The dungeons and puzzles in Golden Sun are better than even that of Legend of Zelda games. I could go on all day about how amazing these two games are! The Golden Sun games feature the best visuals ever seen on the Game Boy Advance , its so good that it looks better than some PlayStation games, and this is coming from a handheld series. Additionally, the music for dungeons and battles are incredibly epic, some of the best you'll hear in RPGs.
While Kirby has had plenty of consistently solid platformers throughout Nintendo handheld systems, Kirby's very first game is very lacking. Kirby's Dream Land released on the Game Boy in The most notable thing about this game is that Kirby did not have his copy ability at the time, nor was he colored pink. This lead to a rather overly simplistic gameplay that wasn't all that exciting, even for standards.
All Kirby could do was suck enemies in, and either digest to no effect, or spit them back out like how it normally works throughout the series. Additionally, the game consists of only 5 levels, meaning you could complete the game within just one hour, two at the most.
The result is that the game could come off as good when you first play it, but after you beat it, there isn't much left to do in the game. Its value was very low. That being said, the simplistic design of this game would undergo an evolution to the quality platformer series it is today. A lot of Kirby's growth is due to the work of Masahiro Sakurai and the late Satoru Iwata, without them the lovable pink hero may not exist today.
Both of these games feature the top-down classic Zelda gameplay perspective. After finishing both games, you can then unlock the main story. This mini-series originally was going to be three separate games, but eventually, they had to shrink it to basically 2. The series was a very successful one as both games sold 4 million copies each. This was deserving as many fans share the opinion that these were the best games on the Game Boy Color.
Both of these games took advantage of the use of color more than any Game Boy game before them, thus being two of the most visually pleasing games to ever release on the system. Seasons notably took advantage of this as you can change the color design based on the seasons. Remember the days when Mario Party was actually a decent spinoff series in the Super Mario universe? It feels like those long multiplayer nights of the Nintendo 64 days are over.
After the Nintendo 64 games, Mario Party as a series took quite a dip, featuring less interesting mini-games, rule changes to the board games that made it less exciting, and during the GameCube era, releasing a new Mario Party every single year made the series very stale.
Among the many GameCube games was one that Nintendo decided to put on the Game Boy Advance , simply titled Mario Party Advance , and that game took the series to a new low. Mario Party Advance focused more on a single player experience oddly enough. The mini-games ranged from extremely basic memory games or platforming games that were all done before. It lacked a whole lot of creativity that was seen in the earlier games.
The single player didn't include the traditional coins and stars rules, it was more like, keep winning to keep playing. Single player games would often end in just a few turns if you either lose a mini-game or just had bad luck on the dice roll.
This worst entry is more about the unfortunate reality falling on one of the best racing franchises out there. F-Zero: GP Legend wasn't exactly a bad game. It featured intense races, a large selection of race machines to chose from, and looked visually pleasing. However, this game completely tanked in sales. What is extra shameful about that is that Nintendo even had an animated series that debuted on regular TV around the time the game released in They must have been hoping to boost the series popularity similar to what happened with the Kirby series in Kirby: Right Back At Ya.
However, in North America, the animated series only lasted 15 episodes before being canceled. It would conclude its first and only season 51 episodes in Japan, ending the series on a cliffhanger, but it wasn't even accepted well there. There was a rumor that Nintendo approached the Need For Speed developers in hope to create a game on Wii U, but it never happened. Even to this day you will still see a good number of fans hoping for a brand new F-Zero every year, even a port of F-Zero: GX one of, if not, the greatest racing game ever would suffice.
It was developed by Intelligent Systems. It didn't take until the 7th game in the series to finally make it's debut internationally in Fire Emblem featured a deep strategy RPG experience with tons of characters and different classes. While the main complaint about the game was that Lyn's story would basically be a huge tutorial, it can still be a very challenging experience. Players had to be very careful with their decisions because if an ally falls in battle, they are gone in that save file for good.
Even its sharpest critics, however, give credit where credit is due. Metroid 2 sets up the rest of the series perfectly with its last scene, in which Samus is unable to bring herself to exterminate a baby Metroid, the last of its kind.
This was heady stuff for a Game Boy title. Though this entry lacked the pizzazz of its home console brethren, Ninja Gaiden Shadow was nonetheless a rollicking ride, with clean graphics, straightforward controls, and Ryu in peak ass-kicking form. Here it is, folks, the RPGs that launched a media empire of the best Pokemon games. And the games themselves are impressive as well, with a sprawling overworld littered with critters.
For the most part, the two games are similar, except for one key distinction: Samurai Shodown features weapons-based combat, as opposed to the hand-to-hand combat of Street Fighter II and its clones.
It was also set in 18th century Japan, rather than in the present, and focused on quick, damaging strikes instead of racking up those combos. These small but meaningful differences made Samurai Shodown an underrated gem of a Game Boy title.
Just as Super Mario Bros. Yeah, the monochromatic graphics are way old-school now and so is its side-scrolling gameplay, but the game is still super fun.
The first Super Mario Land introduced us to a pocket-sized Mario, but there were a few weird things about this version: Odd power-ups, horizontal shooting levels, and goofy sound effects.
For the sequel, the development team ironed out those wrinkles and went back to basics, delivering a title that was a lot like Super Mario World for the SNES. With creative level designs, an overworld map, and the ability to move right and left through a level, Super Mario Land 2 was a welcome re-introduction. Developed by Rare as a follow-up to R. Super R. Pro-Am was also notable for its visual and sound design, with its revving engines and screeching tires, which put players in the racing spirit.
Developed and released in , during the height of Turtlemania, the storyline and gameplay are both pretty basic stuff: The Ninja Turtles must side-scroll their way to victory against Krang and Shredder, as usual. The game is simply well-made, with a keen visual style and fun, engrossing gameplay.
Who knows how many hours have been wasted playing Tetris? Along with Super Mario Land , Tetris was a launch title for the Game Boy in , making it synonymous with handheld gaming. Tetris has been re-imagined on numerous consoles — and even received the Battle Royale treatment with Tetris 99 — but it all started with this handheld game. Dust off Super Mario Land today and you'll still be treated to a lively platformer dripping with Gunpei Yokoi's off-kilter design. The Super Mario Land series evolved with each sequel, but thanks to this pioneer it got off on the right foot.
Belmont's Revenge was a totally unique, Game Boy-exclusive edition that proudly carried the NES Castlevania traditions onto the portable. Sure, as a typical 2D walk-right-and-whip-baddies game, it wasn't a groundbreaking moment for the franchise. But it was a solid entry that made up for the weaker original and proved Game Boy could, on occasion, bust out a console-level experience with just four colors to back it up.
Gold and Silver were more than updated versions of Red and Blue; the new series introduced the concept of Pokemon breeding, opening up all-new ways to disappear into the Poke-world for hours at a time. Customized, honed teams could now be built based on more than just their type. Hold items appeared, adding yet another wrinkle to trainer battles.
A day and night cycle was added, which meant some Pokemon would only appear during certain times of the day. The list of additions goes on, and each one, while sounding simplistic, drastically altered the core game and solidified Pokemon as a no-nonsense RPG experience. Current page: Page 1. Our aim as the global GamesRadar Staff team is to take you closer to the games, movies, TV shows, and comics that you love.
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