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Qwak (GBA Game)

Qwak for Gameboy Advance is based on the Amiga version of “Qwak”. The Amiga, GBA and iPhone version is developed by Jamie Woodhouse. Publisher for the Amiga platform was Team 17, so some of you might still remember this title from the good old times.

The game is stunning and full of action. Goal is to make lots of points and find the key to open the exit of each level. Of course enemies will make sure it wont be that easy – sometimes there is even a big boss.

Qwak is not really free, but you can donate whatever you want! – Please consider donating if you like this game, as we are sure Jamie deserves a bunch of free coffee’s for this great step!

There are also versions for PC, MAC and iPhone – but those are not free and need to be paid for.

Thanks to http://www.nintendomax.com/viewtopic.php?f=27&t=11862 for the news, who got it from http://forum.gbadev.org/viewtopic.php?t=17269

http://www.qwak.co.uk/pages/gba/buy.php

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Powder (Build 113) (GBA Game)

POWDER is a roguelike game, which is not a port of an existing roguelike. It is built around replayability and long term ergonomics, not short term learning. Author of this piece of software is Jeff Lait.

Changes:

Fireball and Cloudkill always explode at the end of their trajectory.
When you gain permanent intrinsics by evolving or lichifying, relevant temporary intrinsics will be cleared, preventing you from having a silver-tolerant lich. (Nathan Bogue)
Timestamps on the final character dump and the description of how long you lived will now match. (Deozaan)
You can wish for bones and corpses without them instantly dissolving. (Garron)
You can no longer fetch items that have teleport fixed. (Eris Discordia)
When a creature (un)polys into a gargantuan creature, it will now also push away monsters in addition to crushing walls. (Nathan Bogue)
Lich-form creatures that are undead no longer report it being your evil that was useless. (garron Bailey)
When you name an item, the menu defaults to naming the type rather than the specific as this is the usual scenario.
The floor of the kiwi room is now the proper floor tile.
Controled teleport onto the square you are already standing no longer reports that you are blocked, but that you decide to stay put.
Mysterious mapping of rooms fixed. Thanks to Kender and Mental Mouse for tracking this down – it has been annoying me for six years or so! (David Damerell, Eilu, Kender, Mental Mouse)
buildall.sh should work with –use-home-dir again. (garron)
The option menu no longer has Load. Instead it has Quit, which prompts you if you meant this. Loading is now only done from the main menu.
No experience for killing your pets.
Confirmation prompt if starting New Game with active saved game as one can easily accidentally overwrite it.
Some spells when mistargeted no longer waste your mana. Not all, so remain vigilant.
Cancelling your choice in the Wish menu no longer costs a turn.
Fix potential crash when you are killed by splash damage from a thrown item.

While the highscore is kept, save games are never preserved between versions. Please wait until your current character dies before upgrading.

http://www.zincland.com/powder/index.php?pagename=release

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100 Boxes Puzzle (GBA Game)

The premise is simple – try to clear all 100 boxes in the field!

Source/Discussion: http://forum.gbadev.org/viewtopic.php?t=17120

http://helmet.kafuka.org/Pika/blog/?p=224

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Holy Hell v1.5 (Beta) (GBA Game)

Holy Hell is a puzzle game with shmup elements. The goal of the game is to reach the end of every level trying to chain more blocks of the same color together.

You guide a little ship powered with four different colored weapons. Every weapon can destroy only blocks of its same color, so you must switch between them to blow up everything…

Brown blocks cannot be destroyed and must be dodged…

Changes:

– 3 characters/ship disposable with different speed
– 40 levels
– new graphics background and objects
– simply animated intro between levels
– improved animations
– no more slowdown in almost any part of the game

http://forum.gbadev.org/viewtopic.php?t=16917

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Pocket Commander v1.0.2 (GBA Game)

Pocket Commander was inspired by the groundbreaking game ‘Modem Wars’ by Dan Bunten (1988).

Your goal is to win. Knock out your opponent’s commander, which is the brains of the operation. No brains, no operation. A commander is knocked out when its energy level goes to zero as a result of enemy attack. You’ll use your robots and your commander’s weapons to accomplish this.

This GBA version has been coded by John Reder.

http://gbadev.org/demos.php?showinfo=1367

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Pocket Raider 2 v1.0.0 (GBA Game)

This is the second episode of Pocket Raider, where the weapons and action are BIGGER! Pocket Raider was inspired by Will Wright’s Raid on Bungeling Bay (1984). This game has 9+ levels, each 88+ screens in size.

http://gbadev.org/demos.php?showinfo=1373

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Pocket Raider v1.0.3 (GBA Game)

Pocket Raider was inspired by Will Wright’s ‘Raid on Bungling Bay’ (1984). This game has 9+ levels, each 88+ screens in size. You fly an Airship whose mission is to bomb all enemy Gun Turrets, Speed Boats, Tanks and Buildings to complete each mission progressing through the enemies backbone of bases, factories and finally their command center.

http://gbadev.org/demos.php?showinfo=1368

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GoldenEye Advance (26-11-2009) (GBA Game)

CrazyLapinou is working on “GoldenEye Advance”, it’s a remake of the Nintendo 64 game GoldenEye.

Release notes:

Warning: This is a development version. The first level is not finished yet and not all functions are not yet implemented

26/11/2009 – Development version:
– Start of first level
– Control character
– Menu with backup management

TODO:
– Cinematic start
– Management of Arms
– Management of enemies
– Management objectives
– Surely many others …

Thanks to http://www.nintendomax.com/index.php?topic_id=10911&format=news for the news.

http://www.playeradvance.org/forum/showthread.php?p=227174

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Holy Hell v1.3 (Beta) (GBA Game)

Holy Hell is a puzzle game with shmup elements. The goal of the game is to reach the end of every level trying to chain more blocks of the same color together.

You guide a little ship powered with four different colored weapons. Every weapon can destroy only blocks of its same color, so you must switch between them to blow up everything…

Brown blocks cannot be destroyed and must be dodged…

Changes:

– blocks movement now works perfectly
– added charge bar which charge megabomb by absorbing blocks
– when charge bar is full you can release megabomb with R which delete any blocks at screen of the same colour of you without breaking chain count
– chain count increase shooting always at the same colour blocks, using absorbing ability and bombs for reach blocks that you can’t shoot.
reached 100 chain it reset itself and add 1000 pt. at the score.
– no of colours you can choose grows up any 10 levels (you start with the possibility of switching only between green and cyan, after ten levels you switch green-cyan-red and so on…)
– smooth animation
– reduced drastically slow down
– general big optimization

Thanks to http://www.nintendomax.com/index.php?topic_id=10761 for the news.

http://forum.gbadev.org/viewtopic.php?t=16917

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Powder (Build 112) (GBA Game)

POWDER is a roguelike game, which is not a port of an existing roguelike. It is built around replayability and long term ergonomics, not short term learning. Author of this piece of software is Jeff Lait.

Changes:

Your tame creatures now have a heart badge beside them to identify them as such.
Switching to a different tile res will no longer cause a crash. (Inu)
Building the tile choice list now comes from the internal allbitmaps.h rather than being hardcoded, so Ibson the Grey’s tiles will show up as expected. (Inu)
Entering a level with active lava/water from a level which has no active lava/water, when the new level is already created and previously visited this game, will no longer stop the updating of said lava and water. (Nathan Bogue)
Hopefully backspace will work on OSX. (Nathan Bogue)
Jumping in space prohibited if you lack spacewalk. (Nathan Bogue)
Jumping when buried prohibited. (Nathan Bogue)
Kobold thieves are pluralized properly. (Nathan Bogue)
Living frosts are now bloodless. (Nathan Bogue)
Digging upwards on special levels has more sensible results. (Nathan Bogue)
Remove the console window on Windows.
Shattered trees will drop their occupants. (Nathan Bogue)
Items that fall down holes will no longer be mapped. (patch by Richard Quirk)
PSP Makefile should be happier with newer devkits. (patch by Joe Buck)
Left and Right on menus will scroll fast, just like L and R do, but this also applies to the command menu where L and R are the quick bind keys. (patch by Joe Buck)
[SDL] Shift-arrow will swap with a critter, Alt-arrow will jump. (patch by Andreas Bohm)
ctype.h is included in map2c.cpp now. (Ben Hjelt)
New tileset from Chris Lomaka.
One new room.
Load game shows up first in the menu if it is available to make it harder to accidentally choose new game. (Enrique Garcia Cota)

While the highscore is kept, save games are never preserved between versions. Please wait until your current character dies before upgrading.

Thanks to http://www.nintendomax.com for the news.

http://www.zincland.com/powder/index.php?pagename=release

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