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* This generation introduced Abilities for Pokémon, and their in-game battle effects are generally well known and explained. What many players never realize, however, is that some Abilities can have useful effects outside of battle, too: Illuminate vastly increases the encounter rate of wild Pokémon; Flame Body halves the steps it takes for Eggs to hatch, Compoundeyes makes it more likely for wild Pokémon to be holding items, and so forth. Although a few more Abilities with field effects were added in future games, they capped out at 34 (out of more than 300 Abilities total), they were never explained in-game, and ''VideoGame/PokemonScarletAndViolet'' would finally remove most of these field effects altogether.

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* This generation introduced Abilities for Pokémon, and their in-game battle effects are generally well known and explained. What many players never realize, however, is that some Abilities can have useful effects outside of battle, too: Illuminate vastly increases Intimidate lowers the encounter rate of weaker wild Pokémon; Flame Body halves the steps it takes for Eggs to hatch, Compoundeyes makes it more likely for wild Pokémon to be holding items, and so forth. Although a few more Abilities with field effects were added in future games, they capped out at 34 (out of more than 300 Abilities total), they were never explained in-game, and ''VideoGame/PokemonScarletAndViolet'' would finally remove most of these field effects altogether.
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* This generation introduced Abilities for Pokémon, and their in-game battle effects are generally well known and explained. What many players never realize, however, is that some Abilities can have useful effects outside of battle, too: Illuminate vastly increases the encounter rate of wild Pokémon; Flame Body halves the steps it takes for Eggs to hatch, Compoundeyes makes it more likely for wild Pokémon to be holding items, and so forth. Although a few more Abilities with field effects were added in future games, they capped out at 34 (out of more than 300 Abilities total), they were never explained in-game, and ''VideoGame/PokemonScarletAndViolet'' would finally remove most of these field effects altogether.
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Well it's obviously not actually a replacement, since there ARE new regional forms in the game already, and we haven't seen the lineups for any future games yet to know if there will be more.


* The newly introduced convergent form gimmick as a replacement for regional forms also ended up being quite underutilized as it was done with just the Wiglett and Toedscool-lines. Two Pokémon families that are based on the Diglett and Tentacool-lines. Even when combined with regional forms, that's only four Pokémon families that received new Paldean variants. Three of which were, once again, from Gen I. Eventually, the ''Teal Mask'' DLC introduces the Poltchageist-line as a convergent family to the Sinistea-line, which gets rid of convergent forms being limited to just Gen I. However, that's still overall just five new variants.

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* The newly introduced convergent form gimmick gimmick, as a replacement for an alternative to regional forms forms, also ended up being quite underutilized as it was done with just the Wiglett and Toedscool-lines. Two Pokémon families that are based on the Diglett and Tentacool-lines. Even when combined with regional forms, that's only four Pokémon families that received new Paldean variants. Three of which were, once again, from Gen I. Eventually, the ''Teal Mask'' DLC introduces the Poltchageist-line as a convergent family to the Sinistea-line, which gets rid of convergent forms being limited to just Gen I. However, that's still overall just five new variants.
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* ''Gold and Silver'''s postgame allows the player to journey to Kanto and see how it's changed since Red's adventure, which is still considered by many fans to be one of the best approaches done for a Pokémon endgame. However, the idea of traveling to a past region has yet to be revisited outside of these games' remakes.

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* ''Gold and Silver'''s postgame allows the player to journey to Kanto and see how it's changed since Red's adventure, which is still considered by many fans to be one of the best approaches done for a Pokémon endgame. However, the idea of traveling to a past region has yet to be revisited outside of these games' remakes. (Gen IX ''technically'' has the player travel to Unova as part of its DLC... but you're specifically going to a school located far offshore of Unova itself, so you never actually go to any locations seen in the previous Unova games.)
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Making entries more concise


* One mechanic that can go greatly unnoticed is the ability to use the Cut HM to remove patches of the tall grass where Pokémon appear. Overall, the time and effort a player puts in to remove the grass to safely move along the route was quite pointless as just normally going through the route would either result in the same amount of time, or still ended up being a shorter journey due to lucking out on getting few or no encounters at all. Not to mention, the usage of Repels made the Cut mechanic completely obsolete. The potential was there to do some unique things with this, like having items or rare Pokémon only appear when the grass is cut away. However, Gens II and III didn't evolve this mechanic in any way outside of the Hyper Cutter ability in ''Emerald'' doubling the distance that the tall grass is removed (something that isn't even mentioned in the Ability's game discription). Thus, it became clear that the developers didn't know what to do with the mechanic, and was removed completely following Gen III.
* The Generation I games played around with the idea of being allowed to journey in multiple directions about halfway through the region, allowing the player to get the next few badges in whatever order they wish. For a long time, the Gen II games, and the remakes for both these generations, were the only time this type of plot progression is present, until Gen IX [[WideOpenSandbox brought it back in full force]].

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* One mechanic that can go greatly unnoticed is the ability to use the The Cut HM can be used to remove patches of the tall grass where wild Pokémon appear. Overall, appear in, allowing the time and effort a player puts in to remove avoid getting RandomEncounters. However, the grass to safely process of using the move along the route was quite pointless as repeatedly is time-consuming enough that just proceeding normally will get you where you're going through the route would in either result in the same amount of time, time or still ended up being a shorter journey due to lucking out on getting few or no encounters at all. Not to mention, even faster if you get minimal encounters. Additionally, the usage of Repels made the Cut mechanic completely obsolete. The potential was there to do some unique things with this, like having items or rare is rendered redundant by the existence of [[EncounterRepellant Repels]], which have the additional bonus of not requiring a Pokémon only appear when the grass is cut away. However, Gens II and III didn't evolve this with a specific move in your party to use. The mechanic in any way outside of the Hyper Cutter ability was expanded on in ''Emerald'' via the Hyper Cutter ability doubling the distance that radius of the tall grass is removed (something that isn't even mentioned in grass patch, [[GuideDangIt but this property of the Ability's game discription). Thus, it became clear that ability is never explained in-game.]] Following Gen III, the developers didn't know what ability to do with the mechanic, and cut grass patches was removed completely following Gen III.
entirely.
* The Generation I games played around with the idea of the midgame being allowed to journey in multiple directions about halfway through the region, open-ended, allowing the player to explore much of the region and get the next few several badges in whatever order they wish. For a long time, the Gen II games, games and the remakes for both these generations, generations were the only time this type of plot progression is was present, until Gen IX [[WideOpenSandbox brought it back in full force]].embraced being a WideOpenSandbox from the get-go.



* 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, is still considered by many fans to be one of the best approaches done for a Pokémon endgame. Yet apart from the ''[=HeartGold=] and [=SoulSilver=]'' remakes, this was the only generation that allowed travel to a past region.
* Having the player character's mother save some of your money after every trainer battle was a neat idea and gave a sense of security if you happen to lose a battle (which resulted in you losing money). Other than saving up for a rainy day and having your mother buy random items and dolls for you, you could play the entire game without sending money to your mother without it affecting your gameplay. This mechanic wasn't brought back until the remakes.

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* The post-game content of ''Gold and Silver'', where Silver'''s postgame allows the player heads off to journey to Kanto to and see that region's timeline updated several years after how it's changed since Red's adventure, which is still considered by many fans to be one of the best approaches done for a Pokémon endgame. Yet apart from However, the ''[=HeartGold=] and [=SoulSilver=]'' remakes, this was the only generation that allowed travel idea of traveling to a past region.
region has yet to be revisited outside of these games' remakes.
* Having the player character's mother save some of your money after every trainer battle was a neat idea and gave a sense of security if you happen to lose a battle (which resulted in you losing money). Other than saving up for a rainy day and having your mother buy random items and dolls for you, you could play the entire game without sending money to your mother without it affecting your gameplay. This Save for the remakes, this mechanic wasn't brought back until the remakes.hasn't been reused since.



* The Vs. Seeker that was introduced in ''[=FireRed=] and [=LeafGreen=]'' was a great and simple item to use that allowed 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.

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* The Vs. Seeker that was Seeker, introduced in ''[=FireRed=] and [=LeafGreen=]'' was a great and simple item to use that allowed players [=LeafGreen=]'', allows the player to re-battle any trainer they've already come across, fought and possibly battle against new high-level face higher-level teams. It made This makes leveling up the player team's player's Pokémon much easier, easier and feel like less of a chore. Yet permits grinding for more money. However, the Vs. Seeker is absent in all games after ''Diamond, Pearl, Platinum'', this Key Item is dropped completely.the Gen IV Sinnoh games.



* Starting in the fourth-generation games, many Pokémon species were given minor sprite differences for each gender, such as female Pikachu having heart-shaped tails while males kept the flat-gopped tails. This was the only time gender differences were applied on a mass scale, as future games typically only have one or two Pokémon with notable dimorphism between genders (such as Unfezant, Meowstic, and Indeedee). Later games still maintain gender differences, and ''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee'' even retconned Eevee to be one of the Pokémon with one, but it's almost an [[TheArtifact artifact]] since very few species introduced past the first four generations have differences. In fact, gender differences aren't even as expansive as they were initially planned- leaked prerelease builds of ''Diamond and Pearl'' show that way more Pokémon were planned to have them, such as female Charizard only having one horn.
* ''[[VideoGame/PokemonGoldAndSilver 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 [[SprintShoes 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 never returned. However, ''Let's Go Pikachu and Let's Go Eevee'' and later games don't require it anyway, thanks to the Switch's analog stick.

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* Starting in the fourth-generation games, many Pokémon species were given minor sprite differences for each gender, such as female Pikachu having heart-shaped tails while males kept the flat-gopped tails. This was the only time gender differences were applied on a mass scale, as future games typically only have one or two Pokémon with notable dimorphism between genders (such as Unfezant, Meowstic, and Indeedee). Later games still maintain gender differences, and ''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee'' even retconned Eevee to be one of the Pokémon with one, but it's almost an [[TheArtifact artifact]] since very few species introduced past the first four generations have differences. In fact, gender differences aren't even as expansive as they were initially planned- planned; leaked prerelease builds of ''Diamond and Pearl'' show that way more Pokémon were planned to have them, such as female Charizard only having one horn.
* ''[[VideoGame/PokemonGoldAndSilver 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 [[SprintShoes 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 never returned. However, ''Let's Go Pikachu and Let's Go Eevee'' and later games Pokémon titles on the Switch don't require need it anyway, thanks anyway due to running being tied to how far the Switch's analog stick.stick is pushed in a given direction.



* ''VideoGame/PokemonBlackAndWhite'' 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. Neither battle variant ever had all that many [=NPCs=] that participated in them, and they never caught on competitively outside Japan. Another factor was frame rate which has been an issue with both types of battles. This resulted in both battle types being dropped by Gen VII.

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* ''VideoGame/PokemonBlackAndWhite'' introduced two new types of battles, battles: Triple Battles and Rotation Battles. Triple Battles, as the name suggests, were a step up from Double Battles, where each side had have three Pokémon active on each side at once; unlike Double Battles, positioning mattered, since matters because Pokémon on one end generally couldn't can't do anything to the Pokémon on the other end, although you could the ability to switch a Pokémon on the end position of the middle Pokemon with the one in ones on the middle, adding ends adds an extra layer of strategy. Rotation Battles were are similar in that each side had has three Pokémon out, but only one was is active at any given time; in addition to attacking or using items, each side could cab rotate their active Pokémon out as a free action, making Rotation Battles a major mind game. Neither battle variant ever had all that has very many [=NPCs=] that participated in use them, and they never caught on competitively outside Japan. Another factor was frame rate which has been an issue is that having half a dozen Pokémon on the field produced issues with both types of battles.lag, especially after the franchise made the VideoGame3DLeap in Gen VI. This resulted in both battle types being dropped by Gen VII.



* Alolan variants are well-regarded for allowing fresh takes on classic Pokémon and potentially breathing new life into their designs and/or battle prowess...but there are only ten families that have Alolan variants, and all of them are Generation I Pokémon. Many players (particularly those sick of [[PanderingToTheBase the perceived bias towards "Genwunners"]]) had hoped that there would be more Alolan variants for Pokémon from other generations.

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* Alolan variants Regional forms are well-regarded for allowing fresh takes on classic Pokémon and potentially breathing new life into their designs and/or battle prowess...but there are prowess. However, there's only ten families that have Alolan variants, and all lines of them are Generation I Pokémon. Many players (particularly those sick of [[PanderingToTheBase the perceived bias towards "Genwunners"]]) had hoped that there would be more Alolan variants for Pokémon with regional forms in the mechanic's debut generation and they're all Generation I Pokémon, resulting in disappointment for those who'd hoped for Pokemon from other generations.regions to be revisited in this way. Later games addressed this by giving regional forms to Pokemon from other regions, though there's still a heavy bias towards Kanto mons.



* The EscapeRope is now an unlimited-use Key Item instead of a consumable. This would have been amazingly convenient in a region with a lot of caves, like Johto, but Galar only has two or three "dungeon" areas it's usable in, and none of them are large enough that you're likely to need it. Non of the cave areas in the DLC had the EscapeRope work.

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* The EscapeRope is now an unlimited-use Key Item instead of a consumable. This would have been amazingly convenient in a region with a lot of caves, like Johto, but Galar only has two or three "dungeon" areas it's usable in, and none of them are large enough that you're likely to need it. Non of Furthermore, as the Escape Rope works by returning you to the overworld from a separate cave areas map, it's useless in the DLC had areas because all the EscapeRope work. caves there are integrated into the overworld map.
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* The move Flying Press deals damage as if it was Fighting and Flying type simultaneously. The idea of dual-typed moves had a lot of potential to shake-up matchups, but not only is Flying Press a SecretArt exclusive to Hawlucha (which typically has better Fighting and Flying options), no further dual-typed moves would be introduced since. The move even [[BalanceBuff had its power raised]] in ''the very next generation'' because it was that overlooked.
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* The EscapeRope is now an unlimited-use Key Item instead of a consumable. This would have been amazingly convenient in a region with a lot of caves, like Johto, but Galar only has two or three "dungeon" areas it's usable in, and none of them are large enough that you're likely to need it.

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* The EscapeRope is now an unlimited-use Key Item instead of a consumable. This would have been amazingly convenient in a region with a lot of caves, like Johto, but Galar only has two or three "dungeon" areas it's usable in, and none of them are large enough that you're likely to need it. Non of the cave areas in the DLC had the EscapeRope work.
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Frame rate seems to another issue especially with lot of effects like weather and big Pokémon such as Unbound Hoopa.


* ''VideoGame/PokemonBlackAndWhite'' 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. Neither battle variant ever had all that many [=NPCs=] that participated in them, and they never caught on competitively outside Japan, so both battle types were dropped by Gen VII.

to:

* ''VideoGame/PokemonBlackAndWhite'' 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. Neither battle variant ever had all that many [=NPCs=] that participated in them, and they never caught on competitively outside Japan, so Japan. Another factor was frame rate which has been an issue with both types of battles. This resulted in both battle types were being dropped by Gen VII.
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None


* Starting in the fourth-generation games, many Pokémon species were given minor sprite differences for each gender, such as female Pikachu having heart-shaped tails while males kept the flat-gopped tails. This was the only time gender differences were applied on a mass scale, as future games typically only have one or two Pokémon with notable dimorphism between genders (such as Unfezant, Meowstic, and Indeedee). Later games still maintain gender differences, and ''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee'' even retconned Eevee to be one of the Pokémon with one, but it's almost an [[TheArtifact artifact]] since very few species introduced past the first four generations have differences. In fact, gender differences aren't even as expansive as they were initially planned-leaked prerelease builds of ''Diamond and Pearl'' show that way more Pokémon were planned to have them, such as female Charizard only having one horn.

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* Starting in the fourth-generation games, many Pokémon species were given minor sprite differences for each gender, such as female Pikachu having heart-shaped tails while males kept the flat-gopped tails. This was the only time gender differences were applied on a mass scale, as future games typically only have one or two Pokémon with notable dimorphism between genders (such as Unfezant, Meowstic, and Indeedee). Later games still maintain gender differences, and ''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee'' even retconned Eevee to be one of the Pokémon with one, but it's almost an [[TheArtifact artifact]] since very few species introduced past the first four generations have differences. In fact, gender differences aren't even as expansive as they were initially planned-leaked planned- leaked prerelease builds of ''Diamond and Pearl'' show that way more Pokémon were planned to have them, such as female Charizard only having one horn.
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* Related to the above, only ''three'' storyline opponents use Mega Evolution against you, one of them being a simple tutorial for the mechanic, one being the BigBad, and one being the FinalBoss. This is in spite of its hype in the story. Later generations seemed to acknowledge this, with their respective gimmicks being used by every boss-level opponent.


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** [[https://bulbapedia.bulbagarden.net/wiki/Hypno_(Vending_S3) This Hypno card]] has a Pokémon Power that lets it attack via an active Clefairy Doll, adding a new dimension to that card's mechanics. Not only is it the only card to have such an ability, it was a Japan-only promo.
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* The newly introduced convergent form gimmick as a replacement for regional forms also ended up being quite underutilized as it was done with just the Wiglett and Toedscool-lines. Two Pokémon families that are based on the Diglett and Tentacool-lines. Even then, that's only four Pokémon families that received new Paldean variants when combined with the regional forms. Three of which were, once again, from Gen I. Eventually, the ''Teal Mask'' DLC introduces the Poltchageist-line as a convergent family to the Sinistea-line, which gets rid of convergent forms being limited to just Gen I. However, that's still overall just five new variants.

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* The newly introduced convergent form gimmick as a replacement for regional forms also ended up being quite underutilized as it was done with just the Wiglett and Toedscool-lines. Two Pokémon families that are based on the Diglett and Tentacool-lines. Even then, when combined with regional forms, that's only four Pokémon families that received new Paldean variants when combined with the regional forms.variants. Three of which were, once again, from Gen I. Eventually, the ''Teal Mask'' DLC introduces the Poltchageist-line as a convergent family to the Sinistea-line, which gets rid of convergent forms being limited to just Gen I. However, that's still overall just five new variants.

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* Those who were excited to see new Paldean regional forms of older Pokémon ended up feeling a bit let down that only Tauros and the Wooper-line ended up getting new variants. There's also the newly introduced convergent form gimmick with the Wiglett and Toedscool-lines, which clearly being based on the Diglett and Tentacool-lines, but even then, that's only four Pokémon families that received new Paldean variants. Three of which were, once again, from Gen I. The ''Teal Mask'' DLC introduces the Poltchageist-line as a convergent family to the Sinistea-line, which even though it increases the total of Paldean variants to five, it's still quite low.

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* Those who were excited to see new Paldean regional forms of older Pokémon ended up feeling a bit let down that only Tauros and the Wooper-line ended up getting new variants. There's also the
* The
newly introduced convergent form gimmick as a replacement for regional forms also ended up being quite underutilized as it was done with just the Wiglett and Toedscool-lines, which clearly being Toedscool-lines. Two Pokémon families that are based on the Diglett and Tentacool-lines, but even Tentacool-lines. Even then, that's only four Pokémon families that received new Paldean variants.variants when combined with the regional forms. Three of which were, once again, from Gen I. The Eventually, the ''Teal Mask'' DLC introduces the Poltchageist-line as a convergent family to the Sinistea-line, which even though it increases the total gets rid of Paldean variants convergent forms being limited to five, it's just Gen I. However, that's still quite low.overall just five new variants.
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* Those who were excited to see new Paldean regional forms of older Pokémon ended up feeling a bit let down that only Tauros and the Wooper-line ended up getting new variants. There's also the newly introduced convergent form gimmick with the Wiglett and Toedscool-lines, which clearly being based on the Diglett and Tentacool-lines, but even then, that's only four Pokémon families that received new Paldean variants. Three of which were, once again, from Gen I. The ''Teal Mask'' DLC introduces the Poltchageist-line as a convergent family to the Sinistea-line, which increases the total to five, but is still quite low.

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* Those who were excited to see new Paldean regional forms of older Pokémon ended up feeling a bit let down that only Tauros and the Wooper-line ended up getting new variants. There's also the newly introduced convergent form gimmick with the Wiglett and Toedscool-lines, which clearly being based on the Diglett and Tentacool-lines, but even then, that's only four Pokémon families that received new Paldean variants. Three of which were, once again, from Gen I. The ''Teal Mask'' DLC introduces the Poltchageist-line as a convergent family to the Sinistea-line, which even though it increases the total of Paldean variants to five, but is it's still quite low.
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None


* Those who were excited to see new Paldean regional forms of older Pokémon ended up feeling a bit let down that only Tauros and the Wooper-line ended up getting new variants. There's also the newly introduced convergent form gimmick, such as the Wiglett and Toedscool-lines clearly being based on the Diglett and Tentacool-lines, but even then, that's only four Pokémon families that received new Paldean variants. Three of which were, once again, from Gen I.

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* Those who were excited to see new Paldean regional forms of older Pokémon ended up feeling a bit let down that only Tauros and the Wooper-line ended up getting new variants. There's also the newly introduced convergent form gimmick, such as gimmick with the Wiglett and Toedscool-lines Toedscool-lines, which clearly being based on the Diglett and Tentacool-lines, but even then, that's only four Pokémon families that received new Paldean variants. Three of which were, once again, from Gen I. The ''Teal Mask'' DLC introduces the Poltchageist-line as a convergent family to the Sinistea-line, which increases the total to five, but is still quite low.

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First Person writing


* ''[[VideoGame/PokemonRubyAndSapphire Omega Ruby and Alpha Sapphire]]'' have Horde Trainer Battles. These were hyped up a fair amount in the trailers, and it felt [[TheCombatPragmatist 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 ([[RunningGag say it with me]]) it isn't available for [=PvP=].

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* ''[[VideoGame/PokemonRubyAndSapphire Omega Ruby and Alpha Sapphire]]'' have Horde Trainer Battles. These were hyped up a fair amount in the trailers, and it felt [[TheCombatPragmatist 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 ([[RunningGag say it with me]]) it isn't available for [=PvP=].
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Prerelease builds. Beta only refers to a very specific point in a game's development, and usually that's right before release candidates are issued. Most prerelease stuff happens in design, pre-alpha, or alpha, these gender changes included.


* Starting in the fourth-generation games, many Pokémon species were given minor sprite differences for each gender, such as female Pikachu having heart-shaped tails while males kept the flat-gopped tails. This was the only time gender differences were applied on a mass scale, as future games typically only have one or two Pokémon with notable dimorphism between genders (such as Unfezant, Meowstic, and Indeedee). Later games still maintain gender differences, and ''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee'' even retconned Eevee to be one of the Pokémon with one, but it's almost an [[TheArtifact artifact]] since very few species introduced past the first four generations have differences. In fact, gender differences aren't even as expansive as they were initially planned-leaked beta builds of ''Diamond and Pearl'' show that way more Pokémon were planned to have them, such as female Charizard only having one horn.

to:

* Starting in the fourth-generation games, many Pokémon species were given minor sprite differences for each gender, such as female Pikachu having heart-shaped tails while males kept the flat-gopped tails. This was the only time gender differences were applied on a mass scale, as future games typically only have one or two Pokémon with notable dimorphism between genders (such as Unfezant, Meowstic, and Indeedee). Later games still maintain gender differences, and ''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee'' even retconned Eevee to be one of the Pokémon with one, but it's almost an [[TheArtifact artifact]] since very few species introduced past the first four generations have differences. In fact, gender differences aren't even as expansive as they were initially planned-leaked beta prerelease builds of ''Diamond and Pearl'' show that way more Pokémon were planned to have them, such as female Charizard only having one horn.

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* ''TabletopGame/{{Pokemon}}'' tends to have a lot of this. For instance, Generation VI had Pokémon with Ancient Traits such as doubling how much health a Pokémon had restored, allowing you to attack two energy cards regularly and so on and ''Steam Siege'' had Dual-Type cards that hit an opponent for two types of damage such as [[https://bulbapedia.bulbagarden.net/wiki/Azumarill_(Steam_Siege_77) Azumarill]] who is a Water/Fairy-type card and its Bubble Drain and Play Rough attacks hit the opponent for Water and Fairy-type damage.

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* ''TabletopGame/{{Pokemon}}'' The ''TabletopGame/{{Pokemon}} Trading Card Game'' tends to have a lot of this. this:
**
For instance, Generation VI had Pokémon with Ancient Traits such as doubling how much health a Pokémon had restored, allowing you to attack two energy cards regularly and so on and ''Steam Siege'' had Dual-Type cards that hit an opponent for two types of damage such as [[https://bulbapedia.bulbagarden.net/wiki/Azumarill_(Steam_Siege_77) Azumarill]] who is a Water/Fairy-type card and its Bubble Drain and Play Rough attacks hit the opponent for Water and Fairy-type damage.damage.
** A notable one is React Energy, a Special Energy Card that does nothing on its own and only provides one Colorless energy, but was used as a component in a number of attacks, Poké-Powers, and Poké-Bodies on various Pokémon. However, the ''only'' set it was ever used in was ''EX Legend Maker'', with it never being used after that. The Team Plasma-based sets in Generation V would introduce Plasma Energy, which works the same as React Energy, but at least that got to be used in more than one set.

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YMMV cannot be played with.


* Subverted in ''VideoGame/PokemonRanger: Shadows of Almia''. While the "Swimming on a Pokémon" 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 OneHundredPercentCompletion, 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.
* ''TabletopGame/Pokemon'' tends to have a lot of this. For instance, Generation VI had Pokémon with Ancient Traits such as doubling how much health a Pokémon had restored, allowing you to attack two energy cards regularly and so on and ''Steam Siege'' had Dual-Type cards that hit an opponent for two types of damage such as [[https://bulbapedia.bulbagarden.net/wiki/Azumarill_(Steam_Siege_77) Azumarill]] who is a Water/Fairy-type card and its Bubble Drain and Play Rough attacks hit the opponent for Water and Fairy-type damage.

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* Subverted in ''VideoGame/PokemonRanger: Shadows of Almia''. While the "Swimming on a Pokémon" 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 OneHundredPercentCompletion, 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.
* ''TabletopGame/Pokemon''
''TabletopGame/{{Pokemon}}'' tends to have a lot of this. For instance, Generation VI had Pokémon with Ancient Traits such as doubling how much health a Pokémon had restored, allowing you to attack two energy cards regularly and so on and ''Steam Siege'' had Dual-Type cards that hit an opponent for two types of damage such as [[https://bulbapedia.bulbagarden.net/wiki/Azumarill_(Steam_Siege_77) Azumarill]] who is a Water/Fairy-type card and its Bubble Drain and Play Rough attacks hit the opponent for Water and Fairy-type damage.

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* Subverted in ''VideoGame/PokemonRanger: Shadows of Almia''. While the "Swimming on a Pokémon" 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 OneHundredPercentCompletion, 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.

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* Subverted in ''VideoGame/PokemonRanger: Shadows of Almia''. While the "Swimming on a Pokémon" 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 OneHundredPercentCompletion, 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.back.
* ''TabletopGame/Pokemon'' tends to have a lot of this. For instance, Generation VI had Pokémon with Ancient Traits such as doubling how much health a Pokémon had restored, allowing you to attack two energy cards regularly and so on and ''Steam Siege'' had Dual-Type cards that hit an opponent for two types of damage such as [[https://bulbapedia.bulbagarden.net/wiki/Azumarill_(Steam_Siege_77) Azumarill]] who is a Water/Fairy-type card and its Bubble Drain and Play Rough attacks hit the opponent for Water and Fairy-type damage.
Is there an issue? Send a MessageReason:
None


* Amity Square lets players walk around with a cute Pokémon following them...by which they mean "Pokémon that had overworld sprites drawn for this game". ''Platinum'' expanded the list to include the starters and their evolutions regardless of whether or not they're meant to be cute, and then ''[=HeartGold=] and [=SoulSilver=]'' not only had overworld sprites for every single Pokémon, but also had the first one in your party follow you everywhere. This feature would not be seen again until ''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee'' to the disappointment of many, and then leave again until ''VideoGame/PokemonSwordAndShield'' had a similar feature exclusive to the DLC areas.

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* Amity Square lets players walk around with a cute Pokémon following them...by which they mean "Pokémon that had overworld sprites drawn for this game". ''Platinum'' expanded the list to include the Sinnoh starters and their evolutions regardless of whether or not they're meant to be cute, and then ''[=HeartGold=] and [=SoulSilver=]'' not only had overworld sprites for every single Pokémon, but also had the first one in your party follow you everywhere. This feature would not be seen again until ''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee'' to the disappointment of many, and then leave again until ''VideoGame/PokemonSwordAndShield'' had a similar feature exclusive to the DLC areas.
Is there an issue? Send a MessageReason:
None


* Amity Square lets players walk around with a cute Pokémon following them...by which they mean "Pokémon that had overworld sprites drawn for this game". ''Platinum'' expanded the list to include the starters and their evolutions regardless of whether or not they're meant to be cute, and then ''[=HeartGold=] and [=SoulSilver=]'' not only had overworld sprites for every single Pokémon, but also had the first one in your party follow you everywhere. This feature would not be seen again until ''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee'' to the disappointment of many, and then leave again until ''VideoGame/PokemonScarletAndViolet'' introduced the similar "Let's Go!" feature.

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* Amity Square lets players walk around with a cute Pokémon following them...by which they mean "Pokémon that had overworld sprites drawn for this game". ''Platinum'' expanded the list to include the starters and their evolutions regardless of whether or not they're meant to be cute, and then ''[=HeartGold=] and [=SoulSilver=]'' not only had overworld sprites for every single Pokémon, but also had the first one in your party follow you everywhere. This feature would not be seen again until ''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee'' to the disappointment of many, and then leave again until ''VideoGame/PokemonScarletAndViolet'' introduced the ''VideoGame/PokemonSwordAndShield'' had a similar "Let's Go!" feature.feature exclusive to the DLC areas.
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None

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* Amity Square lets players walk around with a cute Pokémon following them...by which they mean "Pokémon that had overworld sprites drawn for this game". ''Platinum'' expanded the list to include the starters and their evolutions regardless of whether or not they're meant to be cute, and then ''[=HeartGold=] and [=SoulSilver=]'' not only had overworld sprites for every single Pokémon, but also had the first one in your party follow you everywhere. This feature would not be seen again until ''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee'' to the disappointment of many, and then leave again until ''VideoGame/PokemonScarletAndViolet'' introduced the similar "Let's Go!" feature.
Is there an issue? Send a MessageReason:
None


* Starting in the fourth-generation games, many Pokémon species were given minor sprite differences for each gender, such as female Pikachu having heart-shaped tails while males kept the flat-gopped tails. This was the only time gender differences were applied on a mass scale, as future games typically only have one or two Pokémon with notable dimorphism between genders (such as Unfezant, Meowstic, and Indeedee). Later games still maintain gender differences, and ''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee'' even retconned Eevee to be one of the Pokémon with one, but it's almost an [[TheArtifact artifact]] since very few species introduced past the first four generations have differences.

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* Starting in the fourth-generation games, many Pokémon species were given minor sprite differences for each gender, such as female Pikachu having heart-shaped tails while males kept the flat-gopped tails. This was the only time gender differences were applied on a mass scale, as future games typically only have one or two Pokémon with notable dimorphism between genders (such as Unfezant, Meowstic, and Indeedee). Later games still maintain gender differences, and ''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee'' even retconned Eevee to be one of the Pokémon with one, but it's almost an [[TheArtifact artifact]] since very few species introduced past the first four generations have differences. In fact, gender differences aren't even as expansive as they were initially planned-leaked beta builds of ''Diamond and Pearl'' show that way more Pokémon were planned to have them, such as female Charizard only having one horn.
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* Starting in the fourth-generation games, many Pokémon species were given minor sprite differences for each gender, such as female Pikachu having heart-shaped tails while males kept the flat-gopped tails. This was the only time gender differences were applied on a mass scale, as future games typically only have one or two Pokémon with notable dimorphism between genders (such as Unfezant, Meowstic, and Indeedee). Later games still maintain gender differences, but it's almost an [[TheArtifact artifact]] since very few species introduced past the first four generations have differences.

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* Starting in the fourth-generation games, many Pokémon species were given minor sprite differences for each gender, such as female Pikachu having heart-shaped tails while males kept the flat-gopped tails. This was the only time gender differences were applied on a mass scale, as future games typically only have one or two Pokémon with notable dimorphism between genders (such as Unfezant, Meowstic, and Indeedee). Later games still maintain gender differences, and ''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee'' even retconned Eevee to be one of the Pokémon with one, but it's almost an [[TheArtifact artifact]] since very few species introduced past the first four generations have differences.
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!! Gen IX:
* Those who were excited to see new Paldean regional forms of older Pokémon ended up feeling a bit let down that only Tauros and the Wooper-line ended up getting new variants. There's also the newly introduced convergent form gimmick, such as the Wiglett and Toedscool-lines clearly being based on the Diglett and Tentacool-lines, but even then, that's only four Pokémon families that received new Paldean variants. Three of which were, once again, from Gen I.
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* The Generation I games played around with the idea of being allowed to journey in multiple directions about halfway through the region, allowing the player to get the next few badges in whatever order they wish. The Gen II games, and the remakes for both these generations, are the only time this type of plot progression is present.

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* The Generation I games played around with the idea of being allowed to journey in multiple directions about halfway through the region, allowing the player to get the next few badges in whatever order they wish. The For a long time, the Gen II games, and the remakes for both these generations, are were the only time this type of plot progression is present.present, until Gen IX [[WideOpenSandbox brought it back in full force]].
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''Franchise/{{Pokemon}}'' has {{Underused Game Mechanic}}s in spades, with the creators admitting that many mechanics and features are made with the idea that such things are going to be unique to that specific region or generation, in order to help differentiate them from other installments. Hence things like only Hoenn having secret bases, or replacing Gen VI's Player Search System with Gen VII's Festival Plaza.
!! Gen I:
* One mechanic that can go greatly unnoticed is the ability to use the Cut HM to remove patches of the tall grass where Pokémon appear. Overall, the time and effort a player puts in to remove the grass to safely move along the route was quite pointless as just normally going through the route would either result in the same amount of time, or still ended up being a shorter journey due to lucking out on getting few or no encounters at all. Not to mention, the usage of Repels made the Cut mechanic completely obsolete. The potential was there to do some unique things with this, like having items or rare Pokémon only appear when the grass is cut away. However, Gens II and III didn't evolve this mechanic in any way outside of the Hyper Cutter ability in ''Emerald'' doubling the distance that the tall grass is removed (something that isn't even mentioned in the Ability's game discription). Thus, it became clear that the developers didn't know what to do with the mechanic, and was removed completely following Gen III.
* The Generation I games played around with the idea of being allowed to journey in multiple directions about halfway through the region, allowing the player to get the next few badges in whatever order they wish. The Gen II games, and the remakes for both these generations, are the only time this type of plot progression is present.
!! Gen II:
* 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, is still considered by many fans to be one of the best approaches done for a Pokémon endgame. Yet apart from the ''[=HeartGold=] and [=SoulSilver=]'' remakes, this was the only generation that allowed travel to a past region.
* Having the player character's mother save some of your money after every trainer battle was a neat idea and gave a sense of security if you happen to lose a battle (which resulted in you losing money). Other than saving up for a rainy day and having your mother buy random items and dolls for you, you could play the entire game without sending money to your mother without it affecting your gameplay. This mechanic wasn't brought back until the remakes.
!! Gen III:
* The Vs. Seeker that was introduced in ''[=FireRed=] and [=LeafGreen=]'' was a great and simple item to use that allowed 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 ''VideoGame/PokemonXAndY''. ''VideoGame/PokemonUltraSunAndUltraMoon'' features a Battle Factory-esque area, but doesn't bring back any other attractions.
* The [[SuperpoweredEvilSide Shadow Pokémon]] from the spinoff [[VideoGame/PokemonColosseum Orre]] [[VideoGame/PokemonXDGaleOfDarkness duology]] have only appeared in those games, and they 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 [[NonElemental ignored the target's type]] and could randomly put them into a CriticalHitClass mode; ''XD'' includes many different Shadow moves, which can either be physical or special and are [[InfinityPlusOneElement super-effective against anything that isn't also a Shadow]]). Shadow Pokémon do appear in ''VideoGame/PokemonGo,'' but without Shadow moves.
!! Gen IV:
* Starting in the fourth-generation games, many Pokémon species were given minor sprite differences for each gender, such as female Pikachu having heart-shaped tails while males kept the flat-gopped tails. This was the only time gender differences were applied on a mass scale, as future games typically only have one or two Pokémon with notable dimorphism between genders (such as Unfezant, Meowstic, and Indeedee). Later games still maintain gender differences, but it's almost an [[TheArtifact artifact]] since very few species introduced past the first four generations have differences.
* ''[[VideoGame/PokemonGoldAndSilver 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 [[SprintShoes 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 never returned. However, ''Let's Go Pikachu and Let's Go Eevee'' and later games don't require it anyway, thanks to the Switch's analog stick.
* Key items exclusive to ''[=HeartGold=] and [=SoulSilver=]'' include 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), and the GB Sounds device (letting you replace the remake's soundtrack with the soundtrack from the original games, a feature absent in ''Omega Ruby and Alpha Sapphire'' but returned in ''Brilliant Diamond and Shining Pearl'' with the DS Sounds).
!! Gen V:
* ''VideoGame/PokemonBlackAndWhite'' 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. Neither battle variant ever had all that many [=NPCs=] that participated in them, and they never caught on competitively outside Japan, so both battle types were dropped by Gen VII.
!! Gen VI:
* ''VideoGame/PokemonXAndY'' introduced Inverse Battles which, as the name suggest, that inverts the series' ElementalRockPaperScissors (Fire is strong against Water instead of resisted, Ghost can now hit Normal, etc.). While this was an interesting new take that drastically changed how almost every Pokémon functioned, breathing new life into otherwise horrible ones in the process, it could only be used against one optional NPC. And there was almost no PlayerVersusPlayer 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 that was about it. Just like triple and rotation battles, the following generation dropped them completely, though ''Sun and Moon'' oddly has an Inverse Battle quiz available in the Festival Plaza despite them no longer existing.
* ''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 using moves that don't involve some any kind of terrain. While Sky Battles were more common than Inverse Battles (or Triple and Rotation Battles, for that matter), they were still all optional and not eligible for PlayerVersusPlayer matches. Furthermore, it wasn't very intuitive on which Pokémon would actually be eligible to participate; if the Pokémon's idle animation had it standing or sitting on the ground, it was disqualified regardless of its typing or ability. 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.
* ''[[VideoGame/PokemonRubyAndSapphire Omega Ruby and Alpha Sapphire]]'' have Horde Trainer Battles. These were hyped up a fair amount in the trailers, and it felt [[TheCombatPragmatist 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 ([[RunningGag say it with me]]) it isn't available for [=PvP=].
* [[SuperMode Mega Evolution]] was a big selling point for Gen VI as a whole, and about half of the game's plot focuses on it. Despite this, there's a decent chance you won't end up using a Mega Evolving Pokémon on your final team. In ''X'' and ''Y'', only two Mega Stones are given to you outright (your Kanto starter and Lucario), and there are only four other stones[[note]]plus one with the event-only Blazikenite, plus another two with the other Kanto starter stones you can buy[[/note]] that you can get during the main game. The other seventeen or so can be gotten in the post-game, which is infamously short by ''Pokémon'' standards. ''[[VideoGame/PokemonRubyAndSapphire Omega Ruby and Alpha Sapphire]]'' fixes this; in addition to adding more Mega Stones, 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. However, 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 feels like a throwaway gimmick. The Gen VII games would properly implement this with the Pokémon Ride system.
!! Gen VII:
* ''VideoGame/PokemonSunAndMoon'' caused this to happen 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.), fans were still disappointed that no new ones were even introduced. It doesn't even get any significant mention 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 Creator/GameFreak released them through special 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 [[DemotedToExtra an afterthought]] in the ''very next installment'' of the series is somewhat jarring. The UpdatedRerelease at least makes all Mega Evolutions available (though some are version exclusive) but there are still no new ones. ''VideoGame/PokemonSwordAndShield'' would end up removing Mega Evolution (and also Z-Moves) entirely in favor of Dynamax.
* ''Sun and Moon'' brought back Johto's Apricorn Balls much to the surprise of a lot of fans... until they realize that it's only possible to obtain one of each ball. It's a wonder 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 ''VideoGame/PokemonSnap''. Slightly fixed in ''VideoGame/PokemonUltraSunAndUltraMoon'', 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'' brought back the Rustling Grass and Rippling Water phenomenons. However, unlike previous generation games, the ones seen here have quite a half-assed feel to them. You're introduced to the Rustling Grass mechanic early on to catch a rare encounter in Makuhita, but aside from that, Rustling Grass is pretty much non-existent, and the few times the phenomenon does occur ends up being for land ComMons like Yungoos instead of being rare Pokémon. The Rippling Water phenomenons don't fare any better where instead of rare Pokémon, you'll often encounter water ComMons like Tentacool and Wailmer.
* Alolan variants are well-regarded for allowing fresh takes on classic Pokémon and potentially breathing new life into their designs and/or battle prowess...but there are only ten families that have Alolan variants, and all of them are Generation I Pokémon. Many players (particularly those sick of [[PanderingToTheBase the perceived bias towards "Genwunners"]]) had hoped that there would be more Alolan variants for Pokémon from other generations.
* QR Code event Pokémon. Only one Pokémon was ever distributed in this format, Magearna, while all other distributions were done using the same methods as Generation VI, such as codes and local wireless at public events.
* ''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee'' has an extremely brief gameplay section where [[spoiler:the player takes direct control of their partner Pokémon to climb up the ductwork in the Team Rocket Hideout to retrieve an item]]. This is the only time in the entire game where such a mechanic is used, and its single use doesn't even allow the level of exploration you'd expect from the idea.
!! Gen VIII:
* The EscapeRope is now an unlimited-use Key Item instead of a consumable. This would have been amazingly convenient in a region with a lot of caves, like Johto, but Galar only has two or three "dungeon" areas it's usable in, and none of them are large enough that you're likely to need it.
!!Spin-offs
* Subverted in ''VideoGame/PokemonRanger: Shadows of Almia''. While the "Swimming on a Pokémon" 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 OneHundredPercentCompletion, 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.

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