Now that I’ve got Final Fantasy VI Advance, as far as I can tell there are no more big GBA games set for release. If it wasn’t before, it’s now going to be a home for nothing but budget pap. But let’s not mourn; let’s celebrate the life of Nintendo’s little handheld with ten of my favourites, in alphabetical order.
- Advance Wars – While certain developers continue the vain struggle to make an RTS work on any console format (although the GBC has a little-known gem called Warlocked), Nintendo took a Japan-only series from 1988 and did strategy on the GBA. Not real-time, admittedly, but I need an analogy. Regardless, this was most people’s introduction to the Nintendo Wars series and proved to be an excellent fit for the handheld: deep, moreish, and just as easy to play in quick bursts. And that’s the hallmark of a well-made portable game.
- Castlevania: Aria of Sorrow – Choosing a GBA Castlevania is a bit like choosing your favourite child, but if I’m pressed this is my favourite. It doesn’t suffer the issues of Circle of the Moon (i.e. it was visible outside of direct sunlight). It’s also more of a challenge than Harmony of Dissonance, which was a cakewalk after COTM. Throw in the variety of weapons and the addictive soul-collecting system and the third time’s a charm for this series. Still buy them all, though.
- Final Fantasy VI Advance – Ditto what I said about the Castlevanias. These translate amazingly well to the GBA, but FFVI gets my vote simply by being the best 2D Final Fantasy (don’t deny it). FFI/II haven’t aged too well, so they’re out. FFIV and V are both superb, though, especially V with the added customisation of the job system. The thing that this one has over them is just that little extra sheen that comes from being a later game developed on known hardware, and some real flourishes in the storytelling department that don’t come on the older, more linear games. You should still buy all of them.
- Fire Emblem – Another perennial series that made its western debut on the GBA, think of it as Advance Wars goes to Middle-earth. Playing fundamentally the same as Wars, it brings characterisation and more story to the mix, with the unusual trick of permanently killing off characters should they fall in combat. I like it better than Advance Wars as you’re not controlling anonymous soldiers, but unique characters with enough of their own abilities to make that trick of restarting the mission from scratch if you get any of them killed difficult to resist.
- Legend of Zelda: Minish Cap – There has to be a Zelda here, obviously. I picked this over the sterling port of Link to the Past (still a classic) just because of what a surprise it was, arriving with little fanfare and turning out to be a brilliant little Zelda game. Tons to do and featuring the charming animations from Four Swords, and presentationally let down only by the mildly annoying voice samples, it’s a slightly whimsical but no less essential take on the series. Plus it came to Europe first, showing that Nintendo only dislikes us rather than outright hating us.
- Mario & Luigi: Superstar Saga – Speaking of whimsy, this game almost defines the word. It wasn’t long ago that Nintendo kept such a tight grip on their flagship that something like this – to Super Mario RPG as Hot Shots is to Top Gun – would never have happened. It’s a great RPG in its own right, with some recognisable Mario hallmarks, but is also one of those rare games that manages to be funny. It has an Engrish-speaking boss, for God’s sake!
- Metroid Fusion – Super Metroid is my favourite game ever, so I have to have this in here. While it tended to hand-hold – Samus now has an AI companion that tells her where to go – Fusion proved that it still works in 2D, even after the seemingly permanent shift into 3D first person. It also boasts some of the prettiest visuals on the system and brought to the table a truly threatening bad guy. Or girl. Castlevania has done it twice, so can we get a 2D Metroid on the DS, please?
- Super Street Fighter II Turbo Revival – Street Fighter II shouldn’t work so well with two face buttons, but this has been one of my most consistently played GBA games since I got it in 2001. In fact, this summer, when I was tragically limited to my Micro and one game, this is the one I chose. Since the GBA lacks a puzzle game as perfect as Tetris DX, this is my next best thing.
- WarioWare: Twisted! – How many of these games have there been now? However many, this is probably my favourite, even up against the original. The use of a twist sensor is ingenious and the team of course comes up with a couple of hundred inventive ways to use it. For a new twist (ba-dum tish!), play it by spinning yourself, rather than the GBA, in circles.
- Yoshi’s Island: Super Mario Advance 3 – The 2D platformer to rule them all, even twelve years after its release this game still looks and plays wonderfully, and will continue to age better than the early attempts at 3D of its contemporaries. It’s testament to how much talent was poured into this game that even with essentially the same components and art assets, a less able team couldn’t make something nearly as good as the original. For more on the game, read my retrospective.
Unless you want it to die, don’t forget to lobby Nintendo for an English-language version of Rhythm Tengoku. It’s a top game that hardly anyone’s heard of, and the GBA deserves to go out on an original title rather than a SNES port. Even if said port is one of the finest RPGs ever made.
Best of 2006 #5: Metal Gear Solid 3: Subsistence

In case I haven’t made this clear, I hated Snake Eater. But what a difference a little camera control can make.
After Sons of Liberty the MGS series lost a lot of goodwill, and so tried something new with MGS3. Now you play only as Snake (not Solid), and you’re not in the near future of infinite battery lives and soliton radar, but in a Soviet jungle at the height of the Cold War. You’re really on your own, with even the need to sustain yourself completely in your hands. It was just too bad that a bit too much digging in menus and a truly terrible camera let it down.
Luckily someone at Konami had played Splinter Cell. That second stick was put to good use and let you move the camera in full 3D (in a 3D game? Whatever next!?), and in doing so completely transformed it. What was game-ruining flaw suddenly become totally transparent to use and allowed the parts that the game does so well to shine through.
What it does well, it does very well. A slick and exciting stealth adventure with a wry sense of humour carries a superb story – all told through cinematics that can stand up with the best blockbusters – right through to an epic and emotional ending (around twenty minutes long) that gives the perfect finale to what had been a top class game. Bring on MGS4.
Metal Gear Solid: Portable Ops
Ever since Subsistence revived my interest in the Metal Gear series, this one has been high up my wishlist. It fulfills both the need to continue the excellent Big Boss saga and the more pressing requirement for something to play on the PSP. I got my US copy this morning and, after a couple of hours spent trying to get the 3.02 firmware emulated so I wouldn’t have to upgrade, I gave it a crack.
The immediate concern when playing this game is the control system. One of my criticisms of MGS3 was the convoluted controls and although they still take some getting used to here and are overall inferior, Kojima’s team has done some much-needed pruning. The lack of buttons eventually stops feeling limited, and I hope that the lessons learnt here are carried over to MGS4.
The 3D camera obviously doesn’t control as smoothly on a D-pad as on an analogue stick, but is still a welcome transplant from the last game. The frustration of unseen enemies is further alleviated by a permanent radar/sound sensor thingy (no worrying about battery levels) and a full map of each area on the pause menu. I still got spotted by an enemy that I missed in the first room but that was my fault for not realising how the radar worked.
The fundamental change to this game comes with the recruitment system, where each mission can be played out with a squad of four allies. Almost any enemy in the game can be recruited into your little rebellion and then their unique skills can be utilised – uniformed enemies are less conspicuous when infiltrating a base, for example – in your efforts to complete the game. It even uses the wi-fi function of the PSP to generate random recruits, meaning that just stopping in a coffee shop can yield an S-class supersoldier. I’ve taken my PSP out with me a couple of times with the sole intention of visiting a known access point to see what I can get. (more…)
A few months back I complained that I didn’t get on with the “marmitey” gameplay (thanks for the excellent adjective, Martin) of the Metal Gear Solid series. I take it back.
You tend not to give games that you dismissed another chance but I stuck MGS3: Subsistence in again the other day. Maybe it was the nagging sense that I was missing something or maybe it was just that I’d bought the bloody thing twice and still hadn’t had my money’s worth, but whatever it was I’m actually enjoying it. Despite the silly story and tendency to drag in the cut scenes (almost twenty minutes at the end of Virtuous Mission!), the proper 3D camera really saves it.
I still maintain that, because of that camera, MGS3 can be classified as a bad game. It worked in the first two because they were (a) angular and (b) complete with radar. MGS3 was neither and might as well have been an FPS for all the time that I had to switch to first person to see a guard ahead of me. Subsistence’s camera is a significant addition that really should have been in there from the start.
Incidentally I’m now watching US copies of MGS and MGS2 on eBay. I’m such a completist whore.

I bought Metal Gear Solid 3 when it was released in the US after the unanimously good reviews and because it was the first hot import after I got my PS2 chipped but gave up a short way into it. It’s not that I thought it was a bad game…it’s just that the camera system was still in 1998, and while that worked in the angular environments of MGS and MGS2 it felt positively archaic in the organic Russian jungle.
Not only that, but as if the rampant surrealism wasn’t weird enough, the game crammed it into copious cut-scenes that I just couldn’t deal with, cinematic though they were. Some call it postmodern; I can’t remember what I called it because I fell asleep.
The first MGS was just a bit quirky which I could handle and I ended up thoroughly enjoying it, but I don’t have to explain the controversy around the direction that MGS2 went with its story (angsty Teen Beat coverboy finds time to discuss King Kong with ex-girlfriend while on top secret infiltration mission) which led to a premature end to my time with that one.
Cut scenes are skippable though, so since MGS3: Subsistence adds a 3D camera I bought a used import copy a couple of days ago (£15 = bargain!) to see whether that puts it closer to my stealth action darling, Splinter Cell. It’s an improvement, but the gameplay still just seems so outdated. I really can’t tell…is it Metal Gear? Or is it me?

My updates to this site have been a little slow recently and although the invariable lack of game news at this time of year is partially to blame, a little bit of responsibility has to be held by Konami. They, after all, released the Castlevania Double Pack for the GBA here last week.
Ever since Circle of the Moon, a GBA launch game that really drew attention to how dark that damn screen was, Nintendo handhelds have been the systems to own for the classic 2D Castlevanias, and a great shelter from the misguided 3D ones. The Double Pack contains the second and third versions – Harmony of Dissonance and Aria of Sorrow – which are not only the best two but also, due to limited print runs, used to go for £40 each on eBay. Not anymore, when you can now get both on one cart for £25.
Harmony of Dissonance was a real graphical showpiece for the GBA when it came out and it still looks decent now, with some impressive and nifty sprite effects. It’s a really good “classic” Castlevania and reasonably lengthy (took me 11 hours or so to finish with the first ending, but there are two more which I plan to get which should take another couple), but the main criticism I can have for it is that it’s very easy. I didn’t really come close to dying in the whole thing because potions are plentiful, you get fully healed at any of the many save points, and if you use spells the bosses are a simple matter of whipping and waiting until they die.
Aria of Sorrow is the prequel to Dawn of Sorrow on the DS, which was a game that I really liked. While it’s still a 2D Castlevania at heart it kept many of the changes from games like Symphony of the Night by not having a Belmont at the helm (here it’s a vaguely androgynous high school student named Soma Cruz) and doing away with the whip as the only weapon. While adventuring with a variety of swords, knives, and lances, you get to use some mysterious powers that Cruz possesses and will probably have been spoiled for anyone who played Dawn of Sorrow first.
Aria of Sorrow is the better of the two games, not only for having slightly more variety but also for being more of a challenge (I’ve actually died twice). The one side where it does fall down is that I don’t think it looks as good as Harmony – it seems to look a bit more cartoony and Soma’s mincing run animation is a little annoying. Nonetheless I’m a few hours in and have been very much enjoying it.
The GBA has had a sudden influx of budget double packs with some good ones from Sega (the Sonic Advances and Chu Chu Rocket are worth a look), but this one takes the cake. Games that could have cost you £80 only months ago in a pack costing only £25 are an absolute bargain, and the fact that they’re two of the best on the GBA don’t hurt matters. If you have a GBA or DS and don’t own the original releases, buy this pack.