The Simplest Games For The Game Boy Approach

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Illustration: Kotaku (Record: Evan Amos)

Ought to you played games within the early 2000s, you doubtlessly did so on a Game Boy Approach. First launched in 2001 as a crimson, vaguely hexagonal brick, the hardware boost on my own over the Game Boy Shade’s broken-down tech ushered in an technology of lush pixelated gameplay. Then came the ultra-tidy Game Boy Approach SP. Entire with flip-cell phone-like functionality and a delicate-weight-up display cloak, one thing used to be definite: Game Boy Approach used to be the handheld of the technology. By the head of its impressive hurry, ample blooming games came out to trust the Library of Alexandria. Right here, as determined by the writers and editors of Kotaku, are the cream of the nick.


Pokémon FireRed/LeafGreen (2004)

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Pokémon used to be on the head of its powers in Generation III. The need of Pokémon ballooned to a enormous yet restful manageable 386. Double battles made their first look, which evolved the game from glorified rock-paper-scissors proper into a ample draw game. And the studying route of got a entire overhaul—one that exists to on the present time—with the introduction of Pokémon natures and abilities. Despite the actual fact that fresh entries Ruby and Sapphire are terrific games, it’s FireRed and LeafGreen—ostensible remakes of Crimson and Blue—that deserve the head honors. For basically the most part, they were devoted recreations of those 1996 favorites: the the same arena beats, however with modernized mechanics and snazzier graphics. Then you definately beat the Elite 4, and a entire original dilemma known as the Sevii Islands unfolded—with its beget storyline and interesting topography. What could maybe maybe’ve been a easy remake was a actually improved reimagining.


Final Story Ways Approach (2003)

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Ever wished to combine one in every of the suitable tactical aim-playing games with the meta-storytelling whimsy of The NeverEnding Epic? That’s Final Story Ways Approach in a nutshell. A magic book teleports some college teenagers proper into a fable realm where they then wish to fight turn-based fully battles on a square grid whereas armored judges look their every switch to tag determined they don’t shatter quirky rulesets governing every stumble upon. While no longer reasonably as moral as its namesake, it remained a deep, number-crunching draw game in its beget proper, with a complicated progression system that ended in attention-grabbing celebration compositions. Even among the many the leisure of the handheld’s fantastically pixelated games, Final Story Ways Approach’s vivid art popped, and its soundtrack, restful by one-half the usual duo slack Final Story Ways, used to be a two-hour tour de power befitting the sprawling campaign it accompanied.


Ninja Five-O (2003)

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A potent mix of Shinobi, Rolling Reveal, and Bionic Commando, the bizarrely titled Ninja Five-O enable you to play as a ninja whose swiftly motion, aggressive jumps, and laser-right sword actually made him actually feel like one. A wild grappling hook supplied generous mobility thru tightly designed phases, yet remained miraculously easy to manipulate. Ninja Five-O used to be that rarest of rarities: a conveyable motion game that played no longer factual as properly as its arcade and console inspirations, however better.


Final Story VI Approach (2007)

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There’s no definitive English-language version of Squaresoft’s Sixteen-bit masterpiece, however that you just need to per chance argue that the Game Boy Approach version will get closest. The standard turn-based fully story of Terra, Mog, Kefka, and lots of different folks took a minute bit bit of a graphical decision and sound quality hit within the Game Boy port, however made up for it with a fully redone translation, some bonus endgame converse material, and other minute upgrades. Either intention, it’s a heck of noteworthy better than no topic that thing on Steam is.


Metroid: Zero Mission (2004)

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After Metroid Fusion’s surprisingly difficult swerve, Metroid: Zero Mission looked a welcoming fan pleaser. Nintendo created Zero Mission as a reimagining and elaboration upon Samus Aran’s first stir—1986’s usual NES hit Metroid—blessed with a whopping 18 years’ price of technological and quality-of-existence improvements. Tightened controls proved a joy and expanded storytelling extra probed Samus’ origins. While the NES usual remained unforgettable, Zero Mission’s perfect streamlining made it basically the most chuffed intention for most gamers to abilities Samus’ first, momentous straggle thru Zebes.


Castlevania: Aria of Sorrow (2003)

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By the head of the aughts we’d be drowning in so-known as Igavanias, however Castlevania’s third and final GBA outing, 2003’s Aria of Sorrow, used to be the first that prolong cease to replicating the easy-however-addictive system of 1997’s vogue-defining PlayStation traditional Symphony of the Night. Newcomer protag Soma Cruz lent a fresh face to a fresh vitality-up system in which you captured foes’ souls to enjoy their particular abilities. While easy as ever, Aria’s responsive motion, twilit atmosphere, and addictive pick up-a-thon proved portable Igavanias had discovered their footing.


Tony Hawk’s Pro Skater 2 (2001)

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There were extra Tony Hawk games on the Game Boy Approach than that you just need to per chance shake a broken Birdhouse deck at. None, nonetheless, rose out of the halfpipe reasonably as high as Tony Hawk’s Pro Skater 2. Launched on the the same time as the GBA, this handheld version of Pro Skater 2 traded 3D graphics for a timeless isometric standpoint. Advantageous, the visuals were reasonably extra pixelated, however that you just need to per chance restful knock out a frontside 50-50 proper into a double kickflip. Which that you just need to per chance per chance crush a in unhappy health components 540. Which that you just need to per chance per chance handbook, nollie, fakie, handplant, no comply, lipside, and all components of highly technical programs finest seasoned skate boarders could maybe maybe dream of pulling off IRL. Oh, and who can disregard the GBA-ized version of the game’s iconic soundtrack?


WarioWare: Crooked! (2005)

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2003’s usual WarioWare used to be traditional Nintendo: deeply interesting, played huge, and like nothing anybody had played sooner than. It launched the concept of “microgames”—immediate challenges to jump, dodge, or even opt nostril hairs in factual a couple of carve up seconds—and machine-gunned them on the player, resulting in a triumph of interactive comedy. WarioWare used to be huge, however then Nintendo outdid itself. WarioWare: Crooked! delivered a brand original slew of speedily-fire microgames however paired them with generous motion controls that made the Game Boy Approach aim reasonably like a steering wheel. The game’s cartridge contained a bulbous rotational sensor that could maybe maybe click on with every slack motion, creating a weird and wonderful and tactile gaming abilities. The used to be an unheard of offering of microscopic games that were even funnier to play. They integrated sword-swinging, dish-washing, and even a version of Orderly Mario Bros. 1-1 that’s rolled proper into a circle. Even better and extra weird and wonderful were the absurd unlockables, which integrated a per chance-political bit of interactivity in which you ground down an SUV with a huge cheese grater.


The Legend of Zelda: The Minish Cap (2005)

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Some Legend of Zelda games innovate. Others iterate. Minish Cap did every with aplomb. Constructed on the fundamentals that made the franchise such a powerhouse—navigate dungeons, pick up original items, beat up bosses—with the the same charming stunning of Wind Waker, this GBA hallmark launched a tips-bending original mechanic. At diverse facets within the game, Hyperlink could maybe maybe shrink to “Minish size.” Mere boundaries was entire dungeons; impolite-and-file enemies was powerhouse bosses. And better of all, fans of the crowd-perfect-trying 4 Swords duology bought a prequel that shed light on Vaati’s backstory.


Approach Wars 2: Shadowy Hole Rising (2003)

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The core gameplay loop of the navy-themed tactics game Approach Wars 2 didn’t switch issues up noteworthy from its predecessor. (Why fix what doesn’t need fixing?) Nonetheless the game did what the suitable discover-u.s.a.to moral games continuously quit: offer extra. That intended extra terrain forms, extra commanding officers, extra unit forms (or, properly, one extra unit kind), and, undoubtedly, spruced-up graphics. Approach Wars 2 additionally featured a nonlinear campaign, which used to be as welcome then as it’s now.


Rhythm Heaven (2006)

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You most most seemingly know the Rhythm Heaven series, a assortment of bonkers musical mini-games by the WarioWare personnel, however did you are aware of it started off on the Game Boy Approach? Don’t let the actual fact that this open used to be Japan-finest cease you from tracking it down, because it featured one of the most series’ finest work, in conjunction with the unheard of Bon Odori. Some, however no longer all, of its games appear within the 3DS game Rhythm Heaven Megamix. So even as you wish to enjoy the stout abilities, you’ll must import.


Mom three (2006)

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The sequel to Nintendo’s loved traditional RPG EarthBound is most infamous for the actual fact that Nintendo in no intention brought it out of Japan. That’s a shame, because it could maybe most likely most likely maybe also restful be identified for the actual fact that it’s one in every of the Game Boy Approach’s finest exclusives. A supreme battle system that mixes turn-based fully mumble inputs with rhythm game-vogue beat-matching and a touching, gross fable tag Mom three a timeless traditional. Play the blooming fan translation and uncover what you’ve been missing.


Mario & Luigi: Celeb Saga (2003)

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There are Mario aim-playing games, and then there’s Mario & Luigi: Celeb Saga. The first entry within the Mario & Luigi franchise gave gamers a rare look (for the time) at existence outdoors the Mushroom Kingdom by sending Mario and his since-deceased brother to the Beanbean Kingdom. It used to be a spell binding, luscious, if reality be told silly game featuring sturdy RPG ingredients and turn-based fully combat that wasn’t fully turn-based fully. Like a flash-time events accompanied every assault; time issues properly, and you’d lower how noteworthy damage you took, or boost how noteworthy you dealt. The ‘s a game that’s reasonably extra stressful—and thrilling—than your usual turn-based fully joint. Plus, it made stress-free of that jerk Bowser.


Astro Boy: Omega Element (2004)

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Astro Boy: Omega Element loved an abundance of qualities most beat ‘em u.s.a.lack: complexity, selection, and heart. Previous factual dynamite punches, Like gave legendary animator Osamu Tezuka’s android wunderkind a stress-free invincible dawdle, long-differ lasers, and a strategic kick that despatched enemies toppling like dominoes. Exploration and shmup ingredients augmented the inspired brawling, whereas acquainted Tezukaverse faces played out a thoughtful fable that, like the suitable children’s lit, looked unafraid to delve into darkness. Omega Element ended up being one in every of Like’s final actually inspired motion games, and an gorgeous tribute to Tezuka’s most enduring hero.


Golden Sun (2001)

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Golden Sun is neither a remake of a traditional RPG nor the continuation of a storied series on a brand original platform. The place other RPGs lived on the Game Boy Approach, Golden Sun used to be born to it. It used to be a spell binding, dramatic, continually intense feeble turn-based fully aim-playing game. As you explored dismal dungeons you’d free up original forms of elemental magic, frail to cleverly clear up puzzles to enable for growth. Not like a port of a console game, Golden Sun made no compromises in presenting mountainous stir on the GBA’s minute display cloak. We’d counsel the discover-up, 2003’s Golden Sun: The Lost Age, however we don’t wish to. Ought to you play the first Golden Sun, you received’t be ready to cease yourself from playing the 2nd.

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