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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!


I will once I've had more videos made. I usually submit them 5 at a time as media, that way people's media pages don't get cluttered with my videos (and also to prevent abusing the system).
I'm a dog pirate
Overall: 2.25/5

+ The level looks decent and has plenty of activity.
+ I like the bubbles...
- Still too short!
- Not much in the way of secrets, challenge, or cohesion (there are some strange block choices, for instance).

Overall: 1.5/5

+ The gimmick is interesting: fast enemies can be a challenge.
+ I like the bullet bill gauntlet.
- The level is too short and bare!
- The gimmick isn't realy used well; the speed doesn't really alter things that much, aside from making the jumping a bit more tricky.

Overall: 4/5
+ I like the layout and look of the level.
+ The second half of the level is a legit challenge.
- A refresher on Link is a near must!
- A second pendant would've been nice. I also didn't find many secrets and the first half was kind of boring aside from the rupees.

Overall: 2.25/5
+ Rising lava creates a sense of urgency.
+ The wrapping is utilized fairly well, though there is a lack of optional nooks and crannies.
- The level could use a larger second room w/a checkpoint.
- There are some awkward design choices (e.g. strange enemy choices, TOO MANY BATS IN A WRAPPING LEVEL, awkward and/or overly tight jumps, etc.). These poor design choices combine to make the level more annoying than it has to be; they drag down the score significantly.

Overall: 1.75/5
+ The clouds are pretty well shaped.
+ I like the amount of koopas. Makes the level feel nice and busy.
- The level needs to be expanded by about 400 percent.
- It's the definition of mediocre; it doesn't play poorly, but it's very monotone and brief.

Overall: 2.5/5

+ The level is a reasonable challenge.
+ Most things are done okay. I mean, it's simple...
- The castle itself is pretty bland, outside of the traps and moderate number of enemies. Where are the coins? Decorations? Blocks? Secrets?
- There are some cheap tricks; the fireball plant, for instance. Not expected in this type of level. And there's no powerup on the first or second screen! Margin of error might be too tight in some areas Some of the cheapness is Kaizo in mentality (but not in degree of challenge)

Overall: 3/5
+ I like the busyness, length, and look of the level.
+ Lots of good SMB2 tropes being used.
- The catcus plant digging sequence is overkill.
- Some questionable design. Extraordinarily tight margin of error, use of bomb-oms instead of regular bombs, the gap on the very first screen combined with the onslaught of enemies (bad for mushrooms!), non-SMB2 tiles, overlong mushroom block stair sequence...the list goes on. Please brush up on your fundamentals! I think it'll go a long way.

Overall: 2.25/5
+ Yay, boss rush.
+ Pacing seems right. Not too many bosses, but not too few either.
- The first two areas between the bosses are harder than the first two bosses, because the bosses are plain! A boss rush should showcase the bosses and make them the challenge. I suggest spicing up the boss arenas and simplifying the transitions.
- First mushroom goes off screen, transition areas that just too tight and narrow, etc.

Overall: 4.25/5
+ I loved the feel and the look of this level. The approach to the tomb, the interesting rooms inside the tomb, etc. Good level.
+ Everything was placed well. No cheap tricks, except maybe the spike room.
- A boss would be neat...
- Some minor faults. The spikey dude room is absolute overkill, and it took me a couple tries to figure out that the movable platform was actually a movable platform and not some spike wall coming for me.

Overall: 2.75/5

+ Fundamentally sound level. Lots of coins, some secrets, etc.
+ The cloud coin platforms were very rewarding!
- Not enough Goomba mechanics!
- Plays a lot like my first couple of levels - safe, lots of coins, perhaps a bit on the short side, etc.

Overall: 3.5/5
+ I liked this level. It was nice and busy, with plenty of places to go and good use of Peach's floating mechanic.
+ The length seemed to be spot on, though the checkpoint was a tad late IMO.
- There seemed to be a distinct lack of powerups in the middle part of the level. If there are high/low areas, please make sure to spread your powerups accordingly.
- There may have been a few too many enemies lurking about.

Overall: 2.75/5
+ Seems to be inspired by Mario vs. Moon Base, which is good!
+ I like the use of the P-Switch.
- Could've been higher! The special star seems impossible to get. The platforms disappear!
- Boss is probably too tough, mainly thanks to the annoying boss arena.

Overall: 3.75/5
+ I liked the level - there was lots to explore, some secrets and rewards, and a good balance of enemies.
+ The dark wood background is used really well.
- The level feels a bit too large, especially after the checkpoint. Like the ruins level, I think it can be tightened a bit.
- There doesn't seem to be a lot of decoration in the interiors (coins, "windows", other doodads).

Overall: 2.5/5
+ Fun little concept.
+ A well-timed powerup...if the level would've been hard, that is.
- For a "brilliant battle" I found it to be a walk in the park. The challenge could be upp'd!
- Underwhelming climax boss. Triple birdos would've been epic :)

Ovearll: 2.75/5
+ One of Davenport's better levels.
+ Pretty graphically consistent relative to some of his other levels.
- Still some random choices (e.g. blue coins, Birdo, excessive color blocks, SMB1 clouds, etc etc etc.).
- The level tends to drag. I love these types of climb levels, but this one could end about 75 percent of the way through and still feel beefy. Part of the problem is that it just seems to throw a lot of tropes, tiles, and techniques at us.

Overall: 4.25/5
+ Challenging level that punishes speed players (like me) harshly. It forces you to play slow!
+ Plenty of coins, blocks, and p-switches - deja-vu of World 3 from MMB.
- There may be a few too many of the jumping blocks.
- The level itself is pretty straightforward, which can be good or bad depending on the type of player you are.

Overall: 2.75/5
+ The level is pretty well-paced and split between inner and outer.
+ No cheap tricks from what I can tell.
- Tried a few things but none of the gimmicks really stood out - it seems fairly run-of-the-mill to me, except maybe some of the tile choices (which were hit-and-miss).
- I did like the red coin trap thingy.

Overall: 2/5
+ The boss was cool.
+ Music was also cool.
- The gauntlet was just a hodgepodge of random enemies and bombs. No real level design here.
- Graphically it's a bit baffling. Wooden airship-type things inside a castle? Perplexing.

Overall: 3.25/5
+ I like the use of the futuristic tilesets and enemies. Pretty cool and innovative.
+ Motherbrain bosses are fun, and the rainbow shells were a nice unique spin.
- Level is a bit too short and brief.
- The actual design of the level is pretty hit-and-miss. The boss and intro chase are cool, but the middle segment is lacking to me.

So far the average of Deckiller's scores is about 2.77/5, or 55%. Well, that's a high F, at least!
Circumstance penalty for being the bard.
I've talked about this with a few people before, but the goal of RMN Bros has always specifically precluded the notion that a good game could be the end result. The whole basis of the compilation is "no design, do whatever you want."

That said, I wonder if the project would have been improved with a more limited number of submissions per user? I'd rather see someone make 1-2 good levels than 9 mediocre ones.

I'd like to see both of these things in the next RMN Bros. A group of people get together and make a cohesive "world" with a limited number of levels instead of 100 levels with no rhyme or reason.

That's just my thoughts.
I'm not comfortable with any idea that can't be expressed in the form of men's jewelry
Just throwing levels out randomly and hodge podging them together will never result in a good "game." For SRB2, I proposed that teams take different worlds and go with themes for them. Then the team just focuses purely on their own areas. Of course that idea was thrown away. 8)
I am tired of Earth. These people. I am tired of being caught in the tangle of their lives.
I think it is a good idea for making a collaborative game, and even suggested it again this time around, but then people can just do that on their own, can't they? Form a small group and collaborate on a Mario game? SRB has come to serve a different purpose that follows in the vein of the first one, which has a similar flavour to one-hours events. Everyone makes something and we put them together to see what happens! That process is fun in its own right.

I don't mind the freespirited approach to the last three SRBs.
"My father told me this would happen."
I'm with Kentona. I don't even think of it as a game: Its more like a level gallery where players can have fun spending a half-hour poking around in any of the levels and see how everyone's' differ from each other. And nothing else. You could try and make an actual game out of it but then you'd have to set stricter entry requirements and plan it out more. Then it would be like any other mario game out there, which doesn't seem to be the modus operandi of the series from what I gather.
As a game its horrible. But as a stand-alone-thing I like it and think it holds up pretty good.
I think that the only problem is that people begin lots of levels and then they are only good enough... I think that levels should be deemed perfect by the host before another level can be sent.
Look at me, I can't say ANYTHING
RMN Bros is like a party: You invite your friends and tell them to invite theirs and everybody brings their own booze and you drink and bullshit the night away and have a blast. Besides the best SMBX game has already been made!
Hey, here's the first part of the LP, where you can see the error occur. I got you PM, so hopefully I'll be good next time.

I'm not going to keep posting them here, so subscribe if you'd like to see more.

Consider me subscribed here in the next couple of days. Best of luck to you. You're playing a whale of a mario game.
Still thinking of LPing it, Darklord?

I'm considering it, but someone else is Lping it. If they rage quit, which I hope that does not happen, I'll more than happily LP it. What I was gonna do, I had schemed to kidnap one of my friends, set up a gamepad, and force them to play it on two player mode with me.
I tried to get my bro along, making it a SuperRMNBros. 3 Bros. playthrough.
However, he just flat out refused to even touch it. Appearantly, because he's bad at mario. (can't be worse than me)
However, even if he would agree to that, it would be a whole other thing trying to get him play WHILE recording.
Heck, I can't even convince myself to record my voice when playing (or after).
So what chance do I have convincing my brother?

I had an idea of doing a full secret star runthrough, but you pretty, much have to get em anyway before you can move on, so... meh.
RMN's Official Reviewmonger
from The Real Brickroad
So far the average of Deckiller's scores is about 2.77/5, or 55%. Well, that's a high F, at least!

I blame myself for this. I should've been harder on you people! Also, seeing Deckiller mention several of the things I said myself in the dev phase is oddly satisfying. Why didn't you listen?!

Anyway, I definitely see where WIP and Soli are coming from, but I also get what kentona and Isrieri mean. I'm pretty much "with" the latter two, because I also like the free-spirited-ness of the RMN Bros. series. It will never, ever result in a cohesive Mario game, but ideally the levels put into it could still be enjoyable and well designed.

That's what I tried to do this time. I guess I didn't try hard enough.
RMN's Official Reviewmonger
Okay. I blame you, then. ;P
Well fair enough... Alot of my levels were rubbish...
I would have more makerscore If I did things.
I might actually do a lets play for it as well =3
Course I'd need to work on my anger managment @.o
And start over completely, whitch is no fun D=
I'm a dog pirate
I'd love to see a SRW where we split off into teams and work on each zone independently, creating an outline so there will be plenty of opportunities for secret paths, etc - just like the real SMW.

But...the traditional approach could do well if we limit number of levels and have a world map outline in place.
A great game overall. The final battle was quite interesting.
I wonder what will be in store for RMN Bros 4.
RMN's Official Reviewmonger
Could Davenport be the first to have finished the game?

And did he get ALL the stars?! pics or it didn't happen

from Deckiller
I'd love to see a SRW where we split off into teams and work on each zone independently, creating an outline so there will be plenty of opportunities for secret paths, etc - just like the real SMW.

See, as nice as this sounds, it's just not quite what RMN Bros. is to me. If a group of interested developers wanted to do that, they could collaborate and make the next Moon Base Mario instead. The sheer limitless creativity this series offers is something I value greatly, even if it means the games make no sense whatsoever.