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10 Surprisingly Good Game Boy Advance Ports & 10 That Totally Dropped The Ball


10 Surprisingly Good Game Boy Advance Ports & 10 That Totally Dropped The Ball


GBA Gems And Glitches

Some console ports flopped. Others somehow worked better than expected. The Game Boy Advance saw its fair share of both, turning big titles into tiny triumphs—or total messes. Let's start with the surprises first: the games that actually pulled it off.

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1. Tony Hawk's Pro Skater 2

Remember when you could kickflip through a school rooftop on your lunch break? Somehow, the GBA version captured that same magic. Sure, it was isometric. But it felt right. Once you got the hang of it, the controls clicked, the music vibed, and it just worked. A rare port that didn't feel like a downgrade.

Untitled%20design-2.jpgTony Hawk's Pro Skater 2 (Game Boy Advance longplay) by RickyC

2. The Legend Of Spyro: The Eternal Night

Spyro’s second GBA adventure leaned into complexity, adding elemental abilities and a slow-motion feature called Dragon Time. It sounds like too much for the hardware, though it runs better than expected. Combat feels snappy, and the darker tone even helps the world feel more grounded.

untitled-design-6.jpg[TAS] GBA The Legend of Spyro: The Eternal Night by arandomgameTASer in 23:48.10 by TASVideosChannel

3. Max Payne

Max Payne on GBA could've been a disaster, but it wasn't. The isometric view worked surprisingly well, and bullet time felt smooth even on that tiny screen. The game didn't cut corners on story or mood either. Against all odds, it delivered that gritty vibe, pocket-sized and playable.

untitled-design-7.jpgGBA Longplay #13: Max Payne by HIDEFACES

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4. Prince of Persia: The Sands of Time

Instead of attempting 3D, the GBA version went side-scrolling, and it paid off. Platforming stayed fluid, combat was responsive, and the core story remained intact. While stripped down visually, the mechanics held strong. It respected the source material without trying to imitate it exactly, and that made all the difference.

untitled-design-2.jpgPrince of Persia The Sands of Time (Gameboy Advance) Playthrough Longplay Retro game by Media Pool

5. Castlevania: Aria of Sorrow

You’d think after a few Castlevanias on GBA, we’d be done. Nope. Aria of Sorrow slapped. It ditched the medieval vibe for a futuristic castle, added a soul-collecting system, and served some of the most polished gameplay in the series. Honestly, this one deserved a home console release.

Castlevania%20Aria%20of%20Sorrow-2.jpg(GBA) Castlevania: Aria of Sorrow ~ 100% All Souls (No Damage) Complete Game by X MaverickHunter

6. Fire Emblem

The GBA gave Fire Emblem a chance to break into new territory, and it didn’t waste it. Every map brought careful planning, high stakes, and meaningful progression. The blend of story and strategy pulled players in and didn’t let go. It also proved that handheld gaming could deliver complexity without compromising on quality.  

untitled-design-8.jpgWas Fire Emblem THE BEST On The Game Boy Advance? by GramKraken

7. Street Fighter Alpha 3

You'd think a fighter with a huge roster would fall apart on a handheld. Alpha 3 held up better than most thought. The speed felt right, the combos landed clean, and the characters didn’t feel watered down. Yes, you needed a link cable for the full experience, but on its own, it still delivered.

untitled-design-9.jpgGame Boy Advance Longplay [073] Street Fighter Alpha 3 by World of Longplays

8. Mario Vs. Donkey Kong

Although not technically a port, this spiritual successor to Donkey Kong wasn’t about fireballs or Koopa stomping. It was about timing, precision, and patience. Watching Mini Mario's march to safety gave it a quiet tension. You didn’t rage; you strategized. And when everything clicked, it felt… earned. The shift from chaos to calm worked, and it stuck.

untitled-design-10.jpg[GBA] Mario vs. Donkey Kong (2004) 100% Longplay by DolmaKalem

9. The Scorpion King: Sword Of Osiris

You expected a mess. Instead, the gameplay felt focused. Movements were responsive, and every swing had weight. Surprisingly polished, it didn’t feel like a throwaway tie-in or a licensed cash grab. WayForward put care into the design, and it showed.

untitled-design-1.jpg[TAS] GBA The Scorpion King: Sword of Osiris "true ending" by Induviel in 37:13.16 by TASVideosChannel

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10. Metroid: Zero Mission

Remaking the original Metroid without making it feel like a museum piece? That's Zero Mission. It upgraded everything, from graphics and controls to pacing. They even added a new stealth section just to show off. It's the kind of remake that makes other remakes look lazy. Honestly? Samus deserved nothing less.

Metroid%20Zero%20Mission-4.jpg[Longplay] GBA - Metroid Zero Mission [100%] (4K, 60FPS) by xRavenXP

Now for the flipside—games that had every chance to shine on GBA but completely dropped the ball.

1. Mortal Kombat Advance

Who knew Mortal Kombat could get worse without the blood? The GBA version was nearly unplayable. Inputs lagged, enemies spammed, and hitboxes made zero sense. It felt more like a fan project gone awry than an official release. You weren't fighting your opponent—you were just fighting the game itself.

untitled-design-2.jpgMortal Kombat Advance - Longplay [GBA] by Kryschnack Longplay

2. Sonic The Hedgehog Genesis

Sega attempted to port the original Sonic for the franchise's 15th anniversary. The result was sluggish and technically flawed. The frame rate dropped while the input delay made speed a liability. Despite being a direct port of a classic, it couldn't replicate the feeling or flow of the original Genesis.

untitled-design-3.jpgSonic the Hedgehog (Genesis) Longplay by Darius320

3. Earthworm Jim 2

Is this a GBA version? All jank, no joy. Nothing worked the way it should—movement felt clunky, and bugs kept piling on. Add muffled sound and awkward timing, and it played more like a bootleg than a real release. So, your patience wore thin quickly.

Earthworm%20Jim%202-4.jpgEarthworm Jim 2 | PS1 | 4K60ᶠᵖˢ UHD🔴 | Longplay Walkthrough Playthrough Movie FULL GAME by Kawaii Games

4. Crazy Taxi: Catch A Ride

Fast driving, big jumps, chaos! Crazy Taxi had it all. On GBA, however, it had none of it. The game struggled to keep up with itself. Jerky frame rates and clunky turning made it more of a “mildly annoyed stroll” than a “crazy ride." After all, taxis were never meant to move in slow motion.

untitled-design-6.jpgCrazy Taxi: Catch a Ride (Prototype) by Hidden Palace

5. Mega Man & Bass

Mega Man & Bass looked promising at first, but the tight screen space and enemy speed left little room to react. Every jump felt unforgiving. Instead of building confidence, the game chipped away at it until frustration replaced any fun.

untitled-design-7.jpgMegaman & Bass: (Bass) 100% No Damage Completion Run - SNES by X MaverickHunter

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6. Tales Of Phantasia

Tales of Phantasia finally arrived on GBA after years of being locked in Japan. However, it wasn’t as groundbreaking as the original one. The audio, once a highlight, came out garbled and flat. Dialogue lost its meaning in awkward patches. Scenes that once stirred emotion felt rushed and empty.

untitled-design-12.jpgTales of Phantasia! For the Gameboy Advance! by Goodygirl 1511

7. Medal Of Honor: Underground

First-person shooters rely on precision, pacing, and perspective. The GBA's top-down approach lost that balance. Enemies blended into backgrounds, and aiming lacked consistency. So, it became more of a guessing game than a skill test. Plus, the platform's limitations overwhelmed the design, leaving little room for standout moments.

Untitled%20design-3.jpgMedal of Honor: Underground Review (GBA) by josef7338. Street Racer

It opened with a promise—a roster of wild characters and color-packed tracks. But as soon as the race started, everything lagged. Controls stuck. Corners blurred. You pressed the gas and waited for something to happen. Somewhere inside was a racing game. You just couldn’t reach it.

untitled-design-9.jpgStreet Racer Longplay (Sega Genesis) [QHD] by AL82 Retrogaming Longplays9. Pitfall: The Lost Expedition

Exploring should feel like a risk, balanced with a reward. However, Pitfall on GBA forgot the second part because levels dragged like heavy boots in wet sand. Movement felt stiff, and nothing invited you forward. You weren't discovering anything—you were just moving for the sake of motion.

untitled-design-15.jpgPitfall: The Lost Expedition (GBA Gameplay) | Forgotten Games #157 by NeoGamer - The Video Game Archive

10. Contra: The Alien Wars EX

Why port a high-intensity shooter if it can't keep up with itself? Contra on SNES moved like fire. On GBA, it staggered. The action stayed, but the precision disappeared. Was it still Contra if you couldn't react in time? Or did the spirit get lost in the slowdown?

Untitled%20design%20-%202025-04-23T143717.448.jpgGBA Longplay #10: Contra: The Alien Wars EX by HIDEFACES