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

Everyone use checkpoints! To hell with your great challenge ambitions. There are going to be nubs like me playing, and let me tell you, I suck at this game (and playing with a keyboard probably doesn't help at all either). Make the game fun, not frustrating. Even the original SMB world 1-1 had a checkpoint! I know, because I've actually died on it before.

I wonder if there would be a way to include some sort of bonus for not using a checkpoint? Like a 1-Up when you complete the level after never having touched the checkpoint dealie?
You would have the 1up at the end exist on its own layer (say, A), and the checkpoint NPC on its own layer (B). You also have an event called Erase A that hides layer A. When placing the checkpoint NPC, open the NPC-event window, and on the No More Objects in this Layer trigger, call the Erase A event.

So when the player nabs the checkpoint, the 1-up disappears.

EDIT:
Like so: http://rpgmaker.net/users/kentona/locker/1updisappear.png (big image)
http://rpgmaker.net/users/kentona/locker/1updisappear.rar

Also, I use the keyboard to play.
Solitayre
Circumstance penalty for being the bard.
18257
Why is this even a debate? Just put a checkpoint in your levels. In 99% of cases a checkpoint is trivial to add. After watching Brickroad scream for six hours about everything lack of checkpoints in RMN Bros, there's really no good reason to not add a check point. It's not a crutch at all. Almost all Mario levels have check points, though until SMW, they were invisible.

Having to replay the same part of a level over and over again isn't fun. It doesn't matter how zany, clever, original, or "challenging" your level is. If it isn't fun, you have failed.
halibabica
RMN's Official Reviewmonger
16948
I still argue that checkpoints aren't necessary all the time. Did World 1-1 of the first SMB have one? Yes. Did it need one? Was it unbeatable without one? No and no.

Using a checkpoint when it isn't entirely needed is just courteous. There's certainly nothing wrong with being courteous to the player, but it shouldn't be an absolute.

Just sayin'.
I think the debate is whether a level automatically sucks unless it has a checkpoint.

And I would add a checkpoint to Bouncy Bouncy if I could. I can't
Does anyone know how I would get rid of my other crystal cave submission?

Also, I agree that all levels should have checkpoints.
"Underground We Go!"
I submitted my level. Anyone who feels the need should try to test it out!
Ratty: I played your level. Here are some criticisms:

1) The pipe that spits never-ending bob-ombs is lame. Really really really lame. You fall through a trap floor and immediately get a bob-omb thrown in your face unless you know it's coming. And then you have to jump/avoid a never-ending stream of them to get to the switch... and then crawl BACK through them. I'd get rid of it entirely. And god forbid you be next to them when one of them explode, because they will ALLLL explode. It's not challenging, it's stupid.

2) The room immediately after the bob-omb-spitting pipe has two vertical rows of blocks with sparkies rolling around them. The columns are exactly one square away from the floor/celing, and the sparkies end up running on the floor/celing respectively. I'd suggest making it so the columns aren't so close to the floor/celing, so the sparkies just continue to revolve around the columns.

3) There's a checkpoint after all the hardest parts in the level. I'd put one right before the trap floor that sends you to the bob-omb-spitting pipe room. I don't know for sure if SMBX supports two separate checkpoints, but your level is kind of long! Might be wise to have two.

4) Your boss level is kind of lame. :\ I'm not sure how to fix it, but I would suggest trying something else. Too many rings are flying at you at any given moment. You get hit alot, but that doesn't really matter because you get infinite hammer bros suits. It's just kind of annoying.

Otherwise, I thought it was cool!
halibabica
RMN's Official Reviewmonger
16948
I've tried before; SMBX doesn't allow multiple checkpoints in one level. Unless they changed it since the previous version...
post=Desmo360
Does anyone know how I would get rid of my other crystal cave submission?

Also, I agree that all levels should have checkpoints.

You have to go into your locker and delete the file, and then resubmit.
I am a newbie at smbx. I cannot do anything with events so my levels may not be the best. I will try my best to create a decent level.
I just played every level and here are my thoughts. Behold my wall of text!

If you don't want to read it all I would suggest reading the last paragraph as I found a glitch of the engine in one of levels. It involves the conveyer belt.


- Bouncy Bouncy -
Nice, that was fun! I can see why you had to slow down those bullets. You should remove all blocks with 1ups though, I got 2 of those and collected coins (not even all of them) and ended up with a total of 6 extra lives at the end of one run. Maybe even reduce the number of coins. A player could just run that level a few times to build up their lives. Giving the player too many lives is a bad thing. For balance, it's best for a level to give 1, maybe 2 extra lives. Over inflation of "free men" will diminish their value.

That idea, of not giving too many lives, was something I read on the SMBX forums. It was a list of tips for making levels that was VERY helpful and spoke many truths. I am currently trying to find that list and will post it at a later time(if I find it). Everyone should give it a read.



- Toadstool Palace -
.....welp, uhhhh, yeah. It was interesting. It has some cool things. But your use of tiles is very inconsistant. If the floor is all grey blocks, there shouldn't be random lines of blue blocks all over the place. The black/white checkboard floor is not supposed to go on top of another floor type. That clashes horribly. The 3up moons shouldn't be out in the open like that in any level. There were too many power-ups at the boss. Then I couldn't jump the gap to get the star. This needs much work. Why did that NPC say Link wasn't being help captive here? I have no idea what the "story" of this level is about, apparantly bowser stormed the castle, but I don't need to know that Link is not here.



- Underground-we-go-

Simple and effective. Nothing really bad here. A few blocks were in awkard places. Why only 1 yoshi coin? One thing I did like is the fact that doing a speed run on this level works great in that you can actually do it. The enemies aren't in places that prevent you completely from trying to rush the level. The look and feel of the levels was genuine Mario. I think a lot of levels suffer from trying to put too many things on the screen. The name looks weird all together like you typed it though, maybe it should be at least hyphonated?



- Crystal Cave -
That yoshi graphic looks so terrible u.u I found the music to be too loud but it could just be my PC. It starts off quiet but when it swells up it seemed to drown out the sound effects. I didn't care for that underground song either. In the underground part, I fell in the water and was unable to jump out. Some of the blocks that are edited need to have a more solid black outline. In the part with no floor, some of the turtles that are moving down disappear off the bottom of the screen. I was slowly descending to hit it and it disappeared and I died. I don't know how I feel about the whole graphics scheme...some of it looks ok but things like the turtle shells look gross. The puzzle is good though.

- Galaxy Slide -
haha Cool. The mushroom at the start you should just enable "don't move" so it just falls down instead of bouning off the wall. Not a big deal, I know. Also, why give me a mushroom if I just get hit right off the bat? I don't see the point of the saw blade. This level is really big, it seems to lag a bit. I have a fast PC too, so that's not an issue. When I hit the P switch the game lags for a few seconds then I'm halfway down that passage way, does anybody else have this problem? The wall of blocks going up the left side is a bit unnecessary. The player never even sees that part of the map so the blocks serve no purpose but to add to the file size. I deleted several hundred unseen blocks and reduced the filesize by 100kb, which is 10%. I only deleted a small portion of the unseen blocks too. Also there's too many blue flying turtles. You should add some coins here and there, especially the spot where you fly straight up in the air near the start.

*edit, now that I think about it, if the player falls in the pit the blocks would have to be there...hmm, instead of having a super long fall just put a line of objects about 15 tiles down that will kill the player if he falls into the pit. That way you can probably cut the size of your level in half. This whole level might function better if you split things up into different sections.


- Lava Run -
Not bad. Not too much to say here. At first the moving ship type thing seems hard but you can just stand at the top and jump well over anything as long as you have the spinner block. The turtles make this hard, unless you defeat them right away. Your forced up there with a diagnal line of bullets. That's when I realized that I could just stay up there and be safe. Why have a gun in front of the ship shooting out a steady stream of bullets though? At least it didn't make me lag, so it's fine. Collect your neon star for a win.



- Crystal Forest -

Looks great. Only 2 graphic oddities. The grass on top of the 2 tile wide hills overlaps the rounded edge on the left side so the grass is growing in midair and that line of white dots going down all the tree trunks looks out of place. Good use of the ice power, its time consuming to play it safe and make those bridges! I didn't find the last yoshi coin though, but I don't think I tried all the pipes and I only ran through the level twice. I got one Y.Coin in a pipe.



-Techno Underground -

Yeah, wow. Narcodis pointed out most of the faults. This is basically a "torture" level. The player is punished for exploring. The poison mushroom near the start, the line of blocks that drop you in a pit when you hit them... The level itself is cool but there's just too many situations that try to trap you. Most of the areas have low ceilings too so that just adds to the difficulty. This is just too hard. That boss doesn't work. There's just too much in a small space. There's a safe zone if you stand in front of it but then the fireballs will hit you, so you jump to avoid and get hit by a falling set of wheels. If the wheels didn't crush you it wouldn't be so bad, but they do. So you go back for more power-ups and most likely get hit trying to make your way back. It takes over 10 hits to fully destroy it and lasting that long isn't easy.

I did notice a glitch that is not your fault but a fault of the engine. In the place with the bombs and the conveyer belt, if you walk all the way to the left on the belt and keep hold left while you try to jump onto the ledge, you can't. It's like there is an invisible block above you. I assume the converyer belt is actually pushing you inside the tile to the left. Now, in any situation where you are Super Mario(2 tiles high) and you are ducking to fit through a 1 tile space, if you stand up and your head is inside a tile the engine pushs you out in the opposite direction you are facing. So when I found the glitch in your level, I turned around and jumped and I was pushed into the wall moving left until I hit the edge of my screen. You can always face the other way and be pushed back out. This is important for everybody to know so they can avoid putting narrow spaces where you will die if you stand up. Most of the times you will die or get to an area of the level you maybe weren't supposed to.
post=halibabica
I still argue that checkpoints aren't necessary all the time.


Go back and replay Super Mario World. Make a list of every level that doesn't have a checkpoint. What do these levels have in common?

Just played Underground We Go. Nice, breezy cave level. Probably the best non-Solitayre level you guys have produced so far!

My favorite part was the line of vertical parakoopas. I got my 1up, but then I was like "hey, some of these joneses are falling onto the platform. I can drop down there and get more 1ups!" But when I tried that the blue koopa kicked me in the face with a shell. I AM THE VICTIM OF MY OWN HUBRIS.
Marrend
Guardian of the Description Thread
21781
My level is coming along, but it fells like such a horribly newb-ish attempt at creating a hill-based stage. I kinda wanted to make some kind of roller coaster effect, where the player launches from one hill, then lands on a different slope to do it all over again, but figuring out the exact physics of where to put the next hill, what angles to use for optimum speed, etc. is getting frustrating.

What I'm building is something akin to my original idea, but not at the same time. Though my mapping, if the term could be used, could probably use a bit of work. No, the mapping could probably use a lot of work!
One thing you can do is make your slide and build your estimate where Mario will land. Add markers in the background in the area and see what one Mario is closest to and create your landing part of the slide there. Test the entire slide+jump+land before you start any significant work on the landing area.

I can't help with making better looking levels because mine are probably just as bad :(
post=kentona
Bonzai Bill


Okay, now TT is officially just trolling you guys:

This looks like a lot of fun! I signed up!
post=Link_2112
...why give me a mushroom if I just get hit right off the bat? I don't see the point of the saw blade...

The mushroom was from me fighting with the engine. When I finished making the level, I realized it was only possible with Mario; Hence the player block at the beginning. Next I realized that if Mario had a power-up, he wouldn't be able to do some of the sliding in the second part; hence the saw-blade. When I tested the level, the saw-blade didn't seem to destroy Mario's momentum on the slide, but then I went back to small Mario. When small Mario went down the slide, the saw killed him. Finally, I decided Mario needed a power-up for the saw-blade to do it's job; (Which was to get rid of the power-up) hence the mushroom.

EDIT: lol on the bonzai bill screenshot. Nice pun!
whoops.

meant banzai bill/
halibabica
RMN's Official Reviewmonger
16948
Posted my stage! If you have any issues with it, just let me know. I'm open to suggestions, 'cuz I know it's a bit difficult. I'd say probably 4/5.

Oh, and you'd be hard-pressed to beat it as anyone but Mario or Luigi. Sorry...