Ends 04/01/2013 03:59 AM


RMN's Mario series takes its next big step!


Super RMN World is a community collaborative game where everyone uses the Super Mario Bros. X engine to create Mario levels! The stages are submitted by members of RMN and compiled at the end of the event. This is the 4th installment of the series and hopes to be the most solid and enjoyable one yet.

Everyone is free to join whether you've used SMBX before or not. You need SMBX to participate. If you don't have it, you'll need to download it.

You may also want to pick up the graphics pack by Red Yoshi and supermarioman. It has many nice resprites for your stages.


As a peace offering for his past misdoings, Eli has constructed an art gallery and presented it to Mario and his friends. The paintings inside shimmer mysteriously; they're almost too real! Eli's waiting at the end to hear what his guests have to say, but can he really be trusted?


  • Levels must be made in SMBX v1.3
  • Levels must be made FOR THIS PROJECT! No pre-made levels will be accepted!
  • Levels must end in ONE SMB3 STAR. Furthermore, this star must be placed in the square frame with the black jagged backdrop like in SMB3. The only exceptions to this rule are mini-boss stages, where the star may appear in the room after the fight.
  • Levels must contain FIVE DRAGON COINS. These are the SMW coins with the Yoshi emblem. These will be resprited into RMN Coins in the full game. Thematic resprites are allowed so long as they remain recognizable.
  • Levels must have a DIFFICULTY RATING from 1-8. This determines what world it will go too. It may be adjusted depending on many factors.
  • Levels must be submitted with the format "YourUserName_DifficultyRating_LevelName"
  • This naming rule applies to the compressed file you submit to the event, not the actual .lvl file. If you use any custom graphics or music, put the files in a folder with the EXACT SAME NAME as the .lvl file. You can make mp3's work in SMBX by specifying the file path in the Custom space (ex: Level Name/Name of Song.mp3). DO NOT PUT THE LEVEL FILE IN THIS FOLDER. Create a compressed file with everything included.

    You may submit up to EIGHT LEVELS, and you can't submit more than one level to the same world. Worlds have no specific themes. Levels may be denied for quality reasons. If your level is denied, you can fix it up and resubmit it. If you want to submit more than eight, you'll have to withdraw another first.


Super RMN World is raising its standards considerably. The five judges, halibabica, Deckiller, nin8halos, Isrieri, and DarklordKeinor will be critiquing the levels. Heed their advice, as they won't let anything sub-par through! You can adjust your levels as many times as needed, but don't expect to get in without a well-designed stage! A level will only be admitted after three judges approve it.

All feedback will be included in the Super RMN World Wiki. Click your username on the main page to find your level list. Click the level names to see the judges' feedback. Click the 'Talk' icon to post questions or comments. When at least three judges list 'Approved', the level's ready to go.

Although the judges will be testing each level thoroughly, participants are strongly encouraged to do the same. Every bit of criticism helps. Below is some advice to consider while designing your levels, among other criteria they must meet.

For good examples of the quality we're looking for, check out Super RMN All-Stars, Super Talking Time Bros 1+2 and Mario vs. The Moon Base.


  1. Graphical Consistency
  2. SMBX uses graphics from many different games. Just because you have them at your disposal doesn't mean you should use them. Pick a theme for your level and use graphics/enemies that fit together visually.

  3. Pacing
  4. Your levels should have a rhythm to them. Challenging sections should be offset with easier parts. Power-ups should be spaced well enough apart, but not so far that the player gets desperate. Try not to throw in too much (or little) of anything.

  5. Aesthetics
  6. Use your tile sets properly and fill background space adequately. Don't leave it too empty, but don't clutter it up too much, either.

  7. Completable
  8. This means it shouldn't contain any no-win situations. The player mustn't become hopelessly trapped. Similarly, they shouldn't be able to die after collecting the star. Check to make sure they can't fall off any cliffs after getting it.

  9. Lengthy
  10. Don't make your level too short OR too long. Consider where to put your checkpoint. It shouldn't take too long to reach it, nor to reach the end from the checkpoint. Keep in mind what they player has to do in each stretch of level.

  11. Purposeful
  12. Give your level a reason to exist. Try not to make it bland or forgettable.


  1. Checkpoints
  2. Every level should have one. If it can't for specific reasons (auto-scrolling, switch block shenanigans, etc.), then don't make the stage too long. SMBX can only support one checkpoint per level, so multiples don't work. Like Dragon Coins, you may resprite it so long as it's still recognizable.

  3. Power-Ups
  4. Your stage should have a good balance of items that are helpful to the player. ? Blocks should never contain lone Mushrooms; give the player Fire Flowers or Leaves. Exceptional items like the Tanooki and Hammer Suits should not be easily obtained.

    Use discretion with where you place items. One at the start and one after the checkpoint would be the least you could do. Also, pick items that the player can put to good use. A Fire Flower in an area with monsters immune to fire does the player no good. Incidentally, SMB2 enemies and Nipper plants will be changed to be vulnerable to fireballs for this project.

  5. Banned Objects
    • SMB2 Crystal Ball, SMB3 Roulette, SMB3 ? Ball, SMW Keyhole, SMW Exit Gate
    • All banned because they end the level. All levels must end with an SMB3 Star.

    • SMW Bowser Statue
    • Banned due to its glitchy hit box. You can still be hit by its fireballs while standing on top of it. Use the SMB3 Bowser Statue instead!

    • SMW Star
    • These were used as Secret Stars in Super RMN Bros. 3, but they're more trouble than they're worth. You may not use them.

  6. Bosses
  7. Boss stages will be handled by the judges. You may still use boss NPCs in your stages, but only as mini-bosses. The fights must be kept simple and easier, so don't go overboard.

  8. Different Characters
  9. Mario, Luigi, Toad, Peach, and Link will be available to play as from the start, and all levels must be completable with all characters. You can't make a level where the player is forced to be a specific character. However, you can include a character block at the start if you want to recommend someone in particular. Let the player decide if they want to be that character or not, and don't include sections only they can get through (such as a pit only Peach could hover across).

  10. Player 2 Start
  11. SMBX has the option to play with a friend, so you need to include P1 and P2's start positions. Make sure your level can be completed by two players. Avoid situations where one player can get through while the other is stuck. The following are a few things you can do to make your level P2 safe:

    • Don't block the level's main path with character blocks. All characters need to be able to get through, even in 1P mode.
    • Use generators for things like falling platforms, P-Switches, or in any instance where the player needs an NPC to advance.
    • Place exit warps carefully. If P2 warps into a spot P1 already occupies, collision detection bumps them apart, and possibly into nearby hazards. Warp exits should be safe anyway, so design carefully.

  12. Misc. Stuff
    • Tutorials
    • A tutorial level will be provided that explains the mechanics of SMBX, covering both the basics and advanced stuff.

    • Water
    • All water must be SWIMMABLE. By contrast, waterfalls must NOT be swimmable. Don't fill your pits with water if they're supposed to be bottomless.

    • Pipes, Doors, and Carry Items
    • All entrances in SMBX are set to disallow the player from carrying an item with them. Make sure you set them to allow carrying NPCs.

    • One-Tile Passages
    • Avoid making paths that are only one tile high. If Mario stands up in one, he zips through the wall in the opposite direction he's facing. This can break the game in some places. Just don't do it.

    • Ceilings
    • If you're making a water level or Mario is able to fly, you may want to block the area off the top of the screen so the player can't soar over everything. See this screen sides tutorial for more info.


Signups begin NOW, and EVERYONE is free to join! The project will run for one month (all of March), and levels may be submitted for testing during this time. When the month is up, no more levels will be accepted. For one week after, existing levels may still be updated based on feedback. Beyond that, no more revisions will be allowed and the full game will be produced. It may take a while, but the end result will be worth it. Now, get cracking! Let's make this the best community Mario game yet!


You must be logged in to sign up for Super RMN World.

Participants Entries


RMN's Official Reviewmonger
from kentona
so is the game almost ready then?


What do you think?

lol nonononono
RMN's Official Reviewmonger
Real answer: This is the last the community has to worry about it. After the feedback deadline, we have to make judge levels, boss levels, mini-boss levels, the final level, the hub world, custom sprites (RMN Coins, etc.), and play test the whole damn thing! :3

So no, it is not almost ready.
The 524 is for 524 Stone Crabs
Real answer: This is the last the community has to worry about it. After the feedback deadline, we have to make judge levels, boss levels, mini-boss levels, the final level, the hub world, custom sprites (RMN Coins, etc.), and play test the whole damn thing! :3

So no, it is not almost ready.

Speaking of which, I have a present for you, Hali.

What do you think?
RMN's Official Reviewmonger
Looks pretty spiffy! And you kept with the proper resolution, too! I might try nudging the 'r' left one pixel and the 'n' right one for a slant effect, but if that doesn't fly then this design's probably fine. :3
Just finished reviewing Solitayre's and wildwes' levels. Now I have to go through everything one more time.
I would have more makerscore If I did things.
I didn't know seiromem and I are the only participants who submitted 8 worlds... Or at least winding up with 8 worlds without withdrawing too many.

This comment is now invalid.
I'm a dog pirate
I'll be going through everything over the next couple of days.
I made final last minute upgrades as suggested by Halibabica, Kenior, and Nin8halos.
All levels are ready to go :D
RMN's Official Reviewmonger
I have a few quick questions for apa649:

Does your computer still have trouble with levels that have decimal values in them? And if so, does that only affect text documents, or can autoscroll levels with decimals still crash? And if you're not sure, but the first question is true, could you check Soli's Starlight City level and see if it works for you?
Does your computer still have trouble with levels that have decimal values in them? And if so, does that only affect text documents, or can autoscroll levels with decimals still crash? And if you're not sure, but the first question is true, could you check Soli's Starlight City level and see if it works for you?
Text documents cause crash, other decimals don't.
I'll check the level, sure. :)

I just checked and as I thought it worked flawlessly! AND it was a good level.
Thanks Hali! (And Solitayre)
RMN's Official Reviewmonger
Sweet. Mystery solved!

Awesome job, Ratty! The RMN coins look great.

Does this mean I need to change the graphics for The Nightmare Universe again? :|
If the coins are going to replace every dragon coin there's no need to replace them, Hali can put them in the root directory of the game and the replaced graphics will propagate to every level unless they individually replace the graphic too.
Just reviewed Davenport's levels again. Made more suggestions.

Looks like some people haven't even updated their levels since the last time I played them. We're running out of time, people!

Also, a lot of levels still have warps that don't allow carryable NPCs.
RMN's Official Reviewmonger
from pyrodoom
Does this mean I need to change the graphics for The Nightmare Universe again? :|

Don't sweat it; we'll take care of it for you.

from nin8halos
some people haven't even updated their levels since the last time I played them

I sent PMs to the people who hadn't bothered for a while. If they miss their chance, that's their problem.

from nin8halos
a lot of levels still have warps that don't allow carryable NPCs.

I completely forgot about those. We'll have to double-check when we do our final testing.
I am tired of Earth. These people. I am tired of being caught in the tangle of their lives.
i probably forgot some

Oh fudge. I'll fix the carryable npc thing for my levels!

Edit: Fixed 'em. Also, I slightly changed the placement of the decorative clouds in Mushroom Heights because I thought they weren't placed very well. :)
With the Nightmare Universe I believe there is NOTHING to carry into pipes, so there is no worry there anyway.
With Oil Oasis I believe when I started that stage I cared about the rules, so I believe it does have pipes that allow you to bring items through a pipe.

By the way, while it's Super Mario World, and I know we touched on this when the event started, I don't get why we need Dragon Coins, it seems like you forced it onto us. For instance on the SMBX forums levels I make normally don't use these coins. But because of it being Super Mario World we HAVE to use the coins? :(
Also, what's with this whole thing about the pipes anyway! I know it's too late to complain, but come on guys, I don't think 1 pipe, not even 1, had this feature in Super Mario World. If they did, they didn't use it on every pipe in the game. So this all comes down to the last issue, with the SMB3 background, and using a start along with it, I feel there is an issue to be found...it's Super Mario World. Not Super Mario Brothers 3. We should of thought of that when you guys were apparently making the abominations Super RMN Brothers 1-3

*sigh* What's the next one after this again? Yoshi's Island or something? Maybe it's...I don't know, I think you said Sunshine or something like that?
RMN's Official Reviewmonger

We decided to include dragon coins as the only element of Super Mario World to make it into the event mimicking its name. Yes, we forced everyone to use them for consistency.

We chose the SMB3 blackdrop+star frame because stars look stupid bobbing inside SMW exit gates. And yes, I know they look equally dumb with the normal SMB3 frame, but as was said before, that's just a placeholder.

Allowing the player to carry NPCs through pipes and doors is a design choice, and it gives the player more freedom, so it's worth including. No level will be specifically denied for this reason; I'll be double-checking the levels for all sorts of things before they enter the project anyway.

The next canon game is indeed Super Mario World 2: Yoshi's Island. I haven't released any information about my plans for it except that I have something in mind.