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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

Isrieri
"My father told me this would happen."
6155
author=Solitayre
Make this happen.


I would, but I have no idea how.
Seiromem
I would have more makerscore If I did things.
6375
If no one wanted to make it official, you could always make a forum topic about it, get some example castle screens together then make a game-page with all the devs being participants.
I'd be interested in whipping up a castle level or two for a project like that.
I wouldn't mind a go but if anything is going to be arranged, just see if RMN World is on schedule first as a general idea...
An entire game composed of castle levels? I guess I'd have to contribute at least a couple levels to that.
On a completely unrelated note, has anyone ever found a way to make koopa shells non-carryable?
Isrieri
"My father told me this would happen."
6155
author=nin8halos
On a completely unrelated note, has anyone ever found a way to make koopa shells non-carryable?


I've tried this. The shells are hard-coded to be carryable no matter what. Unfortunately, it isn't possible to relive the Mario 1 glory days.
author=Isrieri
I've tried this. The shells are hard-coded to be carryable no matter what. Unfortunately, it isn't possible to relive the Mario 1 glory days.

I was afraid of that. This combined with the spin-jump removes a lot of the challenge of an SMB1-style level.
Solitayre
Circumstance penalty for being the bard.
18257
author=Isrieri
author=Solitayre
Make this happen.
I would, but I have no idea how.


PM me or kentona with your ideas, specifically a time frame. SRW will probably be February or March, so a few weeks in January would work. Maybe we'll decide that some of the better castles will make it into RMN world?

The staff can set up an event for you, you'd be responsible for compiling the levels into something playable. If that sounds good to you, let us know.
author=nin8halos
An entire game composed of castle levels? I guess I'd have to contribute at least a couple levels to that.
On a completely unrelated note, has anyone ever found a way to make koopa shells non-carryable?
Try the following settings: It worked for me.
npc(Stay still) = on
npc(Friendly) = on
author=Davenport
Try the following settings: It worked for me.
npc(Stay still) = on
npc(Friendly) = on

I want to make all shells non-carryable, not make one shell a friendly NPC.
Hey, guys. How's it going?

I noticed there was a bit of debate in the Super RMN Bros. 3 discussion board between a couple of members. For Super RMN World, you want to make a nice game, right? I noticed that a few people blamed halibabica, the project lead, for the third game's mistakes. Believe it or not, I don't believe this is true or that he "failed", as one member put it.

In fact, I believe that the opposite is true - that he deserves a lot of the credit for some of the redeeming qualities of the game, because, of all the people in the project, he put the most effort into trying to make each level shine. He went through each of the over 150 levels, played them, provided feedback, then went back through the revised versions, rinsed and repeated. But, the fact of the matter is this - he's just one man. One man is not going to be capable of spotting every error in a level, regardless of if it's halibabica, Link_2112, Dart Zaidyer or Shigeru Miyamoto. And believe it or not, no, he wasn't able to spot every error, but he tried his best, and not a single person has a right to blame him, and only him, for the third game's quality.

Earlier, halibabica, you asked how Super Talking Time Bros. 2 got around the issue of making the levels connect and not feel so distant from one another. Here's how the second game's production worked. First, before any levels were built, we set up eight worlds, gave each a capacity of six to eight levels, and, before a designer could have a level submitted, they first had to select the world in which to put the level, and make sure that as they were making it, it fit the theme and difficulty of the world in question. And then, after it was submitted, not just one person, but many people, including other designers, went in, downloaded each level, and each gave their own feedback to the level in question. Usually, different designers gave very different pieces of feedback and, typically, the designer, regardless of how much they liked what that other person didn't like, would change that aspect of the level. And then, the next draft of the level would be posted, and, once again, people would go through the level and pick at it, and the process would be repeated until that level seemed suitable for the main game. And then, after that, were they done? Could they leave the thread until the project was released and the time to soak in their glory came? No. Throughout this entire project, these same designers critiqued others' levels, participated in discussions, goofed around a bit, sure. But, they, like halibabica did for this project, worked from start to finish. If you don't like what you see, if you think the project lead failed, then you know what? Go make it better. Download levels. Play them. Grade them. If you sit there and just complain about how bad the lead made the project, then you're being a bit hypocritical, because you're doing far less than they are.

After the project was finished, a beta was released so that it was possible to criticize not just the levels, but how they go together, and if they make up a game, or 150 games connected by strands of floss. People went, criticized everything that needed to be criticized. If people weren't still available to edit their levels, other designers edited them for them. Never was a level just ignored or thrown on the backburner. And then, the release of the next beta. And the next. And then, finally, the final release.

Folks, if you want a game you can be proud of, you can't saddle one guy with doing all the work. Get a few people together to oversee the project and assist with organizational stuff (look for people here who have had success with Super Mario Bros. X projects in the past, see if they'd be interested). And then, dig in to not only your own levels, but others as well. And don't be an ass either. Be kind, be considerate, remember that if they have a level that's rough, it doesn't make them less of a human being nor does it give you permission to eviscerate them. Believe it or not, it is still meant for fun, and when things decay to anger and fighting, that fun is gone.

And take away that mentality of "we must be better than THIS project". That isn't a good motivator, and your goal should be to make a fun game. That simple! If you're trying to make a game that will amaze people so much that they will forget about insert-game-here, then give up now, because that isn't going to happen. Does Halo 4 or the Elder Scrolls series override the Super Mario Bros. series and make you forget about that franchise altogether? I certainly hope not. But, if you put concentrated effort into your goal of making the game fun, then guess what? You might just find that the two of you can live in harmony with one another, two enjoyable games, and settle on that. But, honestly, making a game for the sole purpose of beating the other guy into the dirt isn't going to work.

I wish you luck.
Ratty524
The 524 is for 524 Stone Crabs
12986
@Minus: Your advice is greatly appreciated, and I agree with just about everything you pointed out. I would say compared to Talking Time Bros., all three of the Super RMN Bros. projects were pretty rushed in their development, where at most people gave about 1 or 2 suggestions as to how to fix a level and left it at that.

In that regard, I would say Super RMN Bros. 2 was our best game, why? Not because Hali wasn't involved, but because we really got serious about revising our levels after the pitfall of the first game. I remember all of my levels being denied in that project, and it forced me to take a second look at my game design. Ultimately, there were a lot more quality levels in that project by comparison to both 1 and 3.

So yes, stepping up the revision process like we did with RMN 2 would really help us a lot. I'd even consider designating a group to be level reviewers, so that everyone will get the feedback they need in a consistent amount, so no one will be left in the dark.
halibabica
RMN's Official Reviewmonger
16948
Thanks for the input, Minus. I've acted on a good bit of it already. The same five judges who oversaw the making of this project are all on board for Super RMN World, and we're seeking to succeed where previous RMN Bros. have failed. We have a solid concept, and like you said, we're not worrying about topping TT Bros 2 or Moon Base Mario or anything of the sort. We'll make an enjoyable game for sure!

from Ratty524
I would say Super RMN Bros. 2 was our best game, why? Not because Hali wasn't involved, but because we really got serious about revising our levels after the pitfall of the first game. I remember all of my levels being denied in that project, and it forced me to take a second look at my game design. Ultimately, there were a lot more quality levels in that project by comparison to both 1 and 3.

Um...I was involved in SRB2, but only to a degree. I reviewed a lot of levels after Brickroad told us we were garbage and made a bunch of my own. Anyway, the ratio of good to bad levels was better in SRB2, but more levels from SRB3 made it into All-Stars.
For me, my favorite was Super RMN Bros 1 - not because it was the best game (far from it!) but because of the almost-giddy atmosphere that came with it, the way a big chunk of the community got behind it and we all learned together. It was like one of those 1-hour game making events that we used to run: here's the theme, you have 1 hour to make a game GO! Except this time it was with a brand new engine (to us anyway) and the theme was Mario. It was an exciting 2 weeks as a ton of people tried out the engine and learned together how it worked (and more often didn't work). IRC was jumping with Mario talk during the event. It was a ton of fun. I don't really care that the end result wasn't much of a game, because that wasn't the point. As a bonus, this game also kicked off RMN's (and Talking Time's) interest in the engine, which went on to produce games like Mario vs the Moon Base and Talking Time Bros 2.

SRB1 was the best.
I think that's a great start, and a good attitude to have!

A couple of final notes: I think that putting people on level judge duty would be a good idea and add a good form of quality control (I might actually also ask Solitayre and kentona if they'd be game as well. They made some really fine stuff for the third project), but regular designers should remember to contribute as well. It IS time-consuming, yes, but it's also vital. Perhaps contribute, say, three less levels to the project than you were originally planning, and instead devote that time to just playing levels. Everyone has a different play-style, and different things to catch, and even if your advice is similar to that which has been posted already, post it up! Because if multiple people are experiencing similar problems in your level, then you know that you that it's probably important to change it.

And for the designers, a good goal to have is try to address every single "nitpick", big or small, that people give you. Even if it's not a big problem, you, as the designer, should ALWAYS want your levels to be the best they can be. It's important to have good levels in a community project - not the most. In fact, it'd probably behoove you to work on only a single level at a time, and not move on to another until your peers agree that it's a fine level and that it will be in the beta.

Finally, Brickroad. Yes, I know it's difficult to tell, but he really isn't that bad a guy, and the criticism he offers IS serious. He doesn't innately want the project to be bad, but he does get frustrated when he finds something he dislikes.

One last thing to consider is the levels that go into each world. This is probably something you won't get deeply into until beta, but it's good to tackle it ahead of time. Think about how each world plays out. As a general rule, you should try to keep gimmicky stages and what not out of the early game, let people see what they're getting into first. Just a few levels in a row of solid platforming really go a long way, and those should be the majority. If you want to include a gimmicky level, make EXTRA sure said gimmick works and is fun, because if these levels are low quality, then it just feels glitchy, hard, and just not fun, usually more so than if a normal level isn't high quality. And, even so, these levels should be used sparingly. Otherwise, you'll have to rely on your own best judgement.

Anyhow, take the time to get these people together and make a plan of action before starting.
Well said, Minus

One simple thing, there really needs to be a separate comment section for each level. Just like we already have with images. Looking through 50 pages of posts for level feedback does not work. I think that would go a long way to getting people to look at levels.

Also I suggest some kind of judge group of about 3 people, where ALL 3 must approve stamp a level before it gets in. Again, being stuck with one comment page will make this painful.

Otherwise all the responsibility falls on one guy.

Just my 2 cents
halibabica
RMN's Official Reviewmonger
16948
If that weren't completely impossible with event pages, it might work!

Also, as it currently stands, levels will only get into RMN World with at least three judges' approval.
Wow, I'm honored to have three of my levels featured! Thanks guys!
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Desmo360
Wow, I'm honored to have three of my levels featured! Thanks guys!

Your levels weren't bad Desmo :)