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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

Decky
I'm a dog pirate
19645
I will say that I am aware of the plan for Super Mario All Stars and it is quite solid. Hali is learning from his mistakes. I am more than fine with his getting a second chance. I am also fine with a Link2112 version of All Stars on the page as well.
Name suggestions for alternate Super RMN bros. All-Stars:
Super RMN Gems Collection
Super RMN Bros. Revamped!
Super RMN Bros. Compilation
Super RMN Bros. Link_2112 Edition
Super RMN Trilogy Revisited
Super RMN Bros. Supreme Collection.
----
Just to name a few.
What I really want to know is: Who's gonna be in charge of Super RMN Kart?
Can they EVER get along...
And to be honest, I think Link can't admit defeat without being stupid about it...
I mean from a serious perspective... Halibabica did pretty good on this project...
I can just imagine what would happen if Link was in charge, you'd put a Space level in and it would come out as an underwater level...
I also think Link isn't harsh enough on certain rules
And (No offence) Halibabica's rules only just held the last one together
But as he's said, he's learnt from his mistakes... So give him another chance will ya!?!
...
I'll be damned if you've all left now...
Where has everyone gone, i'm obviously missing something important enough that everyone's gone there instead...
halibabica
RMN's Official Reviewmonger
16903
Seems we're pretty much done discussing SRB3. All that's left is to wait for the next iteration.
Actually, does anyone have any idea when the next one will start?
halibabica
RMN's Official Reviewmonger
16903
Haven't decided yet. Maybe later this year? If not, early next.
Wow, have I got a hell-load of waiting to do...
Seiromem
I would have more makerscore If I did things.
6375
You know at first I thought Spinning hazards was a horribly difficult level... then I played it on a computer with no lag. I say I prefer one saw to two, because when you go directly up, if you're on the second saw you're screwed. Also, SCREW LEAVES.
I hate them so much! Especially when you have to jump off of things (namely Trampolines)! So I took out the leaves and the saw and beat it, and now I ask myself, Why the hell did I rage before?!
author=seiromem
You know at first I thought Spinning hazards was a horribly difficult level... then I played it on a computer with no lag. I say I prefer one saw to two, because when you go directly up, if you're on the second saw you're screwed. Also, SCREW LEAVES.
I hate them so much! Especially when you have to jump off of things (namely Trampolines)! So I took out the leaves and the saw and beat it, and now I ask myself, Why the hell did I rage before?!

I have to say,when I first played Spinning Hazards,i almost made it to the end in one try. It's not that hard,after all. Of course i'm a semi-expert at SMBX so yeah.
halibabica
RMN's Official Reviewmonger
16903
from AncientNoob
AncientNoob uses REVIVE

Try having something to talk about first.
Okay, I'll offer something for discussion's sake. What are the best types of Mario levels?

Obviously, a level with sound design, decent length, good item placement, etc.

The thing is though, how long should a level be and what kind of focus should a level have?

For me, I enjoy levels that go on for about three minutes or so at most. My favorite level type is simple platforming with lots of elevation and branching paths (translation: not linear as hell). Also, the more secrets the better. I would do a level like this.

For every minute or two of level length, there should be one secret to go with it. A two minute level should have at least three or four powerups.

How does everyone else feel about this approach? What types of levels does everyone else like? More importantly, what does everyone look for, beyond fun that is, in a Mario level?

I don't generally look for anything except avoiding Ghost Houses since I look for "platforming"
Seiromem
I would have more makerscore If I did things.
6375
I look for graphics sometimes, and music, nothing better than good music barring a good level =P. Nothing annoying, and something that fits, and not dieing every 3 seconds help. I love me large exploration type levels, like Ruins of Muda, mystifying, and elegant to a certain extent, the music fits perfectly with it too, making it the level it (most likely) Was meant to be.
Ratty524
The 524 is for 524 Stone Crabs
12986
For me a Mario level is about platforming, and the levels that incorporate the timing and coordination the most are usually the ones I enjoy. The Ghost House levels are fine for a change of pace, since they are more about puzzle solving, but for me Mario is all about the timed jumps.

In that regard, I don't mind a level having elements of exploration, but when it gets overblown like Goomba Caves it sort of breaks the Mario style for me. I also don't think levels should be too long, maybe under 10 minutes is the best? One issue I am having with one Mario project is that the levels are just too long and frustrating, and the checkpoints of that game felt worthless as I still had to go through a lot after dying.
author=seiromem
I look for graphics sometimes, and music, nothing better than good music barring a good level =P. Nothing annoying, and something that fits, and not dieing every 3 seconds help. I love me large exploration type levels, like Ruins of Muda, mystifying, and elegant to a certain extent, the music fits perfectly with it too, making it the level it (most likely) Was meant to be.

So you like levels with balance, along with a fitting atmosphere. Interesting.
author=jackalotrun
I don't generally look for anything except avoiding Ghost Houses since I look for "platforming"


As a general rule of thumb, I don't care for ghost house levels much myself.

Nonetheless, they still add variety to a Mario game. The puzzle solving element, combined with platforming, is a fairly interesting combination and makes for a good change of pace.
Hey, Halibabica, do you have a clue as to when RMN World starts (I want to make sure i'm there from the very start...)