This strange late-era Game Boy Advance release was developed simultaneously with a DS release the year prior. Each game features tiles on a playfield that must be color-matched per row by drawing a line that flips all tiles beneath it. Although the two games seem structurally different, this Advance release is effectively an elaboration of the DS game’s static puzzle mode, with the arcade-style falling block variant discarded. Perhaps this was an acknowledgement of the shift in tactility between the consoles, as the smooth winning strokes made with a stylus on DS must be translated to non-continuous d-pad inputs on GBA. A time attack mode attempts to add a speed element back into the game, but it boils down merely to solving a set of puzzles back-to-back as quickly as possible.

It’s Eurojank Resident Evil 4 for sure, but given the near immediate shift away from that particular third-person shooter paradigm in the post-Gears era, it’s sweet to see a lesser-known game attempt the style. Not that it holds a candle to its predecessor; you can’t move while shooting, but you also don’t have ammo to worry about for your paltry assortment of mystic weapons, and the vast majority of encounters throw one or two enemies at you with no confounding factors beyond that. Still, the game has merit on its environmental design alone, trapping the player in vicious sheets of ice and gusts of oxygen-starved wind in a rare mountaineering horror concept. The start is slow while protagonist Eric Simmons explores evacuated Tibetan monasteries at lower altitudes, but by the second half the barren slopes of Chomo Lonzo envelop the player in blinding whiteness and sullen caverns. The mountain’s name translates to “bird goddess,” and as it lashes out as you it deploys decaying avian forms that judder and blink as they pursue you. Few horror games visually capture suffocation like this.