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Items14

1

WarioWare, Inc.: Mega Microgame$! (2003)

by game_tinkerer  • 
WarioWare, Inc.: Mega Microgame$!
Game
Released
A one-word instruction flashes up and you have a few seconds to work out what it means. Then another game takes its place. Start here when you want something brisk and funny that teaches you as you play. This is the first WarioWare on GBA.
More about WarioWare, Inc.: Mega Microgame$!
2

Kuru Kuru Kururin (2001)

by game_tinkerer  • 
Kuru Kuru Kururin
Game
7.3/10on IGDB
Released
Guide a constantly rotating craft through a narrow course and wait for the right angle to slip past a corner. Start with the gentler courses to get used to reading the spin. The rule takes seconds to understand, and a cleaner run gives you an immediate reason to try again.
More about Kuru Kuru Kururin
3

Mario vs. Donkey Kong (2004)

by game_tinkerer  • 
Mario vs. Donkey Kong
Game
7.7/10on IGDB
Released
Look over the stage, work out how to bring the key to the locked door, then go after the toy on the other side. The original GBA game gives Mario’s jumps and handstands a puzzle to solve. Play one room when you’re short on time, or replay a favorite to tidy up the route.
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4

Kirby: Nightmare in Dream Land (2002)

by game_tinkerer  • 
Kirby: Nightmare in Dream Land
Game
8.2/10on IGDB
Released
Copy an enemy’s ability and see what it does to the next stretch of the stage. Kirby can also float past a tricky jump, which gives you room to learn the controls. This GBA remake of Kirby’s Adventure is a welcoming way into platforming and a good pick when you want to finish a stage in one sitting.
More about Kirby: Nightmare in Dream Land
5

Pokémon Pinball: Ruby & Sapphire (2003)

by game_tinkerer  • 
Pokémon Pinball: Ruby & Sapphire
Game
8.0/10on IGDB
Released
Pick one of two tables and get a feel for where the ball goes before you worry about filling the Pokédex. The flippers and targets give you a straightforward game to start with, and catching Pokémon adds a goal beyond the score. This is the GBA pinball game with the Ruby and Sapphire tables.
More about Pokémon Pinball: Ruby & Sapphire
6

Advance Wars (2001)

by game_tinkerer  • 
Advance Wars
Game
8.4/10on IGDB
Released
Begin with Field Training and let it introduce the rules one situation at a time. The fights run in turns, so you can read the map before deciding which unit to move. It’s a good starting point for strategy if you want to learn by trying a plan and seeing where it goes wrong.
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7

The Legend of Zelda: The Minish Cap (2004)

by game_tinkerer  • 
The Legend of Zelda: The Minish Cap
Game
8.4/10on IGDB
Released
When Link shrinks, a familiar room becomes a different space. Start by looking for paths too small to use at full size, and you’ll quickly see what this GBA Zelda adds to the usual town-and-dungeon rhythm. Ezlo, the talking cap, accompanies you as you learn the trick.
More about The Legend of Zelda: The Minish Cap
8

Mario & Luigi: Superstar Saga (2003)

by game_tinkerer  • 
Mario & Luigi: Superstar Saga
Game
8.5/10on IGDB
Released
Mario and Luigi each have their own button, and their jumps and attacks build on that pairing. Start with ordinary fights to learn when to press for an extra hit or a dodge. The timing keeps the original GBA adventure lively even when you’re playing it as a turn-based RPG.
More about Mario & Luigi: Superstar Saga
9

Metroid: Zero Mission (2004)

by game_tinkerer  • 
Metroid: Zero Mission
Game
8.6/10on IGDB
Released
A map and occasional guidance give you somewhere to head while you learn what Samus’s new abilities can open. If a passage looks out of reach, make a mental note and come back when your equipment changes. It’s the GBA remake of the first Metroid and a good first look at the series’ exploration.
More about Metroid: Zero Mission
10

Drill Dozer (2005)

by game_tinkerer  • 
Drill Dozer
Game
7.5/10on IGDB
Released
Get used to shifting the drill into higher gears and listen for when the machine is ready. The drill opens routes and solves puzzles as well as taking on enemies. On the original cartridge it can also make the game rumble in your hands, which is a good reason to try the hardware if you have it.
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11

Rhythm Tengoku (2006)

by game_tinkerer  • 
Rhythm Tengoku
Game
8.2/10on IGDB
Released
Listen for the cue before trying to hit it. The short games teach different rhythms and the remixes ask you to switch between them. This is the original Japanese GBA release, so the menus and written instructions are in Japanese. It’s a good choice if you’re comfortable learning by listening or using a guide.
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12

Astro Boy: Omega Factor (2003)

by game_tinkerer  • 
Astro Boy: Omega Factor
Game
7.8/10on IGDB
Released
Try Astro’s punches, beam, and dash in the early side-scrolling stages and see which move works at each distance. Meeting characters also helps develop his abilities, giving the action a reason to slow down and notice who turns up. The GBA title is Omega Factor, distinct from the Astro Boy game on PlayStation 2.
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13

Final Fantasy Tactics Advance (2003)

by game_tinkerer  • 
Final Fantasy Tactics Advance
Game
8.2/10on IGDB
Released
Check the judge’s laws before committing to a move. A rule that limits your usual approach makes a familiar type of battle feel like a fresh problem. Give this one a longer session when you want to learn jobs and build a team, then use individual missions as stopping points.
More about Final Fantasy Tactics Advance
14

F-Zero: Maximum Velocity (2001)

by game_tinkerer  • 
F-Zero: Maximum Velocity
Game
6.8/10on IGDB
Released
Use the early tracks to practice tapping the accelerator as you turn. The manual calls this a Blast Turn, and it helps straighten the machine coming out of a corner. A race is short, but finding a line you can repeat makes it worth returning to. Start here if you like the idea of learning one track well before moving up a difficulty.
More about F-Zero: Maximum Velocity

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