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Super RMN Bros. is a collaborative community project where members of the rpgmaker.net website use the Super Mario Bros. X engine to create Mario levels. These stages are refined and compiled into one big game at the end of the event. This is the third installment in the series, and the first to be managed by halibabica. The game mimics the physics of the Mario games of yore; specifically Super Mario Bros. 3 and Super Mario World.

The game requires SMBX to run. This website does not provide illicit programs; we only condone their use. Google is your friend. When you've obtained the engine itself, unzip this game's download into SMBX's 'Worlds' folder. Run SMBX, click 'Start Game', and you're ready to play!

The Plot: Mario, Luigi, Toad, Peach, and Link have stumbled into RMN's Pit of Challenges, where they must gather stars from the worlds created by our users if they ever hope to escape. With 110 levels to explore and 150 stars to find, they have their work cut out for them!

Latest Blog

Ready for Download!

After nearly three and a half months, this thing's ready and available to play!

The main download is the normal version of the game. It has star requirements for higher worlds, mini-boss, and boss levels. The extra 'unlocked' download removes all star requirements except those for the final level and leaving the pit.

Have fun!

Posts

author=seiromem
I'm already in the middle of something.

Same here. I'm wrapping up my fourth SMBX game right now.
author=Deckiller
Do you guys have IRC? we can make a channel. I am down for brainstorming.

Let's see... I have mIRC. Is that the same thing? I've only used it once.
Well, I just got a glance at Talking Time Bros 2 and compared it to Super Rmn Bros 3. I enjoyed both games but found Talking Time Bros 2 to be the better title. What we need to do next time is have much stricter quality control. If anyone is interested in doing another Mario project within the next few months, let me know. I have some cool ideas in the making and am anxious to outdo myself and put out a better game.
Seiromem
I would have more makerscore If I did things.
6135
author=Davenport
I'm interested.


Ditto
I'm also interested. And having just finished TT Bros 2, I have to say it's far superior to RMN Bros 3. Except for the Rainbow Road. I hate those levels.
Isrieri
"My father told me this would happen."
6470
I'm interested. Life is keeping me pretty busy right now, but I can certainly contribute a little bit.
halibabica
RMN's Official Reviewmonger
12674
from nin8halos
And having just finished TT Bros 2, I have to say it's far superior to RMN Bros 3.
Yes. Thanks. I get it. Can we please write this off as the miserable failure it is and just drop it? I'd love to say something optimistic about this project, but at this point, I've got nothing left. I set out to save this series and I completely fucking blew it. You can say it's not my fault the levels suck, but I was the quality control. I'm the one who let that shit slide. I can't even describe how disappointed I am in myself.

So, yeah, you guys wanna outdo TT Bros. 2? Go ahead. Just keep in mind that their project was made practically the same way this one was, and they've succeeded twice where we've failed three times. Have fun making Moon Base Mario 2.
Why not send Mario to Mars or Saturn or Neptune?
author=halibabica
from nin8halos
And having just finished TT Bros 2, I have to say it's far superior to RMN Bros 3.
Yes. Thanks. I get it. Can we please write this off as the miserable failure it is and just drop it? I'd love to say something optimistic about this project, but at this point, I've got nothing left. I set out to save this series and I completely fucking blew it. You can say it's not my fault the levels suck, but I was the quality control. I'm the one who let that shit slide. I can't even describe how disappointed I am in myself.

So, yeah, you guys wanna outdo TT Bros. 2? Go ahead. Just keep in mind that their project was made practically the same way this one was, and they've succeeded twice where we've failed three times. Have fun making Moon Base Mario 2.


I wouldn't chalk this project off as a failure. Quite the contrary, actually. There were some excellent levels in this project. And for people that have made "mediocre" levels, they can still consider this a learning experience. I personally learned much from it. I think the critique process was a good idea.

This project was missing one thing that would have improved it immensely; focus. A direction to take the work in. What we did instead was make some random levels and threw them together in hopes of the best. While interesting, it didn't make or allow for much cohesion. Having a theme for each world, a difficulty scheme, and forcing each user to at least submit a level of about 3.5/5 quality.

Levels could easily be rated by a rating scheme like this:

Graphical Appearance ?/5
Enemy And Item Placement ?/5
Balanced Difficulty ?/5
Consistency ?/5
Level Length ?/5
Overall ?/25

Halibabica, I personally believe you did a good job. You should have been much more stricter, but I understand you wanted to maintain the free-spirit style of the previous RMN titles. RMN Bros 3, while not perfect, is still enjoyable and entertaining. So Halibabica, don't act like you failed. What you did hasn't been really tried here before and the community is just adjusting to it.

And if you still feel bad, just remember there is always next time.
author=Davenport
Why not send Mario to Mars or Saturn or Neptune?


We could always send Mario to hell. :)
Also, I'm glad to see there are people interested in doing another Mario project. I'll let some time pass before I personally do anything. Otherwise, if someone else takes initiative, I'll be happy to hop on board and contribute.

Until then, happy game making and best of luck to everyone.
halibabica
RMN's Official Reviewmonger
12674
from DarklordKeinor
This project was missing one thing that would have improved it immensely; focus. A direction to take the work in. What we did instead was make some random levels and threw them together in hopes of the best. While interesting, it didn't make or allow for much cohesion. Having a theme for each world, a difficulty scheme, and forcing each user to at least submit a level of about 3.5/5 quality.

But that's the thing, Darklord. As soon as you set a focus, some direction or angle the levels are "supposed" to b designed in, it stops being the same kind of project. I don't know how the people at Talking Time got around this, but everyone who contributed to their games was free to design levels however they liked, just like we were.

from DarklordKeinor
RMN Bros 3, while not perfect, is still enjoyable and entertaining.

The best anyone who's played it has said so far is "I'm just glad it's over." What does that tell you?
I thought it was okay...

author=halibabica
I don't know how the people at Talking Time got around this, but everyone who contributed to their games was free to design levels however they liked, just like we were.

Maybe TT guys have just a similar train of thought or nobody ventured out of the simple mario themes: grass,desert,snow,lava etc.
While we let all of our creativity making all sorts of levels: factories,mountains,smash brothers,metroid,megaman,lava lairs,temples,dungeons,rivers,lakes,ponds,space levels and all that sort of stuff.
I haven't played TTbros. so I don't really know, but I guess that could be a reason.
Also, maybe they went for more simple levels? While we had more complicated stuff that had to be fixed, tweak, modify and all-around just tinker with to make work somewhat.
I don't know, maybe we need to dial back and create levels that are atleast losely placed on one of the mario themes...
You can customize your own games on SMBX engine just like STTB(1,2) by replacing the default music and sound files. As long as your version of the engine is included in a separate folder.
author=apa649
I thought it was okay...

author=halibabica
I don't know how the people at Talking Time got around this, but everyone who contributed to their games was free to design levels however they liked, just like we were.

Maybe TT guys have just a similar train of thought or nobody ventured out of the simple mario themes: grass,desert,snow,lava etc.
While we let all of our creativity making all sorts of levels: factories,mountains,smash brothers,metroid,megaman,lava lairs,temples,dungeons,rivers,lakes,ponds,space levels and all that sort of stuff.
I haven't played TTbros. so I don't really know, but I guess that could be a reason.
Also, maybe they went for more simple levels? While we had more complicated stuff that had to be fixed, tweak, modify and all-around just tinker with to make work somewhat.
I don't know, maybe we need to dial back and create levels that are atleast losely placed on one of the mario themes...

You're mentioning the thing I've been driving home for a long time - it's all about the fundamentals when it comes to making a good mario game in this engine. Unless you can keep the theme nice and consistent.
author=halibabica
from DarklordKeinor
This project was missing one thing that would have improved it immensely; focus. A direction to take the work in. What we did instead was make some random levels and threw them together in hopes of the best. While interesting, it didn't make or allow for much cohesion. Having a theme for each world, a difficulty scheme, and forcing each user to at least submit a level of about 3.5/5 quality.
But that's the thing, Darklord. As soon as you set a focus, some direction or angle the levels are "supposed" to b designed in, it stops being the same kind of project. I don't know how the people at Talking Time got around this, but everyone who contributed to their games was free to design levels however they liked, just like we were.

from DarklordKeinor
RMN Bros 3, while not perfect, is still enjoyable and entertaining.

The best anyone who's played it has said so far is "I'm just glad it's over." What does that tell you?


It tells me that the game was very long and they were have glad to beat it. Whoever said that at least found it good enough to play it through to the very end. It's just encouragement to improve it.

I don't think Talking Time bros accepted first submissions very easily. They probably had people scrap several days worth of work until a cohesive level was created. Even then, they probably had to keep tweaking the level until both the author of it and the community liked it.

And if you're still pessimistic about RMN bros 3, just top it and make a better game next time.
author=Deckiller
author=apa649
I thought it was okay...

author=halibabica
I don't know how the people at Talking Time got around this, but everyone who contributed to their games was free to design levels however they liked, just like we were.


Maybe TT guys have just a similar train of thought or nobody ventured out of the simple mario themes: grass,desert,snow,lava etc.
While we let all of our creativity making all sorts of levels: factories,mountains,smash brothers,metroid,megaman,lava lairs,temples,dungeons,rivers,lakes,ponds,space levels and all that sort of stuff.
I haven't played TTbros. so I don't really know, but I guess that could be a reason.
Also, maybe they went for more simple levels? While we had more complicated stuff that had to be fixed, tweak, modify and all-around just tinker with to make work somewhat.
I don't know, maybe we need to dial back and create levels that are atleast losely placed on one of the mario themes...
You're mentioning the thing I've been driving home for a long time - it's all about the fundamentals when it comes to making a good mario game in this engine. Unless you can keep the theme nice and consistent.


Consistency, yes! I agree with you 100% on that. Make each world have both difficulty balance and a theme. If we focus on level quality as opposed to level quantity, we can probably churn out a better project.

So we'd want to assign a maximum amount of levels, such as 7 or maybe up to 12, for each world and allow project members the option to at least make up to 2 levels per world. It's just a thought and a suggestion. What does everyone think of that?
kentona
When you're so cool you can troll your own website.
21214
The game is too long because the event was left open about 3-4 weeks too long.
halibabica
RMN's Official Reviewmonger
12674
from DarklordKeinor
if you're still pessimistic about RMN bros 3, just top it and make a better game next time.
Well, that's a given. I'd very much like for next time to go more smoothly (like I was hoping this time would), but I need help. I can't trust myself to run it alone, so a panel of competent help is definitely in order. However...

from DarklordKeinor
Consistency, yes! I agree with you 100% on that. Make each world have both difficulty balance and a theme. If we focus on level quality as opposed to level quantity, we can probably churn out a better project.
This holds true, but I have mixed feelings about it. The nice thing about projects like RMN Bros. is that you can literally make whatever the heck you want, completely without restriction. As long as the end result is fun and playable (standards), it shouldn't matter. If this game wasn't evidence enough, my standards of acceptability are a tad low.

But there's nothing stopping us from making a more consistent, coherent, cohesive (and probably some other co-words) project, it's just that approach creates a different type of game with a different goal. So we can use that suggestion you made, and it seems a lot of people have ideas about how this could be done 'better'. I dunno who wants to take the reins for this more focused project (Deckiller???), but I don't want to abandon the spirit in which the RMN Bros. games was made.

In short, let's keep the consistent project as something different and separate.

from kentona
The game is too long because the event was left open about 3-4 weeks too long.
You just love to nail me with this, don't you? I did what I had to do, kent. I wouldn't have been able to contribute any levels otherwise, and that would've ruined it for me even more than the game flopping like it did.
heh Don't be so hard on yourself, Hali.

One thing I would have done differently is not let (some?) people make 10 levels. (If you're producing gold, I'd say make as many levels as you want) That's probably why players were glad it was over; it's too long. How many levels does TT have? I really have to get around to playing that...

Oh, and I would have flat out denied some of these levels. 'Cause I'm mean.

author=halibabica
You just love to nail me with this, don't you? I did what I had to do, kent. I wouldn't have been able to contribute any levels otherwise, and that would've ruined it for me even more than the game flopping like it did.

You could have still closed submissions and submitted your own afterwards. There are no real regulations on these events. The time you spent reviewing levels justifies this, I think.
halibabica
RMN's Official Reviewmonger
12674
from Link_2112
You could have still closed submissions and submitted your own afterwards. There are no real regulations on these events. The time you spent reviewing levels justifies this, I think.

I wouldn't have felt right doing that. It was bad enough I had to make the final levels after the deadline had passed. I don't like to place myself above the rules.

from Link_2112
Oh, and I would have flat out denied some of these levels. 'Cause I'm mean.

Actually, that probably just means you're sane.
Seiromem
I would have more makerscore If I did things.
6135
I know I'm incredibly Guilty of the quantity over quality part....
Seriously though, most levels in this event, is that even something to be proud of?