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

Looking at some of the things that GRS posted up there, I've decided to incorporate some of his suggestions into my own level, since looking it over I noticed that I shared some of those problems. On the bright side, I didn't use any mushroom blocks!

Edit- Also, I don't really like the name for my level, so if anyone has any better ideas, feel free to suggest them.
I am working on a level called: "Triple Threat"

It's basically three mini levels that you have to beat, but guess what Brickroad, no checkpoints!

Oloepia, call your level: "Yoshi Fields"
Alright, I've uploaded an updated version of my level but I'm still completely open to suggestions for improving it. I'll keep your suggestion in mind Ben, but I want to hopefully hear some other ideas too.
Going by filename:

1-1
difficulty: 1.2/5
Mario 1 Interesting premise. Two paths with Mario & Luigi Blocks.
1. Piranah plants jumping out of clouds?
2. Plants coming out of solid blocks? What's so tough about a pipe?
3. Felt strange having Bonzai Bills in a Mario 1 world. Make them Bullet Bills and it would be good :-)
4. Right path is more challenging and you don't need to hit the mario ? to do it. Should it be like that?
5. Change the name to "Coin Run" or "Choices" or something.

ankylo_underwater_cave
difficulty: 1/5
Mario 4 Underwater level.
1. Felt like you should have used Mario 3 ground instead of Mario 4 considering all the enemies were #3, but I shouldn't stomp out variety.
2. Felt brief.
3. Needs to be slippery. If you're using an ice theme, even underground could be slippery to make it feel different :-)

aquaticfortress
difficulty: 4/5 because of the boss fights. 3/5 for the level.
Mario 4 Underwater fortress. Great level. Very challenging and unique.
1. The beginning with the bottom is bland and blank. It needs some details like more backgrounds, more blocks, some coins, some ?s. SOMETHING.
2. The big boo's death seemed out of place like he died on the bottom, appeared at the top and dropped.
3. It felt like I was floating in the air against the big boo.
4. I think the scene with the bunch of coins and 2 mini ghosts needs spikes at the bottom instead of a pit. With all the swimming, I felt like I should go down. Especially when you start the level by going down.
5. The dragging left spikes was very fun.
6. There was a lil hole when the spikes were being dragged that I could barely fit down. Mario kept running & bumping.
7. In the area with shifting blocks, because this is a water level, put some spikes up top near the Thromps. It was too easy to just float next to them.
8. Just barely beat it! How about a powerup somewhere between your final 3 boss fights?

aristocrab's lair
difficulty: 5/5
Mario 4 Underground half water level. If anything, it should be a special world challenge.
1. Need underwater backgrounds for your first screen.
2. Bridge background stays.
3. Rains crabs like Marilyn Manson's first gf (read about it)
4. Need a powerup somewhere between the 2 raining crabs.
5. Felt like it needed a brown texture to the grounds. It would match the color scheme.
6. WOW this game has poor collission detection. Not your fault. You just make an example out of it.
7. CHALLENGE > fun * 5
8. Fuck this. Even when I cheated and loaded up on power ups, I couldn't do it. I'd lose the float block.


batty bungalo
difficulty: 1.7/5
Mario 2 Underground level. Fun lil level!
1. Using Mario 1 Bricks with Mario 4 blocks.

bowser's desert
difficulty: 1/5
Mario 3 Desert level
1. Really a 3UP moon right there in plain sight? Make it a 1UP. Hide your 3UP moons.
2. For Bowser's desert, it should have been a lot darker of a background! Example: ContentsUnderPressure
3. SHORT LEVEL
4. Boss fight was easy thanks to your double fire flowers. Keep 1.
5. That wasn't Bowser's desert. Having the name Bowser should be a difficult level. Stick with Koopahari Desert.
6. Did you really need those rising platforms there? Make the jump wider or take them out.
7. Your arrows look like they have secrets in them.
8. Lakitu is only tough when there aren't shells around to throw up at him.

cerulean corridoor
difficulty: 1/5
Underwater Mario 4 level. Good architecture at the end.
1. 3 side by side 10 coins? Get some variety.
2. So many coins that if there weren't any spikes I'd mistake it for a bonus level!!!
3. SHORT
4. I felt so super powered with my double fire flowers that there should be A LOT MORE ENEMIES.

checkpoint graveyard
difficulty: 2/5
Mario 4 Underground level with talking checkpoints. Great use of Mini Mario :-)
1. I HOPE the whole premise of the level is to get every checkpoint to make the star appear. If not, MAKE IT SO #1. And as it turns out yes it does.
2. Lakitus throwing checkpoints??? What is this hell?
3. Mini checkpoints double as mushrooms. It looks very strange seeing one in the extra box at the top.
4. Uggg what a dumb idea, but hey its creative. It will always stick out in my mind!

clown in the clouds
difficulty: 1.9/5
Mario 3 Sky level in a clown car. Fun level with a great color scheme!!!
1. Why is the checkpoint already checked?
2. Felt short... maybe because I was having fun.

contentsunderpressure
difficulty: 3/5
Mario 3 Special Challenge level
1. Great challenge. Its a good thing.
2. Sky to water is very jarring. Almost good to have 2 seperate levels.
3. Great challenge on the water level with a fresh idea.


crabby coast crossing
difficulty: 2.2/5
Mario 3 over water level. Its fun with a fun theme and great look.
1. VERY NICE! Good challenge

crazeland 1
difficulty: 0.5/5
Mario 4 Overworld
1. You can walk ontop of the wall to the top left.
2. Mushroom is always a mushroom. Should be a leaf or fireflower.
3. Felt quick & easy especially when I saw so much underground.
4. The ground blocks have too much grass. I've never seen grass grow underground :-)
5. btw I could complete the level with Yoshi getting the star. That's not allowed (even if I disagree with it)

crazeland 2
difficulty: 0.5/5
Mario 4 Underground
1. SHORT
2. Grass inside of dirt.
3. Not much to say. Too short with a checkpoint.
author=Craze
I'm not using them; I'm trying to use only SMW graphics when possible. I was suggesting it for you!

Oops! I wouldn't change the blob hitbox as it would make my level different from the standard blobs that others may use and I don't want to break up the standard without giving the blob a new graphic so the players know this isn't your usual blob.

(custom NPCs need some sort of hits= parameter so you can make a boss out of anything!)


author=The Real Brickroad
GRS the reason you said all those things is because you failed physics.
Why do you hate me :'(((
Crystal Cave
difficulty: 2/5
Yoshi's Island Underground. A fun brain teaser.
1. Could have used a powerup after the checkpoint
2. Would have enjoyed a longer level.

Crystal Forest
difficulty: 1.9/5
Mario 3 overworld forest. Fantastic level & color scheme.
1. Nothing. Awesome level

Fatal Fall Fortress
difficulty: 4/5, but short
Mario 4 castle.
1. Its hard. Not challenging. Hard.
2. Boom Booms and plenty of them....
3. No boss fight??? Seemed cheap for the challenge and the overuse of Boom Boom.

Fish Bone Basin
difficulty: 2.5/5, it would be more if there were less powerups
Mario 3 swim
1. It felt like there needed to be a ceiling or a sky. Go with ceiling.
2. The color scheme messed with my head. Too much red!
3. Mushrooms for the sake of mushrooms!!! Make an ice flower or fire flower.
4. Prescise swimming is required. Some people may like that. For those that don't there's plenty of powerups.

flying block fun
difficulty: 1/5
Mario 3 flying level. Fun
1. Needs coins... in all sections
2. Felt very vacant without backgrounds or enemies in certain places.

forest
difficulty: 3/5
Mario 4 Forest. Very fun and clever idea.
1. Needs a different name.
2. FN Plant out of a tree?
3. Good challenge, even if I felt lost sometimes.

Galaxy Slide
difficulty: 0.1/5
Mario 3 slide. Good slide, as long as you hold down :-)
1. So strange.

Ghost circle
difficulty: 1.1/5
Mario 4 Ghost House
1. Over quick, but not a short level. Felt fun.
2. Too many one ups!!!
3. Maybe check to see if you can go in doors that haven't appeared yet.

grasslands
difficulty: 1.5/5
Mario 3 boxes
1. Change the name
2. Pipes leading out of boxes that you can go through just doesn't feel right. Its like the box is in the background, but the pipe is in the foreground?
3. The big pipe coming out of the ground didn't look right with the ground tiles beneath it.
4. A vine into DEATH!!!
5. Spin jumpable block over vine into death.
6. Mushrooms for the sake of Mushrooms!!! SHould be leaves.
7. Down sign points to no where.
8. Thromp in mid air... as an elevator.
9. Fire flower seems pointless when it kills almost nothing in the level.
10. Hidden water level is nice.

Grassy Hills
difficulty: 1/5
Mario 3 Boxes on dirt. Yoshi makes the level fun!
1. Doesn't seem to grassy
2. Yoshi went bye bye down a tube!!!
I'm working on a level and i can't seem to get my custom music to work. (Don't worry, only 5 kb this time) Does anyone know how to do this?
Solitayre
Circumstance penalty for being the bard.
18752
What format is it? I am pretty sure SMBX only supports MP3 format, someone correct me on this if I am wrong.
It's an midi... but I got it off of the SMBX website?
I just uploaded a challenging Mario 2 level. Think Lakitu with bombs over destructable rocks.

http://rpgmaker.net/users/ShortStar/locker/shortstar3.zip

And another. Think Mario Factory meets saw....

http://rpgmaker.net/users/ShortStar/locker/mini_mario_mayhem.zip
Hammer Bros Fortress
difficulty: 3/5
Mario 3 upbeat castle
1. Ugly looking outside. That's a lot of concrete!
2. Is that a remix of Batman's TV show theme?... no Mario 3.
3. Mushrooms for the sake of mushrooms. Should be fireflowers.
4. Music feels too upbeat
5. Its definately interesting
6. Its a lil unclear as to what to do, but I'm sure everyone will figure it out.
7. I think I would have liked it better if there was some consistancy between areas.

hell's mansion
difficulty: 2/5
Mario 4 Bad Castle
1. You can climb ontop of the wood.
2. There are better ways to prevent mario from going in the pipe that covering it with GROUND.
3. Feels very vacant and empty. Lower the ceiling.
4. TOo many themes. In a castle... under ground... over world.
5. Fat checkpoint. How much weight has Mario gained in 25 years?
6. Very little thought and effort went into this right?

House Capades
difficulty: 2/5, because of the multiple endings
Mario 2 + Mario 3
1. Wow RPG dialog in a Mario...
2. Should Mario really have that much dialog?
3. Seems to lag or be slow.
4. Big UGLY boxes. Make them less big or spice them up with background and wood blocks.
5. These plants I don't have a problem with coming out of the ground.
6. Seemed short.
7. Yes there is a star...

Ice Mountain
difficulty:
Mario 3 Ice level
1. Get a timer sound on that flower event. I thought I had forever to get to the pipe.
2. Vine up to what turns into invisible block. Should have a perminant block there.
3. Mushrooms for the sake of mushrooms. Should be something else.
4. Flying goombas turn blue when they die.
5. It feels like the color scheme should be different.
6. If you aren't done with it yet, I'm not going to continue.

Koopa Bros Tower
difficulty: variety
Mixed bag of tiny levels
1. Your world is on crack.
2. Do your trees really need to be that high over the pit?
3. You can swim above the water.
4. Uggg break these up. You have like 10 levels. Each 1 or 2 screens. I want you to make some of them good instead of shoving them all in here.
5. Don't call it a tower when its only 1 screen tall.

Lakitu Playground
difficulty: 2/5
Mario 1 overworld
1. Ha unhappy clouds!
2. Good use of spiders...
3. Good lil level

Lava Run
difficulty: 3.9/5
Mario 3 Lava craziness. Good color scheme.
1. Challenging.
2. Very fun while still being crazy
3. Almost fell off into the lava when I got the star.

Mushroom Kingdom
difficulty: 1.5/5
Mario 2 sky / digging level. Starts off interesting.
1. Ha pokey!
2. Good grass growing concept
3. POOR collission detections when bomb throwing. Not your fault though.
4. The first Birdo does nothing. Put a sniffit in his place.
5. Good lil level.
6. Put some more stuff in the background like bones?

Puzzles & Plains
difficulty: 2/5
Mario 4 puzzle level. Good ideas here
1. Yellow wall feels very cheap & half assed.
2. Mushrooms for the sake of mushrooms...
3. WOuld have liked it better if you stuck with 1 game's theme.

Roller Coaster
difficulty: 0/5
Mario 4 slide level.
1. UGGG SHORT. Way too short.
2. Felt like it should be a bonus area down a pipe.

Shin Ice Volcano
difficulty: 1.2/5
Mario 3 Ice level
1. Good idea melting the section near the lava... but wouldn't the wood melt???
2. Uhhh someone forgot to complete an underground section with all the ceiling spikes. The boss battle...
3. Mushrooms for the sake of Mushrooms. Make it a fire flower!
4. Uhhh is there even a star?

Snowy Spiny Summit
difficulty: 2/5
Mario 3 ice level
1. Ugly color schme. Make everything blue, not blue + brown + red
2. MUSHROOMS when there should be fireflowers or leaves!

Starlit Lagoon
difficulty: 1.2/5
Mario 3 Half Swim / Half Air. Great color scheme & good use of flying jellectros. Great variety of stuff to see.
1. Its a lil weird to see backgrounds over the water that shouldn't be in water. Like the giant boxes and trees.

Sunken Desert
difficulty: 2.9/5
Mario 3 desert level. Great colors, backgrounds and top and bottom paths.
1. Wow is quick sand boring to go through.
arcan
Having a signature is too mainstream. I'm not part of your system!
1866
I've had 1/2 a level sitting around for a while now and I hope to have it out after I take my last final on dec 6.
Since Shortstar is reviewing all of ours, I thought it fair to review some of shortstar's levels:

Castle1
That level was hard!
1. The second pit of lava at the beginning requires a perfect runing jump. Was that intended?
2. After the checkpoint there's a large pit of lava with blocks above. I wasn't the happiest when I tried to jump but an invisible block knocked me into the lava. >:-(

Mario 2 Cave
This level was pretty fun and well balanced. I enjoyed the storyline along with it. I'm working on a mario game like that myself!
1. On the vine-jumping part before the check point there's a missing tile on one of the tube things.

Mini Mario Mayhem
I like the mini-mario's!
1. This level needs a background. I see where you were going with the whole black screen thing, but it made the level feel incomplete to me. Maybe you should get a cool factory background in there or something.
2. The level seemed to drag on and on. Maybe you should spice it up a bit. Add background objects, different enemies, ...or you could shorten it!

Short Star 1
Nice and short!
1. There's a lot going on on the screen. Maybe you should tone it down a bit by removing some enemies.
2. I didn't see the secret underground part until I looked in the editor. Give the player a hint that it's there. (An arrow of coins, a different pipe, an npc that says it's there, ect.)
3. The part with the wall of bricks was tricky. The wall is too tall.

Shortstar 1-1
Good level. Not much to say here.
1. Actually there isn't anything at all to say here.

Shortstar 2
A nice twist of the second level of SMB3....with projectile goombas
1. There was too many enemies. I died about five times then gave up.

Shortstar 3
I hate lakuti's!
1. Again, a bit long and crowded. Tone her down!
2. This isn't really an issue, but I killed the ladybug at the end and therefor couldn't reach the star. Not an error, just my stupidity.

Shortstar 4-3
It was fun, colorful, and easy.
1. Metroid music in a cloud level? I didn't get it...

Good levels. Nothing original, but nothing too bad.
Thanks for the feedback Shortstar, I'm fixing those warp pipes right now, since I noticed that in the latest version I posted that they don't work. I'm also redoing the tile sets, because I noticed that the SMW grass tiles work better then the SM3 cave tiles.
Resubmitted my level, under a new name. Thanks for the name idea Ben!

Anyways, the changes I made to it for this edit, was changing the tiles for the first area to SMW Grass, fixing the warp pipes so that they both work properly and don't make you lose Yoshi, and adding some coins to hint at the first 1-up mushroom, since I realized that as it was pretty much no one would know it was there without looking in the editor.
I'm waiting to review the levels of that one user that designed 20. I'd rather not get bogged down in 1 user :-) Plus I've played the users levels before and enjoyed the few that I played.

Thanks for playing and thanks for the feedback! :-)

Castle1
That level was hard!
--- Jumps are hard, nothing else is really. Use shells 2 beat hammer bros.
1. The second pit of lava at the beginning requires a perfect runing jump. Was that intended?
--- ummm not intentionally.
2. After the checkpoint there's a large pit of lava with blocks above. I wasn't the happiest when I tried to jump but an invisible block knocked me into the lava. >:-(
--- That's why there's a checkpoint right before it :-)

Mario 2 Cave
This level was pretty fun and well balanced. I enjoyed the storyline along with it. I'm working on a mario game like that myself!
--- Balanced? I honestly thought this would be cheaply hard. It was a lot more difficult and I had 2 remove some of the story like the warp potion to take you Birdo. I figured its already hard enough!
1. On the vine-jumping part before the check point there's a missing tile on one of the tube things.
--- Fixed for the next upload.

Mini Mario Mayhem
I like the mini-mario's!
--- Me too! I did get inspired from whomever did the checkpoint graveyard.
1. This level needs a background. I see where you were going with the whole black screen thing, but it made the level feel incomplete to me. Maybe you should get a cool factory background in there or something.
--- I do agree with you that it would look good with a factory background from Donkey Kong vs Mario, but I like the minimalist thing. It makes the level feel different. :-)
2. The level seemed to drag on and on. Maybe you should spice it up a bit. Add background objects, different enemies, ...or you could shorten it!
--- I agree. Its pretty one dimensional. I'll need to think about what would fit the blue, black & red theme. Oh I know. Poison mushrooms.

Short Star 1
Nice and short!
--- Ha! None of my levels.
1. There's a lot going on on the screen. Maybe you should tone it down a bit by removing some enemies.
--- Done, but there aren't that many. Took out some goombas and walking plants and replaced some fire flowers with normal piranah plants.
2. I didn't see the secret underground part until I looked in the editor. Give the player a hint that it's there. (An arrow of coins, a different pipe, an npc that says it's there, ect.)
--- Why? Secrets are secrets. Mario 1 had plenty of unspecified secrets.
--- Done. There's a hint. At least you don't go down all pipes to find nothing looking for the secret one :-)
3. The part with the wall of bricks was tricky. The wall is too tall.
--- Use a shell. I will make a Toad say that. I made a leaf too right there.

Shortstar 1-1
Good level. Not much to say here.
--- Well that's good.
1. Actually there isn't anything at all to say here.
--- But the real question is... did you do the challenge?

Shortstar 2
A nice twist of the second level of SMB3....with projectile goombas
--- Why not :-)
1. There was too many enemies. I died about five times then gave up.
--- Fine. I switched the jumping goombas for red jumpers. I made them spawn less and in less places. I removed plenty of enemies.
--- You should have seen it before I submit it :-)

Shortstar 3
I hate lakuti's!
--- Doesn't everyone?
1. Again, a bit long and crowded. Tone her down!
--- ok took out a few enemies.
2. This isn't really an issue, but I killed the ladybug at the end and therefor couldn't reach the star. Not an error, just my stupidity.
--- I'll make a toad that explains something.

Shortstar 4-3
It was fun, colorful, and easy.
--- Something of mine had to be.
1. Metroid music in a cloud level? I didn't get it...
--- Well I design a level for an hour or 2 if not 6, so I went with something less annoying. So I used that... I've changed it.
Switch Madness 2
difficulty: 4/5 as a brain teaser
Mario 4 Puzzle Room
1. Holy Eyesore!
2. Needs less repetative music!
3. You can get stuck and have no way to die.

Technoground
difficulty: 2/5
Metroid Level. Very interesting with tricks & traps.
1. Some of the block colors don't fit. Get a grey / metal pallet swap for your ?s
2. What exactly did I kill for the boss fight?
3. Quirky level in a good way.

Topsy Turvy
difficulty: 1.2/5
Mario 3 climbing level
1. Strange, quirky. Should be a special level.

Underground We Go
difficulty: 1.2/5
Mario 4 Underground Level
1. Grass inside dirt...
2. Slightly ugly, but a good level!

UpNDown
difficulty: 1.1/5
Mario 4 Sky climb
1. Solid level & fun
arcan
Having a signature is too mainstream. I'm not part of your system!
1866
Not sure where to upload so I will just put this here. It's not done but since I won't have time to work on it for a while I would like some feedback so I can get right to work when I do have time.

http://rpgmaker.net/users/arcan/locker/ShiftDemo.zip
Click the submit entry button on the top right corner of this page arcan, then follow the prompts.