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Super RMN All-Stars is a game generated from three previous collaborative community projects known as the RMN Bros. series. In these, the members of RMN were free to create Mario stages in the Super Mario Bros. X engine with (almost) no restrictions at all! The end result was kinda messy, all three times.

In this game, the best levels of RMN Bros. 1, 2, and 3 have been compiled. These levels were chosen by the five judges: halibabica, Deckiller, nin8halos, Isrieri, and DarklordKeinor. Each of these brave, patient men played and voted on all the levels of the previous games. Only those with at least three votes made the cut. Further tweaks and adjustments were made to the level list and the stages themselves for the purposes of this project. For the most part, the original stages have been preserved as submitted to the original series.

Want to see the best RMN Bros. has to offer? Download and play! Not recommended for those who are unfamiliar with SMBX, or old-school Mario games in general.

This game requires SMBX to run. If you don't have it, you'll need to download it. 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!

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Posts

Seiromem
I would have more makerscore If I did things.
6375
Alright, out of sheer curiosity and want to better myself, how did the debate of MY actually decent levels go? Don't even bother telling me how the Dr Toadly ones went, I know EXACTLY how those went xD. Or partners In Prime Etc.
The decent levels in question were like,
Magma caverns
The Factory
Spike Palace
Snow tomb
Funklen Forest (Barring the Boss fight, witch should never have existed in the first place)
Maybe a few others, I don't know for certain.
I would like to know what you guys thought the flaws in them were, to be able to avoid doing those things later.
halibabica
RMN's Official Reviewmonger
16948
Unfortunately, none of your levels really ended up being part of the debate. Some things were contested in (and out!) in the compilation phase, but yours never reached the door.

Still, I can give some insight on the ones you mentioned. Just not right now. I won't have time until after work this weekend, or maybe later. ._.
Seiromem
I would have more makerscore If I did things.
6375
author=halibabica
Unfortunately, none of your levels really ended up being part of the debate. Some things were contested in (and out!) in the compilation phase, but yours never reached the door.


Satisfying to know my levels weren't even considered in the levels to consider phase xD
halibabica
RMN's Official Reviewmonger
16948
That was post-voting, bro. They were considered along with everything else, they just didn't get as far.
halibabica
RMN's Official Reviewmonger
16948
Magma caverns - this was a good concept with bad implementation. Running from rising lava? Good. Using level wrap to do so? Interesting. Does the level use both to good effect? Sadly, no. See global problems below for more info.

The Factory - See global problems below for more info.

Spike Palace - See global problems below for more info.

Snow tomb - This was another decent concept gone wrong. An icy cave with lethal...inverted lava. That alone was part of the problem. Most of the enemies used here just look too bizarre with their colors inverted. Also, with the backdrop being so shockingly white, it made the whole level blend together (in a bad way). Foreground and background contrast is important in platformers, since the player needs to be able to distinguish important elements (like enemies) from their surroundings. See global problems below for more info.

Funklen Forest - waaaay too busy. The sheer amount of background clutter in this stage is just overwhelming. It distracts from the numerous enemies, which is a big problem because they're frickin' everywhere. See global problems below for more info.

Global Problems
These are issues that all of the above levels pretty much share, so I figured I'd cover them together.

First, about your levels' structure...they feel raw. Like, the tile sets are used correctly and all that, but the place they come together to build doesn't feel right. It doesn't look like a place that could actually exist. It's more like a fabricated obstacle course. They have no atmosphere and illicit no feeling, because everything about their construction is just too unnatural. Granted, Mario is a fantasy world, but you still need a degree of suspension of disbelief. These stages pull you out and remind you "hey, you're playing a platformer", because they're constructed more to be challenging and troublesome than they are to create a setting. A good level needs to do both.

Next, the challenge factor itself: I'm a darn good SMBX player, and sometimes even I have trouble in your levels. The term 'romhack' comes to mind. Objects and enemies are thrown together to make the stage more difficult while ignoring any sense of aesthetics or reason. There are few breaks in between the challenges; either too short or non-existent. A level shouldn't be in the player's face with threats from start to finish. That'll just exhaust them and make them want to quit. It's okay to make a hard stage, but you have to pace it properly.

Lastly, the variety of the challenges. Your levels tend to delve into it too much. For example, in Magma Caverns, you had some enemies that made sense to be there. Swoopers, and to a lesser extent, Lava Lotuses. But you also had Thwomps, Roto-Discs, Bullet Bills; even the side room had enemies wandering around in it. There is such a thing as too much variety, and unfortunately, SMBX offers the developer a lot. You need to recognize where to draw the line. Pick a style for the level that suits it. Pick an enemy set and stick with it. Don't use something just to use it; use it if it makes sense and adds to the level. Otherwise, it only creates more incoherency.

These three problems come together and bring down your levels in a huge way. There isn't one level you asked about that isn't affected by at least two of them. It's a lot to think about, but I hope you understood it all.
Isrieri
"My father told me this would happen."
6155
author=halibabica
Next, the challenge factor itself: I'm a darn good SMBX player, and sometimes even I have trouble in your levels. The term 'romhack' comes to mind.

In other words, no margin for error. Those levels* left the player absolutely no room to screw up: If they did, they took a hit or died. That's very frustrating. In even the hardest levels, you need to provide ways the for the player to get around things. There should be other heights and positions you could jump, other ways around obstacles, the ability to kill the enemies with powerups, not have the platforms one block above lava, things like that. Don't punish the player for not playing perfectly.

I probably ought to add that the above is usually very subjective.

*I'm thinking of Funklen Forest in particular.

Don't use something just to use it; use it if it makes sense and adds to the level.

This is good advice. Minimalism!
Ratty524
The 524 is for 524 Stone Crabs
12986
FEATURED GAME

woooot!

Congrats to Hali and everyone else who made the levels that stood out from the crowd.
^ Does that technically mean you have two featured games in a row? haha.

But same, congrats to those involved, especially those who took the time to judge and put together the "all-star" list.
Isrieri
"My father told me this would happen."
6155
I've only one mediocre level in this game. Hooray for riding on coattails!
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Racheal
^ Does that technically mean you have two featured games in a row? haha.

I actually never thought of that. xD
I was more happy to see this particular project get some recognition. The RMN bros as a series had both good, bad, and abysmal levels, and I like how this game allows you to play the ones that deserve recognition... No intention of plugging in my level here. xD
Decky
I'm a dog pirate
19645
Yay! All that hard work has paid off.

Let's just hope it's not an April Fools joke :3
halibabica
RMN's Official Reviewmonger
16948
Hahaha, this game getting featured ruined Link_2112's perfect makerscore.
Seiromem
I would have more makerscore If I did things.
6375
author=halibabica
Hahaha, this game getting featured ruined Link_2112's perfect makerscore.


Now he has no reason to hold his Castles review!
Solitayre
Circumstance penalty for being the bard.
18257
Speaking of which, we need somebody to review this one.
Isrieri
"My father told me this would happen."
6155
author=Solitayre
Speaking of which, we need somebody to review this one.

Ask Minus to do it.
I could use the Makerscore.
Solitayre
Circumstance penalty for being the bard.
18257
author=Isrieri
author=Solitayre
Speaking of which, we need somebody to review this one.
Ask Minus to do it.


Okay, but then one of y'all needs to review TTBros and Solitayre gets Makerscore for both.
Isrieri
"My father told me this would happen."
6155
Only if I can cheat and add 2 reviews for the 2 games.
Ratty524
The 524 is for 524 Stone Crabs
12986
I wonder, I was taking a look at Hali's post regarding seiromem's levels, and I wonder why the majority of my submissions didn't make it.

Then again, Lakitu's Playground, at that point, was probably the only level I've submitted that actually played and felt like a Mario level.
halibabica
RMN's Official Reviewmonger
16948
Not everything was put up to debate. The reasoning behind the judges' votes isn't spelled out anywhere, so you'd have to ask them individually. What I posted for seiromem were my feelings regarding the weaknesses of his levels; the other judges could have completely different ideas.

from Solitayre
we need somebody to review this one.

thisthisthisthisthis