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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

Currently halfway through the game.
Very interesting variety of levels.
I did! there is a springboard, but how to get it down?
Oh well, I'll figure it out later.
halibabica
RMN's Official Reviewmonger
16948
from apa649
End of Luigi's mansion... What do i do?

Take a close look at the top of the blue exit pole.
Any help?
End of Luigi's mansion... What do i do?
There is no way to progress. I quess that I have to get the springboard, but it's stuck on the block or something. Any ideas?
Isrieri
"My father told me this would happen."
6155
author=halibabica
NO REVIEW FOR YOU

Awwww. I wasn't even going to submit a star score!

Play by post it is I guess. I have a lot to say though.
Vivid Void: Being the first level I played I wasn't too thrilled with it. Not challenging at all, but very interesting to traverse though. One more section and it would’ve been pretty good.

Partners in Prime: When I began this level, the first thing I noticed was how jarring it was to get messaged in the face before any pixels had even loaded yet! Beating this was a challenge, not because of how you get scrolled with the ninji, but the unreliability of said scrolling. YES the ninji can get stuck! On that little elevator at the beginning if you aren't in the right spot he won't make that first jump, and you are stuck in limbo forever. And that's terrible. I liked the concept of needing to follow the ninji though. Why the hell is it in the first world?

Supra Mairo Bors: “Mairo Bors.” Now that's a name I will be abbreviating forthwith. I enjoyed this one quite thoroughly because is possesses a quality I value: Simplicity. There's no boom booms or platform shenanigans or Glitchy Ninjis©. Its mario! Er, mairo. And thus you know what to expect out of the level, and it delivers. I particularly admire the well done underground section.

Picky Picky: Having to constantly pick up grass is not very entertaining when its needs to be done to progress. Yet the stage itself is very well done, and entertaining to climb. I was too busy having fun to read the NPC messages so I found the potion by accident! Having to climb back down the “other mountain” was somehow a surprise for me, totally a “Woah man, my mind's been blown!” moment. I wasn't a fan of the secret star: not really secret, just tedious. Though I can't imagine bouncier music with which to endure said tedium.

Mario in the Mines!: I love this level. Yet I don't know why. The corridors of the cavern are pretty tight with little room to jump, and the enemies are placed well enough that you'll die a few times before you beat it. Not really a fan of the bats though, something about their inclusion seemed off to me. I doubt anyone but me actually used the ladders. A good length for this sort of level, despite me wanting more. The spawners made me laugh.

Great Grasslands: I don't get it.

Wooden World: Much to my surprise, this was actually pretty good. There were a lot of moving platforms combined with pretty decent level design and well placed enemies. The main thing is that it just feels a bit lacking. How do I describe this though? More platforms or sizables to create a second layer above the main ground would've been nice. Having more than just, y'know, ground is a staple of the well-designed level. Even if its just bricks.

SMB 2 Dessert: I laughed when I heard the character select music! I was never a big fan of Mario 2, so I don't have much to say about this one. But I did notice: A lot of the pipes were pretty same-y. Yet never enough so that I didn't decide to skip any. This is a good design choice! I would've liked to see some different faces in those pipe rooms though. For the life of me, couldn't find that secret star!

Awesome Hills: Oh boy now we're talking. Right away you notice that you don't start on level ground, but in an alcove close to the top of the screen. Not many people think to do that, myself included. The brilliance here is in the slanting of the ground. You can utilize it to take care of a lot of enemies: including that banzai bill at the beginning. But if you aren't quick on that button you'll slide right into a pit! In addition, the enemies are placed well so that you'll get hit often if you're too slow on the draw, yet if you know what to do, can easily breeze though them. Plus the mushroom platforms aren't just there for performance but for embellishment as well! Yay for good design! The only big complaint is the water bit: No one in their right mind will swim through all that. There's no incentive! Its nothing but fun, and is my favorite level of world 1.

Shell Game: There are blocks blocking your path, you need “shell item” to unlock blocks and reveal path. So for the most part, you use your koopa shells to progress through the level, and weave between the foes to not lose it. I like it, since you don't really see levels based around the concept enough. I do wonder though: why the regenerating shells? I think it'd be better to just use koopas throughout the level instead, primarily to eliminate the backtracking, and secondarily because its more fun to kill things than avoid them. I love this bit where the goombas are kept from going down a pit by a block, and make breaking it that much more of a challenge. And when its broken they'll start moving down the pit and become a new hazard below! Sneaky sneaky! Combine that with a easy-to-miss hidden star and you've got yourself a good time.

Bowser's Lava Castle: I'm not a fan of slow-moving platforms. However this one is done well. A lot of thought was put into the enemy placement, so you can't just stand there and expect to not take a hit. You've gotta keep movin', man! The bowser fight at the end is made tougher because of the hammers: they'll knock the bombs right out of your hands. It's a pretty decent castle, therefore a good end to world 1.

halibabica
RMN's Official Reviewmonger
16948
from Isrieri
I've decided I'm gonna try my hand at one of these "review" thingies. The whole game is probably gonna take me a while to finish but I will do my best.

Being that you're a dev for this project, you can't submit a proper review for it on RMN. I could make a separate page for such a thing, but it still wouldn't affect the game's star score.

I agree with almost everything Deckiller said so far.
author=Link_2112
whatever by tomstar - i doubt the claim that there is brothers, i think its the same person(haha)


Nope, my brothers much younger than I am admittedly but for his age, thats pretty good...
I get lag often after the 20 minute mark, if I don't move my mouse, since Norton decides to start it's checks in the middle of my session for some reason.
I'm currently at world 4 and my lives are starting to deplete.

SO FAR:
World 1: I liked that the world had variety, there were a couple of annoying bits, but nothing too drastic.
World 2: I also enjoyed this one, lots of variety and I also liked the finishing level on this. Great way to end a world.
World 3: My level yay!... Sorry I was too focused on that to notice anything else...
World 4 is in progress.
I might make a let's play or sumthing... But not now.
Later, in the year 2016 or something.
Isrieri
"My father told me this would happen."
6155
Well I've just played a little bit of World 1.

I've decided I'm gonna try my hand at one of these "review" thingies. The whole game is probably gonna take me a while to finish but I will do my best.
Supra Mario Boors - great

Wooden World - surprisingly good

clock trick - couldn't get it working right

awesome hills - decent

shell game - neat concept, good level design

partners in prime - AWESOME

whatever by tomstar - i doubt the claim that there is brothers, i think its the same person(haha)


Every level lags for me. I need to reinstall windows again :/
Isrieri
"My father told me this would happen."
6155
author=nin8halos
If only he had played some of my levels, he'd be weeping and calling this the most beautiful game ever made.

That so? Well now I definitely hope he tries those out. :P
Decky
I'm a dog pirate
19645
BOWSER'S LAVA CASTLE by DARKLORDKEINOR
Overall: 3.5/5
+ Nice and challenging.
+ Epic boss aside from one design choice.
- Please use regular bombs instead of those annoying bomb-oms; they're hard to pick up and to control. Also, there are too many flying enemies for such a confined area; they tend to get too unpredictable.
- I think the checkpoint should be later; the fact that Mario often kicks the bomb-ombs when he should be picking them up really inflates that boss' difficulty.

Just a heads up: I got stuck before the clown car in the tutorial for some reason.

GREEN SUEDE SHOES by SOLITAYRE
Overall: 4/5
+ The gimmick was used well!
+ The level's pacing is right on the money: not too short, not too long, checkpoint where it needs to be.
- I would say it's a little under-decorated, actually!
- Some of the suspended platforms are a bit tough to reach but seem to be lacking goodies.

RMN SUPER BEACH LEVEL! by MARIOMANTY2
Overall: 1.75/5
+ The level is well decorated - not overdone but still pretty.
+ I like the amount of jumping...
- The level is far too short!
- Too many powerups and coin boxes, I'm afraid!

RUINS OF MUDA by NIN8HALOS
Overall: 4.75/5
+ My favorite level so far! The water, music, sand, pillars, falling blocks, etc come together to make a fantastic ruins. It's peaceful and exploration-based without being a total walk in the park
+ There are lots of nooks and crannies!
- Some of the hallways might be a little underdecorated/underpopulated.
- The level is pretty big, but it's easy and engaging enough to where it's not a big problem.







Decky
I'm a dog pirate
19645
My play by play, with two positives and negatives for each level:

STOP THE CLOCK by FAENON
Overall: 1.75/5
+ I like the concept.
+ The timing between the clocks is pretty good.
- Environment is bland.
- The gimmick isn't used very well.

SUPER MAIRO BORS by KENTONA
Overall: 4.5/5
+ A well-designed tribute to the first Mario game.
+ Lots of nice little mini-secrets, like the 1-up near the blocks.
- A little too long.
- The coin box in the first underground segment is a little...underwhelming.

WOODEN WORLD by JACKALOTRUN
Overall: 2.5/5
+ I like the movable platforms and slopes.
+ The level is well paced.
- Secrets seem to be minimal.
- There are very few decorations and some of the tile/enemy choices clash.

GREAT GRASSLANDS by TOMSTAR
Overall: 1.5/5
+ Yay, a suit level. Unfortunately, it's too easy to get.
+ I like the shape of the terrain.
- The level is far too short.
- The suit is too easy to get, and the underground segment is too short.

AWESOME HILLS by LDIDA1
Overall: 2.25/5
+ I like the number of enemies and bullet bills; keeps me on my toes.
+ The shape of the level is nice, even if some of the slopes put me in harms way (arguably a bad design issue).
- It's a bit too short.
- The water segment is completely uninspired.

SHELL GAME by NIN8HALOS
Overall: 3.25/5
+ Technically speaking, the gimmick was implemented fairly well.
+ I liked the use of the orange pipes to save time.
- I don't like this kind of level; it's against my playstyle. And I felt the level went on for too long - especially when you factor in the second star. Additional pipes or shell generators would've been nice.
- The second star was a little tricky to find; I understand what you were trying to do with the blue ! blocks, but it made me think it was over there...

PICKY PICKY by HALIBABICA
Overall: 4/5
+ I liked the amount of buried stuff, and the use of the potion door.
+ The NPCs were a particularly nice touch.
- The level itself felt perhaps a bit "too" focused.
- Some additional variation in the buried items would've been nice.

MARIO IN THE MINES! by SEIROMEM
Overall: 3/5
+ The imported tiles were nice and different.
+ The level was quite challenging because the rooms were small.
- Enemy placement was awkward - especially the first two of those bird enemies. Very easy to die right away.
- The level is too short!

PARTNERS IN PRIME by SEIROMEM
Overall: 0.5/5
+ An...interesting concept, in theory.
+ I always like Red Brinstar Music...
- Unplayable! The stalker dude can never make it.
- Even if he was able to make that jump after the platform (or jump up the other way), in practice the mechanic is very tedious.

SUPER MAIRO BORS 2 by KENTONA
Overall: 4.25/5
+ Pretty faithful and enjoyable recreation of SMB2.
+ Lots of secrets...a bit tough and tedious but not to the point of frustration.
- Too many dead-end pots; maybe it would've been better to limit the accessible ones? Or perhaps placing a key in one of them?
- It felt like the rewards for the pots were lacking.

VIVID VOID by JACKALOTRUN
Overall: 1.75/5
+ Music's pretty interesting.
+ The boss surprised me!
- The level is a little bland and baffling, especially with regards to the water.
- It's too short and there's not even a wrapping effect :(


Another bug report:
In the level "Partners in Prime" if you get the mushroom at the beginning when you're small, the delay causes the shadow guy to miss his jump on the elevator, trapping him forever below and preventing you from completing the level. This time delay may impact other parts of the level for the other mushrooms you collect, but I'm not entirely certain.

EDIT: And I clearly suck at Super Mario Bros, but even so, I managed to get the end-level star in Picky Picky and my momentum threw me off the mountain to my death.
Decky
I'm a dog pirate
19645
Let's all do play-by-plays!
So far so good... I've gone through the lengthy (but informative) intro level, and most of the World 1 levels.

They're all quite impressive, but I'm getting pretty pissed off by the Minecraft level. It's difficult to tell what's foreground and what's background. I've been killed multiple times because I was unable to dodge enemies and bullets because of ceiling blocks that look like background. Having Ninji that jump all the way to the ceiling, where that will damage someone standing on top of one, is pretty uncool too.
halibabica
RMN's Official Reviewmonger
16948
Oh, you mean you died as Link? Well, it's not completely game-breaking. You can enter world 1 and change back into Mario there. I do need to add in a few more character blocks, though. Good catch!

EDIT: Updated!
In the tutorial level where you play as Link and get the fairy double jump power up, you can hit yourself with a bomb making it impossible to progress. Just making the power ups respawn fixes this. It's not game breaking, though, since you can still kill yourself and start over.

EDIT: OK, I lied, it is game breaking. I'm stuck as Link now and when I respawn I can't grab the spring board to complete the tutorial level.
Yeah, I agree.
If he would have played mhy levels he would be at his knees too.
But he'd be begging for mercy... Because I know, That my levels are just godlike
No actually their average or above, but by far NOT the best.