm not part of your system!
1866
@kentona: Your level isn't even that hard. If you somehow make the 3 bullet bills easier to dodge and shorten the jump at the end you won't need a checkpoint.
post=arcan
@kentona: Your level isn't even that hard. If you somehow make the 3 bullet bills easier to dodge and shorten the jump at the end you won't need a checkpoint.

What I did was make the Bonzai Bills 50% slower, and then moved the coins above the last pit upwards, so that you know you should jump higher.

I will also upload what I have for the checkpoint attempts, if anyone wants to try to figure out to make it work.
I uploaded the revamped version of Bouncy Bouncy:

Bouncy Bouncy
Difficulty: 3/5
Autoscrolling

If you want to just play the level, open BouncyBouncy.lvl in the editor. If you want to try to mess around with the checkpoint stuff, use BouncyBouncy_1 and _2, and play it in the SMBX main game.