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View Full Version : COOLEST AND LATEST GBA Roms by jossetteanne


jossetteanne
01-20-2008, 06:40 PM
To Start this section, I would like to know that this section will be frequently updated... This comes with many ROMS of GBA you have Ever imagined... Requests are accepted... And if you don't have the GBA emulator... don't find it here... go to www.ngemu.com:devil: (http://www.ngemu.com:devil:)



Well, Here are the GBA ROMs That you will see from page to page :

Page 1 :

Pokemon : Fire Red Version
Kingdom Hearts : Chain of Memories
Castlevania : Aria of Sorrow
Final Fantasy Tactics Advance
Fire Emblem: The Sacred Stones
Megaman Battle Network 6 : Cybeast Falzar
Pokemon : Emerald Version <----------------- UPDATED!
Mario & Luigi : Superstar Saga
Crash Bandicoot Purple: Ripto's Rampage<----------------- UPDATED!


Page 2 :

Pokemon : Chaos Black Version
Fire Emblem 7 - Blazing Sword
SD Gundam Force
Tactics Ogre : Knights of Lodis
Dynasty Warriors Advance
Final Fantasy I & II Dawn of Souls
Megaman Cybeast Gregar 6
The Legend of Zelda: A Link to the Past
Digimon Battle Spirit 2
Legend of Zelda : The Minish Cap


Page 3 :

Final Fantasy VI Advance
Golden Sun 2 : The Lost Age
Sword of Mana
Yoshi's Island: Super Mario Advance 3
GTA : Advanced
Harvest Moon : Mineral Town
Megaman Zero 4
Crash Bandicoot 2: N-Tranced
Megaman Zero 3
Castlevania : Circle of the Moon


Page 4 :

Tony Hawk's Pro Skater 2
Bomberman Tournament
Wario Land 4
Lady Sia
Dave Mirra : Freestlye BMX 2
Guilty Gear X
Street Fighter 2 : Turbo Revival
Tony Hawk Pro Skater 3
Castlevania : Harmony of Dissonance
Tony Hawk Pro Skater 4


Page 5 :

Virtua Tennis
Wario Ware Inc.
Megaman Zero 2
Astro Boy : Omega Factor
Wario Ware : Twisted
Golden Sun
Bleach Advanced - Kurenai ni Sumaru Soul Society
Riviera - The Promised Land
Summon Night 2
Final Fantasy Advanced V


Page 6 :

Metroid : Fusion
Metroid : Zero Mission
Advance Wars
Crash of the Titans

Page 7 :

Avatar : The Burning Earth

Page 8 :

Monster Rancher Advance
Monster Rancher Advance 2
Naruto - Saikyou Ninja Daikesshuu 2
Naruto RPG - Uketsugareshi Hi no Ishi
Naruto - Ninja Council
Naruto - Ninja Council 2
Naruto - Ninjutsu Zenkai! Saikyou Ninja Daikesshuu
Naruto - Konoha Senki

Page 9 :

Advance Wars 2 : Black Hole Rising
Yggdra Union : We'll Never Fight Alone
The Legend of Spyro: The Eternal Night
Harry Potter Collection
Crash and Spyro Super PACK
Harry Potter and the Order of the Phoenix
Army Men : Turf Wars
Harry Potter : Quidditch Cup
Dungeons and Dragons : Eye of the Beholder

Page 10 :

Yu-Gi-Oh! The Sacred Cards
Yu-Gi-Oh! - Reshef of Destruction
Zoids - Legacy
Lemony Snicket's - A Series of Unfortunate Events
Metal Slug Advance
Klonoa 2 : Dream Champ Tournament

Page 11 :

Rayman : Hoodlum's Revenge
Shaman King : Master of Spirits
Yu Gi Oh! - Worldwide Edition : Stairway to the Destined Duel
Yu Gi Oh! Dungeon Dice Monsters
Klonoa : Empire of Dreams
Super Robot Taisen : Original Generation 2
Super Robot Taisen : Original Generation
Tales of Phantasia
Tiny Toons : Buster's Bad Dream
The Urbz : Sims in The City

Page 12 :

Shining Soul II
Yu Gi Oh! World Championship Tournament 2004
Baldur's Gate : Dark Alliance
Shining Soul
Yu Yu Hakusho : Ghost Files
Teen Titans
Yu Gi Oh! GX Duel Academy
Teen Titans 2
Prince of Persia : Sands of Time
Petz : Hamsterz 2

Page 13 :

Nicktoons : Attack of the toybots
The Bee Game
Dragon Ball Z : Buu's Fury

Page 14 :

Dragon Ball GT : Transformation
Dragon Ball : Advanced Adventure
Breath of Fire
High School Musical Livin' The Dream
Dragon Ball Z : Legacy of Goku
The Sims 2 : Pets
Dragon Ball Z : Legacy of Goku 2

Page 15 :

WWE : Road to Wrestlemania
Star Wars II : Attack of the Clones
Street Fighter : Alpha 3
Ultimate Muscle : The Kinnikuman Legacy - Path of a Superhero
Stuntman
Super Mario Advanced 4 : Super Mario Bros. 3
Star Wars Trilogy : Apprentice of the Force
WWE : Survivor Series
Yu Yu Hakusho : Tournament Tactics
Super Army War

Page 16 :

Star Wars III : Revenge of the Sith
Earthworm Jim
Fortress
Spyro : Season of Ice
Earthworm Jim II
Final Fantasy IV
Word Safari
My Best Friends : Cat and Dog
Pokemon : Sapphire Version
Pokemon : Ruby Version

Page 17 :

Pokemon : Leaf Green Version
Pokemon Mystery Dungeon : Red Rescue Team
Samurai Deeper Kyo
Crash Nitro Kart
Mario Kart : Super Circuit
Need for Speed : Underground 2
Lufia : Ruins of Lore
Megaman Battle Network

Page 18 :

Megaman Zero
Megaman Battle Network 2
Megaman and Bass
Megaman Battle Network 3 : White Version
Megaman Battle Network 3 : Blue Version
Megaman Battle Network 4 : Red Sun
Megaman Battle Chip Challenge
Megaman Battle Network 5 : Team Protoman

Page 19 :

Megaman Battle Network 5 : Team Colonel
Medabots : Metabee Version
Gunstar Super Heroes
Shaman King : Master of Spirits 2

Page 20 :

Sonic Advanced
Sonic Advanced 2
Sonic Advanced 3
Megaman Battle Network 4 : Blue Moon


Note : Please be reminded that these game are the "highest ranking games" from gamespot.com.


so I can give you full - entertainment XD.... If your FAVORITE games are not posted in here, just reply on the thread and I will post it immediatley. This thread is DAILY UPDATED.... Well, enjoy downloading GBA ROMs and please don't forget to say thanks! XD


P.S.

If you want to download more of my games (not only GBA) go to :

www.smartforumz.org (http://www.smartforumz.org)

and also try hitting the THANKS BUTTON... This will encourage me to upload more games.. + Reply on the thread if there are DEAD LINKS.. DON'T SPAM THE THREAD OR I'LL STOP UPLOADING...


SEE YOU THERE!

jossetteanne
01-20-2008, 06:42 PM
http://image.com.com/gamespot/images/bigboxshots/5/918915_front.jpg


The enduring appeal of Pokémon may seem inexplicable to the uninitiated, but it's certainly no accident. The world of Pokémon is a cute, kid-friendly one, filled with hundreds of different colorful creatures, many of which are inspired by real animals. Each unique Pokémon has a clever name and a distinct combination of traits and abilities. In the gameworld, trainers capture these critters out in the wild and then duel them against other trainers and their creatures. It's sort of a violent premise, actually, and therein probably lies part of the allure--yet the world of Pokémon is so lighthearted and charming that even cynical players are liable to get swept into it if they give it so much as a chance.

As in the original Pokémon Red and Blue, in FireRed and LeafGreen, you play as a character with aspirations to become the greatest Pokémon trainer in the land. Unlike in the original Pokémon games, though, you can now play as either a boy or a girl. Either way, you'll be trying to discover every last breed of those mysterious creatures in the process. Along the way, you'll square off against the nefarious Team Rocket, not to mention dozens of rival Pokémon trainers. Just getting to the end of the story takes about 25 hours, and you'll have uncovered only a fraction of the Pokémon in the game by that time--so there's tons of lasting value here, especially since you can keep playing once the main quest is over. In fact, hardcore Pokémon fans would argue that you're only just getting started at this point. Once you've finished the quest, many more new Pokémon become available for catching, and it's possible to go back and challenge any of the trainers you've previously encountered for some tough high-level challenges.

As with previous simultaneously released Pokémon games, FireRed and LeafGreen are essentially identical products whose only differences are precisely which Pokémon creatures they contain. Neither version contains all of the Pokémon, so you'll need to trade with another player in order to catch 'em all. But there's little point in actually getting both versions of the game for yourself.

Its one real innovation was battles between pairs of Pokémon (the vast majority of fights were still one-on-one), and that twist carries over into FireRed and LeafGreen, which otherwise plays just like Pokémon always has. Basically, you'll run around in the game's fairly vast world of towns interconnected with stretches of wilderness, and as you go, you'll often run into rival trainers as well as wild Pokémon, at which time the game switches to battle mode. The turn-based battles are simple in execution--each of your Pokémon has a maximum of four different actions it can use in a fight--and yet there's genuine complexity in the balance between different types of Pokémon.

http://rapidshare.com/files/35815816/Pokemon_Fire_Red__full_english__gba_.zip

jossetteanne
01-20-2008, 06:44 PM
http://image.com.com/gamespot/images/bigboxshots/1/919011_front.jpg

The fan focus is evident right off the bat, as Chain of Memories picks up immediately where the original Kingdom Hearts left off. Our spiky-haired protagonist, Sora, is wandering a land of open fields together with his fast companions, Donald Duck and Goofy. They end up drawn to the gates of a great castle, where they are confronted by an enigmatic robed and cowled figure speaking in riddles. It turns out that the trio has become trapped in a place called Castle. (http://www.smartforumz.org/forums/showthread.php?t=3002#) where simple cards adopt special properties. It's evident that nefarious business is afoot, but the band of heroes has no choice but to explore the castle in an effort to find King Mickey and Sora's friend Riku. And there's an added twist: The worlds you'll visit and the familiar characters you'll meet are all drawn from Sora's memories. His memory is being manipulated by a group known as the Organization, a clan of mysterious folk that seems to be intent on guiding Sora and his friends to accomplish some dark purpose. The events in this game are meant to tie together the stories from the original Kingdom Hearts and its eventual PlayStation 2 sequel, making it a Kingdom Hearts 1.5 of sorts.

You'll be controlling Sora alone on his adventure, because whenever he enters a new world by means of a set of special cards, Goofy and Donald are separated from him. Moving from floor to floor in Castle Oblivion is accomplished by clearing the various worlds, which are essentially the same Disney worlds you might have visited in Kingdom Hearts. The desert city of Agrabah from Aladdin is here, as well as ghostly Halloween Town from The Nightmare Before Christmas, Winnie the Pooh's sleepy 100 Acre Wood, and more. You won't be visiting any new Disney locations or very many original areas, which might be disappointing for those who hoped for new places to explore. The worlds are all segmented into a series of small, interconnected rooms. You move from room to room by unlocking doors with cards that you'll find in the field, pick up from enemies, or gain from special encounters or events. You can jump and swing your keyblade in the field; your blade can strike objects to open them, allow you to interact with doors, or let you hit an enemy for an initiative attack. The rooms are typically filled with foes (called the Heartless) that will roam the area, and while you can avoid them if you wish, getting the first attack nets you a good battle advantage.


http://rapidshare.com/files/45299797/GBA_Roms_-_Kingdom_Hearts_Chain_of_Memories__USA_.zip

jossetteanne
01-20-2008, 06:46 PM
http://image.com.com/gamespot/images/bigboxshots/6/589456_51662_front.jpg

It's a good thing you can't truly kill Dracula. Otherwise, Konami would have to stop making these excellent Castlevania games for the Game Boy Advance. Aria of Sorrow, the third Castlevania for Nintendo's portable system, is probably the best one yet, both in terms of its gameplay and design and also in terms of its production qualities. However, it must be said that Castlevania: Aria of Sorrow is at heart a very similar game to last year's Harmony of Dissonance and 2001's Circle of the Moon and that all three of these games bear more than a passing resemblance to Castlevania: Symphony of the Night, a PlayStation game dating back to 1997. Granted, Symphony of the Night perfected an excellent formula for side-scrolling action adventure games--the fact that a game like Aria of Sorrow can get away with directly copying Symphony all these years later is proof that Symphony is a classic. More to the point, like the arch villain of the series, the Castlevania formula seems to be immortal. Castlevania: Aria of Sorrow will be familiar territory for fans of this long-standing series, but they'll love it anyway, and so will anyone looking for a great action game for the Game Boy Advance.

For what it's worth, Aria of Sorrow makes a superficial effort to be different from every Castlevania before it. Namely, it's the first Castlevania that's set in a dark, gothic future, rather than in a dark, gothic past. So what's Dracula's castle like in the year 2035? Actually, it's pretty much the same as it ever was. There are maybe a handful of futuristic touches in Aria of Sorrow, but for the most part, the setting of the game is all winding, mazelike passageways through cathedrals, dining halls, catacombs, and so on, just like pretty much every Castlevania since the first one came out in 1986. Here, as the androgynous, white-haired hero, Soma Cruz (who looks just like Juste from Harmony and Alucard from Symphony), you'll wield a wide variety of medieval weapons against a wide variety of undead and demonic foes in your quest to try to find a way out of Dracula's castle. Those keeping up with the Castlevania series will recognize many of the enemies and locations in this game and will feel right at home from the moment the game begins.

The gameplay of Aria of Sorrow is definitely similar to that of its predecessors, but it's been appreciably refined and improved. For one thing, the game packs the most well balanced challenge of the three--it's easier than the very tough Circle of the Moon but tougher than the rather easy Harmony of Dissonance. It also offers more variety than either of those games. Soma can find and equip a huge arsenal of different weapons, including swords, hammers, punch daggers, and much more. These all have different properties--some are quick but lacking in range and power, while others cover a wide range but are relatively slow. Some weapons are flat-out better than others, but it's fun to experiment with all of them.

http://rapidshare.com/files/35824560/GBA_-_Castlevania_Aria_of_Sorrow.zip

jossetteanne
01-20-2008, 06:47 PM
http://www.phantomcastle.it/phantom/ffspiritscastle/ffta/Final_Fantasy_Tactics_Advance-front.jpg


Final Fantasy Tactics Advance is noteworthy for several reasons: It's a much-desired follow-up to Square's popular 1997 strategy role-playing game for the PlayStation, and it's also the first Final Fantasy game to appear on a Nintendo console in many years. Tactics Advance is also a great game in its own right, and it's well-suited to the portable Game Boy Advance. Those who fondly remember the original Final Fantasy Tactics won't find a story that's as engrossing or as complex here, but this is still a deep and involving RPG that offers dozens of hours' worth of entertaining tactical battles.

The title "Final Fantasy Tactics Advance" is somewhat misleading, because, while the game is certainly reminiscent of the PlayStation original, it's completely different in terms of storyline and certain key gameplay elements. So this is neither a sequel nor a remake, but, instead, it's another strategy RPG in the same vein as Atlus' excellent Tactics Ogre: The Knight of Lodis or the recent Disgaea: Hour of Darkness.

The story of Final Fantasy Tactics Advance was apparently inspired by the famous novel The Neverending Story--or maybe even more so by the 1984 movie of the same name--since this story seems skewed for younger audiences but is suitable for all ages. The main character is Marche, a young boy who is friends with a couple of other down-on-their-luck kids. Collectively, they aren't having a great time in their formative years--they've got problems at home and at school. One day, though, they discover a magical book that literally transforms their harsh and mundane world into one of swords and sorcery. This is a place where they can be heroes. Marche, nevertheless, believes that this new world is not his rightful place, and so he begins his long quest to find a way home.

The story has a few ironic twists, but, generally, it is neither as epic nor as prevalent as stories tend to be in other Final Fantasy games. That means you'll be spending much, much more time battling it out with bad guys than watching the story unravel. Unfortunately, occasional story sequences, such as the game's lengthy intro, cannot be skipped. This can lead to some frustrating situations, like when you're defeated by a long-winded boss of some sort and need to listen to his or her spiel once more before you can give the battle another shot. Fans of RPGs are probably used to this particular brand of punishment, though.

The actual gameplay of Final Fantasy Tactics Advance resembles that of other strategy RPGs, though, as you'd expect, it has a few twists of its own. Battles play out from an isometric perspective, and you take turns--with the computer-controlled opponents on the map--moving your characters, attacking, and/or performing other actions (like casting spells or using items or special moves). You generally try to do whatever it takes to win. The pacing is good, but, in time, you'll probably wish you could move things along a little faster. The enemy AI is pretty good, too. A typical battle is a six-on-six affair, and characters get to move in order of whoever has the highest initiative, so don't expect to be able to move all your characters one after another. Initiative-based turns add to the strategic appeal, though, unlike in the original Final Fantasy Tactics, all actions are executed instantly here. This makes magic-using characters quite powerful in the late game, since each turn they're able to cast devastating area-effect spells.


http://rapidshare.com/files/45300406/GBA_ROMS__Final_Fantasy_Tactics_Advance__U_.zip

jossetteanne
01-20-2008, 06:48 PM
http://image.com.com/gamespot/images/bigboxshots/3/921183_55987_front.jpg

Another epic, memorable adventure awaits in Fire Emblem: The Sacred Stones, the follow-up to 2003's similarly excellent strategy RPG, Fire Emblem. The previous game was actually the seventh in a series that had long since established itself in Japan, and at last made it to these shores. That makes The Sacred Stones the eighth Fire Emblem title, though it features an original, completely self-contained story and is equally well suited to new players as well as returning fans. Those fortunate to have played previous Fire Emblem games will find a comfortably familiar experience in The Sacred Stones, which features its own huge cast of unique characters and some noteworthy twists to the formula. However, most of the play mechanics, animations, and sound effects are the same as before, and therefore maybe not quite as impressive as they used to be. The game itself is outstanding overall, though, for all the reasons its predecessor remains one of the best Game Boy Advance games available--it, too, offers a lengthy, rewarding, thought-provoking experience that truly makes you feel as though the decisions you make, waging one exciting battle after the next, carry serious consequences.

Fire Emblem: The Sacred Stones consists of a series of strategic turn-based battles that are tied together by an elaborate, carefully crafted story featuring dozens of different characters...characters who live and die by your actions. The story touches on many of the same themes as the previous Fire Emblem game, but it's otherwise completely different, right down to the new setting of the land of Magvel. Central to the tale is a new pair of protagonists, the chivalrous royal siblings Ephraim and Eirika. When the kingdom of Grado suddenly and ruthlessly lays siege on its former allies in the kingdom of Renais, Ephraim and Eirika emerge as some of the sole survivors. Forced to go their separate ways, the two of them embark on a quest to muster an army and discover the source of Grado's treachery. You'll get to experience the story from both characters' perspectives, and parts of it even branch off, giving you a different angle on the storyline depending on whose journey you choose to follow.

Much like the previous Fire Emblem, this is a well-written, surprisingly sophisticated narrative featuring plenty of endearing heroes and villains, and no shortage of provocative, morally complex situations. The content isn't so severe that it isn't suitable for younger players, but the point is, Fire Emblem takes itself and audience seriously, though it's not without its occasional moments of comic relief, either. The storyline mostly just unfolds through lightly animated character portraits and accompanying onscreen text, yet this seemingly simple technique works surprisingly well to get the point across. The story is noninteractive and at times quite wordy, so you could skip right past it if and when you really want to. But, much like the previous game, the entertaining turn-based combat and the rich story of The Sacred Stones combine to form something much greater than the sum of these two parts.

The turn-based battles that form the basis of the gameplay in Fire Emblem have more in common with strategy games like Advance Wars than with other strategy RPGs like Final Fantasy Tactics Advance. In any given battle, you'll control a limited number of units--usually about a dozen--as you attempt to solve your mission's objective. That objective generally involves strategically battling against superior numbers of enemy forces. During your turn, you get to move all your units in any order, and if you wish to make them attack their foes, you're given an estimate of the results of that exchange before having to commit to the fight. When one unit attacks another, the game cuts to a little animated sequence showing the combatants exchange blows. If one unit runs out of health points, it's gone and out of the fight, and can usually be presumed dead. Don't think outsmarting your foes will be easy--the artificial intelligence in Fire Emblem is quite good, so you can look forward to your enemies exploiting any weaknesses in your defenses, such as by focusing their attack on your weakest forces. To make things really interesting, the game features tons of different character classes, each with their own distinct specialties. You've got knights, archers, cavaliers, priests, thieves, fighters, mercenaries, shamans, and many more to work with, including some exotic classes like pegasus knights and wyvern lords.

http://rapidshare.com/files/35817437/1997_-_Fire_Emblem_The_Sacred_Stones_USA_GBA-TRM.zip

jossetteanne
01-20-2008, 06:49 PM
http://image.com.com/gamespot/images/bigboxshots/2/929992_73922_front.jpg


You'd think that after five games in four years people would have had their fill of the Mega Man Battle Network series. Apparently not, because Capcom has just put out the sixth installment, chronicling the further adventures of the kid net- battler Lan and his cyberspace partner Mega Man. Longtime fans may be disappointed to discover that there's really nothing in Mega Man Battle Network 6 that wasn't in the previous games, but they'll likely feel compelled to finish this one anyway, since the story provides the payoff for events that have been building since the first game. On the flip side, this new game gives newcomers to Capcom's role-playing series the perfect opportunity to jump in, because it incorporates all of the key features from the five previous games, recaps a fair amount of Lan and Mega Man's past, and serves as the launching pad for future games that will star a new pair of heroes.

Like its five predecessors, Mega Man Battle Network 6 combines traditional role-playing with action-oriented combat. The central idea is that the real world and cyberspace exist as two separate-but-linked universes. A young boy named Lan wanders around and interacts with people and places in the real world, while his electronic counterpart, a Navi named Mega Man, explores cyber dungeons in the virtual world and partakes in random battles against evil Navis (called viruses). The things you do in cyberspace will unlock doors or activate machines in the real world, and vice versa.

http://rapidshare.com/files/35823082/GBA_Roms_-_MegaMan_Battle_Network_6_-_Cybeast_Falzar__U__Independent_.zip

jossetteanne
01-20-2008, 06:51 PM
http://www.nextwarehouse.com/prod_images/61/829161_NINTENDO_AGBPBPEE.jpgNOW FULLY WORKING! XD

Through the 10 or so proper Pokémon games that Nintendo has released for the Game Boy, then the Game Boy Color, and now the Game Boy Advance, the crux of the series has remained unshakable. A preteen hero goes out into the world, complete with parental blessings, to become the world's number one trainer of a bizarre, varied, and mysterious race of creatures called Pokémon. Along the way, our hero has some funky adventures. Essentially a singular director's cut version of Pokémon Ruby and Sapphire, Pokémon Emerald will feel especially familiar, and as such, it will likely hold greater appeal to the uninitiated or those who have been on Pokémon hiatus.

After starting off as either a young girl or boy recently transplanted to a new town, you quickly ditch your homemaker mother to follow in the footsteps of your dad, who is already a celebrated Pokémon master. After being gifted your first Pokémon by local man-of-science Professor Birch, you'll head into the world to fight and capture wild Pokémon, as well as test your might against other up-and-coming trainers. Furthermore, you'll rank up your own standing as a trainer by traveling to different towns and besting the head trainer at the local Pokémon gym. You'll eventually get mixed up in some unsavory business with Team Aqua and Team Magma, two nefarious groups of Pokémon trainers, in addition to going on various adventures and side quests that you'll have to take on as you train and collect your Pokémon. The writing isn't quite as clever as Nintendo's own Advance Wars series, but it still pops and generally avoids the kind of condescending tone that makes most kids games unplayable by people outside the designated age bracket.

Pokémon are a pretty weird, inexplicable bunch of creatures. Their origins, even within the game's reality, are purposefully vague, and despite their wildly varied appearances and abilities, all Pokémon have a few basic characteristics in common. Most importantly, all Pokémon love to fight other Pokémon, whether it's in a head-to-head spar or a two-on-two match. As they fight, they gain experience and learn new moves. And occasionally, a Pokémon will evolve into a sleeker, more aggressive version of itself, taking on a new name in the process. The Pokémon series has always been expertly keyed in to the obsessive-compulsive traits of gamers, so most of the game revolves around fighting with and capturing different Pokémon.

To be clear, your character never actually fights; instead, you'll send out your own Pokémon to broker victory for you. You can carry up to six different Pokémon with you, and each can have up to four different moves, which can be offensive or defensive and can range from straightforward melee attacks to projectile attacks to even crazy psychic blasts. Despite the limited number of moves, the different alignment of each Pokémon helps inject some extra strategy into the combat. Every Pokémon is categorized by type, such as fire, electric, poison, psychic, and so on. For every type of Pokémon, there's another type whose attack is extremely effective against it, creating a nice rock-paper-scissors dynamic. This is a good reason to "catch 'em all."

Though you'll end up spending most of your time either fighting or looking for a fight, there are plenty of other activities. You can breed your Pokémon, enter them into what amount to Pokémon beauty pageants, pick and plant berries that can be turned into candies (and fed to your Pokémon for little stat bumps), and gamble in casinos, just for a few examples. There's a ton of optional stuff like this that helps flesh out the whole world.

Pokémon Emerald's biggest strength is its accessibility. The role-playing-game structure has been streamlined to make it easier to pick up and play for casual players, but without losing the depth that will keep the more committed playing for days on end. Unfortunately, Emerald's biggest weakness is that most hardcore Pokémon players already played through this adventure when it was released as Pokémon Ruby and Sapphire. However, it does add some new areas, and it tweaks a lot of minor stuff, like Pokémon abilities and certain character appearances. You can also now use the wireless GBA adapter to link up with other players to trade and battle Pokémon, and using a GameCube link cable, you can put your Pokémon into play in Pokémon Colosseum.

http://rapidshare.com/files/87157818/1986_-_Pokemon_-_Emerald_Version__U_.rar
(http://rapidshare.com/files/45300864/GBA_Roms_-_Pokemon_Emerald.zip)

jossetteanne
01-20-2008, 06:52 PM
http://smashbrothersonline.com/GameBoxes/MarioandLuigiSuperstarSagabox.jpg

An evil witch has stolen Princess Peach's voice, replacing her fair speech with explosives! As chaos breaks out in the Mushroom Kingdom, Mario and Luigi head for the castle and meet up with Bowser, who just arrived to kidnap the princess. When they find out what happened, these sworn enemies join forces and follow the witch to a neighboring kingdom. After an aerial ambush crashes their ship and sends Bowser to who-knows-where, Mario and Luigi embark on foot, learning new moves and combining their brotherly might to fight off enemies, as they venture toward the kingdom's castle. Features

* Unique RPG elements allow you to level up Mario and Luigi, increase their stats and powers and even buy them equipment.
* Explore the strange BeanBean kingdom using a unique simultaneous-control setup that lets you control each brother separately or team up for super moves.
* Laugh out loud at the hilarious character dialogue.
* Enjoy the involved story, puzzle-solving challenges and the experience of a classic role-playing game combined with the jumping challenges of a platformer and an all-new, reflex-testing battle system.
* Interact with other classic Mario characters and enemies throughout the game.
* Pak also includes Mario Bros. Battle and Mario Bros. Classic. Both games can be played in Multi-Pak mode with all the Super Mario Advance games.

Mario & Luigi: Superstar Saga is packed with an abundance of absurdly-fun minigames like Border Jump, in which Mario and Luigi must skip rope with two Hammer Bros. Other minigames include Mystery Carts, Star 'Stache Smash, the Barrel Game and more. Each minigame offers an opportunity for valuable rewards.

Combine your brotherly powers to pull off powerful Bros. Powers and Bros. Actions. With Bros. Powers, Mario and Luigi tag team on enemy baddies, unleashing the full force of their combined plumber power in special button-combo maneuvers. With Bros. Actions, Mario and Luigi cooperate to get access to hard-to-reach places--for instance, Luigi can use Mario as a trampoline and Mario can piggy-back on Luigi and spin to fly them across short distances.

The music and graphics are equally superb. The graphics easily match anything on the GBA, lending the game a bright, cartoonish appeal without shading the game in an overly-cute style. Much of the music is taken from previous Mario adventures, making the game's soundtrack a medley of Mario's greatest hits.

http://rapidshare.com/files/45301390/GBA_Roms_-_Mario___Luigi_Superstar_Saga.zip

jossetteanne
01-20-2008, 06:53 PM
http://www.gametab.com/images/ss/gba/2839/box-l.jpgNOW FULLY WORKING! (PRESS REP!)

Crash Bandicoot and Spyro the Dragon have been popular ever since games featuring the two mascots first appeared on the original PlayStation console. Vivendi Universal has had the rights to both characters for a while, so it was only a matter of time before someone at the company came up with the idea to pair them together in a crossover of some sort. That crossover has finally reached fruition as two separate games--Crash Bandicoot Purple: Ripto's Rampage and Spyro Orange: The Cortex Conspiracy (both for the Game Boy Advance). They're both side-scrolling action games, and the story is basically the same in each (Ripto and Cortex have joined forces to try to get rid of Spyro and Crash once and for all). Besides the abilities that the characters in each game have, the biggest difference between the two is that one (Spyro) is geared toward novice players, while the other (Crash) is geared toward seasoned players. Taken on its own, Crash Purple a very good game with a nice amount of variety.

Crash Bandicoot Purple: Ripto's Rampage doesn't stray too far from the formula established by previous Crash games. There are five worlds, each consisting of two main levels. The main levels are set up like a typical side-scroller. Crash can jump, double-jump, and perform a spin attack that knocks away enemies. At the end of each world, you'll go up against one of Ripto's henchmen in a boss fight. Rather than strictly focus on platforming, Ripto's Rampage shakes things up a bit. There are portals located throughout each of the main levels, usually seven or eight per level, that lead to minigames, and the only way to earn gems is by completing these minigames. Most exits require purple gems, which you get just for finishing a minigame, but the doorway to the final world requires silver gems, which are only given out if you manage to break all of the crates within a minigame. Since some minigames use forced scrolling or have time limits, you can look forward to many repeated attempts just to earn those coveted silver gems.

The minigames in Ripto's Rampage are really, really good, and there's a wide assortment of them. One of the more whimsical minigames is an inner-tube game that's a blatant copy of Toobin', an arcade game that was put out by Midway in the 1980s. Crash sits in an inner tube going down a river. The controls let you steer the tube and kick in a burst of speed when you need it. All along the river there are sandbars, mines, torpedoes, and whirlpools that you have to avoid, while at the same time you must try to smash any crates that you see floating in the water. Other minigames include a Breakout-style pinball game, a tank game that lets you wander around mazelike levels hunting other tanks, a pig-riding game that's set up like the mine-cart levels from Donkey Kong Country, and a horizontally scrolling shooter where you need to use rockets and bombs to blast away at enemies and boxes. For those of you who enjoyed the previous Crash GBA games, there's also a minigame that imitates how the levels in those games were set up. You're put into a side-scrolling level that's packed with enemies and various crates--regular crates, bouncy crates, TNT crates, and more--and you need to reach the end in a limited amount of time. Like in the Crash games of old, the trick is figuring out what order to smash the crates in so that you can make it to the end and earn both gems. In all, there are at least a dozen unique minigames.

Crash Bandicoot Purple and Spyro Orange have a similar look and similar music and generally tell the same story. The dialogue scenes at the end of each world are shown from the vantage point of the lead character, but the supporting casts have been shuffled so that Spyro's friends appear in Crash's game and Crash's friends appear in Spyro's game. Their comments are limited to hints about the current level, however, and don't have much bearing at all on the overall story. In both games, the rendered character sprites are smoothly animated, and the backgrounds display a great deal of cleverness--you'll find bonus trading cards hidden behind shrubs, bouncy crates that lead to hidden treasures in Crash's game, and secret ledges in Spyro's game that can be reached only by taking a leap of faith and using Spyro's flying ability. The backgrounds in Spyro Orange don't have as much going on in them as the environments in Crash Purple do, probably because the developers wanted to limit how busy the backdrops were so that novice players wouldn't get confused. Whatever the reason, there are fewer enemies, fewer obstacles, and fewer creatures like mice and butterflies puttering around in Spyro's game, which makes Spyro Orange seem like it was hastily thrown together in comparison to Crash Purple--even though both games share the same graphical look.


http://rapidshare.com/files/87160280/1509_-_Crash_Bandicoot_Purple_-_Ripto_s_Rampage__U_.rar (http://rapidshare.com/files/35827264/Crash_Bandicoot_-_Purple_Riptos_Rampage___GBA.zip)http://rapidshare.com/files/87160280/1509_-_Crash_Bandicoot_Purple_-_Ripto_s_Rampage__U_.rar

jossetteanne
01-20-2008, 06:55 PM
Pokemon : Chaos Black Version

UPDATED! (PRESS THANKS!)
Note: This game is an "Unofficial release" so don't search for the Box images.:)

If you are an addict person on pokemon games, try this one and see for yourself!:))


http://rapidshare.com/files/87164590/Pokemon_chaos_black.rar (http://rapidshare.com/files/87164590/Pokemon_chaos_black.rar)

jossetteanne
01-20-2008, 06:57 PM
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The battles are typical turn-based fare, with you directing an ally to an enemy and choosing a form of attack, though unlike in other strategy games (http://www.smartforumz.org/forums/showthread.php?t=3002&page=2#), there's no tactical advantage to approaching enemies from the back or side. For melee attacks, there's a weapon triangle that's a rock-paper-scissors way of determining which weapon does more damage: Swords are best against axes, axes are best against lances, and lances are best against swords. There's also a trinity of magic that works the same way with anima, light, and dark magics. Those are the basics, but once you're out on the field, any rule is fair game to be broken, and once you select a foe to attack, you can see your chance to hit, the amount of damage, the probability of a counterattack, and the amount of counterdamage the enemy might do through a confirmation screen. You still won't necessarily want to put flying units like wyvern riders and pegasus knights in the way of archers or mages, but sufficiently leveled characters, particularly by the end of the game, will generally have no trouble wiping the floor with enemy units despite using a "weaker" weapon. Terrain can also be used to your advantage by placing your allies in forests or mountains where they're harder to hit; while there aren't many (http://www.smartforumz.org/forums/showthread.php?t=3002&page=2#) effects in the game, rain and snow do sometimes fall and restrict movement for all units, making it important to move swiftly when you are able. Your objectives for victory are varied and range from defeating the strongest enemy unit and seizing a fortress, to wiping out all enemies, to protecting a single character, to just trying to survive for a set number of turns. While things start out easy enough, the difficulty slowly but surely ramps itself up, and there's plenty of challenge waiting.

There are lots of character classes in the game, but you won't be spending any time creating units; each character is an individual who joins your cause for his or her own reasons. Some units come already as loyal protectors, some you will meet fighting a common foe, and some characters can be convinced to join the fight by having a certain someone walk up and talk to them. All of this generally happens on the battlefield, but no matter what else is going on, it's to your advantage to check out any villages or houses that might dot the landscape. You'll need as many friends as you can muster, and there are a variety of knights, assassins, swordsmen, mages, thieves, healers, pirates, archers, and others walking around or waiting to be found. All are useful, and most are necessary to complete your quest. In addition, characters in the basic character classes can--upon reaching level 10 and with a specific item--upgrade to a more powerful profession, which changes their physical appearance and also often gives them the ability to use new weapons and magic. More power is a good thing, because you don't want to lose any of your units; if characters fall on the battlefield, they're gone, permanently. Only the fall of a main character will cause the end of your game, but if you lose an ally, your pool of available fighters decreases, and you lose a friend.



http://rapidshare.com/files/45302885/GBA_ROMs_-_Fire_Emblem_7_-_Blazing_Sword__English_.zip

jossetteanne
01-20-2008, 06:59 PM
SD Gundam Force

Taking the form of a side scrolling action game, this game lets you use three characters from the show, including Captain Gundam. Each character has his own specialty for attack distance, with Captain Gundam being suitable for all distances. Each character is also unique in its way of leveling up and in available special skills. The game offers up three basic types of actions as you play. You can change between all three characters on the fly, something that's required depending on the situation. Combo attacks are important to the game and are pulled off by simply pushing the attack button repeatedly and tapping up or down on the D-pad. Finally, the Zakofuttobashi move allows you to grab enemies and toss them at barriers that can otherwise not be cleared.

http://rapidshare.com/files/35814618/GBA_Roms_-_SD_Gundam_Force.zip

jossetteanne
01-22-2008, 03:56 PM
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Descended from a noble lineage, The Knight of Lodis follows in the grand tradition of the original Tactics Ogre for the SNES, as well as the now-classic Final Fantasy Tactics for the PlayStation. Like those other games, this handheld version of Tactics Ogre is very easy to recommend--its depth is comparable to that of its predecessors, making it almost unequalled for a handheld game. The action focuses on the turn-based management and strategic command of a small group of soldiers. This is a complex idea, but the gameplay of Tactics Ogre truly shines, and the Game Boy Advance is a capable platform for it.

Rather than act like a completely original game, Tactics Ogre for the Game Boy Advance is more of a side story in the Ogre Battle saga. As a young knight and member of the Order of the Sacred Flame, you are part of a small detachment of troops sent to the island nation of Ovis on behalf of the Holy Lodis Empire. You begin with a straightforward objective, but the path that lies before you isn't simple. Your decisions throughout will determine your path and lead you to one of several different endings--but you'll never get that far without proving yourself in the heat of battle.

Tactical combat is the focus of Tactics Ogre. Battles take place on an isometric 2D playing field that does a great job of simulating three-dimensional terrain, with the exception of the fixed perspective. The little details are great--the trajectory of archer's arrows is clearly depicted, and characters will strike upward or downward at foes if they're not on equal footing. The color palette seems to be specifically tailored to the Game Boy Advance, lending the environments a clean and detailed look. This serves to highlight the diverse topography of the maps, which feature diverse terrain types and varying elevation. A height advantage will increase the range of bows and make your attacks more powerful, while the varying terrain types affect everything from movement range to the effectiveness of magic. Weather effects, like rain that can cause water levels to rise unexpectedly, change the look of the battlefield and have a direct bearing on the gameplay. The influence of terrain on combat is often subtle, but it's very important--the type of ground your cleric is standing on could mean the difference between being able to cast a life-saving healing spell or being felled on the spot by a ruthless enemy.

While you'll have direct control over only the main character for the first couple of battles, you'll soon be able to deploy up to eight troops on the field and exercise full control over all their actions. Each character has an alignment, an affinity for one of six elements, and a class. A character's alignment (as well as his or her gender) has subtle effects on his or her abilities. Elemental affinity determines how he or she fares against characters of other elements, the effectiveness of different spells, and terrain bonuses and penalties. And a character's class, his or her most distinguishing characteristic, essentially determines what role he or she plays on the battlefield. The most basic class is the soldier, but more focused and useful classes will become available as individuals gain experience.

http://rapidshare.com/files/85406962/Tactics_Ogre_-_Knight_of_Lodis.zip

jossetteanne
01-22-2008, 03:58 PM
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Dynasty Warriors, Koei's action-strategy franchise, has gained a loyal following since its first appearance on the PlayStation back in 1997--which is pretty impressive considering that the subject matter deals with historical events in Chinese history. Five games and multiple consoles later, the series has finally come to the Game Boy Advance in the form of Dynasty Warriors Advance. Like its console predecessors, the GBA game strikes a balance between the action and strategy genres, and, at the same time, immerses players in "what-if" storylines concerning famous Chinese generals. Unfortunately, this pint-sized coup d'etat has been scaled back considerably from its console counterparts, to the point that very little of what made the console games enjoyable survived the cutting-room floor.

Dynasty Warriors Advance is set during the Three Kingdoms period in Chinese history, which lasted roughly from AD 184 until AD 280. The Han dynasty ended, leaving three individual kingdoms of Wu, Wei, and Shu to spend the next century fighting for control of China. Many famous generals, such as Cao Cao, Cao Ren, Liu Bei, and Lu Xun, made their mark over the years by claiming victories in battles that literally shifted the balance to one side's favor. In Dynasty Warriors Advance, you can pick one of 13 famous generals and lead their troops through the entire era, possibly altering China's history in the process.

Once you choose a general, you'll find yourself in the first battle--Hu Lao Gate--staring at a map populated with castles, supply depots, and character icons. Gameplay is split into two phases: a strategy phase and an action phase. Neither is very complicated. The strategy phase works just like a board game. There are red and blue character icons situated on the map. The red ones represent your allies, and the blue ones are the enemies. You can move your own general one space per turn, while the CPU takes command of all of the other icons, both ally and enemy. When you make contact with an enemy, the action phase is initiated. This is where the magic happens. Your lone general is thrust onto a battlefield and you have to eliminate groups of enemies in real time by mashing the attack buttons. You can run around, dash, activate booster abilities, and perform different attack combos by keying in various combinations of the A and B buttons.

Even though the premise and gameplay sound esoteric and highfalutin, the console Dynasty Warriors games have no problem making the whole concept seem approachable and interesting. And that's because battles in the console versions resemble the kinds of thousand-man skirmishes you'd see in movies like Braveheart or Troy. Often, dozens, if not hundreds, of soldiers are displayed all at once. This sense of scope and scale is electrifying, especially considering how you can wander the environment and pick fights with lone captains or entire clusters of swordsmen. The GBA game, by contrast, can only display seven characters onscreen at any given time. As such, battles on the handheld lack the scope that battles on the console have.

And that's really the problem with Dynasty Warriors Advance--so many cutbacks were made to cram it onto the GBA that it's missing most of what made the console versions so enjoyable. Let's say you enter a battle against 50 enemy soldiers. Since the game can only display seven characters at once (including your general), it means that enemies come out six at a time. Battles drag on longer as a result, and, worst of all, the GBA game is that much easier since crowd control is never a challenge. Meanwhile, the sprites themselves are small, bigheaded, and poorly animated. Watching Cao Cao wave his sword around chunkily like Samurai Tailor in a classic 1970s Saturday Night Live sketch is hardly awe-inspiring. Not only do the flat, top-down environments obviously lack the scale that the large 3D environments on the consoles have, but they're also pretty bland. Except for a random wave motion or torch flame effect here and there, there's nothing going on in these woods and villages. The same holds true for the audio. If not for rock music constantly playing in the background, all you'd ever hear are the same metal clashing and groaning sound samples over and over again.

Beyond the technical cutbacks, there are numerous gameplay cutbacks, too. The GBA game has fewer kinds of enemies than the console games do. In Dynasty Warriors Advance, you encounter the same three enemies constantly--swordsmen, spearmen, and archers. The absence of flame-throwing juggernauts and captains on horseback is a real downer. You also can't do things like hire bodyguards or specify which officers accompany you into battle, which were two of the console games' nicer features. At least the arsenal of weapons and boost powers are still mostly intact. Each general specializes in three weapon types and has a set of six different boost powers that can be used to enhance attributes such as strength, speed, and combo effectiveness. There are approximately 250 weapons to find throughout the game, which, along with the leveling that occurs for killing soldiers, can turn your rookie general into a one-man army in no time. None of this matters, though, because the enemy artificial intelligence has also been greatly diminished. Standard enemies rarely attack or block, and CPU-controlled captains are only slightly more difficult because of their increased health and damage output. Basically, the action sequences in Dynasty Warriors Advance have been reduced to pure button mashing.


http://rapidshare.com/files/85404788/Dynasty_Warriors_Advance.zip

jossetteanne
01-22-2008, 04:00 PM
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First remade for the Japanese-produced Bandai WonderSwan Color handheld, Final Fantasy I and II both also enjoyed a combined showing on the PlayStation as Final Fantasy Origins. Now, the same versions of these games have finally made their ways onto Nintendo's Game Boy Advance, with the subtitle Dawn of Souls. While the games themselves are pretty much unchanged graphically, the GBA versions have some additions in the ways of bonus dungeons (in Final Fantasy I) and an extended storyline (in Final Fantasy II). The compilation here offers a lot of role-playing bang for your buck, and though each game shows its age a bit, the combined package is still worthwhile for old-school RPG fans and patient neophytes.

The gameplay in Dawn of Souls hearkens back to an earlier era in which your success at role-playing games was determined by the amount of time you spent leveling up your characters. And if you're the kind of person that enjoys plowing into incessant random battles and obliterating countless goblins and other assorted creatures in rapid succession to achieve your goals, then this package will give you that in spades. Leveling in Final Fantasy I tends to be quite brisk, and the overall difficulty of the game seems to have been tweaked down a bit, so the game is fairly straightforward. Final Fantasy II uses a different system of character advancement, so instead of collecting experience points toward a new level, your characters will have their stats augmented depending on their actions in battle. For example, a character that gets hit repeatedly by foes will have his or her maximum hit points go up, whereas a character that uses spells often will see his or her spell effectiveness increase. Similarly, a character that attacks often will see his or her strength and weapon proficiencies increase, and so on. This means that overall you'll need to pay a bit more attention to how your characters are developing in Final Fantasy II. However, they'll still progress fairly evenly just by fighting repeated successive battles (and they're in ready supply).

Battle works much the same in both games, so basically, a group of up to four characters faces off against single or multiple enemies, and often, all you have to do is just quickly ask all your party members to hit something. Much like in Final Fantasy Origins (and unlike the original NES versions of these games), if a selected monster dies before a party member's turn to hit it, that character will simply attack another foe at random, instead of wasting a turn. Random battles in these games tend to progress about as quickly as your little thumb can manage to press the A button for attacks or spells, so at least the monster throngs you come across will be out of your way quickly. It's a satisfying, if not mentally taxing, battle system, but these games were always about your ability to endure against monster armies rather than deep strategy. So the formula still holds its own, particularly for RPG fans who relish battling their characters to the highest levels.

The characters are for the most part undeveloped, at least in the first game, in which you select a group of four character classes to become the four crystal heroes who are out to save the world from destruction. There's a storyline in the second game that revolves around a group of three youths, orphaned by a terrible war, that search for a way to end the conflict. Here you'll meet some notable personalities and see the character of the Final Fantasy series start to emerge a bit. In addition to its standard storyline, Final Fantasy II has an extra playable scenario that becomes available after you finish the game. This scenario pits a group of deceased characters in the afterlife against even more foes. Final Fantasy I, likewise, has some extra content in the form of four new dungeons that are unlocked as you defeat the four Fiends of Chaos. Each dungeon is of random design and is filled to the brim with enemies and treasure. Monsters from later Final Fantasy games also make appearances in these dungeons, so the hardcore should enjoy ferreting them out. If you defeat the fiend at the end of the dungeon, you'll get to keep a number of treasures that come in the form of powerful items, which are sure to make your way through the game much easier.

Graphically, not too much has happened to these WonderSwan ports. All the environments and character sprites are clean and distinct, though the latter tend to be tiny and only very simply detailed. The various monsters and their color-swapped cousins that you'll meet represent a good cross section of baddies, from spiders and sharks to giant eyeballs, evil horses, enemy soldiers, and everything in between. The game even has a bestiary that you can use to check out all the monsters--from either Final Fantasy--that you've run across. Otherwise, the game is a good port, though without an excess of graphical detail. Simple flowing landscapes, quaint towns and villages, various themed dungeons, and a bit of animated flash with magic spells rounds out the visuals.

http://rapidshare.com/files/85391047/GBA_Roms_-_Final_Fantasy_I___II_-_Dawn_of_Souls__U_.zip

jossetteanne
01-22-2008, 04:01 PM
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You'd think that after five games in four years people would have had their fill of the Mega Man Battle Network series. Apparently not, because Capcom has just put out the sixth installment, chronicling the further adventures of the kid net- battler Lan and his cyberspace partner Mega Man. Longtime fans may be disappointed to discover that there's really nothing in Mega Man Battle Network 6 that wasn't in the previous games, but they'll likely feel compelled to finish this one anyway, since the story provides the payoff for events that have been building since the first game. On the flip side, this new game gives newcomers to Capcom's role-playing series the perfect opportunity to jump in, because it incorporates all of the key features from the five previous games, recaps a fair amount of Lan and Mega Man's past, and serves as the launching pad for future games that will star a new pair of heroes.

Like its five predecessors, Mega Man Battle Network 6 combines traditional role-playing with action-oriented combat. The central idea is that the real world and cyberspace exist as two separate-but-linked universes. A young boy named Lan wanders around and interacts with people and places in the real world, while his electronic counterpart, a Navi named Mega Man, explores cyber dungeons in the virtual world and partakes in random battles against evil Navis (called viruses). The things you do in cyberspace will unlock doors or activate machines in the real world, and vice versa.

Combat isn't turn based like it usually is in role-playing games. Instead, battles happen in real time on a 6x3 grid, which is split evenly into player and enemy areas. Naturally, you want to deplete their health meters before they obliterate yours. Mega Man can use his buster cannon in battle, but his better attacks are randomly decided by drawing tiny cards known as battle chips. Five chips are selected at the beginning of each battle, and when they're used, others are drawn to take their places. Some chips are better against certain types of enemies, and some can dole out damage to a whole swath of grid squares. Multiple attacks can be chained together by using chips with the same name or letter designation, and some chips can be combined to create stronger attacks. That's where most of the game's strategy comes from: collecting and organizing the battle chips in your active folder. In all, there are 250 unique chips to find and collect.

Previous games have let Mega Man transform into other Navis on a limited basis, but only when the appropriate chip was used. This new game eases up the Navi cross system to the extent that you can now transform Mega Man into any of 10 other Navis and gain their powers for as many turns as necessary, without the need to wait for any specific chip. For instance, to transform into Heat Man, the only thing you need to do is select him from the list. Once you do so, your flame attacks will gain an attack bonus and Mega Man will become strong against grass-type viruses and weak against water-type viruses.

Dark-attack chips and chaos unisons, which in previous games let Mega Man harness powerful dark attacks at the risk of losing health permanently, have been eliminated from Mega Man Battle Network 6. In their place is the new BeastOut system. Roughly four hours into the story mode, Mega Man conveniently absorbs a powerful cybeast creature, which he can unite with in battle. Uniting with a cybeast doesn't require any special conditions. All you need to do is select the BeastOut button, and Mega Man will transform, gaining a significant attack bonus and the ability to charge up most attacks in the process. The only limits on the use of cybeasts are that they're only active for three turns and Mega Man will run amok if you don't wait a few turns before using the BeastOut button again. As the game's subtitle suggests, there are two cybeasts, called Falzar and Gregar. Falzar lets Mega Man float above the battlefield, rendering him immune to broken and cracked panels, whereas Gregar outfits Mega Man with a beefy armor upgrade. You can even BeastOut after transforming into another Navi, which gives you the best of both worlds: a supercharged, elemental Navi.

http://rapidshare.com/files/94689522/2427_-_Megaman_Battle_Network_6_Cybeast_Gregar__U_.rar

jossetteanne
01-22-2008, 04:03 PM
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The Legend of Zelda: A Link to the Past was one of the greatest games to be released for Nintendo's 16-bit SNES. The game brought the classic NES series up to the standards of the day, adding plenty of new gameplay elements while still maintaining the same basic feel of the original action adventure game. In keeping with the recent trend of bringing such classics to the Game Boy Advance, Nintendo has released a port of the game for its handheld system, bringing a fantastic version of A Link to the Past both to new players and those interested in playing through it one more time. Additionally, a new multiplayer game, called The Four Swords, has been added for link-game players.

The story in A Link to the Past is roughly what you'd come to expect from the series. Princess Zelda has been kidnapped and, along with several other girls, is going to be used in a ritual that will give an evil wizard supreme power. It's up to the player, as young Link, to stop the wizard's insidious scheme, rescuing Zelda in the process. The game features a very large overworld with a town, a desert, a lake, and, of course, tons of dungeons. After the first act, the game opens up even further by adding a "dark side" of the overworld to the mix. You'll use items to travel back and forth between the normal, light world and the evil, dungeon-filled dark world. Players familiar with the time travel elements in the N64 Zelda game Ocarina of Time will have a basic idea of how this works, as some of the game's minor puzzles require you to work with objects on both sides.

The entire quest is incredibly well-constructed, with plenty of required tasks and quite a few optional ones, most of which will help you get a larger life meter. The game isn't exactly long on story, but the existing plot is more than enough to drive you from one dungeon to the next. The early dungeons are pretty straightforward, but as you progress, they become more and more puzzle-filled, forcing you to really think as you try to find the right path through each dungeon's labyrinthine design. The game's bosses are also well done, making for some exciting encounters.

This classic Link adventure is seen from the typical top-down perspective. You'll have access to a map screen and a subscreen where you can manage your inventory and choose from any items you may have collected. Each dungeon contains a new item to add to your repertoire, and eventually you'll have all the standard Zelda items, including a boomerang, bombs, a bow, a hammer, jars to catch fairies in, the grappling-hook-like hookshot, and more.

As mentioned, there is also an all-new multiplayer game included on the cartridge. The Four Swords opens with a brief intro discussing the legend of a boy split into four pieces by the power of a sword known as the four sword. This sets up the four-player adventure, with each player controlling a different Link on a series of randomly-generated playfields. The levels are, in many ways, a mad dash for rupees, the game's currency, but along the way you'll also find a collection of secondary items. You can only carry one secondary item at a time, so you'll have to decide if you want to, for example, keep your boomerang or trade it in for the ability to jump.

Four Swords puts an equal emphasis on cooperation and competition. You'll find a lot of blocks and boulders that require all players to help with the pushing and lifting, but you'll also be able to pick up one of the other Links and throw him out of your way, if you're so inclined. The game has a handful of boss fights in it as well, and those also benefit from a cooperative spirit. The dungeons scale depending on the number of players, so the game is equally playable by two or four players. Each player is required to have his or her own copy of the cartridge, though. As you progress in A Link to the Past, you'll unlock additional features in The Four Swords--one such upgrade gives you the master sword's firepower in the multiplayer game. If you're surrounded by GBA owners, then The Four Swords is a fantastic addition to an already spectacular package.

http://rapidshare.com/files/47021718/GBA_ROMS_-_The_Legend_of_Zelda_-_A_Link_to_the_Past_-_Four_Swords.zip

jossetteanne
01-22-2008, 04:04 PM
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Digimon BattleSpirit2 includes all of the classic fighting fun of the original Digimon BattleSpirit with tons of new exciting features! Kerpymon has created chaos in the once blissful Digital World... Can you defeat Kerpymon once and for all?

* Unlock the exclusive mini-game!
* Linkable! Head to head action for 2 players*
* Collect Spirit Balls and Digivolve to Beast Form!
* New Feature! Collect Ancient Spirits to Digivolve to Ancient Form!
* 2 player mode requires each player to use a separate Game Pak.

http://rapidshare.com/files/94370392/Digimon_-_Battle_Spirit_2.zip

jossetteanne
01-22-2008, 04:05 PM
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If you've been clamoring for a brand-new Zelda adventure that fits in your pocket, you can stop making a fuss now. Link's newest portable appearance, The Minish Cap, is here, and it executes the classic overhead Zelda formula with great precision and delightful whimsy. The basic gameplay is fundamentally identical to that of past games in the series, but the Zelda model is so entertaining, you can hardly call that a negative. The game is a little on the short side if you just plow through the main dungeon progression, but there's a vast array of optional side quests to undertake, and Nintendo and Capcom have also done a great job of coming up with new items and abilities for Link that fit right in with the standard Zelda structure.

Capcom, you ask? Relax--the company's Flagship studio developed the Game Boy Color Zeldas, Oracle of Seasons and Oracle of Ages, and it handled the porting duties on 2002's GBA version of A Link to the Past. Flagship definitely has Zelda chops, and they're put to good use in this newest adventure. In The Minish Cap, Link is once again appointed the savior of Hyrule when a wicked sorcerer named Vaati turns Princess Zelda to stone and sets off looking for the legendary light power that will give him dominion over all the peoples of the land. Early on, Link will come into possession of the eponymous cap, a sentient piece of headgear that bossily instructs him on how to complete his quest. Link's quest to restore Zelda and stop Vaati will be aided by the minish, a race of tiny, powerful (and cute) beings whom only children can see. You'll find portals hidden throughout the game that will shrink Link down to minish size, which will help you solve puzzles, find secret items, and generally see the world from a new perspective.

To stop Vaati, you'll have to gather the four sacred elements--earth, water, fire, and wind--and infuse an ancient broken blade with their essences. The quest for these four elements provides the impetus to seek out and plumb the depths of four ancient temples, each of which is a massive, complicated dungeon in the classic Zelda style. Multiple floors, a unique item in each one, a boss at the end--it's pretty standard stuff. There are a couple of nonelemental dungeons to pad the lineup, and all six are chock-full of devilish puzzles and fearsome enemies (many of which return from previous Zeldas). None of the dungeons are too hard--if you've played Zelda games before, you'll generally know how to approach the puzzles, even if you have to think about them for a while--but each one gives you a nice sense of satisfaction when you finish it.

http://rapidshare.com/files/46704641/GBA_Roms_-_Zelda_The_Minish_Cap.zip

jossetteanne
01-22-2008, 04:07 PM
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Nintendo and Square Enix have saved the best for last. After bringing enhanced ports of four of the first five Final Fantasy games to the Game Boy Advance, it's time for the last of the 2D Final Fantasy games to make the transition. Final Fantasy VI was first released in the US in 1994 as Final Fantasy III, but regardless of what you want to call it, this game is an unequivocal masterpiece and is arguably the pinnacle of the series. Everything about this game, from the beautiful soundtrack to the diabolical villain, makes Final Fantasy VI an unforgettable experience. It was an amazing achievement when it was originally released, and it's just as impressive today, almost 15 years later.

The story in Final Fantasy VI isn't especially original, but it's delivered so well that you'll want to relish each and every plot twist, character introduction, conflict, and line of dialogue. It takes place in a world that was nearly destroyed 1,000 years ago during a legendary war involving magic. In the aftermath of the war, the power of magic was lost. As a result, people started to develop technology to replace magic as the primary facilitator of "the good life." The technology certainly isn't rudimentary, but it's not quite what you would call advanced. The world has a very dingy, industrial feel, with locomotives, zeppelin-like air ships, and lumbering mechs. As is the standard in role-playing games, there is a powerful empire amassing strength and expanding its reach in an attempt to rule the world. Of course, an overbearing empire needs more than technology to assert its dominance over the masses, so Emperor Gestahl decides to revive magic and use it as a source of ultimate power. You play as a ragtag group of adventurers who team up with a rebel faction known as The Returners. You set out to put an end to the empire before Gestahl and his forces destroy the world.

The main arc of the story is interesting, but what makes this game so enthralling is all of the ancillary details, character backgrounds, and memorable scenes. This is the largest, most diverse cast of playable characters in any of the numbered Final Fantasy games. Each of the dozen-plus playable characters has a unique special ability, which means you'll have a very different experience depending on how you build your party of up to four adventurers. Sabin, the monk in training, has special blitz attacks that you perform by inputting specific button combinations. Gau is a feral child who was raised among wild animals, so he can learn and use the special techniques used by enemies you encounter. Edgar is a technology buff and can use powerful tools such as chainsaws and drills to inflict major damage on enemies. There's a lot of variety to the special abilities of each character, so no two parties are ever alike. Beyond the battle screen, each character also has a distinct personality and backstory, which goes a very long way in making the game feel much more personal and compelling than it otherwise would be. Although this game is rated E10+, it's not at all a lighthearted fantasy. There's no blood or cursing, but there's plenty of death, grief, and destruction to make for a very dramatic and mature story.

There are a number of memorable and endearing characters in Final Fantasy VI Advance, but the unrivaled star of the show is the villain, Kefka. He's one of Emperor Gestahls top generals and his ambition is matched only by his madness. He's a sort of insane clown with a god complex, reminiscent of Jack Nicholson's portrayal of The Joker in Batman. Kefka is a complete lunatic, but he's the kind of villain that you will love to hate. Also, his maniacal laugh is one of the greatest sound effects in any video game.

http://rapidshare.com/files/85389050/Final_Fantasy_VI_Advance__GBA_.zip

jossetteanne
01-22-2008, 04:09 PM
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When Golden Sun was released for the last year, the game quickly stood out as one of the best titles available for the system. Camelot Software Planning's expertise in the RPG genre, honed on games such as Sega's Shining Force series, resulted in a stellar mix of cutting-edge graphics and that blended classic RPG elements with some fresh new ideas. One of the few issues that players had with the game was its abrupt ending and relatively short length. Part of the reason for that was the developer's decision to parcel out the game's story in installments, with the first Golden Sun covering the first chapter in the tale. For the next entry in the series, Golden Sun: The Lost Age, Camelot has followed up with an even more polished game that exceeds its predecessor's high level of quality.

For those unfamiliar with the Golden Sun mythos, the game is set in the world of Weyard. The fragile land was almost torn asunder in days past, when men abused a mystical power called alchemy. However, before disaster struck, a small group of wise men sealed alchemy's power into a sanctum hidden in Mount Aleph and charged the inhabitants of Vale with guarding it. Unfortunately, a pair of evildoers named Saturous and Menardi attempted to take the power of alchemy from the sanctum at the start of the original Golden Sun. While their efforts were disrupted by the intervention of two residents of Vale, Isaac and Garret, the elemental stars--key to the power of alchemy--were stolen. The evil duo intends to harness the power of the stars to light four elemental lighthouses spread throughout Weyard, which will break the seal on the ancient power and unleash it.

For those keeping score, the effort to halt Saturous and Menardi hasn't gone terribly well. At the end of the original Golden Sun, the pair have managed to fire up the first lighthouse and was well on its way toward carrying out their evil plans. If you haven't played through the first game, don't fret--Golden Sun: The Lost Age features a lengthy recap of events that covers the key points of the first chapter. The Lost Age actually picks up shortly before the end of Golden Sun. You'll take control of Jenna, a childhood friend of Isaac and Garret who was kidnapped at the beginning of the first game. The game will follow Jenna and her brother Felix as they explore a new continent and take a different approach to dealing with Saturous and Menardi's plans to revive alchemy in the world.

http://rapidshare.com/files/46705735/Golden_Sun_2_-_The_Lost_Age.zip

jossetteanne
01-22-2008, 04:10 PM
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With the considerable power of the Game Boy Advance hardware, it's no surprise that remakes of classic games from the days of two dimensions have been very common on Nintendo's latest handheld. Now Square Enix has gotten into the act with Sword of Mana, a newly redone version of its original Game Boy title Final Fantasy Adventure. If you're unfamiliar with that little-known action adventure game, you might be interested to know that in Japan it was released as Seiken Densetsu, the prequel to a game for the Super NES called Secret of Mana. The new old-game is a pretty solid hack-and-slash adventure that's fun but not without its flaws. Those gamers hoping that Sword of Mana would rekindle the magic of Secret of Mana probably won't be wholly satisfied, but that doesn't mean they won't have fun with the game anyway.

Sword of Mana's storyline will seem both familiar and quaintly simplistic to veterans of 8- and 16-bit RPGs and action adventures. Malevolent forces led by the evil Prince Stroud, who's rechristened himself Dark Lord, are attempting to eliminate those citizens of the kingdom who are in tune with Mana power, the magical life force that pervades the world and all living things. It'll be up to you, playing as one of two characters, to stop Dark Lord and his allies and restore peace to the world. You'll choose your character at the outset of the game. The hero character is strong with weapons and physical attacks and is the son of a prominent politician who was murdered by Dark Lord. The heroine is a member of the Mana clan whose village was razed by Dark Lord. She is naturally stronger with magical attacks. The two characters' storylines are intertwined, and their quests follow the same general path, while varying noticeably during some specific events. Sword of Mana's story has an appealing naiveté about it that recalls the early years of video game role-playing and presents an honesty that you won't find in the multilayered complexity of more modern epics.

As you've probably guessed, the gameplay in Sword of Mana is typical of the action adventure genre, replete with weapon-hacking and spellcasting. You'll gain a wide assortment of weapons throughout the game, each of which has different attack styles and one of three attributes (slash, jab, or bash). Furthermore, you can pull off rudimentary combos with your weapons by properly timing your button presses, and your proficiency with a given weapon will level up as you use it. Your available spells are determined by the spirits you've met along the way, and each one has an offensive and defensive spell attached to it. These will also level up with use, and the spells even vary depending on which weapon you currently have equipped. Overall, there's a lot more to the combat mechanics here than you'll find in less RPG-like action adventures.

Compared to a more action-focused adventure game like The Legend of Zelda, Sword of Mana has some pretty complicated RPG elements going on behind the scenes. You level your character up by fighting enemies, and when you gain a new level you can select from several classes--like magician, thief, and sage--to improve your stats with. The right combination of class levels awards you a new title, like fighter, that subsequently affords you some slight statistical bonuses. You can also temper your weapons or forge new ones by keeping track of a really large number of extra items that are scattered throughout the game (some of which you actually have to grow yourself by combining seeds in a garden). Throw in a number of trivial side quests and you've got plenty of small diversions that take you from the main task of saving the world.

All the trappings of a good action adventure are here, but unfortunately, Sword of Mana has some problems that are glaring enough to really detract from the overall experience. For one, the combat can be really awkward and clunky. Performing three-hit combos with your weapon requires strict timing that's hard to get right every single time, even after playing the game for hours. When you actually do execute a combo properly, the blows won't always strike your enemy. Casting attack magic is also difficult since the game makes you do it in real time. Since there's a lag between your button press and the actual casting, hitting a fast-moving enemy with this attack can be maddeningly frustrating. Though you'll sometimes feel like you're wrestling with the combat model, the game itself is pretty easy, thanks to the effortlessness with which you'll level up by simply exploring new areas and looking for the next place to go. It's quite simple to level up more than is required for a given area, and it can actually be done to the point where you'll skillfully slice and dice your way through the next boss without a huge challenge.

You'll be joined in your quest, at various times, by an ally that you can switch to and play manually. If you chose not to manually play this ally, however, the game's AI will do it for you. Though you can set rudimentary parameters to govern your various teammates' behaviors, no amount of customizing will change the fact that they're just plain dumb. They get themselves killed quickly, waste magic frivolously, blindly use attacks that have no effect, and often prevent you from quickly dispatching enemies by getting in your way. Finally, the world of Sword of Mana just doesn't feel very inhabited or fleshed-out. Perhaps a bit more freedom and less linearity would have helped to resolve this problem, though it's really a matter of opinion as to whether or not this seemingly constant prodding would even bother you in the first place.

Download Link:

http://rapidshare.com/files/85385998/Sword_of_Mana.zip

jossetteanne
01-22-2008, 04:11 PM
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If you were to play Yoshi's Island for the Game Boy Advance without knowing that it was originally released for the Super Nintendo Entertainment System in 1995, you'd think that this handheld game was a cutting-edge, incredibly original title that represented the absolute best of what platformers can offer. Actually, you'd probably think that about the game anyway. Though Yoshi's Island is technically an old game, the GBA version--basically an exact port of the original--looks and feels as fresh and new as ever. The game's truly inspired visuals are matched only by its consistently fun gameplay, making Yoshi's Island not just one of the best action games for Nintendo's latest portable system, but also one of the best platformers for any console this year. Those who hailed Yoshi's Island as an instant classic in 1995 weren't off base--the fact that it holds up as well as it does more than seven years after it first appeared is pretty amazing. But so is the game.

Yoshi's Island was billed as a sequel to Super Mario World, the Super Nintendo's launch game and another undisputed classic. As the name suggests, though, Yoshi's Island isn't really about Nintendo's most famous mascot--it's about his lesser-known lizard buddy, Yoshi, who was introduced in Super Mario World. While Mario could sometimes ride on Yoshi's back in that game, in Yoshi's Island, you control the sticky-tongued, fleet-footed reptile the whole time. Actually, the plot serves as a prequel to all the other Mario adventures. The story begins when newborn baby brothers Mario and Luigi are set upon by a pack of those nasty koopas, who believe that Mario and Luigi will tamper with their nefarious plans when the brothers are all grown up. Luigi is captured, but Mario escapes the tussle and ends up in Yoshi's home. Yoshi is actually one of many multicolored (but otherwise identical) lizard do-gooders, and they take it upon themselves to reunite Mario and his brother and defeat the koopas. That's where you come in. You'll guide Yoshi and baby Mario through six worlds, each with eight stages and numerous secrets, in your quest to bring the brothers back together.


Download Link:

http://rapidshare.com/files/85384644/Super_Mario_Advance_3_-_Yoshi_s_Island.zip

jossetteanne
01-22-2008, 04:13 PM
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The look and feel of GTA Advance take things back to the original Grand Theft Auto, though there have been some changes. Some of the side missions introduced in GTA III are here, so you'll be able to hop in a cop car and go on vigilante missions, drive a taxi, play paramedic for a day, and so on. You can enter yourself into races for some extra cash, and the game has 100 hidden packages for you to find. Every tenth package adds another item to your hideout, which is where you go to save the game. Annoyingly, picking up a weapon from your hideout doesn't give you the maximum ammo count, so if you want to roll fully strapped, you'll have to enter and exit your hideout over and over again to recollect weapons until you've picked up enough bullets to do the job.

Other changes to the old GTA is that cars can now flip over, which usually happens if you T-bone them really hard. Generally speaking, though, the vehicle physics that govern how the cars react in a collision just feel strange. Cars pinball off of one another and go flying after even slight hits, and a vehicle's weight isn't taken into consideration as much as it probably should have been. On top of that, the game does a poor job at delivering any real sense of speed. One of the great things about the old GTA games is that they ran really fast and smooth, making high-speed driving a real thrill. Here, the game sort of sputters along, and you never really get the feeling that you're driving through the streets of Liberty City at breakneck speeds. Furthermore, the game's camera zooms out when you start moving faster, but it doesn't pull back far enough to give you a clear view of the road, making dodging traffic and making turns a real chore. When driving, you'll probably spend as much time looking at the map as you do looking at the road; though unfortunately, the onscreen map can't be blown up. The game comes with a foldout map of the city, but this is completely useless since a piece of paper isn't going to show your current objectives on it.

Download Link:

http://rapidshare.com/files/46707249/GBA_Roms_-_Grand_Theft_Auto_Advance_.zip

jossetteanne
01-22-2008, 04:13 PM
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To say that Harvest Moon: Friends of Mineral Town is unlike any other RPG or simulation game currently available on the Game Boy Advance would be an understatement. After you pop in the cartridge, a brief cinematic explains that an old man has died and willed you his farm. Your goal for the rest of the game is to sow fields, grow crops, and raise livestock. Along the way, you'll interact with townspeople, buy goods from local merchants, participate in community gatherings, and develop friendships with the daughters of the local citizenry--to the point that you can even ask one of them for her hand in marriage. The game does take quite a few hours to hit its stride, but once you get past the initial stages of seeding the farm and learning the ropes, you'll discover that this hokey farming simulator is actually one of the GBA's most satisfying and captivating games.

The land of Mineral Town is composed of a village in the north, your farm in the center, and mountain and mine areas to the southwest. There are different things to do in each area, but your main responsibility is to fix up and develop a successful farm. Crops are your primary source of income, and there are a fair number of steps involved in turning those seeds you bought from the local supermarket into fruits and vegetables that you can harvest. Each step requires the use of a specific tool. You have a hammer and an axe for clearing stones and branches off of your farm plot, you have a hoe for tilling the field, and you have a watering can that lets you sprinkle water onto the seeds you've planted. To harvest most crops, all you need to do is walk up to a fruit or veggie and press the A button. Grasses require the use of a sickle, which is another tool in your inventory. As time goes on and you add livestock to your farm, you'll acquire new tools, such as a brush, a milking apparatus, a fishing pole, and a calling bell. The running time clock limits what you can accomplish each day, as does your character's stamina level, which diminishes every time you use one of your tools.

One of the first things you'll notice about Friends of Mineral Town is that time actually ticks away, and each day transitions from morning to night similarly to how it does in the real world. For every 10 seconds that pass by for us, 10 minutes pass by in the game's universe. At around 9pm at night, you have to put your character to bed, or he'll oversleep the next morning. Time doesn't advance while you're inside of structures, like barns, chicken coops, and shops, so you get plenty of time to linger during those situations where you really just want to slow down and take in all that's happening. How long a single day lasts is pretty much up to you. If you spend most of your time tending the crops, a typical day only takes about five minutes to complete. If you go into the barn to milk your cows, head into town to interact with the villagers, or enter into the mine to dig for ore, you can easily stretch a single day into 20 or 30 minutes of playing time--especially if you participate in some of the minigames that are located in various spots around town. Over the long term, animals get bigger as they grow older, and they eventually pass away due to old age or illness. Each season lasts roughly 30 days in game time, and the kind of seeds you can plant and the events that happen around town vary, depending on what season you're in. A full year can take anywhere from 10 to 60 hours in real time to complete, which gives the game nearly unlimited replay value since there's no limit on the number of years you can play.

In a traditional role-playing game, your character's spells become more powerful the more you put them to use. In Friends of Mineral Town, your tools can be upgraded once your skills reach a certain level. These upgraded tools generally work faster and affect a wider area than the basic tools do. Instead of purchasing armor and spells--like you would in a traditional RPG--you can take the money you earn from harvesting crops and put it toward the purchase of upgrades to the various house, barn, and chicken coop structures on the farm. The farmhouse you start out with is just a tiny shack with a bed and a television in it. By the time you reach the end of your first winter season, you can have a large house with a refrigerator, kitchen, fireplace, and queen-sized bed. There aren't many items or structures in the game that can't be upgraded at least once, which is a good thing because then you're not stuck looking at the same things--year in and year out--as you develop a successful farm.

Download Link:

http://rapidshare.com/files/85381206/Harvest_Moon_-_Mineral_Town.zip

jossetteanne
01-22-2008, 04:14 PM
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Mega Man Zero 4 is more of the same, which may be good or bad depending on how you already feel about Capcom's long-running franchise. In this latest game, players once again have to guide the reploid Zero through some tough side-scrolling levels, as well as make thoughtful use of his blaster rifle, energy saber, and various elemental weapons to vanquish the enemies and bosses that routinely get in his way. Longtime fans will appreciate that it's easier to both outfit Zero with different weapons and manage his various special abilities in this game than it was in the previous one, but aside from some primarily cosmetic changes, this game plays just like every other Mega Man game does.

If you've played any of the other Mega Man Zero games, you already know how to play this one. The game's 16 levels are again organized in such a way that you can tackle eight of them in any order, with the remainder automatically occurring at the beginning, middle, and end of the story. Each level is an unforgiving mix of spike pits, slippery slopes, and split-second surprises, not counting all the gun-toting enemies that literally pop up at every opportunity. And, of course, there's an angry boss waiting at the end of each level. Compared to the previous game, the level designs in Mega Man Zero 4 are, perhaps, slightly less challenging. But at the same time, they're also more inventive. In one level, for instance, you have to steal the enemy's water cannons to put out fires engulfing the area. One feature that's new to Mega Man Zero 4 is the ability to change the weather. Before you start a level, you can toggle the weather between favorable and unfavorable conditions. In addition to changing the background graphics, your selection will also change the ruggedness of the terrain. For example, in the living city level, if you change the weather from sunny to snowy, the spike pits will be covered over with snow. In some levels, the default weather will force you to either fight against blowing winds or hack your way through snowdrifts to move, while the alternative will mean calm winds and smooth terrain. There are mild penalties for choosing "easy" weather conditions, however. The most significant is that you won't be able to acquire the boss's EX attack if you beat it with the weather in your favor. Diehard players probably won't ever make use of the feature, just because they'll want to collect all the niftiest attacks, but people that don't care about EX weapons will probably be very happy to change the weather to soften the game's difficulty.

Zero's basic abilities haven't changed since the last game. Other than running and jumping, he can perform a dash move that lets you get more distance out of jumps, in addition to a magnetic grab move that lets you slowly slide down the sides of ledges and walls. The grab can be used in tandem with jumping to perform a wall-jump maneuver that lets you reach higher areas. Eventually, you'll be able to add a double jump to his repertoire, and there are chip upgrades that you can equip to further enhance his speed and hang time.

Download Link:

http://rapidshare.com/files/85393678/GBA_Roms-__Megaman_Zero_4_.zip

jossetteanne
01-22-2008, 04:15 PM
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Crash Bandicoot 2: N-Tranced for the Game Boy Advance is a follow-up to Crash Bandicoot: The Huge Adventure. For those familiar with the previous game, the sequel is pretty much more of the same thing, although it does boast some slight improvements here and there. Crash's nemesis, the evil Dr. N. Tropy, has kidnapped the other bandicoots and hypnotized them into working toward his evil schemes. Your job, playing as Crash Bandicoot, is to rescue the others and stop N. Tropy's plans. Like in similar games such as Super Mario Bros. or Sonic the Hedgehog, this means running and jumping your way through side-scrolling levels full of platforms, crates, monsters, and various other hazards.

For the most part, Crash Bandicoot 2 isn't different from any other side-scrolling action game. You can run and slide your way through each level, collect wumpa fruits in order to earn extra lives, and jump onto crates and enemies in order to knock them out of the way. Crash has a double-jump move that lets you boost him up to higher areas. He also has a spin attack that is similar to Mario's cape or Sonic's spin-dash ability in that it allows you to destroy crates or monsters without bouncing on top of them. You'll travel from left to right in the majority of stages, although there are some areas that require you to backtrack or explore higher or lower to reach the exit. Additionally, many of the game's 24 different levels have hidden platforms that lead to bonus stages, which give you further opportunities to explore and generally deepen the game's extensive replay value.

Where Crash Bandicoot 2 distances itself from other games in the action genre is in its variety. As you delve deeper into the game, each of Crash's standard abilities can be upgraded into a turbo version of itself, such that you can leap higher, run faster, slide further, and generally reach areas that were otherwise inaccessible to you. Besides the crystals you need to collect at the end of each stage, there are relics that you can acquire only by attempting timed runs through previously completed levels. Since Crash's upgraded abilities make this an easier feat, there is significant motivation to replay earlier areas. Inside many of the stages, there are helicopter and magic-carpet contraptions that you can control, allowing you to fly up and down the passageways and shoot lasers at angry magicians. Additionally, roughly a quarter of the game's stages are obstacle courses in which you have to water-ski, pilot a spaceship, or roll in an "Atlas sphere" to reach the exit. These stages offer a welcome change in perspective after you've completed two or three of the side-scrolling levels, especially since they're often brimming with extra lives.

While all these skills, upgrades, and changes in perspective do wonders to extend the life of the game, you still need to keep in mind that it's basically just a copycat of similar games made by the likes of Nintendo, Sega, and Konami. For various reasons, Crash Bandicoot 2: N-Tranced doesn't feel as cohesive as your typical Sonic or Mario game, even though it is still fun to play. Another thing to consider is the game's difficulty. Nitro boxes and lava floors are uncommon in earlier stages but abundant in later stages. You may find the placement of these items in later levels to be unfair, since it will take many attempts to memorize their locations, which are often one right after another. It's easy to earn extra lives, however, so that does offset the challenge somewhat.

Download Link:

http://rapidshare.com/files/94685533/Crash_Bandicoot_2_-_N-Tranced.zip

jossetteanne
01-22-2008, 09:23 PM
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Mega Man Zero 3 could be considered the best of the GBA's Mega Man games. Capcom has once again given the Zero character his own solid--and oftentimes difficult--action shoot-'em-up featuring enemy-filled levels, huge bosses, and numerous suit and weapon upgrades. This latest installment includes more weapons, more suit upgrades, and more "cyber elf" ability enhancers than the previous games did, which should make it worthwhile for anyone left wanting more after the last game. It's also great for those who might have shied away from Mega Man games in the past because of their reputation for being uncompromisingly difficult.

The overall play dynamic is the same as in every other Mega Man game. You take control of Zero, a heavily armed reploid robot, and then run, jump, and shoot your way through enemy-filled levels with boss battles at the end. The two main things that help the Mega Man series stand out from other side-scrolling action games are its level designs, which are typically tricky and memory-intensive (requiring many deaths to master), and the various weapon and suit upgrades the games put at your disposal. The levels in Mega Man Zero 3 are tough as nails, but not unfairly so. Frequently, you'll come across a series of moving platforms situated above a bed of spikes, or have to make a series of jumps across large gaps from narrow ledges. You'll lose a few lives trying to get the timing right, but once you do nail it down, you can always reload your save data and get those lives back.

Despite the challenge, playing through the levels is extremely fun, not only because there are so many opportunities to discover secret passages and doorways by wall-jumping or using the flame buster to burn away undergrowth, but also because the bosses at the end of each level are entertaining to watch and satisfying to beat. Each one has a variety of attacks, some of which nearly fill the screen with bullets or deadly energy beams. On the fly, you need to figure out how to dodge the boss' attacks, when it's safe to shoot or stab at the boss, and, if possible, which suit to equip to deal out the most damage.

Zero's arsenal of weapons and abilities has grown quite a bit since Mega Man Zero 2, and this new game places a stronger emphasis on using the right one in the right situation. After playing through a couple of levels, you'll have access to all of Zero's basic weapons and abilities. These include the mega buster cannon, the Z-Saber sword, and the shield boomerang that were in the previous game, as well as a new weapon, called the recoil rod, which can be used like a pogo stick to bounce high into the air. You can have two weapons active at any given time and switch between them in the pause menu. Each weapon also has a powerful secondary attack that can be performed by holding the B button down for a few seconds.

As if that weren't enough, you can unlock new combo attacks for each weapon by earning high letter grades for each level, which generally means finishing up quickly without absorbing a lot of damage. The first bosses that you beat will give Zero a series of suit upgrades--fire, ice, and electricity--that you can switch between at any time while playing. Most enemies and all the bosses are susceptible to a particular element, so wearing the right suit can make the going a lot easier. Two other suits, which eliminate recoil and make Zero light enough to walk over crumbly terrain, also become available as the game goes on.

Zero's basic abilities, other than running and jumping, include a dash move that lets you get more distance out of jumps and a magnetic grab move that lets you slowly slide down the sides of ledges and walls. The grab can also be used in tandem with jumping to perform a sort of wall-jump maneuver that allows you to reach higher areas. As is the case with the various suit upgrades, talking to certain characters at the home base or beating some of the game's later bosses will give Zero access to a number of different head and foot upgrades that can enhance his basic abilities. The most useful of these can increase Zero's running speed, provide access to a double-jump move, and greatly reduce the time it takes to build up a charged attack.

Download Link:

http://rapidshare.com/files/85394792/GBA_Roms_-_MegaMan_Zero_3.zip

jossetteanne
01-22-2008, 09:23 PM
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Konami's popular vampire-hunting series Castlevania has its roots in side-scrolling arcade-style platform games for the NES. While the early chapters in the series occasionally toyed with nonlinear gameplay, it wasn't until Castlevania: Symphony of the Night was released for the PlayStation that Konami really found a way to expand the series beyond a collection of relatively simple action games. SOTN merged the Castlevania concepts with a nonlinear world that was reminiscent of that of the classic NES game Metroid. The resulting game was a smash hit, and it still stands as one of the best 2D side-scrolling adventure games ever created. Circle of the Moon, one of Konami's first Game Boy Advance releases, sticks fairly close to the Symphony formula while adding a small collection element that adds more replay value into the equation.

The game takes place in an Austrian castle in the year 1830. Camilla has successfully resurrected Count Dracula yet again, and it's up to Nathan Graves and the father and son team of Morris and Hugh Baldwin to stop the evil vampire. However, Morris is captured almost immediately, and Nathan and Hugh are tossed aside and left for dead. Hugh departs in search of his father, leaving you to play as Nathan in your quest to defeat Dracula and save Morris. Like any good Castlevania protagonist, Nathan comes equipped with a whip, and he can pick up and use the same classic secondary weapons from the rest of the series, such as a dagger, holy water, a time-stopping watch, and an ax. The secondary weapons are powered by hearts, which are usually hidden in candles that must be whipped. At first, Nathan's movement and attack options are fairly limited, but as you progress through the game, you'll find additional items that let you do things like run, execute a dash attack, double jump, triangle jump off walls, breathe underwater, and bolt high into the sky. The game also has a magic system called DSS. The DSS, or dual setup system, is powered by cards. Different cards are found in different areas of the game, and their appearance is semi-random. Magic enhancements are selected by choosing one of each of the two types of cards. Action cards specify what sort of magic you'll use, while attribute cards alter the action by adding an effect, usually elemental in nature, to the spell. For instance, one spell may cause blue fiery spheres to rotate around you, while changing the attribute card will change the spell so that you're surrounded by a cloud of plant spores. This is also useful for different weapons, such as fire or ice swords. Not everything is a strictly offensive or defensive spell, however. Other combinations allow you to heal yourself, run at double speed, or even increase your luck attribute, making it easier to get items. The game also keeps track of strength, defense, and intelligence attributes. As you pick up items, such as armor and rings, you can equip them to raise your different stats. You'll also earn experience and gain levels as you play, which is another way to increase your health and magic maximums and your other attributes.

The game controls just as a Castlevania game should. You attack and jump with the two face buttons. Holding up while hitting attack uses your current secondary weapon. The L trigger turns your currently selected DSS combo on and off, and the R trigger is used for dash attacks, triangle jumps, and most of the game's other special moves. Some of the spells require you to do a fighting game-like swirl (from down to up) to activate them. Circle of the Moon's castle is rather large, and like Symphony of the Night, it is broken up into different sections. You will eventually uncover teleport rooms that quickly move you from one portion of the castle to another, as well as save rooms that fully recharge you and allow you to save your progress. While the game is pretty much nonlinear, you eventually get to a point where there's only one way to go, which leads to a boss fight. Beating that boss nets you an item that lets you go someplace that was previously inaccessible, and the sequence repeats. The castle is chock-full of hidden items that increase your life, your magic, or the maximum number of hearts you can hold at once. While the castle is quite large, experienced platform players should be able to get to the game's final encounter within eight hours of gameplay. Be warned, though--the game's final encounter is no joke. Completing the game unlocks different character variants that behave the same as the original character but have different starting stats and items. For instance, the magician-type character starts with all the game's cards and has good magic abilities, but he starts out with a lowered strength rating.

Graphically, Circle of the Moon looks very nice. The backgrounds are all impressive, and while the game is a little too dark for the GBA's already dim screen, it has a crisp look to it. The only thing that holds the graphics back is a lack of animation--your character looks a little jerky when moving, particularly when running. The enemies aren't exactly fountains of animation, either. The soundtrack is full of great songs that emulate songs from earlier Castlevania games, but they also stand up just fine on their own. Additionally, the game's sound effects are very well done.

Download Link:

http://rapidshare.com/files/85386672/0007_Castlevania_Circle_of_the_Moon_JAP_GBA-CPL.zip

jossetteanne
01-22-2008, 09:26 PM
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Portable ports of console games typically don't capture much of the original game's experience. Most developers focus on duplicating one or two key aspects of the original game and freestyle the rest, resulting in a pretty hit-and-miss marketplace. If Tony Hawk's Pro Skater 2 for the Game Boy Advance is an indication of things to come on Nintendo's new handheld, then the portable port market is in for a much-needed change. The development team at Vicarious Visions has captured the essence of THPS2 and, outside of a few necessary changes, has delivered most of what made the console versions of Tony Hawk 2 such classics. The result is nothing short of the best portable skateboarding game ever made.

The Game Boy Advance version of Tony Hawk 2 delivers the same single-player modes that were contained in the original. The game's main mode is a career mode, in which you pick one of several pro skaters, including Tony Hawk, Rodney Mullen, Chad Muska, and a host of others. Different skaters have different sets of normal tricks, which, unlike the console versions, can't be altered by purchasing other basic tricks. Career mode starts you out with one open level and basic stats. Each level has a collection of 10 goals, and completing goals earns money, which unlocks levels and lets you upgrade your stats and purchase new special tricks. The goals are fairly standard from level to level, though each has a few unique goals as well. Each level has three score-based goals, two collection goals (collecting the letters to spell "skate" or picking up five items, like subway tokens or paint cans), a hidden video tape to grab, one goal for completing the nine other goals and collecting all the bonus cash laying around the level, and three level-specific goals. Some of the unique level goals include smashing a collection of crates, grinding a set of three rails, and finding three ways to do tricks involving a giant statue of a blue cow. Experienced Tony Hawk players should be able to complete every goal in around six hours, depending on how quickly you adjust to the game's isometric perspective. The game controls quite well--it defaults to B and A for jumping and grinds respectively, and you can use the L and R triggers for kick and grab tricks. If you can't get used to the defaults--which can take a couple of hours, depending on how quickly you can adapt--you can set the buttons to your liking.

Speaking of the isometric perspective, which makes the game look a bit like the classic arcade skateboarding game 720, it is both a blessing and a curse. For the most part, the game's sky-high isometric viewpoint works incredibly well, letting you see just enough of your surroundings to keep from getting lost. However, when it comes to snatching goal-related items out of the sky or lining up jumps from ramps to rails, the isometric perspective can be an enormous hassle. With items floating in the sky, the only way to tell where they actually are is to look for their shadow on the ground. Some slightly tighter level design would have prevented a few frustrating moments, like the spinning piece of money that floats over an almost totally black puddle in the warehouse level. The puddle obscures the money's shadow, essentially leaving you to guess where the money is. Aside from the perspective problems, the game has absolutely amazing graphics. The environments are clear and detailed, but the truly impressive visual element is the skaters themselves. The skaters are actually little polygonal models that, aside from looking slightly blocky, look and move like miniature versions of the console game's skaters. You simply must see the skater animation in Tony Hawk's Pro Skater 2 to believe it. Everything relating to the skaters themselves--from tricks to specials to wrecks--looks incredible. The skaters even appear to transition between tricks without looking like they're stuttering. The game also has impressive sound--most of the skating sound effects were simply sampled from the console version. The licensed soundtrack of the original hasn't been carried over; however, in its place is a pretty solid sample-based digitized soundtrack.

The Game Boy Advance version of Tony Hawk's Pro Skater 2 is an amazing feat from several angles. It's very impressive on a technical level, and it has the gameplay to back up its great graphics. While the perspective causes a few frustrating moments, it generally works quite well once you get used to it. Fans of the series will probably have a hard time acclimating themselves to the Tony Hawk world, as some of the goals can be quite difficult for beginners--but in the end, the game stands as one of the best games available for the GBA's launch.

Download Link:

http://rapidshare.com/files/85397851/0033_Tony_Hawks_Pro_Skater_2_GBA-PROPER_DUMP-TC.zip

jossetteanne
01-22-2008, 09:27 PM
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There are three certainties in life: death, taxes, and Bomberman. Every major console and handheld since 1990 has been host to at least one, if not five, of Hudson's wildly addictive Bomberman games. The latest is Bomberman Tournament for the Game Boy Advance, released here in North America by Activision. Although longtime fans will bemoan the absence of costume choices and "Louie" partners in the game's multiplayer battle mode, the immensely satisfying premise of "bomb or be bombed" remains well intact.

Straying from a recent trend in Bomberman games, the Game Boy Advance release of Bomberman Tournament contains a fully realized multiplayer battle mode in addition to its single-player quest. With the aid of a couple of link cables, you and up to three friends can duke it out in any of the game's eight multiplayer battle arenas--each of which has its own unique gameplay twist. Whether you're avoiding buried explosives in the land mine stage, hashing it out with full power in the hi-power stadium, or just keeping it simple in the standard arena, the variety of locations offers something for everyone. The game supports both multi- and single-cartridge multiplayer options, although the load times for single-cartridge hosting are somewhat excessive.

The joy of Bomberman lies in its simplicity. Stuck in an arena with three opponents, you need to lay time bombs in order to trap and obliterate the competition. The last person remaining is the winner. As you vanquish foes and clear away obstacles, a variety of power-up tiles appear. Randomly selected from a pool of 10 different items, these tiles can do all sorts of mischief, such as lengthen blast range, increase bomb capacity, boost speed, or even reverse a player's controls. There is a notable lack of match configuration options, such as costume choice and power-up disabling, but these absences really don't impact the overall multiplayer experience. Fans of the series will welcome the return of the familiar Bomberman battle anthem, while newcomers will delight in the crisp, highly animated visuals that are made possible by the GBA's 32-bit horsepower.

For years, devotees to the Bomberman series have considered its single-player offerings to be little more than middling diversions from multiplayer competition. Bomberman Tournament's single-player mode may just change this impression, as its quest mode is actually a wonderful role-playing experience rife with all sorts of Zelda- and Pokemon-reminiscent enhancements. When the planet Phantarion comes under attack by the evil Brain Bomber, Doc and Max send Bomberman to investigate. Eight large cities and five puzzle-filled dungeons later, you'll have taken in a decent storyline, defeated six huge bosses, acquired a number of nifty gadgets, and even made a few friends along the way.

Fundamental to Bomberman Tournament's quest mode are cute Pokemon-like creatures called karabons. These critters not only lend advice and augment Bomberman's capabilities, but they also add a scavenger-hunt aspect to an otherwise-standard RPG. In all, there are 25 different Karabons to acquire, either through chance meetings or by gene-splicing two lesser breeds together. From time to time, CPU characters will challenge you to Karabon battles, which, much like Pokemon battles, are one-on-one turn-based fights. Unlike Pokemon battles, however, the outcome of a match is determined before it ever begins, as your Karabon's prevailing stats and three-set attack strategies make up the long and short of combat.

Download Link:

http://rapidshare.com/files/94685150/0058_Bomberman_Tournament_USA_GBA-MODE7.zip

jossetteanne
01-22-2008, 09:29 PM
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With fancy graphical terms such as bump mapping, cel shading, and self-shadowing being thrown around with the release of the GameCube and Xbox, it can sometimes seem as if 2D gaming has been left in the dust. Nintendo built its empire on 2D games, and the company is not about to give up on 2D, as evidenced by the release of the Game Boy Advance, its latest handheld dedicated to two dimensions. Proving that it still has the skills to produce great-playing two-dimensional games, Wario Land 4 for the Game Boy Advance is an excellent example of a 2D platformer done right. And while the game falls a bit short of the excellence attained in past Wario games for the Game Boy Color, its first outing on the GBA is a stellar effort that is impressive from both a technical and artistic perspective.

While the story behind platforming games normally isn't that important, the story rather predictably sets up the gameplay in Wario Land 4. Always in the mood to plunder ancient ruins for treasure, Wario reads in the paper that a new pyramid has been discovered and that the previous explorers had to abandon it due to its treacherous interior. Unafraid and greedy, Wario jumps into his car in search of the pyramid and the riches that he has so desperately sought for years. While the plot follows the same simple premise that previous Wario games have contained, its gameplay more than makes up for it.

The most obvious change in Wario Land 4's gameplay from past Wario games is that Mario's antithesis can now perish. His health is measured in heart containers, and when they're all empty, you must begin the entire level over again and forfeit anything you have collected. Veteran Wario players will likely dislike his mortality and the fact that the game must be played with more caution when compared with past Wario games, but this new feature ties directly into Wario Land 4's design. The pyramid is composed of six primary sections that contain four levels each. The objective for each level is to find and collect four gem pieces, flip a switch, and return to the beginning of the level before a timer expires. It can be frustrating to find all the gem pieces, only to die before making it back to the entrance in time, but it also increases the intensity of the game substantially. If you manage to find a key-holding ghost and return to the beginning of the level with him, the next level will be opened for play. You can also collect a hard-to-find CD in each level that will unlock tracks in a sound test menu. After collecting all four pieces of gem from each of the six levels per pyramid section, you square off against a boss. Before fighting a boss, you have the option of going into a store and buying power-ups, which will aid you in the fight. You buy these power-ups with coins that you collect after you destroy boxes or enemies. The first few bosses are fairly easy to tackle, but eventually you'll have to find ingenious ways to defeat them--ways that require all of Wario's moves.

Download Link:

http://rapidshare.com/files/94685897/0169_-_Wario_Land_4__UE_.rar

jossetteanne
01-22-2008, 09:30 PM
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In this side-scrolling action game from TDK Mediactive, you'll run, jump, crawl, climb, and slash your way through 23 lush levels full of monsters, demons, and assorted perils. Thanks to its solid control, clever puzzles, and stellar production values, Lady Sia is easily worth a trip to the local game shop.

The story opens with a cutscene showing Sia being thrown in prison. A veiled figure eventually helps her escape, and that's where you begin the game. Each of the game's four worlds features a different environment, but the gist of the environments is similar. Whether on land, undersea, in caves, or in the air, you need to rescue innocent captives and slay the T'soa commanders. Much like in the beloved Virgin Interactive Disney games of the Sega Genesis era, you'll exercise a combination of climbing, jumpi