Shining Soul II 2003
Why it still holds upClasses that fight differently still give each run its own flavor.
Game Boy Advance games that still hold up
First released on the Game Boy Advance
Games
Shining Soul II 2003
Why it still holds upClasses that fight differently still give each run its own flavor.
Yu-Gi-Oh! GX Duel Academy 2005
Why it still holds upTutorials and quizzes teach the rules, so it works as a way to learn the card game today.
Astro Boy: Omega Factor 2003
Why it still holds upMeeting characters that upgrade your stats and a second run with new stages still give you reasons to replay it.
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.
Dragon Ball: Advanced Adventure 2004
Why it still holds upA one on one mode with a roster of 30 characters still gives it more to do after the story.
Ninja Five-O 2003
Why it still holds upA grappling hook and a few hits of health still make each level a careful swing.
Bomberman Tournament 2001
Why it still holds upA handheld battle among friends still needs only a link cable.
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.
Lunar Legend 2002
Why it still holds upA portable retelling still lets a familiar story fit in the palm of a hand.
WarioWare: Twisted! 2004
Why it still holds upEven now, a game you turn in your hands makes each short challenge a physical one.
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.
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.
Boktai 2: Solar Boy Django 2004
Why it still holds upPlaying outside still gives the game its own rhythm.
Spider-Man: Mysterio's Menace 2001
Why it still holds upA night full of villains still makes each stage a short chase.
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.
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.
Tekken Advance 2001
Why it still holds upTwo buttons and a side step still keep its fights quick to learn.
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.
F-Zero: Maximum Velocity 2001
Why it still holds upSaving a boost for the right moment still makes every lap a decision.
Mario Kart: Super Circuit 2001
Why it still holds upRandom items keep short races unpredictable, which still suits a quick race today.
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.