Mother 3 2006
Why it still holds upEvery fight asks for timed input and not only menu choices, and the story of a family and a changing village mixes humor and grief, which makes it worth the effort today.
Game Boy Advance games that still hold up
First released on the Game Boy Advance
Games
Mother 3 2006
Why it still holds upEvery fight asks for timed input and not only menu choices, and the story of a family and a changing village mixes humor and grief, which makes it worth the effort today.
Castlevania: Aria of Sorrow 2003
Why it still holds upIts castle opens up as you gain abilities and its soul system offers many ways to fight, which keeps it worth playing now.
Fire Emblem: The Sacred Stones 2004
Why it still holds upToday it still offers polished mechanics, three difficulty levels and a branching route with choices between battles.
Metroid: Zero Mission 2004
Why it still holds upIts map still reads clearly: areas linked by doors and elevators and opened by power ups, with statues pointing the way.
The Legend of Zelda: The Minish Cap 2004
Why it still holds upThe shrinking mechanic turns the same spaces into two scales, and that still makes its level design work.
Metroid Fusion 2002
Why it still holds upA mission based layout and a stalking SA-X still keep the six hours moving today.
Fire Emblem 2003
Why it still holds upEarly chapters that introduce concepts alongside story events, and a weapon triangle with permanent death, still teach tactics as you play today.
Mario & Luigi: Superstar Saga 2003
Why it still holds upBecause each brother has a button and presses are timed, every turn of battle still involves timing as well as choosing today.
Pokémon FireRed Version 2004
Why it still holds upCollecting badges toward the Elite Four, with battles and capture in between, still gives the adventure a clear shape today.
Golden Sun: The Lost Age 2002
Why it still holds upPsynergy puzzles that open new areas, and Djinn that tie exploration to battle stats, still link finding things to fighting today.
Pokémon LeafGreen Version 2004
Why it still holds upThe catching and battling loop is kept intact, with convenience changes and optional content, and that still makes each badge a clear goal today.
Advance Wars 2001
Why it still holds upLimited fuel and ammo, and terrain that changes what each unit can do, make every turn a small puzzle, still worth solving.
Pokémon Sapphire Version 2002
Why it still holds upEven now, double battles and abilities give team building more to think about.
Advance Wars 2: Black Hole Rising 2003
Why it still holds upA meter that offers a small power often or a super power later makes you choose when to spend it, and every battle today carries that choice.
Kirby & the Amazing Mirror 2004
Why it still holds upA cellphone that calls other Kirbys to help, and a hub that leads to nine areas, make it easy to enjoy with friends today.
Harvest Moon: Friends of Mineral Town 2003
Why it still holds upChores that feed into each other, and relationships that build over many days, still give each season its own goals today.
Mega Man Battle Network 3 White 2002
Why it still holds upA hand of chips drawn at random, and a customizer with little room, still make each fight a small puzzle today.
WarioWare, Inc.: Mega Microgame$! 2003
Why it still holds upA single stage is still a quick burst, across over two hundred games of a few seconds each.
Pokémon Ruby Version 2002
Why it still holds upEven now, choosing among a move, an item and a switch gives every turn a small decision.
Kirby: Nightmare in Dream Land 2002
Why it still holds upCopy abilities that turn each enemy into a possible power still keep every stage open to a different way of playing.
Mega Man Zero 3 2004
Why it still holds upZero still has a reason to aim in every direction, with a rod that doubles as a pogo stick.
Final Fantasy Tactics Advance 2003
Why it still holds upEach fight is still fresh, since random limits change every battle and make you adapt your plan.
Golden Sun 2001
Why it still holds upPuzzles solved with magic, in places you can return to with new powers, still give exploring a reward of its own.
Mario Tennis: Power Tour 2005
Why it still holds upToday, a tennis game with a role playing climb through the ranks gives every match a reason beyond the score.
Mega Man Battle Network 3 Blue 2002
Why it still holds upChips drawn at random, and a customizer with little room, still make each fight a small puzzle today.
Summon Night: Swordcraft Story 2 2004
Why it still holds upSmall steps forward from the first game keep the same quick action.
In a bundle
Mega Man Zero 2002
Why it still holds upEach stage still counts, since you roam a hub and failed missions stay failed.
Mega Man Battle Network 2001
Why it still holds upIts fights hide inside a network, and that idea is still what gives the game an identity of its own.
Summon Night: Swordcraft Story 2003
Why it still holds upForging new weapons from the materials you find still gives each trip into the labyrinth a purpose.
In a bundle
Mega Man Zero 2 2003
Why it still holds upYou can still set up Zero your own way, with buttons you assign and elves that unlock your health tanks.
Rhythm Tengoku 2006
Why it still holds upShort stages that each ask for one clear rhythm are easy to start today.
Mega Man Battle Network 2 2001
Why it still holds upShaping your own set of chips is still what it rewards today.
Super Robot Taisen: Original Generation 2 2005
Why it still holds upIt is where the story of the original cast continues, and a way to play the Original Generation line on the Game Boy Advance today.
Bruce Lee: Return of the Legend 2003
Why it still holds upA martial arts movie on a handheld still keeps each fight cinematic.
Duke Nukem Advance 2002
Why it still holds upTen hours of Duke on a handheld still make a full portable shooter.
Ecks vs. Sever 2001
Why it still holds upTwo characters whose stories cross still give it two campaigns to play.
On sale
Iridion II 2003
Why it still holds upA handheld shooter with six weapons to choose from still gives each stage a different feel.
Karnaaj Rally 2002
Why it still holds upUpgrades between seasons still give a handheld racer a sense of growth.
Konami Krazy Racers 2001
Why it still holds upLicense tests that unlock tracks and an item shop still give single player racing a goal.
Monster Rancher Advance 2 2002
Why it still holds upA monster you raise from a phrase you chose still gives each game a personal stamp.
Moto Racer Advance 2002
Why it still holds upThree styles of racing still give a handheld game variety.
Rebelstar: Tactical Command 2005
Why it still holds upAction points and short ammunition still make every turn a count of what each soldier can afford.
Gradius Galaxies 2001
Why it still holds upRestarts from any checkpoint still make it easy to pick up and play.
Boulder Dash EX 2002
Why it still holds upA digging puzzle with falling rocks is still easy to start and hard to stop.
Tactics Ogre: The Knight of Lodis 2001
Why it still holds upThere is still plenty to plan with an army that grows from six units into dozens.
Gunstar Super Heroes 2005
Also known as Gunstar Future Heroes
Why it still holds upLevels reworked from the first game and three guns to switch between still give you plenty to try.
Klonoa 2: Dream Champ Tournament 2002
Why it still holds upControls and level design that never feel unfair make it a straightforward platformer to pick up now.
Pokémon Pinball: Ruby & Sapphire 2003
Why it still holds upForgiving saves and a long list of Pokémon to catch still make it an easy way into pinball.