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Super RMN Bros. is a community event where everybody tries to make 2D Mario platformer levels and they all get put into one game: Super RMN Bros! The tool used for this is Super Mario Bros. X v1.2 Beta4 (SMBX), a PC Engine made to emulate the Mario games made on the NES and SNES. This event is to let everybody try out this new tool and see what we can make in two weeks in a genre everybody has played! Whip out those old Mario level drawing you made when you were eight! Live the dream of making your own Mario game! Show that RMNers can do more than just make RPGS!

What You Need to Play Super RMN Bros
SMBX doesn't distribute standalone games: You'll need the full package to play Super RMN Bros. Download Super Mario Bros. X v1.2.1, available at the bottom of the OP in the link. Extract it into your favorite games folder, download Super RMN Bros. and put it in its own folder in the 'worlds' folder in SMBX. Start SMBX and select Super RMN Bros and start playing!

All The Levels
Check the gameprofile navigation!

Latest Blog

Super RMN Bros REMIX

Shortstar took it upon himself to take several levels from RMN Bros and add his own touch to them. Some are adding segments in the middle or end of a level, expanding it, or reworking it from the ground up with the goal of improving the level. Not all levels were changed, but I updated the hub world so remixed levels are marked with a REMIX and a ??/5 difficulty but I didn't change their location. You can snag it under the downloads tab or from this link. For more SMBX fun you can check out Shortstar's own SMBX games here on RMN!


Here's the list of levels changed for the curious in alphabetical order:

1-1
A Very Regal Mario
Ankle Biter Forest
Cliffside
Fairway
Giga Underground Way
Grassland
Kentonia
Lava Locks
Lava Underground
Lazy Lake
Mediocre Central
Pampers
Snowy Plain
Trap Jumps
Underground Run
Ylo Bro!

Posts

Ratty524
The 524 is for 524 Stone Crabs
12986
Nevermind, I just put the checkpoints folder inside the super RMN folder and everything was fine... O-o

Anyway, this is going great. The main world is a little laggy for me, and there is a warp pipe that is seemingly supposed to take you to the RMN trip level, but it takes you to one of kentona's levels instead.
Trippy!

Also, WHY IS THIS NOT AT 3000 DOWNLOADS YET?
Dudesoft
always a dudesoft, never a soft dude.
6309
Because it doesn't have a Final Fantasy title screen. I'll fix that.
Ratty524
The 524 is for 524 Stone Crabs
12986
lol Dudesoft, I sawz it.

Put it as the main image!
Dudesoft
always a dudesoft, never a soft dude.
6309
Max McGee
with sorrow down past the fence
9159
Finally started playing this today.

Shinan's level was pretty hard for inclusion in World 1!!
ME! I was pondering this for a while and even brought it up with Max. I was thinking of making a more traditional game with 8 worlds with 6~12 levels each with a theme and an airship at the end. I could probably spin it as a new community game.

However, we have a Taste Like Spelunky level-making contest coming up after Game Gale.
Dudesoft
always a dudesoft, never a soft dude.
6309
Yeah, I'd be down for a sequel, but not this summer. Too much going on.
Ratty524
The 524 is for 524 Stone Crabs
12986
Kentona, I have no idea how to beat your scrolling snow level.

I've hit that blue switch once, and nothing appeared, pressed it twice, nothing appeared, pressed it a dozen times, still nothing. I always end up on that spike wall that kills me for good.
v1.1 is up, featuring bug fixes, small improvements in the hub world, adding the message box for 1-1 (sorry VideoWizard!), unbreaking Kentsnowna, fixing an alternate solution to Lava Underground, adding an ending that isn't 'get star, win game', and a way to get more stars than the intended maximum!


Also backwards save compatable and all that jazz

*edit*
Also there's more moon-ups for the lazy

*reedit*
I also change difficulty to a five point scale system, /5 means I can be more coarse with difficulty judgements and not worry about people complaining about my poor finer difficulty judgment abilities.
Ratty: That's my fault, Kentona had three stars in his level (which I never saw during shakedown) so I just erased the two that I thought were garbage (spoiler: one wasn't) and called it good. Download v1.1 and all will be fixed!
Ratty524
The 524 is for 524 Stone Crabs
12986
Oh nice, and I was just about to complain about Kentsnowna. xD

yeah, while the idea of that level was nice, it was pretty buggy and unstable with this program.
Auto-scrolling levels are just plain broken unfortunately. Kentona, Anaryu, and I did it three different ways and none feel right.
Ratty524
The 524 is for 524 Stone Crabs
12986
Ooh a lot of things fixed with this version, though I personally didn't like how you made the moons so accessible. Seriously, I have NEVER even seen a moon through my play through of Super Mario World until I used a rom hacking software to let me see where they are... And they are in some of the most hardest places to reach.

Anyway, it seems I've encountered another problem: The layers tend to break, as objects that were originally moving don't move anymore. It tends to make levels like the lava one in the 3rd world (cave one) unplayable. I think you could fix it by transporting the player back to the HUB world and having him/her renter the level to play it again... As annoying as it is.
That's a problem with SMBX: If levels are restarted on death auto start events won't trigger. This doesn't affect all the levels but it certainly causes auto-scrolling levels to stop dead in their heels and causes some other issues like the one you mentioned. Unfortunately this is the only way to get checkpoints to work: If the player returns to the hub world they lose all progress made in that level. I wish I knew about this bug sooner but I didn't find it until I started putting the levels together (and the auto-start wasn't until after 1.0 was released)

I just fucked up by distributing the wrong *.wld file, the default one SHOULD return you to the hub world. I screwed up and made the default *.wld the one that keeps you in the level when you die (which causes the auto-start event glitch). Sorry everybody, downloading the file now will have the correct *.wld file that returns the player to the hub when they die.

As for the moons, quite a few people wanted infinite lives and limiting them really doesn't do anything. If you Game Over you just have to book it back to where you died. There's no lost progress due to the hub world mechanic. I tried to get both finite and infinite lives by having a lot of lives laying around but requiring some effort or invisible blocks to get to them although having three moons right next to each other probably wasn't the best way to do it.
Incidentally, has this been posted on the SMBX forums yet? It would seem to be the thing to do.
comment=31891
Incidentally, has this been posted on the SMBX forums yet? It would seem to be the thing to do.


That's a good question. Also, would SMBX be OK to add to our engine roster?
Knowing that I'd just end up posting and forgetting it, I'd rather not. If anybody else wants to do it though go ahead.
comment=31924
Knowing that I'd just end up posting and forgetting it, I'd rather not. If anybody else wants to do it though go ahead.
That's all I was expecting! Post n' forget, that is.