Here is my review of the game, after completing it for the second time:
While anticlimatic pretty much sums up the entire game, there were many pros and cons to the game itself. The game starts off looking like a SNES sprite remake of the original Mario Land for GameBoy. Pretty nostalgic, as I personally haven't played a Mario Land since the 90s. That good old annoying coin sound, stars falling through the floor instead of bouncing, and of course, what feels like odd controls. After playing Mario on every Nintendo console, except Virtual Boy, I found myself thinking that the controls suck. Plain and simple, they were terrible. Until I realized this was more of a remake of the Mario Land series and not the Super Mario Bros. series. Well, let's hope my realization was correct. Otherwise, I don't see the point. While there are only 8 levels, it feels like there were only 2: pre-castle, and castle. The creator seemed to love a few things: coins, coin boxes, and let's not forget about the coins. Yes, there were more coins than I could count (I lost count after 7), and more coins than needed. Granted he decided to spell out a few words here and there with them, and the millions of PlayerAdvance shameless plugs spelled out in coins, over and over and over again, but don't let those things deter you. There were many points in the game where I felt like I could've used more than one life, and thankfully there were a billion coins for just that. No, there were 1-up mushrooms too, but who need them.
The first thing you might notice is that the author was able to throw in every enemy of Mario into the game: ranging from the fireball shooting sphinx, to the exploding Koopas. Nothing screams annoying like a big bomb, portrayed for the word BOMB!. But don't go near it! It'll hurt ya! Yes, this was the case in Mario Land 2 as well, but I never liked that aspect of Mario Land 2, and I continued to dislike it in Super Mario: The Last GBA Quest. There, of course were plenty of Goombas, but a lot more than you think. The first annoyance was one that continued throughout the game: you could kill a Koopa by hitting the block directly under him (if it is useable), and he won't even explode!! Nice. Now try the same thing with a Goomba; he won't even jump a bit. Goombas were equipped with a level 50 Aura of Antiblocks, and thus cannot be injured by them. Again, not the end of the world.
Beating each board was simply not enough, and taking an aspect from Super Mario World, you had to collect the PA (Player Advance) coins. Unfortunately, instead of there being five, like the Yoshi (and then Peach coins in the remake) coins in SMW, there was only one PA coin per level. In every level, the coin was only accessible via warp pipe, but to make things easy, it's the one and only warp pipe you can use in the entire board, except for the red Player Advance warp pipe that ends the board. Each warp pipe was either completely obvious, out in the open, completely visible (along with the path to it) on the screen, and/or was hidden with signage, via coins, literally pointing the way. Once warped to the area, which is simply one room without enemies, you simply just grab the coin. There is one instance where you can't get the coin unless you are Super Mario, but that is easily fixed since there is a mushroom block, only accessible if you are regular sized Mario. This part could've used something extra in there, but to each his own.
I enjoyed most of the music. It was pretty fitting overall, with some exclusions. The first was the level inside the pyramid. It felt more like an RPG score that didn't fit in well with a side scroller platformer. The only other BGM I wasn't a fan of was the castle's. If I looked away, I would've sworn I was playing a Harry Potter game, and sometimes I wish that were the case. I bet Harry Potter doesn't get stuck in mid-air while jumping, and has to wait a minute before he lands. Well, Mario does. In some levels, if I were to jump too high, I'd simply hit the top of the screen and come back down. In others though, I wish that were the case. I would jump forward, and then stop. Nothing. No movement. A couple of seconds later (~10 seconds) another frame would process and Mario would be a millimeter closer to the ground. This went on for roughly an entire minute. The only plus side was the timer didn't exceed Mario's slow movements, as the entire game was slowing down to a near halt. The only other negative music critique would be when you have star power. The music is nice, but it is too short. It loops at least once, and when it starts to loop for a third time you think, oh, I still have some time left! Wrong. It just ends. In the official Mario games, you can always tell right when your star power is going to end. In this one, you'd have to play it a few times to get the feeling. I would recommend you assume you never have it, or just don't get a star, and hit enemies like you normally would. There is no time when a star power is necessary. It is also important to remember that star power makes you invincible to everything except water, endless pits, and spikes. Those three will kill you instantaneously. On a side note, the rest of the music was quite enjoyable and felt like a normal Mario game, as I was expecting it to.
We all know developers tend to put in cheats of their own while developing games. This makes it easier for them to test certain aspects without spending countless hours obtaining them in the game. This was (first??) most notably seen in the original Contra. I think everyone here knows the Konami code, and if not, then what are you doing here? Well this game has a code of its own, although much simpler to use with more implementations. If you are at the world map, you will first notice you must complete the first board in order to move on. You do not have to obtain the PA coin, you just have to beat it. You only have to obtain the PA coin to enter the castle, the final board. While playing a level, you might die, or right about to die, or just want to go back to the world map. This can easily be accomplished by using the following code: simutaneously press and hold L+R+B+A+START+SELECT. This will first pause the game, then immediately you will hear a different little melody. No matter what Mario was doing (without exception), Mario will face the screen and do his normal sprite action as if he were going down a warp pipe. No enemies can hurt you while you are doing this, it doesn't count as a death, and you are now at the world map. Here's how this is helpful: when you die, there are a few seconds before the screen fades out and in and registers your -1 on your lives remaining. Well, if you die, simply press all the buttons. You are brought to the world map which may be annoying if you already passed a checkpoint (the invisible ones), but you won't lose a life from having just died. Also, after you use this "cheat", the board turns blue, signifying you completed it. If you obtained the PA coin before you used the "cheat", the board will turn red on the map, signifying you obtained the PA coin. **NOTE** If you use this to simply gain all the PA coins and not finish the levels, when you get to the end boss in the castle, you may not get the end screen. I used it this way to see how little I could finish the game and beat it. Unfortunately after I beat the end boss, Mario was under my control again, with the timer running down.
There are quite a few glitches and I wonder if v2.0 is really the final version. When you hit a block, instead of just going up, it will sometimes create another block that goes up. You will randomly see sprite "ghosts" pop up evey so often. Goomba's are unaffected by hitting the blocks they are standing on. Goombas do not react to each other: if two are walking towards each other, they will walk through each other. In some instances where there are moving platforms to take you from one spot to another that you can't jump across, you can actually jump and walk on the invisible track they take. In the cloud stage, I am unsure what really triggers this, but a bunch of clouds will rise up very quickly in a single file line: getting hit by them kills you. The bees can shoot through coulds, even though you can't jump through them. While rapidly hitting a coin box (usually filled with 10 coins, or hits), if you are doing it quick enough, you can continue even when the block turns brown. The coins will still register and you can still get a 1-up (my record thus far is 60 coins AFTER the block turned brown). If you jump up while facing left, you cannot go right until you land (not sure if it's just annoying or meant to be). Mario cannot slide like he can in SMW under blocks. because of this, there are times you will need to be small to get the PA coin, and other times you need to be Super Mario to get to other parts of the board. A bit reminiscent of the one thing I hated about New Super Mario Bros for the NDS. A few more glitches: in certain boards, you will see Goombas and Bees walking/flying across the ceiling, but they can't hurt you. Sometimes you will trigger at least 3 Goombas to fall down from the ceiling (even though they weren't there) and come to get you. That can and will kill you so look out for it. The jumping moths (not sure of their real name) can jump off and still jump even though they aren't jumping on anything. In a few boards, there are a few invisible blocks that are located on the ground. It is IMPOSSIBLE to see or hit them. There are no normal Koopas so you can never get a shell to throw at them, and they don't seem to serve any purpose. There are also MANY "hidden" boxes to get. Most are placed so that if you are running through the board, and hit them, it'll force you to come back to the ground quicker and get hit. Just about every jump is IMPOSSIBLE unless you are running (holding down B).
My number one most annoying feature of the game (not sure if it's a glitch or intended): fireballs do NOT continue to bounce! Once fired, they will hit the ground and shoot back up with the correct angle, but that's it. They can collect coins and bounce back down if they hit anything, but if you shoot one in a normal open area, they just fly up. You pretty much have to be literally right next to the enemy you want to kill with the fireball, and depending on their size, you might also have to be jumping above them. I also wasn't able to shoot a fireball at a Sphinx. Not sure if that's just me or the game.
Overall the game was entertaining. I'm not sure if that was partly due to the glitches cracking me up every second or so, but there wasn't that much frustration, which is good. The less frustrating the better. The game definitely needs work before it can be called the final version, and if you ask me, it shouldn't even be at v1.0 yet. The boards are highly repetitive (so much that some of the boards repeat the same three screens over and over again), with the same "tricks" being used on every board. The PA coins are easier to get than a powerup mushroom. Stars are pretty useless unless you are timing when the star power will end. You only need to use precise timing during one section of one level, and even then you can still run through it, just carefully. The idea is there, and I am sure the developer(s) spent a lot of time on this, but it is not ready for a public release. It's a short and sweet game that doesn't really offer any replay value, unless you are doing a time trial. It's glitchier than Duke Nukem Forever, and the music goes from great to why is this in here? The save feature is automatic (it will never ask you to save, nor can you tell it when to save) and there is no pause in the world map. Actually, if you press Start to pause the game while you're on the world map, the game will assume you have chosen that board, but as soon as Mario is playable, the game pauses. Yeah....sort of defeating the purpose of pausing. The end boss is a joke that a 2 year old could beat, and after all of that, you get a little thank you screen. There is more advertising for PlayerAdvance.org in the game than every advertisement in every game ever made combined. I understand you want to plug the community you are in and possibly inspired by to create the game, but there's a difference between spamming the entire screen with it and mentioning it a few times. Oh, did I mention the weird clipping that sometimes happens? Probably best if I didn't.
If you have some time, and a GBA cart, or no$gba, I do recommend at least giving it a shot. Afterall, it is a Mario homebrew, something I think we need more of, but a bit more polished before a 1.0 release, and definitely more polished before a 2.0 release.
I give this game a 3/10. It is very short, absolutely no story line in the game itself (other than rescuing Princess Peach from, what you can assume at this point in life, her being captured by someone evil who is hiding in a castle), the music was out of place a few times, and it's glitchier than any beta I've ever played (and I played the Matrix Online beta from day 1).
This game has a potential of gaining a 5/10. Adding some quick storyline text isn't hard, especially since you've already written it and would only have to paste it in the game. Without remodeling every level, you cannot hide the fact that it is extremely repetitive and way too easy. Perhaps put a quick puzzle or mini-boss to obtain the PA coin or add more of them in each level? Perhaps a real ending other than a little picture? Oh and making it so the game doesn't freeze up my GBA, or glitches that don't kill me out of nowhere would be awesome. It reminded me a bit of <a href="http://youtube.com/watch?v=vSsPkgWRmpc" target="_blank">http://youtube.com/watch?v=vSsPkgWRmpc</a>