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Introduction to Pokemon: Ruby Version (GBA)

Stepping into Hoenn feels like slipping on a well-worn pair of trainers; you know roughly what to expect from a Pokémon journey, but there’s enough fresh flair to keep you grinning. Right from the start you’re handed your pick of Torchic, Mudkip, or Treecko, and suddenly every route, cave, and tall grass patch feels charged with possibility. The poke-flavor of the region—the coastal vistas, the thick jungles, the red-rock deserts of Route 111—gives Hoenn a real personality, and the story’s thread through Team Magma’s volcano-skewed ambitions keeps you poking the map for new clues.

What really clicked for me was how this version turned the volume up on strategy without turning off newcomers. Abilities like Intimidate or Swift Swim quietly shift the battle tilt, and natures add just enough spice that you start caring how each critter grows. Contests and secret bases offer a break from gym grinds, letting you deck out your hideaway or strut your best moves in the arena. And don’t even get me started on double battles—once you see a coordinated Flamethrower and Surf team-up, it’s hard to go back.

It’s the little touches that stick, too. Running into a shiny on accident, unlocking a hidden move tutor in a dusty back alley, or finally coaxing that stubborn Wing from a base-made waterfall—these moments feel earned. Plus, the soundtrack still gets stuck in my head long after I’ve put the cartridge away, especially that eerie tune in the Sky Pillar.

Looking back, it’s wild how many of its ideas are now staples in every new entry, yet Ruby Version still manages to feel like its own champ. It doesn’t rely on bells and whistles, but there’s an undeniable charm in the way it tethers you to the journey—one gym, one Badge, and one legendary showdown at a time.