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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

Seiromem
I would have more makerscore If I did things.
6135
My problems came from little things that SHOULDN'T of happened!
For example, I'm about to complete this level after SO many tries.
I finally am almost there, then i press jump just the slightest bit to late, fall of a platform and into the abyss. Also random crap like Failing to dodge an enemy I've never had ANY trouble dodging before WHATSOEVER. Also, a hammer bro throws his hammer, you predict it, then he just chucks another one right at you as you are barely a centimeter away from is soft skull.

I could go on, but that is only the reason for my frustrations, not actual "problems" with the level....
author=seiromem
World 9.... Has some of the two most Bullsh*t levels EVER.
StratoSprint and Spinning Hazards. I f****** hate those two levels now.

The enemy placement in stratosprint is FAAAAAAR too cheap. you have NO time to react to an enemy just chillin' at the edge waiting for you to arrive mid-jump. And having a leaf while trying to jump off of note blocks (or trampolines for that matter!) is just about the most annoying sh*t ever. you gently float down slowly while the wall catches up to you before you get to the jumping off part (you're holding down the run key to get the much necessary higher jump)

In general Spinning hazard is just annoying. Died far to many times when I was on the left spinner and the track was heading up. Also died from the falling just short of the top from the side...

Anyway sorry for so much negativity but those levels, I felt, were just inexcusably aggravating.


As your brother, I think it would be wise to avoid commenting just after you raged, cause it shows heh.

But anyway, I'm surprised to see that my levels didn't come till the second half, heh. I found alot of these levels to be pretty good. Me and my brother are just kinda stuck on world 9, trying to get a few more stars. But can't seem to beat any more levels. Seiromem gets very rageful at this point, heh.
Seiromem
I would have more makerscore If I did things.
6135
author=outcry312
Seiromem gets very rageful at this point, heh.


Im not the only one =3
author=halibabica
Stratosprint, Spinning Hazard, and Hammer Hideout form the Corner of Suffering in world 9. I thought they were challenging but fair...

You forgot brutally unforgiving
(or at least Spinning Hazard is, I haven't reached World 9 yet)

*edit*
It's possible to skip the second half of Spinning Hazard: There's a boo you can spin jump off of at the first reverse-direction-block. You need the speed to reach him but if you can and keep going (and bounce off another boo iirc) you can see the coins that lead to the end pipe. It's hard because precision is what Spinning Hazard is about but it might be easier to try that than do the full second half simply through there's less time to make that one mistake that kills you.
halibabica
RMN's Official Reviewmonger
12743
from seiromem
Also, a hammer bro throws his hammer, you predict it, then he just chucks another one right at you as you are barely a centimeter away from is soft skull.

I hate when this happens! Ohhh, I hate that so much!!!

That's SMBX for ya, though.

Anyway, I assume you're scraping for 129 stars to enter the final level. If you finish that level as early as you can, you'll find picking up the twenty stars you skipped very, very easy (for reasons that will become apparent when you escape the pit).
Isrieri
"My father told me this would happen."
6470
Getting hammered before you kill them is bad enough. What I don't like is when you kill them, and they somehow throw a hammer at the same time and kill you from the grave. The definition of cheap right there.

Stratosprint isn't so bad once you get the hang of it. You just have to die enough.
SHROOMS IN THE NIGHT SKY by SEIROMEM
Overall: 3.25/5
+ Nice, athletic use of Luigi overall.
+ Plenty of enemies and powerups.
- Not much spice - it is what it is.
- I hate that music track :(

GHOST HOUSE BLUES by DESMO360
Overall: 3.75/5
+ Great Ghost House - full of gimmicks and fun design choices that require trial and error.
+ Good music.
- The overall layout of the level is rough and perhaps -too- unfocused. The scrolling room should really be either right after the beginning or the checkpoint, since it requires trial and error. The vertical shaft with the invisible blocks is very well telegraphed, but still too tricky to pull off at times.
- Boss right after that vertical shaft could be brutal and bad design, but thankfully the boss was easy.

COFFEE AND DONUTS by NIN8HALOS
Overall: 4.5/5
+ Excellent level with cool graphics.
+ Great placement of enemies, obstacles, platforms, coins, etc. Everything is very well placed.
- It's a bit simplistic, overall. Not much spice outside of the cool graphics.
- You could've gone all out and recolored the coins, etc :>

CRYSTAL CAVE by JACKALOTRUN
Overall: 2.5/5
+ I like the cracked walls and the recolors.
+ The background was nice.
- A bit too short and simplistic. The middle map in particular is very bland.
- There's just not much going on visually outside of the recolors, the occasional coin, etc.
Okay, I'm going to say right now that this chain level is disappointing. The peach segment in particular is making me rip my hair out. No powerups + stupid thwomp + tank track thing + song blocks in a maker that requires you to hold down jump to get any height (which is also used for hovering for the peach character...oh yeah by the way there is a bottomless pit so you screw yourself over) + donut blocks that screw the entire tank track segment up + thwomps that require a spin attack with a character who doesn't have one = nightmare. You guys can do better than this - I know it! Right now it's a 1/5 on my list.

And -where- is the checkpoint? It should be early on in the Luigi segment, right around the part where I should be getting my powerup after the character change (even though -that- comes two screens too late).

As a matter of fact, I am -challenging- you to make that chain level better! A few simple and fundamental shifts is all you need! Make your levels fundamentally sound from here on out! Try out Mario vs. the Moon Base for examples on how to make gimmicks work!
Isrieri
"My father told me this would happen."
6470
author=Deckiller
As a matter of fact, I am -challenging- you to make that chain level better!

For a start, why not get rid of those stupid-ass blocks that force you to change characters? They weren't there when I left it: the characters were optional. I don't know who changed it.
Yeah, three-quarters of the issues could've been avoided by making the character change optional.

I just don't feel that the chain level was very cohesive. It just felt like a few mini levels strung together. I was hoping to see something more intricate with a central theme.
Isrieri
"My father told me this would happen."
6470
I'm sure that's how a lot of people feel about this whole damn game.
VANILLA LAKE by LINK2112
Overall: 3/5
+ Definitely a lot of gimmicks, such as the color-coded platforms, etc.
+ I liked the sunken ship.
- It's a bit too large and unfocused. It can get really tedious to die in one of your levels, as they tend to be very large and...zeldaesque. They're not really traditional mario in that sense.
- Checkpoint is quite late into the level. There are also just some headscratchers in general, like the random "I'm cool" NPC, and the swim-up segment, and the bubble leading to the ? mark...

LAKITU BROS by HALIBABICA
Overall: 4/5
+ I liked the gimmick and the little twist at the end.
+ Level was quite challenging even with the gimmick.
- No powerup after the checkpoint = siiiiiinnnnnn.
- The sky segment was perhaps a little too rough since there were so many enemies and they were getting frozen, not killed. Still fun though.
I put the peach there because I thought it gave a nice balance of more challenge and more help, you can float over alot of things if you know how...
However I did not meant it to be mandatory, I believe however that we should have notified this to hali before the game was published.
Our bad I guess...
Hali's words:
This is, first and foremost, a Mario game. Mario will be the only character available to play as, but that doesn't mean you can't use the other characters. If you want to make a stage involving Luigi, Toad, Peach, and/or Link, you must specify so. Include the appropriate character block at the start. If you don't, I'll assume the stage was meant to be played as Mario. You don't have to switch back to Mario at the end of the stage, though. I will manage character swapping in the hub area.

I believe, that giving the block to begin with signified to hali, that it's the character this part MUST be played at.
Our intentions were diffrent from hali's and since we didn't specify, that's what we got.
But I played it, and I thought it was passable and good enough.
Definatly not 5/5 maybe around 2/5 at best, but still better than some others.
IDK, that's just my opinion.
halibabica
RMN's Official Reviewmonger
12743
Yeah, that was my bad. I can change it back to the way it was. Didn't know it'd cause such a ruckus.

from Deckiller
LAKITU BROS by HALIBABICA
- No powerup after the checkpoint = siiiiiinnnnnn.
There is one, but it's in a Note block, and I was dumb not to place it closer (and more obviously). I think my brain went AWOL halfway through this event.

Edit: Patch'd. I added apa649's adjusted Mushroom Factory, restored Narbacular Drop to its character-optional glory, and added a small hint to something in the Pit of Challenges.
Seiromem
I would have more makerscore If I did things.
6135
author=halibabica
Edit: Patch'd. I added apa649's adjusted Mushroom Factory, restored Narbacular Drop to its character-optional glory, and added a small hint to something in the Pit of Challenges.


I can now finally play narbarcular drop as boomerang toad throughout the whole thing!!!
I'll get the patches and new versions when I finish the SRMNB3 the first time and manage to safely copy the Level folders.
(I DO NOT want to go through the files again deleting every single point value.)
MARIO VS. TREE BASE by KENTONA
Overall: 4.5/5
+ Nice remix of Too Tall Treetops. I like the music too.
+ I like the secrets (the star, the hammer suit, etc) - all requiring sonic-style trial and error.
- I wish the upper paths led to more goodies and stuff.
- The inner section was pretty short! But then again the level as a whole was reasonably long. Another interior segment and a shorter second half exterior would've helped balance it out.

JELLYFISH LAKE by DARKLORDKEINOR
Overall: 2.75/5
+ The underwater segment is pretty balanced overall. I like the amount of coins.
+ Jellyfish are well placed; we're not talking about "wall 'o jelly", heh.
- Level is a bit too short.
- Graphically, it tends to clash. Lots of different styles.

DESERT DUNES by JACKALOTRUN
Overall: 2.25/5
+ Nice music.
+ First half of the level is a decent desert level. I like the platform riding and the moving blocks.
- Level is a bit underdecorated, unfocused, and short. The second half in particular is a headscratcher - it suddenly turns into a SMB platformer instead of a desert level.
- Not many goodies at all, except overplaced powerups.

AIRSHIP G by SEIROMEM
Overall: 3.5/5
+ Nice airship level. It's a change of pace from autoscrolling, and I liked how you rode a mini airship in the second half.
+ There are some nice little alcoves and secrets.
- The boss was kind of iffy to me. Stationary boss w/constant goombas? I also think there were too many goombas at some points - a little "overkill" if you ask me.
- The layout of some of the mini airships seemed a bit awkward; they were more "platforms" than anything else.

MARIO IN A FLASH by UPRC
Overall: 4.25/5
+ I liked this level. It's "different" but still feels like a Mario level. It's a well developed maze platforming affair.
+ Nice music and retro tileset.
- Some of the rooms feel a bit too constricted - 2 tile high hallways is tough when you're dealing with enemies, and duck-jumping is kinda awkward.
- The level felt like it was lacking a little something. This might've been a nice candidate for a hidden bonus star!

CLOWDS by KENTONA
Overall: 4.75/5
+ The strongest level of the project so far.
+ Good design. Good use of p-switch, plenty of secrets, etc.
- The first half of the level is a bit too long because of the p-switch sequence. I think getting rid of that thwomp hallway will make the pacing PERFECT.
- The spinning platforms are cool, but some players might not realize they can jump on them. Same with the black orb thingies.

SATELLITE OF LOVE by NIN8HALOS
Overall: 4.25/5
+ A very nice, well developed, athletic, and open tech level. Lots of jumping, good use of the switches to make the level non-linear, and good placement of enemies.
+ The level was quite beefy, but the checkpoint was placed exactly where it needed to be and the level is not hard enough to where the length became annoying.
- A couple missed opportunities. This level is so big and non-linear that a hidden star and a special powerup would've elevated this to the top tier.
- The other thing I think the level needs is some more interior design. The hallways could use some kind of decoration (as with your other levels).

SPIKE PALACE by SEIROMEM
Overall: 3.25/5
+ You had a theme and executed it quite well. The level stayed very focused and was a good length.
+ The level was a legit challenge without being -too- cheap (see below).
- A few head-scratchers. The first jump is a bit...much. The spikes close in a bit too quickly - some margin of error is nice, especially since this level requires quite a bit of precision. I'm also not sure if this was a good candidate for a bonus star, since the level requires a ton of patience and care as is.
- The boss is a big head-scratcher. It dies from the spike dudes that get launched. Kind of anticlimactic.

LUIGI'S MANSION by HALIBABICA
Overall: 4.25/5
+ Nice ghost house - one of the better ones I've played. Good use of Luigi's athletic ability in the middle segment.
+ The p-switch thing was really clever.
- A few headscratchers: the gauntlet of ghosts and those bird things was overlong and felt a bit uninspired. If it were half as long it probably would've been alright.
- The vine gimmick at the end was pretty clever, but it felt a little amateurish to me, haha.
MAD METROID by JACKALOTRUN
Overall: 2/5
+ The boss was pretty fun. The room was small so I had to stay on my toes.
+ You used most of the tiles correctly.
- The level itself is quite bland bland. It's just metroid tiles with a few enemies. There's no challenge or spice. No vertical/horizontal shafts, no riding enemies across chasms, etc.
- I also think the level is too short, even with the boss factored in.

SMASH BROS by LINK2112
Overall: 3.25/5
+ Gimmicky but fun.
+ Makes you think a bit.
- See, my issue with your levels is that they're enjoyable at first, but replaying them is tedious when I have 100 other levels to get to. Especially since they're so long and involved. They'd be good in a game with more save points.
- The checkpoint should really be right after the colored block fire spin room.

GOOMBA CAVES by APA649
Overall: 2.5/5
+ I liked the shape of the level. The design is similar to the satellite level, to an extent, which is a decent model. This one has a bonus star, which is a plus...because the level is so big.
+ It's not too hard, which is good for a level of this type.
- This level is just too massive. It's a big undertaking. Thankfully the dual stars helps alleviate that. That second star should be a prize for just completing the level though. Therein lies the issue!
- Some pretty big headscratchers. Red coins leading to your death, unfocused selection of enemies, etc.

DR. TOADLY'S REVENGE by SEIROMEM
Overall: 3.25/5
+ I like this level somewhat, and I think with some improvements it could be one of the particularly good ones.
+ The sprite edits were neat, and the tile mapping was alright. Design wise, the layout is alright.
- The bosses were cool, but the timing on hitting the glass was a bit too tight. The Toad-Koopa launcher was kinda unnecessary as well.
- The length was fine because of the bosses, but that segment where you ride a raft on the liquid mushroom was tedious and bland.

Overall, world 5 is my favorite world so far. Only 2-3 levels frustrated me.
halibabica
RMN's Official Reviewmonger
12743
As Deckiller's scoring approaches the halfway mark of the game, the average score is:
3.058035714

That's 56 of the levels scored, btw. Not saying I'm proud of that statistic, but I'm glad it's going up. also lol arbitrary numerical standards

My personal average is 4.06somethin'! :D
I'm not rating my own levels of course, haha.

SKY RUSH by APA
Overall: 3/5
+ I like the concept. Execution kinda sorta works at times. However, it's one of my least favorite levels in the project. I scored it higher than I would've because I think it's just my lack of affinity for this sort of level. (Sort of like how I handled Link's levels)
+ Decent amount powerups. Lots of traps. Not too too long.
- Some very, very pointlessly tricky segments. Perhaps far too tricky for this early in the game. I burned a lot of lives and was very frustrated. It just gets almost painful at times. Overkill, I think. Maybe I was playing it wrong. It was really draining; perhaps I was playing it too fast.
- The axes are kinda strange. I guess they slow things down, but I think they could be more strategically placed. Overall, I feel this entire level could be done a bit more strategically. It kinda feels like a romhack gauntlet of sorts. Many of them just aren't placed well at all :(

LOST LEVELS by KENTONA
Overall: 3.75/5
+ It's a pretty good homage overall. Nice and simple.
+ Length was right on the money. Perfectly paced.
- It's missing something; I think it's too easy for a "Lost Level".
- I also think it needs more of your vintage secrets/nuggets/rewards. I found it perhaps a bit -too- stripped down.

More another time.