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Super RMN Bros 2 is the sequel to the community event, Super RMN Bros. where everybody could make Mario levels and have them all placed into one single game. The weapon of choice? Super Mario Brothers X v1.3, a (now dead) PC game made to create and play Mario style levels with a mix between Mario Brothers 3 and Super Mario World physics with enemies and obstacles spanning Mario 1 to Super Mario World!

What You Need to Play Super RMN Bros 2
You need the creation tool used to make RMN Bros 2 to play it: Super Mario Brothers X v1.3 available here! Run the installer, download and place Super RMN Bros 2 into the SMBX "Worlds" folder, run SMBX and play Super RMN Bros 2!

Latest Blog

Super RMN Bros 2 Officially Completed!

It's done and out! This is, barring any dumb bugs I missed, the final version of the game. No updated levels, no new submissions, just finished. If you downloaded the game prior to this please redownload and restart as some world map changes will fuck up your save file.

So please, download and enjoy!

Sorry for taking so freaking long everybody, I won't be in charge of any future Super RMN Bros. because I am doing a terrible job of it. I'll leave it to you guys to decide how to carry on from here.

Posts

halibabica
RMN's Official Reviewmonger
16948
Frackin' 2P.

Just beat the whole thing. Only found a handful of other stuff to fix.

There's one section in Davenport's Lethal Lava that has no BGM (whoops), and the star at the end of Brickroad's Revenge is supposed to be invisible until after you break out the princess. There's probably more stuff I forgot. This is a much better game than the first was!
I think there's still a 2P NoWin situation in Yell Oh Brickroad. I changed the level so 2P can follow 1P into an area in case 1P dies 2P can still complete the area and move on. But now if 2P dies 1P is fucked because they can't change into whoever 2P was to complete that character's section. I think I'll just add some spikes for the player to die on because I think it is impossible to remove the NoWin in this stage without nuking the character restrictions.

2P ruins everything.
It's possible I got the copies of Eversion Aversion mixed up too. Shoot me a PM with it and I'll add it to the next download *edit* oh would you look at that */edit*. I'll fix the Hyrule bug too, I never checked the most recent copy of that stage for player compatibility issues.

I'm surprised Wart doesn't die when he hits the ground. Maybe I'll add some lava at the bottom because that kills everything (but a solid floor at the bottom would make the boss very fucking tedious when you find yourself without a floor to fight on)

There's also the same-music teleport bug (see the end of World 7 for it in action). I did a shitty hack fix but it is still pretty crappy and I don't like it but I think this is SMBX's fault and I'm not sure if there's a good solution/workaround.
(For the curious: If you teleport on the world map it turns off the music. Normally the teleport exit location has a PlayMusic tile on it and the music plays that. Unfortunately if you teleport onto a PlayMusic tile that plays the same tune as the last one it will just kill the music and not actually play the new tune!)
halibabica
RMN's Official Reviewmonger
16948
Okay! While your fixing stuff, there were some things I encountered as well.

I was glad to see Link added a checkpoint to Hyrule, but since it's on the other side of the blue blocks, there's no way out when you start from there.

The version of Eversion Aversion in it is not the most up-to-date one (I must've forgotten to provide it).

Crush Fortress' boss battle can be rendered impossible if Wart falls through the floor. The bombable blocks underneath him need to be replaced with solid ones, or maybe a lava pit needs to go down there so Wart actually dies when he falls through.

Other than that, it hasn't been too bad. It's been fun revisiting these places and saying 'yay, they fixed that' or 'argh, why didn't you listen you bastard.' Good times. I'll probably have it all beaten soon.
I already got a bug report in a late-late stage so I'll do all that when I upload a new official version for the RMN Downloads page. Then I'll take some screens and make some World Pages and call it done and never touch SMBX again so the healing can begin.
halibabica
RMN's Official Reviewmonger
16948
GASP!

I shall playtest it forthwith.

If all is indeed well, may I clean up the download by removing unnecessary files like thumbs and non-level txts?
Download. I probably missed something dumb but it's certainly playable!
author=halibabica
Next RMN Bros. is gonna be 1P only bottom line hands down no arguments if you put in 2P's start position you will DIE.

Also, I'm pretty sure we never figured out how to add a checkpoint to Bouncy Bouncy, but I had an idea I wanted to share! And it shouldn't be that hard to do, either.

The first step is to separate the auto scroll from the start-of-level event. Make it its own separate event, so it doesn't happen instantly.

Next, put up a wall at the beginning of the level with an on/off switch in front of it. Mario can't pass the wall until the block is hit, at which point the wall disappears and the level begins scrolling.

THEN, put a checkpoint about halfway in, and repeat step 2. The on/off switch for the checkpoint wall should disappear with the ones you put at the start so the player won't have to hit both switches.

This is all theoretical, though. I haven't tested it because I am busy as hell myself!!!


Unfortunately you can't start an autoscrolling event except at the start of a level. Kentona and I tried to get the damn thing to work in Moon Base Mario and we could only get it to scroll when the level started. We couldn't get a player triggered event to start it at all. I've tried with no success.

Release tonight-tomorrowish. Want to check that I haven't missed anything which caused the 'release this weekend' to fail * and make sure the changes I made from some feedback work too.

* Guess what happened when I tried to test World 7!
author=Ben_Random
author=Desmo360
author=Ben_Random
I know this has been brought up before, but...

Is there going to be an LP?

We have brick off of the list, so who's gonna do it?

I'm doing it for sure. I dunno about anyone else.
Are you going to do ShortStars version, or the next release?


I'll be playing the official release; the GRS version.
author=Desmo360
author=Ben_Random
I know this has been brought up before, but...

Is there going to be an LP?

We have brick off of the list, so who's gonna do it?

I'm doing it for sure. I dunno about anyone else.


Are you going to do ShortStars version, or the next release?
author=Ben_Random
I know this has been brought up before, but...

Is there going to be an LP?

We have brick off of the list, so who's gonna do it?



I'm doing it for sure. I dunno about anyone else.
I know this has been brought up before, but...

Is there going to be an LP?

We have brick off of the list, so who's gonna do it?

author=halibabica
The first step is to separate the auto scroll from the start-of-level event. Make it its own separate event, so it doesn't happen instantly.

Next, put up a wall at the beginning of the level with an on/off switch in front of it. Mario can't pass the wall until the block is hit, at which point the wall disappears and the level begins scrolling.

THEN, put a checkpoint about halfway in, and repeat step 2. The on/off switch for the checkpoint wall should disappear with the ones you put at the start so the player won't have to hit both switches.

This is all theoretical, though. I haven't tested it because I am busy as hell myself!!!


I never thought of that. Your idea just might work! If I had access to the level, I'd change it right now!
halibabica
RMN's Official Reviewmonger
16948
Next RMN Bros. is gonna be 1P only bottom line hands down no arguments if you put in 2P's start position you will DIE.

Also, I'm pretty sure we never figured out how to add a checkpoint to Bouncy Bouncy, but I had an idea I wanted to share! And it shouldn't be that hard to do, either.

The first step is to separate the auto scroll from the start-of-level event. Make it its own separate event, so it doesn't happen instantly.

Next, put up a wall at the beginning of the level with an on/off switch in front of it. Mario can't pass the wall until the block is hit, at which point the wall disappears and the level begins scrolling.

THEN, put a checkpoint about halfway in, and repeat step 2. The on/off switch for the checkpoint wall should disappear with the ones you put at the start so the player won't have to hit both switches.

This is all theoretical, though. I haven't tested it because I am busy as hell myself!!!
author=GreatRedSpirit
I want to release this weekend because every day that goes by and this isn't released is just a bigger mark of shame on me.


Feel no shame, you have worked REALLY hard on this game.

Now if anyone else want's therapy, I'm up for it.
author=GreatRedSpirit
I'd bet there's still more no-wins laying around that I missed. 2P co-op ruins *everything*.


That's why I suggested sending a(n incomplete) copy of the game to someone just to run through. Have a second pair of legs running through the levels, but w/e. I personally don't care how long this takes to release.

It's probably not realistic to expect to make it 100% 2P compatible. A better idea might be to put tips for things not to do in 2P mode that will prevent some of the problems from happening. Whatever those might be. I know one problem I found in my game was 1P going in a door/instant warp and 2P going in immediately after, they bump into each other and go flying in opposite directions. In my Hyrule level, in the part where you fall in the hole in the "overworld", this causes death to both players. There has to be at least some responsibility of the 2 players to try and prevent glitches, as some of them are a result of the engine mechanics and not necessarily the design of the level. In some cases the level design just makes it easier to discover the engine flaws.
just set up minecraft server everybody sign on and make platformer levels gogogo

Minecraft RMN Edition- Who Brought the Dynamite?

seriouspost: God awful organization has been a big issue for me with RMN Bros 2. Back when it was first discussed the idea of multiple judges came up briefly but was put down because... probably judging consistency (which I don't have to begin with looking over some of the levels) and skipping the time to round some up and hope they stay on and not magically vanish (fuck me). It was, looking back on it, a big mistake with the more stringent quality controls. At this point I'm just going to tackle the last bits because it is mostly done. Fixing the no-wins won't take long; Knowing they exist and the best way to do it are the real problems. I'd bet there's still more no-wins laying around that I missed. 2P co-op ruins *everything*. IntroCastle might be a bit of a cheapout but the entire plot for this is "Bowser showed up go kick him out" and some helpful toads. Do a quick runthrough of all ten worlds and make sure all level entrances work and no level-finished-stars are visible. Put into zip, put up as download, and hope I didn't forget anything.

I want to release this weekend because every day that goes by and this isn't released is just a bigger mark of shame on me. I'll stick with submitting from now on and less judging, compiling, shooting myself, testing, and making world maps.
But there's being productive and doing something you enjoy and not being productive. :-)
Doing something you enjoy is never a waste of time, even after it stops being enjoyable. You enjoyed it at the time.

Everything is (relatively) a waste of time in some way.


@GRS you should delegate some of the work then. If some levels still need no-win situations fixed then assign the task to someone and they can submit it back to you for you to look over. If you have something made, pass it along to someone to do a quick test in it's current form. Any mistakes or weird off-chance happenings can be caught before releasing it. No need to carry this alone.