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Powder (Build 108) (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:

The mouse will work again for the onscreen keyboard in SDL builds. (Ilya, Teun Peelen)
Description when wearing necro dress code spells servant right. (David Damerell, Andreas Bohm)
Vacuum correctly spelled in death message. (David Damerell)
“Click on your self to search” rather than Clicking. (Narius Varigor)
Starting as cultist will immediately tell you ><0|V|'s whim. (hotpoo) Loading a save game worshiping ><0|V| will likewise report the whim. Zapping a hostile wand of create monster will have a chance of the creature turning on you. (hotpoo) New boon from gods: hostile creatures surrounding you can be smitten. (Indirectly Ambvai) Earth hammers can be forged into artifact earth hammers with the proper setup. (David Damerell) Level up hitpoints and magic points are now 2d2+1 rather than 1d4+1, giving a tighter distribution and slight boost to the average. (Teun Peelen) Earth hammers have an encyclopedia entry. (David Damerell) When you can move in diagonals you can use the diagonals of the numberpad. (Andreas Bohm) There is now a SafeWalk mode which stops you from attacking when walking about. You can toggle this by pressing Ctrl when using the arrow keys or binding the Safe Walk command to a button in GBA mode. (Andreas Bohm) The delete key works the same as the backspace key, a useful feature on Macs whose keyboards lack a backspace. (Roger Bolton) Wishing for a level teleport no longer uses atoi() so hopefully works on gpsphone. (Roger Bolton) We now promote room flags to map flags when loading. This way loading the game on the final levels will not turn the levels into floor-diggable and hence suddenly create holes to short-circuit the levels. (Ambvai, debugged by Andreas Bohm) A case where you could achieve barbarian dress code despite not wearing armour is fixed. (Malte Helmert) You now gain piety for the barbarian and necro dress codes. (Malte Helmert) You can no longer move diagonally if both orthogonal directions are blocked by walls. Spells cast when you have the can dig intrinsic will no longer disintegrate earth elementals. (SparroHawc) Note: While the highscore is kept, save games are never preserved between versions. Please wait until your current character dies before upgrading.

Other release notes from Jeff:

Keeping with POWDER tradition, a long time between releases does not mean there was some huge secret code being worked on that took this long to get ready. It means I was busy with other stuff. That said, there are a good number of fixes in this version. Most important is likely the Safe Walk ability, derived from a patch by Andreas Bohm, which lets non-DS users the ability to avoid accidentally attacking kiwis when they go careening through the hallways. The intent is you can bind it to, say, [L], and then hold that when you want to move safely. If you want [L] to attack, you can change the global option. SDL users may use the ctrl key. Unless they are using vi-keys in which case I’m afraid they are out of luck for now. I can only hope those players believe that Safe Walk is for weaklings.

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

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

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Christmas Pong (GBA Game)

Jinroh just released his game “Christmas Pong”. It’s a pretty late christmas gift for the Gameboy Advance community, but here it is now.

Thanks to Another World of http://www.gbatemp.net for the news (yes, they do have commercial ROM presentations, but no downloads, so it’s hopefully fine to link to the news provider).

http://forum.gbadev.org/viewtopic.php?t=16180

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Pocket Raider v1.0.1 (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://www.gbadev.org/demos.php?showinfo=1368

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Pocket Commander v1.0.0 (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://www.gbadev.org/demos.php?showinfo=1367

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Powder (Build 107) (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:

Leather helms will actually use the new leather helm icon. (Bunnyriffic)
Doors to special rooms will hopefully now be properly blocked so wandering monsters don’t wander through them.
Secret doors should no longer be giveaways in dark rooms by being the only lit wall.
Special overlay tile when creatures are on fire.
New special weapon, the earth hammer. (Ibson the Grey)
Creatures may teleport you to escape rather than always themselves.
Creatures will use wands of sleep to escape. (Derek S. Ray)
Creatures that are tame to someone other than yourself are described as followers rather than tame. (Derek S. Ray)
Picked up items always go to the end of your inventory rather than filling holes, hopefully making it easier to find items you just picked up. (Malte Helmert)
H’ruth is no longer impressed by you being surrounded by sleeping or paralysed enemies. (Robert Hamaker)
The charging of lightning rapiers is now proportional to the damage that would be done.
Tlosh will grant exotic armour skill. (R. Dan Henry)
Necromancer and Barbarian dress codes (R. Dan Henry)
When polyed into a grid bug you can move diagonally with the stylus, mouse, or the new Move command. (Michal Bielinski)
Flamestrike’s strength now is dependent on your favour with your current god. (Xaintrix)
Ghosts are no longer able to bypass the library’s locks.
You can make secret doors and hidden traps. (CYBER Aeon)
You can smash viewports. (Brendan)
Name generator has a hotkey so keyboard purists can use it. (Brendan)
Forgetting things no longer leaves the menu on screen.
When turning to stone or poisoned your apperance changes.
The final damage from poison is now applied before the you are cured message, leading to a less confusing apparent order of events. (Andrew Poandl)
Ibson the Grey tileset white and red dragons fixed. (Vladimir Stalin)

Note: 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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Powder (Build 106) (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:

Updated 32×32 icons from Ibson the Grey that have the new weapons.
Describe Ricochet. (Malte Helmert)
Extra regen for being full occurs even if you have a ring of regeneration worn. (Malte Helmert)
Regenerating magic when hungry occurs deterministically. (Malte Helmert)
Sleeping creatures are not damaged by light attacks.
Creatures who can’t eat won’t be hungry or full, regardless of pre-poly state. (Tobias Pierce)
Port to the GP2X by David Parker, done original for version 104, has now been rolled into the official build process. (David Parker)
Fix a type mismatch passing a structure as a pointer (!!) which surprisingly only caused problems on some platforms. (Peter Roozemaal, with patch)
Attempted to move all systems to va_copy – I hope I’m not longer using any old enough compilers that complain. Apparently MSVC still lacks va_copy. (Peter Roozemaal)
Some liches were locked up in a secret room as a temporary measure until I do a proper fix for AI opening doors. (The Rani)
Pushing a boulder against another boulder now has a full stop. (FEG)
Remove redundant to in bind soul description. (David R. Shultz)
Anachronistic reference to jello replaced by jelly. (R. Dan Henry)
Improved message for losing water walk (R. Dan Henry)
Pax will now grant Endure Hunger and Teleport. Tlosh will grant Preserve. Klaskove will grant Blunt Weapons. (R. Dan Henry)
+10 flaming swords have been overpowered because the +10 counts as a pure damage bonus to both the flame and regular sword attack, effectively giving +20 damage. To mitigate this, enchantment bonus is now only added to the base sword damage, not any bonus artifact or fire damage. Further, the enchantment is rolled against so you get +1d10 damage rather than +10. This doesn’t effect +1 weapons, but provides a sliding penalty for the overpowered weapons tossed around by H’ruth.
Fixed source code comment that lied about ways to charge lightning rapiers. (Adam Boyd)
You can really eat water elementals now. I hope.
There is now a mini icon for the rapier. It is the same as the sword in all builds but Ibson the Grey. You may guess who motivated this inclusion. (Ibson the Grey)
The Leather Helm now has its own tile icon so you can tell it apart from iron helms on the dungoen floor. (Jan Milewski, Ibson the Grey)
Speaking of which, the Ibson the Grey tileset has caught up to all the current tiles and also sports distinct male and female clothing.
Casting wizard eye and possess will now be noticed by the gods. (R. Hamaker, Bridget Farace)
When you choose a god or forget a spell there is now a confirmation.
Your current god is reported when you level up. (Meddyan)
An entry on the wiki was ret-conned to be correct.
Skills and spells don’t show up in the intrinsic list if they’ll show up later anyways. (R. Dan Henry)
Torches classified as weapons rather than misc, so thus should no longer change their properties when artifacts become or unbecome being torches. (David Damerell)
Jumping will noise your feet as expected.
After you have filled your highscore list, you will get the option to pick a starting god to avoid having to start-scumm to get equipment suitable for different gods. (Derek S. Ray)
Option to pick a random name. (Sam Goldfield)
Firing upwards with ice/fire wand no longer affects the square you are on.
You can now zap lightning rapiers. (Bunnyriffic)
Special rooms now have their doors flagged so creatures will not open them until you do – this should avoid out of depth creatures wandering the dungeon and killing you. (Derek S. Ray, Brendan)
Remove forbidden double knowledge from description of bleeding wounds skill (David R. Schultz)

Note: 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.dcemu.co.uk for the news.

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

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Anguna v0.95 (GBA Game)

Anguna is a Gameboy Advance homebrew game created by Nathan Tolbert, featuring art by Chris Hildenbrand.

It is a short but exciting action-adventure game, reminiscant of the original Legend of Zelda.

Anguna includes:

5 dungeons and a large overworld to explore
Multiple weapons and items including: a sword, bow & arrows, bear traps, dynamite, lantern, magic boots, and more
Many hidden rooms, secrets, and powerups
Lots of interesting enemies and boss monsters

Anguna is available as a free download. To play it, you will either need to play it on a gameboy advance emulator, such as Visual Boy Advance, or write it to a writable gameboy cartridge. Alternatively, you can download a windows installer from here which includes everything you need to play Anguna on windows.

For those that are interested in obtaining a physical cartridge of Anguna to play on their Gameboy Advance, please contact the author, and for the price of the writable cartridge (which varies between $10 and $15 dollars, depending on what is available) plus shipping. It will be written to a cartridge and sent to you.

Changes:

-fixed viewing map in caves would lock up game

Thanks to Nathan Tolbert, the author himself, for the news via http://www.pdroms.de/phpbb/viewtopic.php?f=6&t=452 where you can also discuss about this marvellous game.

http://www.tolberts.net/anguna/

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Anguna v0.94 (GBA Game)

Anguna is a Gameboy Advance homebrew game created by Nathan Tolbert, featuring art by Chris Hildenbrand.

It is a short but exciting action-adventure game, reminiscant of the original Legend of Zelda.

Anguna includes:

5 dungeons and a large overworld to explore
Multiple weapons and items including: a sword, bow & arrows, bear traps, dynamite, lantern, magic boots, and more
Many hidden rooms, secrets, and powerups
Lots of interesting enemies and boss monsters

Anguna is available as a free download. To play it, you will either need to play it on a gameboy advance emulator, such as Visual Boy Advance, or write it to a writable gameboy cartridge. Alternatively, you can download a windows installer from here which includes everything you need to play Anguna on windows.

For those that are interested in obtaining a physical cartridge of Anguna to play on their Gameboy Advance, please contact the author, and for the price of the writable cartridge (which varies between $10 and $15 dollars, depending on what is available) plus shipping. It will be written to a cartridge and sent to you.

Changes:

-fixed room in desert dungeon where you could walk off the top of the screen using boots
-fixed issue where exiting overworld areas diagonally didn’t
transition to next area
-removed tree with missing trunk from overworld
-fixed random pixel palette swapping in main menu when you toggle between new game/continue
-added collision at south end of large river, to avoid walking off edge of world
-enemy database now clears when new game selected

Discussion: //phpbb/viewtopic.php?f=6&t=452

http://www.tolberts.net/anguna/

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Nicky Boum 2 v0.2.0 (GBA Game)

Nicky Boum 2 is the successor of Nicky Boum.

http://cyxdown.free.fr/nicky/

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Nicky Boum v0.2.0 (GBA Game)

While checking some old ports of Deniska, who is known for plenty of game ports to the Playstation Portable, I’ve realized there is a GBA version of “Nicky Boum”.

Gregory Montoir (aka cyx) has written an engine, which allows playing this Amiga 500 classic on Win32 and Gameboy Advance.

The release is from late 2007, but still worth mentioning.

Story:

The player controls ‘Nicky’, a little boy who embarks on an adventure through a fantastical land to find an elixir to save his grandfather from a spell cast on him by the evil sorceress Zoldrane.

Nicky can walk, jump, and in an original theme can throw apple cores to defend himself against the monsters occupying the levels. Aside from throwing apple cores, the player can pick up other items to throw at enemies such as bouncy balls and logs. The logs can also be used to build bridges at certain parts of the levels.

Nicky is able to jump on enemies to defeat them, which is often more difficult but lets the monsters drop point items to collect. When jumped on, some enemies such as giant snails will split into multiple smaller versions of themselves.

The game consists of 8 levels based on 4 separate themes including a swamp, dark forest and a castle.

http://cyxdown.free.fr/nicky/

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