Game Boy Advance platformers that still hold up

First released on the Game Boy Advance

22 games

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.
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.
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.
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.
Sonic Advance 2001 Why it still holds upFour sets of moves are still a reason to run each level again today.

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