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.
Game Boy Advance platformers that still hold up
First released on the Game Boy Advance
Games
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.
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.
Metroid Fusion 2002
Why it still holds upA mission based layout and a stalking SA-X still keep the six hours moving today.
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.
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.
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.
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.
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.
In a bundle
Mega Man Zero 4 2005
Why it still holds upChoosing the weather and the order of eight stages still gives you a say in how hard each one is.
Shaman King: Master of Spirits 2004
Why it still holds upGuardian Ghosts to call on still make each area different to explore.
Ninja Five-O 2003
Why it still holds upA grappling hook and a few hits of health still make each level a careful swing.
Drill Dozer 2005
Why it still holds upA drill with two directions and gears to find in each level still makes every wall a question.
Metal Slug Advance 2004
Why it still holds upA life bar and a hundred cards to collect still give each mission a reason to be replayed.
Disney's Lilo & Stitch 2002
Why it still holds upIt is a tough run and gun, and Stitch's four arms and plasma blasters are still worth playing today.
Klonoa: Empire of Dreams 2001
Why it still holds upEnemies you can lift and jump off keep every screen a small puzzle today.
Mario vs. Donkey Kong 2004
Why it still holds upEach level is only a few screens long and asks for a planned route, which still suits a quick puzzle today.
Wario Land 4 2001
Why it still holds upEven now, four distinct themes let you pick your own path.
Castlevania: Harmony of Dissonance 2002
Why it still holds upEven now, two castles that share one layout but change each other make each room worth a second look.
Sonic Advance 2001
Why it still holds upFour sets of moves are still a reason to run each level again today.
Castlevania: Circle of the Moon 2001
Why it still holds upA hundred card combinations give you plenty to try as you explore the castle today.