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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

halibabica
RMN's Official Reviewmonger
13838
from Marrend
Nowhere close to being easy with some of these stages.

Are you still trying to speed junky your way through everything like you did when you reviewed the first RMN Bros.? Just curious.

Also, I'm a terrible gauge at difficulty because I'm too frickin' godly at SMBX.
Ratty524
The 524 is for 524 Stone Crabs
13391
I dont think it was necessarily a matter of difficulty with world 1's stages that turns people away, but the fact that you introduce some of the most gimmicky stages submitted which breaks people out of the loop of regular Mario levels. With world 1, I felt that even though I took the tutorial, I was thrown into a confusing mess of a game that didn't understand what it was supposed to be.

In addition, the secret stars should have been optional. As I am going through this game, I find that I have to backtrack a lot to get these stars, and so many players had them well-hidden/hard as hell to get and its completely annoying (I'm looking at you, Goomba Caves).

With that in mind, secret stars were not a bad idea, but with this game it felt too forced. You should design this compilation to be friendly to both new players who aren't experienced with mario games and those who are. In my view, secret stars are the options for advanced players, while just getting through the game would be the goal of casual players. Ultimately, you should address to both kinds of players through more than just the tutorial level.

Another thing, in regards to red coins. I'm not against red coins themselves, especially since they WERE in the official mario games and some levels required you to collect them. The problem is that so many people make their levels too large and filled with usless crap (Bob-omb Battlefield and Goomba Caves) and required you to scour every nook and cranny to find these coins. The result is something that is just not fun to play, and to make matters worse, if you die the red coin count is reset, so you have to do the same search through the overblown level again. I feel that if we are ever going to have red coin levels in the future, they should only be contained in one level section, and impose a limitation as far as map size is concerned. What do you guys think?
I agree with Ratty about the red coins. I still think World 1 was too hard though.
author=Ratty524
I dont think it was necessarily a matter of difficulty with world 1's stages that turns people away, but the fact that you introduce some of the most gimmicky stages submitted which breaks people out of the loop of regular Mario levels. With world 1, I felt that even though I took the tutorial, I was thrown into a confusing mess of a game that didn't understand what it was supposed to be.

In addition, the secret stars should have been optional. As I am going through this game, I find that I have to backtrack a lot to get these stars, and so many players had them well-hidden/hard as hell to get and its completely annoying (I'm looking at you, Goomba Caves).

With that in mind, secret stars were not a bad idea, but with this game it felt too forced. You should design this compilation to be friendly to both new players who aren't experienced with mario games and those who are. In my view, secret stars are the options for advanced players, while just getting through the game would be the goal of casual players. Ultimately, you should address to both kinds of players through more than just the tutorial level.

Another thing, in regards to red coins. I'm not against red coins themselves, especially since they WERE in the official mario games and some levels required you to collect them. The problem is that so many people make their levels too large and filled with usless crap (Bob-omb Battlefield and Goomba Caves) and required you to scour every nook and cranny to find these coins. The result is something that is just not fun to play, and to make matters worse, if you die the red coin count is reset, so you have to do the same search through the overblown level again. I feel that if we are ever going to have red coin levels in the future, they should only be contained in one level section, and impose a limitation as far as map size is concerned. What do you guys think?


I'm personally no fan of red coin levels. Nonetheless, they can be made to work if the level is small and mostly linear. Frankly, it's best not to do a red coin hunt level no matter how tempting.

author=nin8halos
I agree with Ratty about the red coins. I still think World 1 was too hard though.


I think just about everyone agrees on that. Halibabica is too pro at Mario.

author=halibabica
from Marrend
Nowhere close to being easy with some of these stages.
Are you still trying to speed junky your way through everything like you did when you reviewed the first RMN Bros.? Just curious.

Also, I'm a terrible gauge at difficulty because I'm too frickin' godly at SMBX.


And that speaks for itself. :)

Nonetheless, I have a cool idea. When RMN World is announced, I'll see if I can run another Mario event along side of it if the gracious RMN staff will be so kind as to allow me to do so. Friendly competition might encourage everyone to churn out better levels.
halibabica
RMN's Official Reviewmonger
13838
from Ratty524
I dont think it was necessarily a matter of difficulty with world 1's stages that turns people away, but the fact that you introduce some of the most gimmicky stages submitted which breaks people out of the loop of regular Mario levels. With world 1, I felt that even though I took the tutorial, I was thrown into a confusing mess of a game that didn't understand what it was supposed to be.
It's hard for me to say. Whenever I think about what levels are included in world 1, I just can't imagine them belonging anywhere else. More often than not, I end up feeling like that world shouldn't have even existed (durr low standards).

I would've liked to keep the secret stars optional, and I tried to do so with the big stash of them in the final level, but it just wasn't enough to make them truly non-required. I have an idea for how to get around that in SRW, but I need to tinker with SMBX and see what works.

Also, I don't hate red coin hunts, but I can get why some people do. Goomba Caves was definitely overblown with it, and Block Sea could've done better with just eight (like I told you, seiromem!). I just look at it as a more non-linear kind of level. If it's well designed, the player ought to be able to find them fairly linearly anyway.

And in spite of all the gripes and groans about how difficult this game is, I can't help but take comfort in the fact we had at least one person who played the game and was able to find every star legitimately except the final one (which was designed to be unfairly hard). Props to you, Animebryan!

from DarklordKeinor
When RMN World is announced, I'll see if I can run another Mario event along side of it if the gracious RMN staff will be so kind as to allow me to do so. Friendly competition might encourage everyone to churn out better levels.
I'm not sure that's wise. It's more likely to spread participants thin than it is to encourage better level design. I'm already looking to ensure higher standards for the next one, so we don't need to make a competition of it.
I'm starting to see why my levels failed, they were too long and gimmicky with secret stars... Which is something that I was actually trying to do (the gimmicks) however it tended to backfire and my only levels that didn't have much gimmicks were rated a B/C and A+. Tells something about what people prefer.
author=halibabica
from Ratty524
I dont think it was necessarily a matter of difficulty with world 1's stages that turns people away, but the fact that you introduce some of the most gimmicky stages submitted which breaks people out of the loop of regular Mario levels. With world 1, I felt that even though I took the tutorial, I was thrown into a confusing mess of a game that didn't understand what it was supposed to be.
It's hard for me to say. Whenever I think about what levels are included in world 1, I just can't imagine them belonging anywhere else. More often than not, I end up feeling like that world shouldn't have even existed (durr low standards).

I would've liked to keep the secret stars optional, and I tried to do so with the big stash of them in the final level, but it just wasn't enough to make them truly non-required. I have an idea for how to get around that in SRW, but I need to tinker with SMBX and see what works.

Also, I don't hate red coin hunts, but I can get why some people do. Goomba Caves was definitely overblown with it, and Block Sea could've done better with just eight (like I told you, seiromem!). I just look at it as a more non-linear kind of level. If it's well designed, the player ought to be able to find them fairly linearly anyway.

And in spite of all the gripes and groans about how difficult this game is, I can't help but take comfort in the fact we had at least one person who played the game and was able to find every star legitimately except the final one (which was designed to be unfairly hard). Props to you, Animebryan!

from DarklordKeinor
When RMN World is announced, I'll see if I can run another Mario event along side of it if the gracious RMN staff will be so kind as to allow me to do so. Friendly competition might encourage everyone to churn out better levels.

I'm not sure that's wise. It's more likely to spread participants thin than it is to encourage better level design. I'm already looking to ensure higher standards for the next one, so we don't need to make a competition of it.


Alright then. It was just an idea. Either way, I plan on participating in RMN World whenever that it is decided on. Besides, two Mario events running at the same time wouldn't look good anyway. I can always do a collab project later on so that works for me anyway.

author=apa649
I'm starting to see why my levels failed, they were too long and gimmicky with secret stars... Which is something that I was actually trying to do (the gimmicks) however it tended to backfire and my only levels that didn't have much gimmicks were rated a B/C and A+. Tells something about what people prefer.


Gimmicky levels aren't necessarily bad, per se, but RMN 3 had a huge overabundance of them with more than a few that were poorly thought out. At the end of the day, people seem to enjoy a solid Mario platformer.

I've learned how to pace my levels and lengthen them out. Plus, this project was my first time using the SMBX engine, so I think I did pretty good. The good news Apa649 is that this made for a good learning experience.
Red coins need not be widespread throughout an exceedingly large level.
They can be distributed over a small linear section with a player earning a special reward by collecting them, namely a 1-Up mushroom, powerup item, keys, or ultimately a hidden star.

Isrieri
"My father told me this would happen."
6470
from Ratty524
I was thrown into a confusing mess of a game that didn't understand what it was supposed to be.

I still don't understand why everyone seems to be so surprised about this. Its a giant collab of 20 something people over the internet with no rules. If this many people find that to be a detriment to the overall experience then I say that the freestyle approach the RMN series is taking just needs to go out the window.

from Ratty524
You should design this compilation to be friendly to both new players who aren't experienced with mario games and those who are.

In my opinion that's probably asking waaay to much. Considering how difficult it's turning out to just get a big project like this organized. Probably better to just stick with one or the other, mainly the former. Still, that's a good goal to aim for.

author=halibabica
Also, I don't hate red coin hunts, but I can get why some people do. Goomba Caves was definitely overblown with it, and Block Sea could've done better with just eight.

Block Sea would've been even better with no red coins at all.

author=DarklordKeinor
Plus, this project was my first time using the SMBX engine, so I think I did pretty good. The good news Apa649 is that this made for a good learning experience.

May I just say that is an exceedingly good sign of things to come. And that I agree! This has been an excellent learning experience.

author=halibabica
Also, I'm a terrible gauge at difficulty because I'm too frickin' godly at SMBX.

My friend, I can completely understand.
author=halibabica
And in spite of all the gripes and groans about how difficult this game is, I can't help but take comfort in the fact we had at least one person who played the game and was able to find every star legitimately except the final one (which was designed to be unfairly hard). Props to you, Animebryan!

Well thank you! I'm surprised that I was the only one to get that far. I guess it pays to be a completionist, even if most of that time is spent cursing & screaming at the top of my lungs. I'm not a hater of red coin levels though. But Goomba Caves did go too far (that god awful jump near the phanto mask, the red coin over the pit that requred you to look for a shy guy & bring it back safely to that spot just to ride it & hop off before going in the pit, or the fact that if you die & start at the mid-point, you have to go back & get the 1st set of red coins again, yeah, too much)

The key to making challenging levels is to understand the difference between challenging & being extremely cheap! When making a challenging level, you have to consider HOW it's going to be possible. If you're going to be even the slightest bit of a cheap bastard, at least be generous with power-ups. In fact, a Tanooki Suit or Hammer Suit is more rewarding than 1-ups since I've seen a few places that could be exploited as 1-up factories.
halibabica
RMN's Official Reviewmonger
13838
from Animebryan
Well thank you! I'm surprised that I was the only one to get that far.

There may have been others, but you're the only one I know of, and that you were able to find (almost) all of them tells me we at least did something right.

from Isrieri
Block Sea would've been even better with no red coins at all.

There is a massive divide between people who despise red coin hunts and people who aren't bothered by them at all. Too bad we can't do forum polls; it'd be interesting to see which side has more people behind it.
No red coins.

No. No. No. No. No. No. No. No. No. No. No. No.

NO!

Unless you know what you are doing. But you don't. So NO!
Decky
I'm a dog pirate
19506
Re: red coins

We have a surprise in Super Doki Doki World~
Ratty524
The 524 is for 524 Stone Crabs
13391
Finally completed this game. I think Eli's Fortress made up for the frustrations and turmoil that I've endured with the last two worlds.

I was indifferent to Spinning Hazard complaints until I actually played it. Honestly, I like the concept behind it, but did it have to be as hard as it was? I felt that there was such a huge chance factor to it, like if you are going up a slope you have to make sure the second sawblade doesn't cross through you while you're spin-jumping, and there were blades going in the opposite direction to your path!? That level was hell on earth.

There were other levels, such as the one where you are in the clouds and a wall was chasing you, that were just as needlessly difficult as well. I wonder if there is an article on how to make your game harder without ruining the fun of your game, because many of the levels of the last two worlds did that for me.
halibabica
RMN's Official Reviewmonger
13838
Glad you liked the final level.

Spinning Hazard is balls hard, but I felt it was a fair challenge (especially since GRS finally added leaves). If you think it's tough with two saws, you should've tried it when there was only one. o_o
author=Ratty524
Finally completed this game. I think Eli's Fortress made up for the frustrations and turmoil that I've endured with the last two worlds.

I was indifferent to Spinning Hazard complaints until I actually played it. Honestly, I like the concept behind it, but did it have to be as hard as it was? I felt that there was such a huge chance factor to it, like if you are going up a slope you have to make sure the second sawblade doesn't cross through you while you're spin-jumping, and there were blades going in the opposite direction to your path!? That level was hell on earth.

There were other levels, such as the one where you are in the clouds and a wall was chasing you, that were just as needlessly difficult as well. I wonder if there is an article on how to make your game harder without ruining the fun of your game, because many of the levels of the last two worlds did that for me.

You "completed" it? Did you get ALL the stars? Did you get The Impossible Star?
The Unreachable Star.... I only managed to go up to the last part of the level,where you have to fly. That part.. I'll never beat it without cheating.
halibabica
RMN's Official Reviewmonger
13838
Heheh, I gotta post a video of that or something. It's just so tricky if you don't know how to do it.
author=halibabica
Heheh, I gotta post a video of that or something. It's just
so tricky if you don't know how to do it.

Haha,i know the trick in the last part,but I just can't seem to pull it off correctly. I think there should have been more donut lifts.
I heard that a simple rule on difficulty goes:
"If you think the difficulty is just right, it's most likely way too hard."