Why Modern Games Keep Forgetting What SNES Already Perfected
Triple Triad, Limit Breaks, Charge Time Battle—where did they go? Game devs keep abandoning proven mechanics instead of iterating. Why SNES innovations vanished, and why your collection is a design library worth preserving.
Why Modern Games Keep Forgetting What SNES Already Perfected
Triple Triad. Limit Breaks. Charge Time Battle. Mode 7 racing. Dual and Triple Techs.
If you grew up with the SNES, you know these systems—and you've probably noticed they mostly disappeared. Not because they were bad. Because the industry keeps abandoning proven mechanics instead of iterating on them. For SNES collectors, that's more than nostalgia: the games we're preserving contained innovations that the rest of gaming has largely forgotten. Here's why that keeps happening, and why it matters.
SNES Mechanics That Should Have Become Standard
Mode 7 Racing Perspectives (F-Zero, Super Mario Kart)
The SNES couldn't do true 3D. So Nintendo gave us Mode 7: a clever trick that scaled and rotated a single background layer to create a pseudo-3D effect. F-Zero and Super Mario Kart used it to create racing experiences that felt fast, readable, and uniquely "16-bit." The perspective had personality. You knew you were playing a SNES game.
Modern indie racers often go for pixel art or low-poly 3D, but few capture that specific Mode 7 feel—the way the road stretched and tilted, the clarity of the track ahead. The main place you see it revived is in deliberate nostalgia projects (Kickstarter throwbacks, retro-style racers). The rest of the industry moved on without asking whether the mechanic itself was worth evolving.
Active Time Battle Variations (FF4, FF6, Chrono Trigger)
Final Fantasy IV introduced Active Time Battle (ATB): turns that filled in real time, so you had to think under a soft clock. FF6 refined it. Chrono Trigger gave you visible turn order and positioning, so you could plan dual and triple techs. Each game iterated on the same idea—turn-based combat with time pressure and positioning.
Today, JRPGs tend to split into two camps: strict turn-based (often simple) or full action. The middle ground—strategic, time-aware, party-synergy combat—is rare. We didn't get "ATB 2.0" as a genre. We got either throwback turn-based or action-RPG. The design space that SNES-era Square explored is underused.
Password Save Systems Done Right (Mega Man X Series)
Mega Man X and its sequels didn't just save your progress. Their password codes encoded which bosses you'd beaten, which heart tanks and upgrades you had, and which stages were open. You could share a code with a friend. You could write it down and come back weeks later. It was progression, unlockables, and shortcuts in one compact string.
Modern games have cloud saves and autosaves—great for convenience. But we lost the idea of a portable state: something you could write on a napkin, trade, or use as a shortcut. No real modern equivalent exists. We optimized for "never lose progress" and gave up "progress as shareable, readable artifact."
Co-op Asymmetry (Secret of Mana, Kirby Super Star)
In Secret of Mana, Player 2 controlled a party member with their own role and abilities. In Kirby Super Star, the second player was a helper character with different options than Kirby. Co-op meant two people doing meaningfully different things in the same space.
A lot of modern co-op is "Player 1, but there are two of you." Same abilities, same role, sometimes just more health bars. Asymmetric co-op—where the second player has a distinct function—shows up in a few standout games, but it never became standard the way it could have if SNES-era experiments had been iterated on.
Combo and Team Attacks (Chrono Trigger's Dual/Triple Techs)
Chrono Trigger didn't just have special moves. It had Dual and Triple Techs: moves that only existed when specific party members were in the lineup. You were rewarded for thinking about party composition. The system encouraged experimentation and made your roster choices matter.
Modern RPGs sometimes have "chain attacks" or combo meters, but few build entire move sets around who is in the party. The idea that character synergy could define a combat system—not just add a bonus—is still underused. Chrono Trigger proved it worked. The industry mostly didn't follow.
Why This Keeps Happening
So why do proven mechanics vanish instead of evolve?
- Tech over design — Studios chase new engines, new graphics, new platforms. Iterating on a 30-year-old mechanic doesn't sound as exciting as "next-gen." Design takes a back seat to tech demos.
- Risk-averse publishers — Familiar formulas (open world, battle pass, sequel #8) feel safer than reviving a mechanic that "failed" (i.e., didn't become a mega-franchise) in the '90s.
- Developers not studying game history — Even recent history. Many devs never play through the SNES library systematically. If you don't know that Chrono Trigger had combo techs or that Mega Man X had smart password design, you won't build on them.
- "That's too retro" bias — Anything that feels "old" gets dismissed instead of asked: "What part of this was good? What would we keep?"
- Patents — Some mechanics got patented. That doesn't explain everything (you can't patent "ATB" or "Mode 7 feel"), but it does block certain ideas—like the Nemesis System—from spreading. More on that below.
The result: we keep reinventing instead of refining.
The Collector's Perspective
If you collect SNES games, you've probably felt it: the library feels more mechanically diverse than a lot of modern AAA.
The 725 licensed North American SNES games tried a wild range of ideas. Racing, RPGs, shooters, puzzle games, action-adventure—and within each, sub-experiments. Different save systems. Different combat systems. Different co-op models. Not every game was a hit, but the variety was the point. Studios were still figuring out what worked.
Today, big-budget games often perfect one formula and repeat it. Indie games innovate but often in isolation. The idea that a single platform's library could contain F-Zero, Chrono Trigger, Secret of Mana, Super Metroid, and Mega Man X—each with a distinct mechanical identity—is harder to find in the modern landscape. Your SNES collection isn't just nostalgia. It's a game design library that modern devs should be studying.
Modern Mechanics That Are Also Being Forgotten
The pattern didn't stop with the SNES. Even recent innovations get abandoned.
Nemesis System (Shadow of Mordor / Shadow of War)
Enemies that remember you. Get promoted. Develop personalities. Hold grudges. The Nemesis System made orcs feel like recurring characters instead of cannon fodder. It was one of the most talked-about features of its generation.
Warner Bros. patented it. So we don't see it elsewhere—legally, at least. But the concept—persistent, dynamic rivals that evolve over a campaign—could be adapted in other ways. Almost nobody tries. We got one implementation, then silence.
Pawn System (Dragon's Dogma)
In Dragon's Dogma, you created an AI companion (a "Pawn") that other players could borrow in their own games. Your Pawn learned from your playstyle and came back with knowledge and loot. It was asynchronous multiplayer: a social layer without forced co-op. Single-player game, shared companions.
Capcom barely used the idea again. No one else really picked it up. The "rent your companion to the world" design remains a one-off.
Orbment / Materia-Style Customization (Trails, FF7)
Slot gems (or materia, or quartz) to build your character. Mix and match to get different skills and stats. It's satisfying, flexible, and easy to understand. Final Fantasy VII and the Trails series showed how deep this could go.
Most modern games prefer skill trees that converge toward similar end states. The "slot-based build" that lets two players have completely different loadouts from the same pool is rarer than it should be.
Real-Time with Pause (Classic CRPGs)
Baldur's Gate 3 brought it back. For years before that, almost nobody touched real-time with pause: issue commands, unpause, watch the fight, pause again to adjust. It's a middle ground between action and turn-based that suits tactical party play perfectly.
An entire generation of RPGs skipped it. We had to wait for Larian to remind everyone it still works.
Newspaper / Radio Feedback (Fallout 3, Papers Please)
Fallout 3 had a radio that reacted to your choices. Papers, Please had a newspaper that changed based on what you did. The world reflecting your actions through in-world media is incredibly immersive. You feel like your choices matter because the fiction says so.
Most games settle for a "people will remember that" popup or a single ending slide. The idea of ongoing, dynamic feedback through newspapers, broadcasts, or logs is still underused.
Drop-in Co-op Done Right (Divinity Original Sin 2)
In Divinity Original Sin 2, a friend could join your campaign and leave without breaking anything. No "host's game only." No locked progression. Just: join, play, leave. It's the kind of co-op that should be standard for narrative RPGs.
It isn't. Many games still treat co-op as a separate mode or a rigid commitment. The "drop in, drop out, same world" model remains the exception.
The Pattern: Innovation Without Iteration
Across eras, the pattern is the same: gaming reinvents instead of refines.
In music and film, genres evolve. Rock didn't erase jazz; it built on it. Film noir influenced neo-noir; techniques get reused and updated. In games, we're more likely to drop a mechanic entirely and start over. "Turn-based is dead." "Nobody wants pixel art." "Co-op is too hard." So we get new trends that ignore what already worked.
What the SNES did right was sequels that built on mechanics. Donkey Kong Country 1, 2, and 3 iterated. Final Fantasy IV to VI (and Chrono Trigger) evolved ATB and party design. The hardware was fixed; the ideas improved. Today we often get a hit, then a sequel that changes everything, or a genre that moves on and leaves good ideas behind.
Your SNES collection isn't just a shelf of cartridges. It's evidence that these 725 games contained decades of innovations—and that too many of them never got the iteration they deserved.
What Do You Want to See Revived?
We'd love to hear from you:
- Which SNES mechanics do you wish modern games would bring back? Mode 7 racing? ATB? Password-style progression? Co-op asymmetry?
- Which modern mechanics (Nemesis-style rivals, Pawn sharing, real-time with pause, etc.) deserve more adoption?
- Would you tag your collection by mechanics? If we added a way to label games by unique systems—in the collection tracker or even in a Chrome extension—would you use it?
Comment or reach out. And if you're building a SNES collection or exploring the full 725 list, think of it as more than nostalgia: it's a game design library that modern devs could still learn from. These games perfected mechanics that keep getting forgotten. Preserving them—and talking about why they matter—is part of what we're here for.
Related: Browse the full SNES library · Track your collection · Why we're thinking about preserving game mechanics