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=Dudesoft
I really like the level you put out, Brickroad. Though you're really being a Prickroad, man. Chill out.


Someone needs to kick you guys in the ass to prevent levels like those seen in the first RMN Bros. I still have red coin scars from D-Bones's Bob-omb level. I see it when I sleep.

You think I'm being an ass, but this compilation will be better for my having done so.
halibabica
RMN's Official Reviewmonger
16948
from arcan
Hali's level needs 5 checkpoints per map.
Don't worry, a major nerf revision is on its way.

from Prickroad
You think I'm being an ass, but this compilation will be better for my having done so.
Like it or not, he's right.

EDIT: Updated! If you can't handle it now, I don't know what to tell you.
Sunken Desert: The top part of the level was very fun and challenging. The bottom part was awful. Trudging through quicksand is slow and monotonous. If they were aiming at quicksand that worked like in SMB3, they really missed the mark. I changed the quicksand to work like regular water, and while it was much less Mario-y it was a lot more playable. So that's my suggestion there.

All your levels are over-decorated. So far it hasn't caused one to be difficult to play, but it's something I'm keeping an eye on.
I'll try not to suck this time :)
Hammer Bros. Fortress: What was changed? It looked exactly the same to me.

I have more notes on the level, if you care to see them, but I suspect there's something weird and the link hasn't been updated or something. Let me know when it has.
halibabica
RMN's Official Reviewmonger
16948
Hmm...might've been an issue with the file having the same name as before in my locker. I reuploaded it with a different name. It should work now.

Also, I'm making a special level just for you, Brick. You'll see it sometime soon.
Well, you solved the difficulty problem. Now you have to do something about the boredom problem.

Should I bore you with the little dissertation I wrote about proper usage of hammer bros.?
halibabica
RMN's Official Reviewmonger
16948
Please do.
The problem with the level wasn't that it was too difficult (although it WAS way too difficult); the problem was that it was a bad idea, implemented badly. The second version is implemented better, but it doesn't matter because the underlying concept (i.e.: castle fulla hammer dudes) is still bad.

Look, there are exactly two interesting things you can do with a Hammer Bro. You can use them to bring the level to a screeching halt, forcing Mario to deal with them (a pacing effect... this is how they're used in SMB1), or, because they're extremely tough monsters who are hard to kill, you can use them to guard bonus areas (this is how they're used in SMB3, on the world map).

In the end, a hammer bro. simply isn't an interesting enough enemy to carry an entire level. You cannot interact with their hammers except to dodge them, and you can't interact with the bros themselves except to kill them. Killing them is tough and quasi-random, and you have DOZENS of them in this level. Literally everything there is to do with a hammer bro, you do in the very first room, and you have five big rooms. I said earlier the stage could work as a Star Road-style level if you deleted everything else, and that's still true of the "fixed" version.

If SMBX had a larger variety of bros you could get more mileage out of the idea by dedicating a room to each type. Maybe make a "bridge" out of several of the flying ones from SMW. But the editor denies you that. It's not equipped to make the idea work in a meaningful way.

If there is some innovative new idea that can be conveyed with this particular monster, your level doesn't achieve it. Back to the drawing board.

There's nothing wrong with working on a level for hours, realizing it's not going to be any fun, and throwing it away. I just did that yesterday morning on another level I was working on. Thought I had a great idea, spent a few hours putting it together, realized what I was doing was stupid, threw it away. It's part of the design process. My next idea will be better, and so will yours.

post=D-Bones
I'll try not to suck this time :)

I BELIEVE IN YOU, D-BONES
halibabica
RMN's Official Reviewmonger
16948
from The Real Brickroad
If SMBX had a larger variety of bros...

This was more along the lines of my original idea. I was really disappointed to find out SMBX only had one kind of Hammer Bro, so I tried to make due with that one in different situations instead (like being underneath you instead of above, guarding stairs, being thrown by a Lakitu, etc.). But the end result is bland, so...whatevs. I won't scrap it, but I won't tout it as a brilliant work of flawless design either.

I'll try to make my next one more interesting.
WIP
I'm not comfortable with any idea that can't be expressed in the form of men's jewelry
11363
I find it shockingly enthralling that Brickroad is trying to stop the travesty of Super RMN Bros. from happening again, and people are getting their feel bads hurt. Super RMN Bros was great fun from a community standpoint. But it is/was a shitty game by every possible measure.
halibabica
RMN's Official Reviewmonger
16948
Hey, I took his advice, and now instead of being impossible, my stage is just really boring! :P
post=WIP
I find it shockingly enthralling that Brickroad is trying to stop the travesty of Super RMN Bros. from happening again, and people are getting their feel bads hurt. Super RMN Bros was great fun from a community standpoint. But it is/was a shitty game by every possible measure.


You should make a level and show these whippersnappers how it's done, then, son.

And I will pick it apart like all the rest!
I liked WIP's level in Super RMN Bros..


Except for that ending part where I had to jump off a koopa.
I just want to check to make sure I'm not just blind, but is there no invincibility star? I read through the help file and forums and didn't see any mention of one.

Otherwise, I'm still just playing around with the editor to get a feel for it. Copying some official levels into it just to see what it can and cannot do as well as getting a feel for how Nintendo does levels.

And learnt that I can't run and jump using my keyboard
halibabica
RMN's Official Reviewmonger
16948
from Racheal
is there no invincibility star?
No, unfortunately, there is not. Don't really know why...

Oh, and I finished my second level. I think you'll all appreciate its relevancy. It's about -1/5 difficulty.
Brickroad's comments have inspired me to try this after all! He's like a free beta-tester.
WIP
I'm not comfortable with any idea that can't be expressed in the form of men's jewelry
11363
post=The Real Brickroad
You should make a level and show these whippersnappers how it's done, then, son.

And I will pick it apart like all the rest!

Well maybe I will, you big meanie!
post=halibabica
from Racheal
is there no invincibility star?
No, unfortunately, there is not. Don't really know why...


Well that'll change my current idea a bit. Too bad.