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W.I.T.C.H. for Game Boy Advance
W.I.T.C.H. for Game Boy Advance is an action platformer starring Will, Irma, Taranee, Cornelia and Hay Lin. The five friends protect Earth from Prince Phobos and use their Guardian powers to overcome enemies and obstacles. You travel through side-view areas, find passages and switch heroines when a different power is needed. The group forms your shared toolbox: an obstacle that is difficult for one Guardian can be a reason for another to use magic.
Irma uses water, Taranee fire, Cornelia earth and plants, and Hay Lin air. Will can fire energy and close portals. Their different attacks help not only in combat but also when investigating the environment. Flying takes you to higher platforms, but uses energy, as does magic. Landing briefly and letting your power meter recover can therefore be wiser than continuing to attack. Along the way you also meet Caleb, who fights with a sword and bow in his own action sections.
You control the team as a single player; this is not a shared adventure for five participants. Switching Guardians happens within your own game. Items and encounters connect the different assignments and give you a reason to look beyond the next enemy. The combination of flying, character switching and elemental powers makes reading an obstacle at least as important as timing a jump correctly.
Region and language
Our Game Boy Advance games are European editions, unless stated otherwise. This product contains a loose cartridge for the European market. A box is only included if explicitly stated in the product details. We note any different region in the product details. In almost all cases, the game is playable at least in English, and often in the other five common European languages too.
Manual
With W.I.T.C.H. for Game Boy Advance, you receive a loose cartridge. A box and manual are not included unless we explicitly state otherwise in the product details. This is the standard way we supply this copy.
The history of W.I.T.C.H.
W.I.T.C.H. was released in Europe for Game Boy Advance in 2005. Climax developed the game for Buena Vista Games, which published it under the Disney Interactive label. The series began as an Italian comic magazine in April 2001 and later grew into a television series. The game connects to that world of ordinary schoolgirls with a second life as magical protectors. The names Will, Irma, Taranee, Cornelia and Hay Lin together form the title of the series.
The publisher’s announcement emphasised friendship and teamwork. On the cartridge, that becomes a solo adventure in which you use different powers in succession. Each heroine receives a recognisable role, so a new passage is not simply another combat arena. A plant, a high passage or a portal can make a different character relevant. The story involving Phobos gives the separate challenges a common direction without requiring a second player.
The Game Boy Advance release uses drawn characters and side-view environments to make the magical group work on a handheld system. Caleb’s sword and bow occasionally introduce another form of action. The game thus alternates between the Guardians’ special abilities and more direct fighting. This cartridge preserves a distinct game adaptation from the period when W.I.T.C.H. was growing in print and on television: the team is familiar, but here you decide who tackles an obstacle and when to use magic.
Similar games for Game Boy Advance
Totally Spies! also brings a group of cartoon friends together in a solo adventure on Game Boy Advance. Sam, Clover and Alex use gadgets during espionage missions that regularly change their style of play. W.I.T.C.H. builds its platform levels around flying and choosing elemental powers. Both retain their protagonists’ close bonds, but the spies rely on technology and short missions while the Guardians solve magical environmental puzzles.
Kirby & The Amazing Mirror likewise lets you use different powers to find new routes on Game Boy Advance. Kirby copies enemy abilities and explores a network of mirror areas. W.I.T.C.H. gives you a fixed group of heroines with their own elements. Both connect an obstacle with the right ability; Kirby changes his attack to do so, while with the Guardians you switch characters.
The Legend of Zelda: The Minish Cap shares the search for solutions beyond defeating enemies on Game Boy Advance. Link uses items and shrinks to find passages that initially seemed unusable. W.I.T.C.H. distributes such possibilities across five Guardians in side-view levels. Zelda follows one hero with a growing set of equipment; W.I.T.C.H. more often asks which team member currently has the best tool.
Mario & Luigi: Superstar Saga also uses differences between its protagonists to shape puzzles and battles on Game Boy Advance. The brothers work together during exploration and in fights with timed button presses. W.I.T.C.H. plays more directly as a platformer, with flying and elemental attacks as you move. Choosing and combining skills connects both games, but Superstar Saga gives conversations and role-playing battles far more room.
Metroid: Zero Mission also offers side-view action on Game Boy Advance where a special ability can open another route. Samus collects permanent equipment and uses it to explore more of Zebes. W.I.T.C.H. instead lets you switch between Guardians and their elements. Both reward attention to the environment, but Samus develops one heroine while W.I.T.C.H. centres the different abilities of an entire group.