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

Ratty524
The 524 is for 524 Stone Crabs
12986
author=ShortStar
1-1Rotten RUins
difficulty: 4/5
SMB2 tomb
1. Reading... Reading lots of reading. SPace out the reading with 5 NPCs.
2. Does the halfway point need to be right BEFORE the time consuming bombomb throw? That's like 2 minutes of my life. Make it after.
3. The climb we'll call it gets jerky. Its a flaw in the game.
4. Do the on/offs reset themselves when you die? Seems like a bitch.

I was kind of worried about the bob-omb part... Yeah, it would be much better to place it towards the end of that phase, or I might follow Link's suggestion in splitting the level.

And yes, the switches reset once you die. This wasn't intentional as it is a flaw with the game itself, but fixing up the overall design of this level might fix this problem.

author=Link_2112
Rotten Ruins - I died on the last one before the checkpoint and had to do all of that over again. That's pretty rotten. It's a cool concept but it's long and tedious, add in deaths and I can see this being a real pain in the ass level. Some of the sections were a bit on the boring side. The moving spike ceiling comes to mind. Best part was the layers making stairs, that was cool. You have the checkpoint in the door furthest to the right so if I them in the order they are presented to me, I hit the checkpoint when I'm 95% done the level. The bomb part that follows I didn't care for. You should split the entire level into 2 parts, forcing the player to do the first 2 doors before going in the first pipe, and that pipe takes you to a checkpoint room, which then takes you to the other side of the star room. That way the checkpoint has meaning and you don't get fucked over if you die.

Underwater World Tour - It was ok. The middle section was a little weird. I don't know if I like the choice of pink pipe to line the paths. Just didn't seem right. I was able to swim over the top of this section. Underwater is slow movement and there were many dead-ends and backtracking. The whole thing felt slow.

Rotten Ruins: I'm definitely taking up your suggestion about the checkpoint. With the area you start out in, it will also add a nice progression of difficulty with each room. I also recognize how annoying this level can be with the switches resetting after you die.

Underwater World Tour: The top section was left there intentionally to give you access to bonus items, but since I've been getting some feedback stating that it was pretty bland overall that will be another level to work on.
author=ShortStar
Bowser's Desert
difficulty: 1.9/5
SMB3 desert - great use of desert elements.
1. The ground of the quicksand secret looked bad once I had all the coins. Make edges to your ground please.
2. You can go through the grey pipe holder block. It feels very wrong. Use a traditional block for the shell pipe.
3. Same for other pipes...
4. Having your quicksand on a slant just doesn't work. No slants with quicksand. It needs to be either straight down or boxed off.
5. Confusion > fun
6. HA mushroom shot off screen when it was released in a block.
7. How did the moving platform appear? What did I do?
8. Orange pipes coming out of grey ones just looks bad. If anything, put a block to connect the two and make them grey too.
9. wtf about the final bricks. So I either need to use a shell 8x or a takooni suit which I just lost.
10; You need to make a bonus room with a takooni suit that will always refresh and be there. For the people that lose theirs.
11. Add some bullet bills or boos to the Ludvig fight."

Thanks Shortstar. Hitting the giant ? block made the platform appear. I will try to make that more obvious. I think I will make a Tanooki generator just for you.
The underwater ceiling in Skull Lake was fixed.
Luigi's factory made a bit easier to complete.
Future warehouses will be smaller.
Edit: Robotnick's factory complete.
Ancient Ruins - It's a good concept in the first room, it could use a tad less text. The spiderwebs seemed out of place. The only reason I have a problem with the hardness right from the start is that you don't give any good power ups to help get you through. A leaf would be good because you have lots of pits and the platforms are small(enemies,pipes...). Putting a poison mushroom in a place like that is not a good idea. Oh, it's not even the only one. This is too hard, it would just frustrate many players. You put impossible to dodge obstacles of death in hallways with no room to navigate. Then there's all the open floor pits with small pinpoint jumps. The only good part was the use of rising platforms. I couldn't get past the firebars after the checkpoint with just 1 mushroom so I gave up.


If you thought this version was hard, just ask ShortStar what it was like before this edit. :D Remember what I had told him. When you first access this level, you may bring power-ups with you. These include the Super Leaf, the Tanooki Suit, and the like. Think about your power-ups and your chosen character. If you want a leaf, use "Test Settings" to allow yourself to start with it. Hopefully this level will be a "challenge" level made in the later worlds, and so the player should have opportune access to ALL power-ups at the time (and, like I said, they don't even need to play it if they so choose). If you simply bum-rush into it with a first-tier Mario, you'll probably die. Do note that, should you so choose, you don't even need to talk to the Toads at the beginning before entering the level. I've managed to get through it without taking a hit with the help of second-tier Super Mario (which is rather difficult compared to, say, Super Peach), so nothing in the level is impossible to dodge.

On the other hand, I see your very valid point with the spider webs seeming out of place. I'm probably going to keep the Poison Mushroom there, but make it so that it doesn't pop out of an invisible block. This way, if the player already knows of the poison mushroom there, they won't need to contend with it again. Additionally, I'll probably replace the Mushrooms with two Super Leaves in the first section and put a Fire Flower in the first item box. There do seem to be many problems with the checkpoint. Maybe I'll just delete it altogether? I'm probably not going to kick the difficulty down any further, though.

Thanks for taking your time to review my level ShortStar and Link_2112.
Reminder: RMN Bros 2 has been extended to December 18th!
Trying to get the end date set right. In the meantime please post your levels here so everybody can give feedback and PM me a copy so it isn't lost in the thread.

As for the bit of discussion who'd be running RMN Bros 3, I'll just say that I won't be running it given that nobody liked my approach with RMN Bros 1 or that I'm doing a terrible job keeping on top of RMN Bros 2. Currently there's no plans for RMN Bros 3 but this doesn't mean anybody can plan and start their own SMBX event!
yeah phpadmin is all fubared at the moment. I will try to fix this monday.

EDIT:
nevermind. Someone else did it.
Meh, I'll start making maps. Might as well get some kind of framework in...

EDIT: Oh, and I'm Ok with whoever runs RNM Bros 3, just so long as it happens.
Robotnik's Factory
difficulty: 2/5
SMB3 wooden maze
1. Due to your previous SIMILAR levels. I dread this one.
2. Seems easier. Good room labels.


123
difficulty: 2/5
Switching SMB styles - Lots of variety.
1. Feels cramped.
2. Luigi wasn't redone.
3. Run sprite for Mario is off slightly.
4. Plant in ground... really?
5. Can't go back through the door seems weird.
6. Door changes door objects.
7. Airship door needs more of a door feel.
8. Picking up cannon balls would be a neat idea.
9. Recolor the tank barrels.
Thanks alot.
One more minature pyramid coming up.
Booster's pipe factory is only temporary.
Edit: Thanks for your opinion.
Alright, resubmitted Yoshi Plains, no difference in difficulty, but I lengthened the second area by one tile and replaced the pipe the star was above with a mushroom platform following Shortstar's advice.

Here's the link: Yoshi_Plains.rar
As Anky updated the end date for RMN Bros 2, please continue business as usual. Submit your entries and give feedback to each other! Nobody has to PM me their levels anymore as the event page is much more convienent to use than a bunch of PMs.
ShortStar, I was watching your desert tutorial video to see more ways I could improve bowser's desert, and while I was at it, I thought I would watch your Mini-Mario mayhem video. The level wasn't that bad. I think you should jazzy it up a little, and then post it.
Ratty524
The 524 is for 524 Stone Crabs
12986
Davenport, I was actually surprised to see that Robotnik's Factory was a decent level, especially since I played Toodstool's Palace and wanted to strangle you for bringing that level to existence.

I have some gripes about it, though:

1) Where are those random Zelda sound effects coming from? It seems when I hit a certain block I hear a bunch of weird sound effects.

2) Why did you put a "?" exit near the end of your level? Please, just keep the star as your ONLY exit. It forced me to restart this level from the very beginning, and that was simply lame and unfair.
Thanks Ben. I don't really want to jazz it up. Actually I think it is jazzed up while being simplisticly perfect. I'll be uploading my levels again soon once I pick the 5 best that fill whatever void RMN Bros is missing. Seems to be missing SMB2 levels.

In 3 weeks I've made 60+ queality levels.

As for Youtube and my videos I've enabled the ability to upload videos longer than 15 minutes.
LEECH
who am i and how did i get in here
2599
author=ShortStar
Thanks Ben. I don't really want to jazz it up. Actually I think it is jazzed up while being simplisticly perfect. I'll be uploading my levels again soon once I pick the 5 best that fill whatever void RMN Bros is missing. Seems to be missing SMB2 levels.

In 3 weeks I've made 60+ levels? Somewhere around there.

As for Youtube and my videos I've enabled the ability to upload videos longer than 15 minutes.

It takes me like, a week to make a level...
Work is in its slow months and I'm very burnt out from RPGing. SMBX seems very fresh and its something my cousins and I can do when we hang out. Plus I used to make Lunar Magic Mario levels years ago. It was a tedious and long affair. A quality level would take me 3 days. I probably wasted a lot of time with Lunar Magic and made 30+ levels in my life using it.

SMBX quality levels take an hour for something basic, 2 hours for something good. 4-6 hours for something memorable.

I've been using the SMB2 formula of level making for the past week. Here's a breakdown of formulas.
SMB1 = side scrolling simple
SMB2 = 4 sections, right... then up or down... then boss... 1 extra section
SMB3 = simple & short, but with flying, climbing or pipe secrets
SMW = First half, second half with lil challenges or fun quirks between them.

SMB2 has diversity in 1 level.
Played Yoshi's Plains. This level needs some backgrounds to spice up it's look! I didn't see one, add some and make your level look more alive! Otherwise it's a basic easy level using Yoshi to bust up the place.

I did look at your level in the editor. You don't need to add so many tiny water tiles, making fewer big ones works just as well and it'll probably save the headache of making sure every water tile is covered!
Alright, thanks for the advice GRS. I'll take a look at it and see what I can do.

Edit - Here's a question, how do you make the fruits that Yoshi can eat?