Your Search Produced these Results:
Super Mario – The Last GBA Quest v2.0 (GBA Game)

Yodajr, OMG and Archilolo updated their Super Mario fangame “The Last GBA Quest”.

This release is declared as final version – what are you waiting for? Go and grab it!

http://www.playeradvance.org/forum/showthread.php?t=6122

By with 0 comments
Powder (Build 105) (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:

[All but GBA]: When you load a game, the fact you have loaded it is immediately saved. This means you can no longer power down before you die to avoid save scumming. (Eilu, Zach Firth)
Familiars always leave corpses to facillitate their resurrection.
Petrified creatures count to your kill total
You are only punished for the death of a familiar when the death becomes irrevocable.
The party guilty for creating traps, lava, etc, is now tracked so proper responsibility can be assigned. (Andrew Poandl)
Dodge Skill’s “foes” properly ‘ified. (David Damerell)
Extra flavour text from Eilu.
Ricochet skill for arrows. (Furrot)
You can climb trees. (Adam Boyd)
When a bitmap has to many colours, it now fails more gracefully. (Ibson the Grey)
An embarassing mistake in combat calcs has been fixed. It is now the attacker’s skill, not the defender’s, used to roll attack bonus. This will mean weapon skills are more necessary and make monsters more threatening since they always default to 2 stars.
Jumping out of a pit only moves you one square. (Irashtar)
Incorrect there in helm of draining description (Mark Rushakoff)
Adjusted some monster sizes to better reflect how I envision them. Hopefully this doesn’t affect food nutrition balance too much. (David Damerell)
When you die your options are saved even if you don’t make the high score table. (Zappa Penguin)
Knock no longer closes the door if an item or creature blocks it.
Knock cast on doors with creatures on them will knock them back and damage them slightly. (Lim-Dul)
Light radius for creatures on fire increased to 2 from 1 to make it a bit less subtle. (R. Dan Henry)
[Start] and [Select] can be used to enter and shift respectively on the on-screen keyboard. (Zappa Penguin)
You can eat water elementals, but be warned there might still be some life in them. (Eilu)
Polying into or polying back into gargantuan forms will crush any walls that would entrap you. (Korgoth)
Flaming swords slightly nerfed to 1d3 fire damage to prevent them from being such an obvious weapon choice.
New item: lightning rapier. (Terje)
New item: ice mace.
Imps summoned by demons that you summon will no longer attack you provided the demon stil lives.
Monsters should now open doors if they are smart enough. (Derek Ray)
New monster: Kobold Thief.
You can now wish to learn a skill directly rather than having to acquire the specific book.
“wizard’s hands” in chilling touch description, “an uber-storm” for a living frost, along with an extra hyphen in that description. Description of Pax clarified to resolve amiguous sentence and disarm skill description has an s returned to it. Finally, another lost s added to the flesh golem description. (R. Dan Henry)
“You gain insight into the nature of foo.” now has a full stop. (David Damerell)
Ibson the Grey has produced a new 32×32 tileset based on the rltiles to give you some high resolution POWDER experience. Since this isn’t the 16×16 res, it doesn’t come packaged with POWDER but has to be installed manually from the artpack.

Note: 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

By with 0 comments
Aguna (Bugfix Release) (GBA Game)

According to Nathan Tolbert, coder of the homebrew GBA RPG “Aguna”, there was a minor bugfix recently.

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

By the way, I just reposted the rom with a minor bug fix, so if you happen to end up hosting a copy of the file, make sure you get the latest.

Anguna is an older-style adventure game, which encourages exploration, and doesn’t hold your hand and tell you where to go at every step of the way.

http://www.tolberts.net/anguna

By with 0 comments
Anguna (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 $40 dollars, depending on what is available) plus shipping. It will be written to a cartridge and sent to you.

The first person can be to find all of the hidden powerups in the game. The winner will receive a free cartridge of Anguna to play on an actual Gameboy Advance.

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

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

By with 0 comments
Lockjaw v0.45 (GBA Game)

LOCKJAW is a free software implementation of the so-called Soviet Mind Game, a highly popular computer puzzle game that involves guiding tetrominoes into neat stacks in a well. This game was designed in the mid-1980s by Russian game designer Alexey Pajitnov and was first implemented in a software product called TETRIS(R).

Changes: v0.45 (2008-04-20)

* New unified speed curve system: less code, more tables, for future loading from a file (bug 0040).
* All speed curves except Rhythm and Rhythm Zero have been ported to the new system. Notably, Master has been rewritten based on the tables from the wiki, and Exponential uses sections. The lock delay speeds up as brutally after 600 pieces as always.
* Added kludge in the basic makefile that allows building on *BSD and GNU/Linux: ‘make linux’ (patch by kesiev).
* ljpath: Fixed a couple misspellings in the non-Windows code path (reported by kesiev).
* ljpath: Supports libfat when running on Nintendo DS.
* A few descriptions of options have been shortened to fit into the new GBA/DS look (reported by Bloodstar; patch by caffeine).
* Writes result and options text to standard output as well as to lj-scores.txt. This allows you to do ‘lj | postprocessor’ even if you can’t do ‘tail -f lj-scores.txt’ (requested by kesiev).
* DS: Writes result and options to /data/lockjaw/lj-scores.txt.

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

http://www.pineight.com/lj/

By with 0 comments
Powder (Build 104) (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.

Release notes:

The long sought after fire arrows are finally present, self-poly into an iron golem has been further nerfed, and many bugs fixed. Most notable of the bug fixes is one to correct the gender assignment of dungeon citizens.

Changes:
A method to fashion arrows from trees. (Adam Boyd)
When fire, acid, and venom balls explode it is prefixed by a definite article.
Living frosts have a higher hit die (but same hit points) which should make them more effective in combat by increasing their chance of hitting things.
Constructs, such as iron golems, no longer regenerate naturally. Note that undead are powered by unlife so still do regenerate.
New item: fire arrows. (sf, R. Dan Henry, Beefhaze)
Knock is now a ranged spell and can close doors as well as open them. (Brendan)
[SDL] If you were near the very top or very left of the map, the on screen keyboard would draw with the letters not lined up with the key wells. (Eilu)
Gold beetles are now properly aggressive when hostile.
[DS] A VBlank wait is added to the sleep routine so even less power should be consumed when the lid is closed. (Robert)
intervene has an r. (Oohara Yuuma)
Two new rooms.
The golden tridude is as big as they come, not as bit as they come. (Eilu)
Those in wizard mode can create any room template.
If you are wearing a non-ring that grants missing finger, you are now allowed to still equip a ring provided you have zero rings equipped.
After answering the question too many times I’ve broken down and flagged most items as not being equippable as a stack. So, no more wielding two warhammers in one hand. Thrown weapons can be equipped as a stack to allow you to get more mileage out of enchant weapon scrolls. (Ben Shadwick, Bill, TemporalParadox, many more)
Failure to swap with creatures in pits or underwater properly uses the creatures pronoun. (Eilu)
When I added the ability to chose your gender, I accidentally had your choice also affected the gender of every creature in the dungeon. This has now been fixed so creatures will now have their correct gender assigned. (Eilu)
Character dump tells you if Wizard mode is activated.
Character dump tells you how many times you’ve save scummed.
Character dump includes your score on death or victory.
Changed the scoring method for ascensions to penalize based on how long it took you to win. The goal is to save the world, not just self-improvement.
Your last gender selection is saved with your last name so the new game gender choice will match the new game name choice.
Thrown artifact weapons were always [-2] to hit. Now all artifacts properly inherit their base item’s to hit bonus and can have an additional bonus due to being artifacts.
Flaming swords no longer have a [+1] bonus to hit. They are cool enough without such a thing.
Display of weapon damage will no longer show 2+1 for a 2d1+1 weapon and instead show merely 3.

Note: 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

By with 0 comments
Season Stacker (Demo) (GBA Game)

Season Stacker is a “dropping puzzle” game for the Gameboy Advance, in which teenage girls, representing signs of the zodiac, duel with the power of the seasons. Tiles are cleared by creating matching groups of four or more in any configuration. As a group of tiles clears, it leaves behind a tile of the next season. Clearing a group of summer tiles creates an autumn tile, and so on, around the cycle of seasons. If all four seasons are cleared in the same combo, the player receives one of twelve different special attacks to help herself out of a jam, or unleash a particularly devastating barrage of blank “garbage” tiles.

This demo version contains four levels, and all of the single-player gameplay found in the full version. The full version will feature a player versus player mode, and three different story modes.

Update 28.03.2008 @ 03:31
I wrote the author an email and found out there is just this demo version existing. Due to public lack of interest, the final version has never been coded.

http://www.indiegameshowcase.com/index.php?file=game_detail&id=90669005-5056-A15E-FEFD044B2321D7CA

By with 0 comments
Powder (Build 103) (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.

Release notes:

This release is a bit late coming out due to my participation in the fourth annual seven day roguelike competition. My submission was Fatherhood.

Spent some time improving environmental interactions, adding some relatively useless spells that people more clever than I will find ways to abuse, and performing the usual grammar fixes.

An exciting change which hopefully you won’t notice is that the SDL based builds are no longer tied to a fixed 8×8 tile size. This was no small change as I had happily spread hard-coded constants everywhere, confident that the Gameboy Advance hardware wasn’t going to change on me. It never did, but POWDER escaped that world and now lives places where 8×8 feels a bit cramped. One intriguing tileset would be to build a 10×10 based set that would then run at a native res of 320×240. See the ArtPack for details. Note I said I hope you don’t notice this. No doubt, I have screwed up somewhere and some menu or stylus input won’t work properly – I look forward to having my error pointed out.

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

Changes:

[DS] Pressing keys on on-screen keyboard will move the button-based cursor to the pressed location.
Flavour text for empty bottles. (R. Dan Henry)
Zombies, skeletons, ghasts, and liches that are made by magic will have their original creature type prefixed to the name: rat zombie, tridude lich, etc. (Adam Boyd)
Trolls that resurrect inside lava will remain inside the lava rather than being teleported out. (Oohara Yuuma)
Acid Pool can now be cast at range rather than only on adjacent squares.
When you suffer system shock due to ending a polymorph or possession by dying a “You feel a little dead inside” is reported to alert you to the damage done. The Possess spell help has been updated to point out the dangers of dying while possessing creatures. (Derek S. Ray)
You can now wish for specific spells. Well, provided you can wish at all. If only you knew how to wish.
Wands of light will now slightly damage creatures and blind them for a turn or two.
Floating eyes that are blind can no longer paralyse you. (Michael Brough)
A Grow Forest spell that… grows a forest. I guess you could use it to block line of sight of those that chase you? (Adam Boyd)
Being hit by water has more consistent effects.
To hit bonus of weapons now shown in [] after weapon damage to make it clear that rapiers have a bonus.
A Down Pour spell to sodden excessively cheerful spirits.
Extra commas in the monster descriptions (R. Dan Henry)
The character dump will now give you your playtime and which platform you are playing on.
Option to turn off colouring of hp and mp. (David Damerell)
“Your spear glows grey” from Detect Curse spell now has punctuation. (Michael Brough)
Forest tiles can catch on fire and turn into forest fires. Be careful, these spread.
Support for tilesets with a base tile size other than 8×8 in SDL builds. (Ibson the Grey)
Your tileset, name choice, and button mappings are now saved with the highscores, not with your save game. This means the settings from when you last died or saved will be restored when you power back on again. (Matthew Rollins, Tim Allen, Robert, Irashtar, Matt, likely many others)
[PSP] Quit removed from PSP menu pending me figuring out how to properly boot back to the host system. (stabwound)

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

By with 0 comments
El Tio Sin Chorra (21-03-2008) (GBA Game)

El Tio Sin Chorra is a turn-based RPG for the GBA. This latest demo has been released in honor of playeradvance.org turning seven years old.

http://playeradvance.org/forum/showthread.php?t=19881

By with 0 comments
Super Mario – The Last GBA Quest (GBA Game)

Super Mario – The Last GBA Quest is an inoffcial Mario platform game on Gameboy Advance. There are 7 levels, each one contain one hidden PA coin. You need to find all of these PA coins to go to the 8th level and rescue Peach.

http://www.neoflash.com/forum/index.php/topic,4997.0.html

By with 0 comments