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

I'm not even sure if I want to be a part of this anymore.
you guys are so dramatic. ::)

Anywho, hali your level is 7/5 for difficulty.
How do you give rate the difficulty of previously submitted levels?
halibabica
RMN's Official Reviewmonger
16948
The Real Brickroad
Terrible.

Thanks for the helpful and constructive feedback!
post=halibabica
The Real Brickroad
Terrible.
Thanks for the helpful and constructive feedback!

There is no constructive feedback. The concept of the level is terrible. It can't be fixed. Even a well-implemented bad idea is still a bad idea, and this bad idea isn't well-implemented. You need to trash this one and start over.

If the level were just the first room, and nothing else, I could ALMOST buy it as a Star Road-style bonus level. But it still wouldn't be a good level.

Another bad idea for a level is one where you do nothing but freefall for four minutes. I really hope nobody submits a level like that.
arcan
Having a signature is too mainstream. I'm not part of your system!
1866
post=The Real Brickroad
Another bad idea for a level is one where you do nothing but freefall for four minutes. I really hope nobody submits a level like that.


ffff
post=Davenport
How do you give rate the difficulty of previously submitted levels?


For your level, just make a new text document with the difficulty out of five in it and add it to the level archive and reupload it to RMN in your locker.

To rate the difficulty of other people's levels, just post what you think here!
halibabica
RMN's Official Reviewmonger
16948
Beyond salvation, huh? I'll see what I can do.
HOLY SHIT

Bowser_Airship_Carrier.zip

This is so much fail that all my words cannot do justice to the amount of fail that spews from this horrid level. On what planet would this be fun? I spent about 4 minutes playing this level until I fell off the rising platform, with no way to keep going I decided to look at the level in the editor. I was holding up to scroll, which is faster than the platform was moving when I played, I wondered if this was ever going to end, and then....I hit a checkpoint. I LOL'd pretty hard because if I just spent about 3 minutes scrolling up and only hit a checkpoint I knew what a shit show this would continue to be. I had to see the end so I kept going. After the checkpoint there were vast stretchs where there wasn't a single thing in sight. Not even a cloud. Just endless scrolling into nothingness. Oh a row of coins, then more nothingness. Oh another checkpoint, which is pointless because you can only have one. Phew, the made it to the top....oh my GOD, there's another section. Even more scrolling, scrolling, scrolling...... sigh. I didn't time it but it felt I scrolled through pointless rows of coin, retarded placements for platforms, jagged random tiles, far too many power-ups and whole lot of nothing for about 7 minutes in total. This level would take someone more than 15 minutes to complete normally. It's so obvious what you did, you picked the coin NPC, held down the left mouse button, and held up on the keyboard while moving the mouse left and right.

Red_switch_panal.zip

This is the same fucking shit, but in reverse!!! Endless falling.


You need to stop. Please. Just stop. Put down the mouse. Just....sigh
arcan
Having a signature is too mainstream. I'm not part of your system!
1866
Hali's level needs 5 checkpoints per map.
post=ankylo
Oh. burn. and the level where I do nothing but push down to start Mario sliding is somehow OMGAMAZING.



You think it's easy to wake up every day and be this awesome? I suffer for my art, I'll have you know.
arcan
Having a signature is too mainstream. I'm not part of your system!
1866
Some people don't have to wake up to be awesome.
Solitayre
Circumstance penalty for being the bard.
18257
We interrupt your regularly scheduled arguing to bring you an awesome new level.

Sunken Desert

Difficulty: 2/5

Looking for thoughts on this, specifically if the length is okay.

We now return to your drama already in progress. Thank you.
Dudesoft
always a dudesoft, never a soft dude.
6309
I really like the level you put out, Brickroad. Though you're really being a Prickroad, man. Chill out.
The length is ok, if you stay along the top path.

My biggest complaint is the sand in the first part. Only because I saw the hidden block in the editor did I go for it. I traveled down the first sand pit which takes forever, then I died in a hole. I thought I knew where I was behind the sand but I guess not...not being able to see yourself while you slowly navigate the sand pit is kinda rough. Since its at the bottom of the screen it stops scrolling so your no longer in the center of the screen and its easy to lose your position unless you hug the wall then you can see a few pixels of mario. The horizontal movement in sand is slower compared to the vertical movement. You should put the sand in the background, even if only for the parts where your expected to use the sand to travel. Visually it might not have the same effect but seeing yourself makes it easier to tolerate. Then I had to walk to the right through all the sand, its slow and tedious and boring. It was only a little bit of sand that you have to walk through so it's not too bad but Id rather not be forced to do that. Also in about..the third sand pit from the start where the goombas fall in, the top pieces are foreground and under it is background.

That path on the bottom only yields a powerup (if your lucky to find it) and a yoshi coin. When you get to the end of the bottom path, you cant just jump back to the top path. You have to back track quite a ways and travel up the sand of slowness. One way to fix that is to make that yellow pipe usable which I actually expected to be functional. It would suck if you ran the top path first then fell in that gap to back track and get the coin.

The level looks really sweet! but there's just a bit too much slowness mucking around in the sand in that first half. The second half is just fine.

At the part where the layer is moving up and down, move the powerup block one space to the left. I was standing under it when the layer moved up and it squished me dead. It could maybe use another power-up too. I only saw 2, besides the hidden one.

I assume I am supposed to jump on the flying goomba to get that high up yoshi coin? Problem is when he appears on screen I cant reach him fast enough to bounce off him at the peak of his jump. And after his first jump he's out of range. I simply cannot get that coin. I tried for several minutes. I jump off the layer just to the left of that onto a uphill slope, it totally kills my momentum so I can't rush him. I tried going at it from the right side but that was no good. Also, maybe when the layer gets submerged in the sand it shouldn't remain totally buried for so long? It's a pain to have to wait for it to reach high enough to make the jump.
Solitayre
Circumstance penalty for being the bard.
18257
Yeah I wasn't sure about those quicksand pits which is why I tried to break it up somewhat and allow for some open space. You really do move really slow going horizontally.

Thanks for your comments.