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- Nintendo DS:
- PictoChat was fun to use at gaming-related social events such as Fan Conventions, but sadly (likely due to concerns from parents about child predators) the feature was not added to the Nintendo 3DS, causing PictoChat to basically go dead once the 3DS started to gain momentum.
- DS Download Play is a great way to get your friends to play with you even if they don't have their own copies of the game, to give them "lite" or demo versions of the game you're playing, and to try out demo versions of games at stores that have the infrastructure to offer downloads. While you can still do Download Play for DS games on a 3DS, 3DS games don't have that feature.
- Wii Remotes actually have a small amount of read-writable data, allowing you to store a few things like Miis and a few games' data. However, likely because the amount of R/W data can be counted in single-digit kilobytes, only a few games actually make use of this feature.
- In the first Hotline Miami, you can take a Human Shield if you're holding an one-handed gun (such as a pistol) and use the "execution" key near a knocked-down enemy. It's rather hard to do unless you're specifically trying to pull it off (especially since one-handed guns aren't as commonly found as two-handed ones) and most players complete the game without doing it even once (except to get one particular achievement). The feature was removed from the sequel.
- Remember Me has only a few memory-altering minigames, which is particularly egregious in that these puzzles were a major selling point for the game during the pre-release promotion.
- Jak 3: Wastelander: One new feature that many fans felt was disappointing was the implementation of Jak's new Dark Eco ability of Invisibility. Aside from an once-visited volcano level, it could only be used at the Monk's Precursor Temple monastery, thus meaning any use of it this for any stealth based tactics (or for that matter any sort of stealth-based missions) outside that location is denied to players. Granted while there is an unlockable ability to turn invisible by pressing the triangle button in Dark Jak form, but that only becomes available after completing the game (though it is somewhat subverted if someone buys it from the Secrets menu and then starts a New Game on Hero Mode).
- F-Zero AX is the only game in the series to increase the number of laps based on the track length, resulting especially in the very short Aeropolis: Screw Drive and Mute City: Sonic Oval tracks having decently long course times with 6 and 8 laps, respectively. In GX, these tracks are practically over as soon as they start, due to using the usual three-lap rule.
- Mario Kart series: Double Dash has the central two-characters-per-car system and the special items for each racer duo, and DS has a single-player challenge mode with boss battles. These features were exclusive to their origin games and have yet to be reused in any way.
- Wangan Midnight Maximum Tune:
- In Maximum Tune 2, if all players in a 2- or 3-player VS match on a setup with at least one open cabinet hold down the red button during course loading, additional players cannot join in on the race. This was unfortunately not kept from Maximum Tune 3 onwards, meaning that an intense <4-player battle could be suddenly interrupted — yes, even at the very end — by a cardless player or a Griefer and there's nothing that can be done to prevent it short of forcing said player to decline challenging.
- In Maximum Tune 3, when racing in a Tokyo sub-area or Hakone in VS, players can vote on the starting ramp. This was removed in 3DX onwards in favor of randomized ramp selection.
- In Maximum Tune 5, Extreme Versus Battle mode allows the players to drive the cars in reverse, oncoming traffic configurations. However, due to Interface Screw issues, this was deleted from 5DX.
- FAST Racing Neo got a post-release update patch to allow Supersonic and Hypersonic in online modes, but for whatever reason, FAST RMX did not get the same feature, limiting online play to Subsonic. So if you wanna race online with a top speed of more than roughly 750 mph, you're gonna have to dust off the Wii U.
- Super Smash Bros.:
- This game stands out by having the most "advanced techniques" in the franchise, the most prominent of which is wavedashing, a slightly Good Bad Bug movement method that defines the metagame to this day. Wavedashing and the like were removed in Brawl onwards to streamline gameplay; nobody can agree on if this was a good idea or not.
- This is the last game in the series to have individual "Break the Targets" levels for every fighter. Brawl reduces the mode to just five stages of increasing difficulty with a focus on item usage, and 3DS/Wii U replaces it entirely with Target Blast.
- This game introduces stickers as a counterpart to trophies, depicting lesser-known characters and objects from Nintendo's franchises. These stickers can be put on a fighter's "trophy stand" via an Inventory Management Puzzle, providing stat boosts or special benefits such as starting items. However, this feature is exclusive to the Subspace Emissary story mode, so stickers are useless when it comes to multiplayer. 3DS/Wii U also includes stat editing for fighters (and it works in every mode), but it's done with a simple three-slot system of equips, lacking the unique appearances of stickers, which did not make the cut.
- Gliding is a rather peculiar technique that's only limited to a whopping three characters. It was dropped in the fourth generation.
- 3DS/Wii U
- The Mii Fighters. It is at its core a great idea, offering the possibility to create your own smasher, but in the game itself it is very difficult to really make the character you want as its characteristics and even cosmetic elements are unlocked via very frustrating Random Drops. To add to this, the Mii Fighters aren't even available to play online in "With Anyone" mode. Between that and the Smash metagame's reputation for cutting down on randomness, the hardcore fanbase was never going to give the Mii Fighters much of a chance.
- The Custom Moves are also given at random, and are not available online with anyone either, though Mii characters and Palutena (who have radically different specials) have all of them available at the start. The DLC characters don't even have Custom Moves, which make one question if Nintendo itself completely dropped the idea.
- Dynasty Warriors 6 introduced new mechanics to the series such as grab attacks note , dodging, the need to break down doors to bases before entering them, on-map duels, and attacks after winning weapon locks. However, due to the poor reception of DW6 (mostly due to the Renbu battle system, cut characters, etc.), they decided to scrap all of these features come DW7.
- In the Legend mode of Hyrule Warriors, the monster officers are the player's main army in missions starring the villains. However in Adventure mode, the player's army is always composed of Hylians and Gorons. This applies even in missions involving the villains fighting the heroes of the series, creating scenarios like Monster Lord, Ghirahim, commanding an army of Gorons to fight Goron King Darunia and his army of monsters.
- Donkey Kong Country:
- The first game has an underused level theme in Slipslide Ride, the one and only ice/crystal cave level in the game. It has nice music, too.
- Barrel cannons are more common in this game than the second and third, and many of them either rotate or move back and forth, but the kind that rotate while moving are found only in Snow Barrel Blast.
- The second and third games have some rare barrel types, too. The rotatable barrels with time limits are in a few levels in Donkey Kong Country 2, but the movable ones appear only in Fiery Furnace, including a single one without a time limit in a bonus area (there is also only one rotating one with no time limit, found in the last stretch of Klobber Karnage). In 3, the rocket barrels and tracker barrels each show up in one level in Cotton-Top Cove as the level gimmick and nowhere else.
- Donkey Kong Country 3 introduces Dixie's ability to lob Kiddy Kong into the air, smash into the ground, and potentially reveal secrets. Most players use it once in the first level only to almost never use it again.
- After the SNES trilogy, the role of the animal buddies decreased greatly. Donkey Kong 64 only features Rambi the rhino and Enguarde the swordfish, who appear in one main level each (Rambi also appears in the final level, while Enguarde gets a minigame); you don't get to ride them either, your Kong just transforms into them. Rambi is the lone buddy in Donkey Kong Country Returns and Donkey Kong Country: Tropical Freeze, and he appears in just three or four levels in each game.
- The first game by far has the widest variety of objectives for bonus stages: getting put into a barrel cannon at the bottom of a shaft and trying to collect as many prizes as you can, stomping on a pair of Klaptraps that get faster with each hit until they're defeated, a moving-rope room that has all four K-O-N-G letters in it, and so on. It helps that only entering the room is required to achieve 101%, so actually doing these bonus rooms (other than the one room that houses another bonus room) simply serve as fun optional challenges rather than being needed to truly beat the game. Sadly, starting with the sequel, bonus rooms became more standardized and each have only one of three types of objectives (find the coin, collect the stars, defeat all enemies) or four in DKC 3 (collect green bananas that appear in random locations). By Tropical Freeze, every bonus level is just a "collect all the bananas" room with not even any cosmetic variations; they all use the same temple visual design.
- Kirby: Squeak Squad features an ability mixing system where you can combined two ability bubbles to make a new ability. While this usually creates a preexisting ability, there are a few special abilities that can be made with certain combinations. The problem is that there are only five of these (not counting mixing two Sleeps to get Ghost), you don't get the scrolls that let you create them until the last third of the game, and they're just elemental versions of Sword and Bomb, not providing much extra combat capability. It's basically a watered-down version of Kirby 64: The Crystal Shards' ability combination system.
- Ratchet & Clank:
- In Ratchet & Clank: Going Commando, one of the 3 new robots that can assist Clank is the Lifterbot, which can lift up blocks for Clank. Or rather, it can lift up ONE block for Clank, and then never be used again.
- In Ratchet & Clank: Up Your Arsenal, the Warp Pad is a gadget that lets you place a location to warp to at select points. There are 2 of these select points in the entirety of the game, which both appear in the same level. Even better, one of the sections can also be completed using the Charge Boots instead.
- In Sheep, Dog 'n' Wolf, we have a mechanic where you can keep running in the air for a few seconds after running off a cliff (in a typical Looney Tunes fashion). This mechanic isn't put to any practical use anywhere outside the tutorial.
- Super Mario Bros.:
- Super Mario Bros. 3's Goomba's Shoe. Using it was the only way Mario could defy Spikes of Doom and enemies with them, and it made World 5-3 a memorable level... and only 5-3, because the shoe isn't found anywhere else, can't be taken out of the level, and proceeded to disappear from the series without a trace. The GBA version added an e-Reader level that uses Goomba's Shoe, but it wouldn't properly return until Super Mario Maker, where the shoe and variations of it can be added to levels. To a lesser extent, there's the Hammer Bros. Suit; beloved for being a Game-Breaker, but it has yet to return to the series, though it can at least be used in any level.
- Super Mario World:
- The red, blue, and yellow Yoshis appear only in Star World, and only once or twice each: red in Star World 1 and 4, yellow in 3 and 5, and blue in 2 only.
- Yoshi's Island 3 is the only level containing the large swinging platforms, except for a single other one in one bonus area in Chocolate Island 3.
- Valley of Bowser 3 is the only one with the numbered platforms.
- The Sunken Ghost Ship uses a goal sphere (marked with a "?") to end the level instead of a goal tape or boss, similar to the ones dropped by minibosses in Super Mario Bros. 3. It's the only level that does this, possibly because the last room of the level is vertical and regular goal points do not work correctly in vertical levels.
- Super Mario World 2: Yoshi's Island:
- One of the last rooms in 4-4 has a 3D tilting board platform in the middle of the room over a lava pit. It seems to serve no purpose other than to make the last red coin more dangerous to collect (the room contains no enemies), and the sprite does not show up anywhere else in the game.
- There is also a strange pink round platform with a double arrow found only in a bonus room of 4-6.
- There is a variant of the flipping spike platform that has two platforms with a switch in the middle, and hitting the switch causes the platforms to rotate 90 degrees at a time and then pause. It's completely unused, despite being fully functional.
- The colored triangle-patterned moving platforms are in many levels in the game. However, the first room of 6-4 is the only place where you can find them with their alternate graphical style.
- Perhaps justifiably, 3-4 has a unique graphical tileset, with a foreground found in no other level (the background does show up in one room of 3-3). Aside from part of the first room of the level, that is (the tileset gets swapped a couple screens in).
- The "Watermelon Seed Spitting Contest" minigame can be found behind one locked door in 2-6...and nowhere else in the game aside from the minigame cheat menu, unlike every other minigame, which all appear at least 3 times each in one form or another. (And it's a shame, since that was probably the most fun minigame of the bunch and is guaranteed to give you a Super Watermelon, which has 3 times as much ammo as a non-storable watermelon of the same type and cannot be obtained from any other minigame.)
- The ability to make Yoshi's eggs skip across water is only actually put to use in 3-8, including its boss battle.
- Really, in addition to its Unique Enemies, Yoshi's Island has a veritable myriad of these: the 3D falling drawbridges are only in 1-4, Melon Bugs are only in 1-7, the poundable red platforms are only in the last room of 1-7 and in one small part of 4-1, there's a type of platform ghost that appears only once in one room of 1-8 (as well as the one late in 5-8), the car morph only shows up in the last room of 2-7, the floating logs are only in the second room of 2-8, the inflatable balloon is only in 4-3 and a bonus room in 4-7, the ski lifts are only in 5-2 as the level's gimmick, there's a unique Baron Von Zeppelin in 5-3 carrying a blue melon, the funny yellow squishy platforms are only in 5-4, the spinning logs are only in 6-3 as the level's gimmick, the pseudo-3D pipes are only in 6-4 (despite there being other pseudo-3D castle levels), there is only one numbered platform with a 4 on it that is found early in 6-7. And so on.
- Unfortunately, the Wing, Metal and Vanish Caps from Super Mario 64 suffer from this. The Wing Cap, on top of being difficult to control, is only needed for a few stars. The Metal Cap does make you near-invincible, but since platforming takes precadence over combat, it's basically just used for the odd puzzle here and there. The Vanish Cap is even more underutilized and basically just serves as a key to get a handful of stars, and it shows up in areas where its own invincibility properties are basically useless. The DS remake mitigates these somewhat by tying them to specific characters, though while Luigi is sure to get plenty of mileage out of it, Wario probably won't be seeing much use outside of a Self-Imposed Challenge or Wario/Metal Cap-specific stage anyway.
- Super Mario Sunshine:
- Yoshi's use is fairly limited. He has a host of abilities, but the only one that gets any real use is spraying juice on blockades. His flutter jump is outclassed by the FLUDD nozzles, and turning enemies into platforms is only utilized in a single mission, which also makes changing Yoshi's color (which creates different platform behaviors) unnecessary outside of another single mission. He doesn't even show up much, only being needed for about one episode per level (sometimes only to open up a secret stage) and some Delfino Plaza secrets.
- The FLUDD's Squirt and Hover Nozzles are critical to the gameplay as the default equipment, and the Rocket Nozzle's vertical boost is very convenient. The Turbo Nozzle, in spite of its water-running capabilities and speed boost, is not nearly as useful; levels are more vertical than horizontal, and since secondary nozzles are Mutually Exclusive Powerups, it's hard to justify swapping out Hover or Rocket for it. Similar to Yoshi, it gets most of its usage as a key for Delfino Plaza secrets, and its only dedicated Shine Sprites are one in a bonus level and one in Delfino Airstrip.
- The Blue Shell in New Super Mario Bros. 1 is fun to use due to its defensive capabilities, improved swimming ability and shell slide (also, nice to have the Blue Shell not be the object of fear and hatred for a change), but it appears far too infrequently (while there is an enemy that drops it, said enemy only appears in a multiplayer stage), and none of the stages are really built around using it. It's also one of the few powerups that hasn't appeared in any other New series games, though the Penguin Suit is a Suspiciously Similar Substitute.
- The game also has quite a few platform types that appear in only one level, even if there is no reason for them to be so rare. Among other examples, 1-2 is the only level with the see-saw logs, 1-Castle with tightropes, 3-A is the only one with the groups of 3 rotating platforms (despite the equivalent in Super Mario World being noticeably more common), 4-5 is the only one with the "drawbridge" platforms, and 6-3 is the only one with the large floating logs. At the end of 2-6, there is a pipe blocked by a cork that can be pumped up to pop the cork out, which never shows up again.
- New Super Mario Bros. Wii, meanwhile, only has the Spine Coaster in 8-7, which is a hidden level.
- Super Mario Galaxy has the Red Stars that give Mario the ability to fly. Too bad there are only two in the whole game: one in the Gateway Galaxy in a Purple Coins mission and the other in the Comet Observatory for reaching a few 1-Up Mushrooms. It's only obtained at the point where you can beat the game so it's largely pointless. Worse is that a spin attack from Flying Mario can actually pull nearby purple coins toward you. If that's not reason enough why they should have included the powerup in other missions, just imagine using it in a boss battle. They don't even return in the Mission-Pack Sequel Super Mario Galaxy 2.
- Crash Bandicoot:
- Crash Bandicoot 3: Warped introduced the Slot Crate, a slot machine-like crate with changing pictures representing the prizes inside. They only appear in six levels in the entire game, three of which are in the first Warp Room. Curiously, they are far more common in some of the later games, especially the GBA titles.
- Crash Bandicoot: The Wrath of Cortex introduced Invisibility Boxes. There are three of them in the entire game, two of them in the same level. Especially jarring when considering the amount of crates in this game.
- Spyro 2: Ripto's Rage! has the Dragon Shores level as a 100% Completion bonus, with its ultimate reward being a power-up gate that turns Spyro's fire breath into a permanent Superflame. This upgrade could then be carried over into a new save file, allowing you to run through the whole game with a long-range fire blast that bypasses many puzzles and breaks two of the boss fights. Spyro: Year of the Dragon does not continue this tradition; clearing the Super Bonus Round only nets you the final dragon egg and no extra powers.
- Banjo-Tooie introduced tiptoeing. By pressing the control stick only slightly, you can tiptoe silently, which allows you to sneak through certain areas without being noticed by NPCs. It's used for two Jiggies in the first level, and then never again.
- The magic lamp in Shantae and the Pirate's Curse has an entire button dedicated to using it, which seems like overkill considering that it's only used to suck up the dark magic of the Cacklebats (which could have been replaced with the magic being automatically collected) and to carry scents to certain characters (which you only do twice in the game). In short, it's just a glorified way to obtain certain items.
- Pac-Man World:
- The first game allows Pac-Man to use the Pac-Dots he picks up as ammo for taking out enemies. The other two games don't give them this function: World 2 uses Pac-Dots as standard Gotta Catch Them All collectibles, while in World 3 they only serve a Follow the Money purpose and just add to your score.
- World 2 has swimming controls and mechanics just like the first game... even though there's only two levels in the whole game with swimmable water in them, both in the first world. The Under the Sea levels have completely different controls, and Metal Pac-Man gets more use in bypassing fire/lava than for sinking into water.
- Ace Attorney:
- Gyakuten Kenji 2. Fingerprinting is back! And it's used exactly once.
- Professor Layton vs. Ace Attorney: Puzzles with Contradictions. The concept in and of itself is an amazing new twist on the formulas of both original series, but it is only used once in the entire game, albeit at a critical point. Also, you are again able to present profiles in cross examinations, but it's never used.
- The DLC case from Phoenix Wright: Ace Attorney – Dual Destinies boasts the comeback of the forensic investigation we saw back in Rise from the Ashes and in Apollo Justice... except it was simplified as heck. Luminol tests now need a single spray on the right area to reveal the bloodstain (as opposed to the multiple touches you had to do before), and the fingerprint search and analysis is done for you by another character while you're in court.
- The first case of Apollo Justice: Ace Attorney features a 3D diagram of the crime scene in the first case that you can manipulate in the courtroom to see possible contradictions. Despite being potentially useful, it was sadly not used after this particular case.
- The Tetris: The Grand Master series introduced Initial Rotation System, which lets you pre-rotate the next piece by holding down the button corresponding to your desired rotation direction in the small delay between when a piece locks and when the next piece spawns. Tetris: The Grand Master 3 introduces an offshoot of this called Initial Hold System, which lets you swap out the next piece with whatever is your current Hold piece immediately once said next piece spawns. Both features are extremely useful at high gravity but have not seen wide adaptation to main Tetris games, not even to such games that do feature maximum drop speed such as Tetris DS.
- Tetris: The Grand Master 2 introduces "sonic drop", where you can quick-drop a piece but without locking it, making filling in overhangs much faster. (To compare, a "hard drop" instant-drops the piece and locks it in place immediately.) It has unfortunately never been used in a main Tetris game; you have to use the also-non-locking-but-slower soft drop instead.
- Double/co-op mode, where two players share one extra-wide field, can be a fun exercise for friends who like playing Tetris together, but very few Tetris games have it (Tengen's unlicensed NES port of Atari Tetris, Tetris: The Grand Master 2 PLUS, and Tetris Kiwamemichi which notably allows four players to use the same playfield at once).
- Until the late 90s, "lock delay" (pieces having a delay between when they touch down and when they become locked in place) was mostly exclusive to Tetris games by SEGA and Jaleco; the first game to include it is SEGA's 1988 Tetris arcade game. Nintendo's NES, non-Color Game Boy, and SNES Tetris games as well as Atari's arcade Tetris game and accompanying NES port, all of which are more well-known in the West, don't include lock delay despite being a good way to curb frustration at higher drop speeds.
- The Witness:
- A criticism that's sometimes said about the game is that the environment is seldom integrated into the main puzzles. Most puzzles involve drawing a line across a panel depending on symbols written on it, with only some areas involving the world itself into the puzzles. The environmental puzzles are completely dependent on the world, but that doesn't prevent some people from thinking the panel puzzles are lacking.
- The Y symbol found in the quarry puzzles is seldom seen outside the quarry. There are four puzzles that use it: one in the ghost town, another in the windmill basement, another in the mountain ground floor (technically four, although they're all part of one, big puzzle), and another in the caves. That's it. The reason has probably to do with the way the game reutilises the symbols in areas different to the one that introduces them. In later puzzles, the game tends to combine several symbols to make more complex puzzles, or otherwise adding a gimmick that creates a variation on previously seen puzzles. However, by its own nature, the Y symbol must be combined with other symbols, which means its introductory area already exhausted all possible ways to combine it with other symbols, and its reliance on other symbols makes more difficult to add gimmicks specifically designed around it, as opposed to more simple symbols that can easily have gimmicks.
- Similarly, while tetrominos are used very often in puzzles, the blue, hollow tetrominos are seldom seen outside of the swamp (what's more, the swamp only uses them in the last puzzles). Again, only three puzzles use them: one in the vault near the desert ruins, another in an optional part of the treehouse area, and another in the caves. It's not clear why this happened, although a theory could explain it. It's been reported a glitch where, when pairing hollow tetrominos with the exact same number of solid tetrominos, the game automatically cancels them among themselves, without bothering to check if the shapes are also the same (as it does when the number of hollow and solid tetrominos isn't the same). This could lead to many unintended solutions, except that there was a good bit of Developers' Foresight, and existing puzzles involving hollow tetrominos are carefully designed so that it's completely impossible to even input such a solution. However, the presence of this glitch may have forced the developers to reduce the number of puzzles involving those glitched tetrominos.
- Mouse is a sliding-puzzle game by Magma Mobile. In the tutorial there is a level which introduces a breakable block, which breaks when you click on it, freeing up sliding space. In the bonus store, you can even buy a bonus that earns you a coin whenever you break a block. However, outside of the tutorial levels, there are no other breakable blocks in the entire game.
- For whatever reason, The House of the Dead series requires you to input a cheat code before starting a game in order to turn on the score display, which can be useful for score chasers.
- Warcraft III's "Spirits of Ashenvale" mission had a unique mechanic where it was possible to obtain lumber from destroying Night Elf tree structures, yet it's seen nowhere else throughout the game. Even though 3,000 lumber coming from Trees of Life sounds way overpowered, it makes sense in context when you realize that Night Elf structures that absorb the Wisp worker are technically trees.
- Sea warfare, which was a major component of Warcraft II, took a huge backseat by the time Warcraft III came around. It didn't exist in the original Warcraft III: Reign of Chaos game, and while the Warcraft III: Frozen Throne expansion brought back naval combat ships, they were still limited to only being in the single-player campaign, and only for certain missions since it wasn't possible to build shipyards. The player could only purchase ships from pre-placed shipyards.
- For some odd reason, the player is never able to make Chimaeras in the Night Elf campaign for Reign of Chaos.
RPG — Eastern
- Persona 5 has the Hostage Negotiation mechanic. When one of your characters is knocked down with an elemental weakness (except for Joker), the negotiation mechanic forces you to either pay that enemy something, talk the enemy into letting them go, or do nothing and watch that party member get one-shotted. However, the mechanic doesn't trigger in boss battles, and only rarely triggers in random encounters. A player might go through all of the seventy-plus hours of gameplay and never see this happen, despite getting passive bonuses that make it easier to get away with negotiation. New Game+, which lets you retain monster database information, makes it even less likely.
- City building in Dark Cloud and Dark Chronicle. While Dark Cloud 2/Dark Chronicle does allow more freedom in building the towns than the first (wherein you simply placed buildings), in practice you were limited with having to fulfill certain conditions, many of which had to be done in very specific ways with little room for deviation. The second game gives you maps with extra restrictions, which would have made the player think more creatively. However, the city-building is in practice more of a Sidetracked by the Gold Saucer.
- Final Fantasy VI introduces the Limit Break system to the series, known here as a "Desperation Attack". Unfortunately they only trigger when a character uses the Attack command at low health 1/16th of the time, and never in the first twenty-five seconds of combat. Because of these restrictions one can go through multiple playthroughs and never once trigger a Desperation Attack.
- Shadow Hearts:
- A Malice mechanic is alluded to in Shadow Hearts Covenant, but, like its apparent plot significance, never comes up in-game.
- From The New World explains "Will" as the good counterpart to Malice, and it's explained that too much Will is as bad as too much Malice. But there is no gameplay mechanic about Will or Malice.
- The vampires mechanics in Covenant and From The New World can feel this way too, if only because of how little the game mentions them or how utilizing it often uses rare and/or expensive in-game items.
- Gen II:
- Gold and Silver played around with the idea of being allowed to journey in multiple directions after departing from Ecruteak City. However, the poor leveling-curve that resulted in low-level Pokémon in whichever side the player chose to save for later ended up doing more harm than good.
- The post-game content of Gold and Silver where the player heads off to Kanto to see that region's timeline updated several years after Red's adventure was a great way to extend the Pokémon endgame. Yet apart from the HeartGold and SoulSilver remakes, this was the only generation to do such an extension.
- Gen III:
- The Vs. Seeker that was introduced in FireRed and LeafGreen was a great, and simple, item to use that would allow players to re-battle any trainer they've already come across, and possibly battle against new high-level teams. It made leveling up the player team's Pokémon much easier, and feel like less of a chore. Yet after Diamond, Pearl, Platinum, this Key Item is dropped completely.
- The Battle Frontier, introduced in Emerald, has only seen two incarnations across three games (Platinum and HeartGold and SoulSilver used the same Battle Frontier). The Gen V games onward use the Battle Tower template for their post-game battle areas, lacking the unique gimmicks of the other attractions; infamously, the remakes of the Gen III games omitted the Battle Frontier in favor of recycling the Battle Maison from Pokémon X and Y. Pokémon Ultra Sun and Ultra Moon features a Battle Factory-esque area, but doesn't bring back any other attractions.
- The Shadow Pokémon from the semi-spinoff Orre duology. They've only appeared in those games, and Shadow Pokémon cannot be transferred to the mainline Gen III games until they are purified, removing their Shadow traits. Most of this is for balance reasons, as Shadow Pokémon's mechanics make them very overpowered (Colosseum gave every Shadow a move that ignored the target's type and could randomly put them into a Critical Hit Class mode; XD includes many different Shadow moves, which can either be physical or special and are super-effective against anything that isn't also a Shadow).
- Gen IV:
- HeartGold and SoulSilver, in order to make up for the lack of the Pokétch, fills the bottom screen with shortcuts to menu options and an interact button. There's one button that toggles your Running Shoes so that you can run without holding down the B button. Since there's few times when running is a bad thing, this is very useful. However, as later games lessened the use of the touch screen, this toggling feature has never returned.
- HeartGold and SoulSilver had quite a few mechanics like this. The Berry Pots (which let you grow berries on the go, instead of planting them in a single spot and having to remember where they are) are exclusive to it, and the GB Sounds key item (letting you listen to the soundtrack of the original games by turning it on) doesn't have an equivalent in the Ruby and Sapphire remakes two gens later. By far the biggest is the following Pokémon feature. It's very much cosmetic, but fans enjoy it for adding a lot of flavor, and they eagerly await its return.
- Gen V:
- Pokémon Black and White introduced two new types of battles, Triple Battles and Rotation Battles. Triple Battles, as the name suggests, were a step up from Double Battles, where each side had three Pokémon active at once; unlike Double Battles, positioning mattered, since Pokémon on one end generally couldn't do anything to the Pokémon on the other end, although you could switch a Pokémon on the end with the one in the middle, adding an extra layer of strategy. Rotation Battles were similar in that each side had three Pokémon out, but only one was active at any given time; in addition to attacking or using items, each side could rotate their active Pokémon out as a free action, making Rotation Battles a major mind game. While neither battle variant ever had all that many NPCs that participated in them, Pokémon Sun and Moon dropped them completely.
- Gen VI:
- Pokémon X and Y introduces a new kind of battle called Inverse Battles that inverts the series' Elemental Rock–Paper–Scissors, making it so that Fire is strong against Water instead of resisted, Ghost can now hit Normal, etc. While this is a very interesting new take that drastically changes how almost every Pokémon functions and breathes new life into otherwise horrible ones, it can only be used against one optional NPC and there is almost no Player Versus Player support for it. Omega Ruby and Alpha Sapphire did expand their availability somewhat by letting players set their Secret Bases to use Inverse Battles, but beyond that, they were still just as limited as they were in X and Y. Pokémon Sun and Moon finally dropped them completely.
- X and Y also introduced another kind of gimmick battle, Sky Battles. Like the name suggests, Sky Battles take place high in the air, limiting the participants to using only Pokémon that are Flying-types or have the Levitate ability and moves that don't involve some kind of terrain. While there were more Sky Battles than Inverse Battles, they were still all optional and not eligible for Player Versus Player matches. Furthermore, it wasn't very intuitive which Pokémon would actually be eligible to participate, since even being a Flying-type or having Levitate wasn't enough to guarantee anything; it turns out that if the Pokémon's idle animation had it standing or sitting on the ground, it was disqualified. Apparently having two sets of idle animations for a given species wasn't an option, because a number of species got unpopular changes to their previous idle poses to make them eligible for Sky Battles; unfortunately, while Sky Battles never made it out of their game of origin, the idle pose changes have persisted for much longer.
- Omega Ruby and Alpha Sapphire have Horde Trainer Battles. These were hyped up a fair amount in the trailers, and it felt very in-character for villainous team grunts to gang up on the player. Unfortunately, there are a grand total of two Horde Trainer Battles in the entire game: one in the Team Magma/Aqua Hideout during the main story, and one in the postgame Delta Episode. There aren't any repeatable battles that use this mechanic, and it isn't available for PvP.
- Mega Evolution was a big selling point for Gen VI as a whole, and about half of the game's plot is spent obsessing over it. Despite this, there's a decent chance you won't end up using a Mega Evolving Pokémon on your final team. Only two Mega Stones are given to you outright (your Kanto starter and Lucario), and there are a grand total of four other stones* that you can get in the main game. The other seventeen or so can be gotten in the post-game, which is infamously short by Pokémon standards. Omega Ruby and Alpha Sapphire fixes this; in addition to adding more Mega Evolutions, you're able to get over twenty of them during the course of the main game (though you're only able to use Mega Evolution for about half of it).
- You can ride Pokémon in X and Y, for the first time outside of Surf. The problem? There's only three to ride on. All are limited to one area each, and two of them are slow and cumbersome to control, so it really feels like a throwaway gimmick. The Gen VII games would properly implement this with the Pokémon Ride system.
- Gen VII:
- Pokémon Sun and Moon caused this to Mega Evolution again. While it makes sense since Sun and Moon have a host of other new mechanics to take the center stage (i.e. Z-moves, Ride Pokémon, etc.), Mega Evolution doesn't even play a part in the main story at all, and no new ones were even introduced. It doesn't even get any significant mentions until the post-game and you only get a single one (Alakazamite) for free. To make matters worse, more than half of them weren't even available in the game at all until GameFreak released them through events. The rest must be bought with Battle Points you earn playing in Battle Royales or the Battle Tree. For how much it was promoted both in the games and the anime during Gen VI, the Mega Evolution concept's shift from a hyped new mechanic to being Demoted to Extra for all intents and purposes in the very next installment of the series is somewhat jarring. The Updated Re-release at least makes all Mega Evolutions available (though some are version exclusive) but there are still no new ones.
- Sun and Moon brought back Johto's Apricorn Balls much to the surprise of a lot of fans... until you realize that it's only possible to obtain one of each ball. It leaves you wondering why the makers couldn't add some sort of stall or shop in order to purchase more.
- Some have argued that Sun and Moon's picture-taking mini-game doesn't quite reach the complexity and uniqueness that defined Pokémon Snap. Slightly fixed in Pokémon Ultra Sun and Ultra Moon which increases its usability.
- After their popularity during Gen VI, it was a bit of a surprise that Sun and Moon dropped Horde Battles completely; the mechanic would have fit in perfectly, since Pokémon from Alola are said to help each other out a lot. Instead, it got replaced by SOS Battles, which were less useful for EV training and often made catching Pokémon needlessly frustrating.
- Sun and Moon also did away with Super Training- which offered a variety of ways to boost Effort Values through regimens and potentially win prizes in Secret Super Training. In its place, Hyper Training was introduced, which is not a minigame and instead a shop where one pays Bottle Caps to max the IV's of a fully-leveled Pokémon.
- Alolan Forms. These alternative versions of past Pokémon have different types and movesets from the originals and act as an excellent way of making some forgotten Pokémon more usable. However, there are only ten evolution families who get one, all of them from Gen I. Some Alolan Forms are also limited to the final evolution.
- Subverted in Pokémon Ranger: Shadows of Almia. While the "Swimming on a Pokemon" mechanic is indeed used many times in the game, they mostly advertised the part where you do it on an Empoleon's back... something that happens only once in the whole game (Three times if you're going for 100% Completion, two if you already knew about a certain subquest before and take a short deviation when you go there for the first time), while for most of the time you surf on a Floatzel's back.
- Gen II:
RPG — MMO
- The Secret World has some players feel this about the investigation quests. The player base tends to remember these quests first when talking about the game, albeit sometimes for the Guide Dang It!/Genius Bonus nature of some of them.
- World of Warcraft managed to avert this after a few years in several ways. Originally, Naxxramas was considered to be a very good dungeon mechanics wise, but the steep barrier to entry meant most of the playerbase would never see it. In addition, several dungeons that are rarely run anymore had unique mechanics that newcomers (or people who missed them in the day) would never see. However, Naxxrammas was moved to the entry level raiding dungeon in Wrath, and several mechanics have actually been incorporated into other bosses since then.
RPG — Western
- Dragon Age:
- In Dragon Age: Origins, BioWare initially intended for every playable character to become a Grey Warden potentially. Originally, Bioware wanted for the taint to infect all of the companions, meaning the player would have to make them into a Grey Warden. This mechanic was incorporated into Awakening in a way, but there are very few consequences gameplay-wise for not making Nathaniel, Velanna, and Sigrun into Grey Wardens save Nathaniel being executed.
- Origins also had a unique mechanic during the Fade portion of the Mage quest where the player "shapeshifts" between several different creatures in order to solve the puzzle to escape the Fade realm. However, not only is this mechanic seen at just one point throughout the game, the player never gets to have that good of an experience playing around with the shapeshifting since it's used during said Fade portion, which is considered one of the least liked parts to play through in the game.
- Post-Origins, the Rogue class' iconic Stealth ability becomes practically useless, since your non-stealthy party members are hard-wired to follow you even if you order them to stay back. Its only use is to quickly de-aggro yourself when surrounded and to shift positions, similar to the Tactical Cloak in Mass Effect. In DAO, by contrast, a good enough rogue could scout out the entire map, stealthily disarming traps right under the enemies' noses and thus making upcoming fights a lot easier.
- Mass Effect
- The RPG aspect of Mass Effect took a major back seat for Mass Effect 2 where players were vastly limited in the number of weapons, armor, mod upgrades and character progression they come across throughout the games. Mass Effect 3 attempted to strike more of a balance between how the previous two games went about its RPG elements, especially with the much appreciated return of mod upgrades, but was still nowhere close to the amount of role-playing mechanics that the first Mass Effect had.
- In Mass Effect 2, usage of the Hammerhead being limited to DLC, such as the Firewalker Pack and Project: Overlord content, really limited the vehicle gameplay that the first Mass Effect had much more of when it came to driving around in the Mako. It then got even worse with Mass Effect 3 where vehicle gameplay was practically non-existent.
- Mass Effect 3 had the War Asset Map. The game makes you believe that gathering up armies all across the galaxy was going to lead up to one massive all-out battle on Earth that took into account the choices that were made regarding each bit of asset that was added into the player's army that Shepard brings to Earth. Apart from a few minor cinematic differences, this wasn't the case one bit. None of the war assets gathered up have any effect on the gameplay.
- In HarmoKnight, The main character's two sidekicks Lyra and Tyko have their own gameplay styles different from Tempo's (Lyra uses a bow and arrow, while Tyko haves his pet monkey allowing him to attack two enemies at different heights at the same time). Sadly they're used only in very few levels, and only for a third of them.
- crossbeats REV., unlike the original CROSS×BEATS, lets you raise your scroll speed setting above 5.0, up to 8.0. This is useful on especially slow songs if 5.0 is still too slow for you. Even though C×B continues to be updated today, it still caps your speed setting at 5.0.
- In spite of being a "DJ simulation" game, only two out of six types of beatmania cabinets offer headphone jacks: beatmania III and beatmania II, both of which are no longer in production. Given that beatmania IIDX is the More Popular Spinoff and the IIDX cabinet is by far the most common of the beatmania cabinets in circulation, this is rather glaring, given that headphones can be very beneficial to Rhythm Game players in arcades that are noisy (which is to say, almost all of them). Even when Konami designed a new IIDX cabinet to coincide with beatmania IIDX 20 tricoro's release, they still neglected to add any headphone jacks!
- The original Keyboardmania has, for each song, separate difficulty ratings between charts. For some reason, this was ditched in the next two games, which simply have the same difficulty rating across each song's charts.
- Ikaruga's GameCube port has Conquest Mode, a practice mode that lets you practice parts of stages rather than just whole stages, lets you watch professional replays to understand the best routes for scoring and to figure out useful strategies when playing for the Dot Eater rank, and lets you slow down the game to further refine strategies. Unfortunately, it was not added into the subsequent Xbox 360 or Steam ports.
- Most early games will show a post-game statistics screen, such as the percentage of the game completed, how many lives you lost, how many bombs you fired, how many spellcards you captured, etc. This was sadly abandoned starting from the 10th main game, Mountain of Faith.
- Spell Practice was introduced in the 8th main game, Imperishable Night, allowing you to practice individual enemy spellcards that you've reached; to compare, Practice Start only lets you start from the beginning of any stage you've reached. For whatever reason, it was scrapped for the 10th, 11th (Subterranean Animism), and 12th (Undefined Fantastic Object) gamesnote , but was mercifully brought back for the 13th game, Ten Desires and beyond.
- Stellavanity has a variety of useful widgets that can be shown on the sides of the screen such as character starts, a system clock for those prone to Just One More Credit, and points needed until the next extra life. Unfortunately, if the game is set to vertical orientation (for use on a monitor rotated 90 degrees), something a shmup enthusiast is likely to use if they have a monitor they can lay on its side, these widgets are not available.
- The Ace Combat series is rife with examples of mechanics that are the centerpiece of a single installment and are then completely abandoned by later ones:
- Ace Combat 3: Electrosphere had complex Story Branching based on the player's gameplay inputs, such as following a certain plane or shooting down a specific target. In the few later games featuring branching plots, such choices are almost always explicit menus.
- Ace Combat 5: The Unsung War had an intricate wingman interaction system and a Tech Tree that unlocked more advanced versions of the starter planes. While both mechanics were slightly refined in ACZ and ACX, respectively, they have since been completely dropped.
- Ace Combat Zero: The Belkan War revolved around a Karma Meter named "Ace Style," which dynamically determined the enemies you'd face and their dialogue depending on your conduct at the battlefield. It has never been used again.
- Ace Combat 6: Fires of Liberation had the Operations System, where almost every mission consisted of several simultaneous sub-operations and you won if the majority of them were completed. No later game reused the same system.
Shooter — First-Person
- Jurassic Park: Trespasser was considered very ambitious at the time it was made, and can still be considered somewhat ambitious today. Mechanics included characters reaching out into the game world, aiming by twisting the player character's hand, and relying on audio cues to tell you of how much ammo you had.
- Halo 2 made non-playable allies able to drive vehicles, when previously only human players could take the wheel. The multitude of internet videos of NPCs failing miserably to drive anywhere, not crash, or not kill any of their own allies shows just how useful allowing that was.
- Halo: Reach introduced the Fireteam mechanic, which causes encountered NPC troopers to join your side as an accompanying squad. However, you have no command over any of these troopers (who aren't exactly intelligent guys) so unless you can give them powerful weapons they'll just be cannon fodder. Additionally, the mechanic isn't available on every level, meaning often times you may encounter troopers but they won't accompany you, rendering them meaningless if you wanted support fire or someone to carry heavy weapons.
- Gearbox's Opposing Force expansion for Half-Life offered a few gameplay mechanics not seen in any of the other games such as a grappling-hook with an unattached wall-barnacle and rope climbing.
- The limited-time Junkenstein's Revenge brawl, in which, in a departure from the usual PvP format, players assemble in teams of four to destroy hordes of robot zombies and four bosses before they all wipe at once or the door they're defending gets destroyed. Though it received an Updated Re-release in 2017, it's still restricted to one month out of the year and the PvE formula hasn't yet been used in any other context except one:
- Uprising, which ran through April 2017. This one was much more in-depth, a team of four running through capturing points, defending an objective, and escorting a payload in what was Tracer's first mission. Similarly to Junkenstein's Revenge, it was popular among players as a breath of fresh air from the usual PvP. Also similarly to Junkenstein's Revenge, it became unavailable after the event's end. With the new year, time will tell if it receives it's own rerelease, if a completely new campaign comes out, or if the whole concept falls by the wayside as a halloween gimmick.
- Horizon Lunar Colony has a low gravity zone, where the sound is muffled to the point of being almost muted, gravity is lowered... and it's only present in a very small, out-of-the-way, area of the map. Voluntatry from Blizzard, as they have stated they didn't want the whole "Monn/space" thing to dominate th entire map, but there could have been a middle ground.
Shooter — Third-Person
- Warframe tends to accumulate these, but one in particular stands out from the War Within quest: Operator mode. Completing the quest allows you to step out of your Warframe as your Operator, but there's barely any point to doing so. You can use it to get past security measures in Spy vaults, clear off damage resistances from Sentients and Shadow Stalker, and destroy Kuva Siphons, and that's about it. It doesn't even tie in with the Focus system, which seems like it should be a logical fit. Somehow, it's even got an underused mechanic of its own. Towards the end of the quest, you get to use Transference to possess the Golden Maw that has been harassing you for a while; all you can really do as the Golden Maw is move around through the bones, and nothing like this ever comes up again.
- This is getting slowly rectified. Ever since the latter half of 2017, more enemies that are able to No-Sell everything but the attacks of the Operators themselves are appearing, like the gigantic sentients, the Eidolons, and their ghostly minions, the Vomvalysts. In fact, don't even dream about tacking them down unless your Squishy Operator game is top notch.
- Hitman: Blood Money allows you to sedate people who are already sleeping, but this only lets you to steal their clothes, and in most cases there's a better way to obtain a disguise. In case you were wondering, yes, guards can see the difference between someone who is sleeping and someone who was sedated while they were sleeping, so it's not even a way to hide bodies.
- In Disgaea 5: Alliance of Vengeance, you can upload your Netherworld to the Netherworld Network for others to research and get invaded by during Item World runs, rather than just encountering Netherworlds generated by the game itself or Stray Lost Armies (also game-generated). In practice, even if you make sure to have network features enabled (which also enable things like user-submitted Nether News headlines), user-generated Netherworlds are scathingly rare to encounter, and one can spend hundreds of hours on the game without encountering one, ever. And even if you do encounter a user-generated Netherworld, equipment names are set to their defaults and generic unit names use the usual random name pool instead of being the names set by their respective users (presumably to avoid Video Game Perversity Potential), meaning that you may as well be fighting the army of yet another computer-generated Netherworld.