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 RPGs 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.
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.
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.
Pokémon Sapphire Version 2002
Why it still holds upEven now, double battles and abilities give team building more to think about.
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.
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.
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.
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.
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.
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.
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.
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.
Shining Soul II 2003
Why it still holds upClasses that fight differently still give each run its own flavor.
Bomberman Tournament 2001
Why it still holds upA handheld battle among friends still needs only a link cable.
Lunar Legend 2002
Why it still holds upA portable retelling still lets a familiar story fit in the palm of a hand.
Boktai: The Sun Is in Your Hand 2003
Why it still holds upA cartridge that reacts to real sunlight still gives each session a different feel.
Boktai 2: Solar Boy Django 2004
Why it still holds upPlaying outside still gives the game its own rhythm.
Kingdom Hearts: Chain of Memories 2004
Why it still holds upA hand of cards that shapes each room is a plan that is still worth drawing.