Marcel Winatschek

Secret of Mana

The magic system in Secret of Mana was permission to break the rules. You’d find these floating orbs scattered through forests and caves—Salamander, Undine, Sylphs—and suddenly you could summon a thing the game hadn’t explicitly told you was possible. Fire, water, wind. The first time you cast one, the screen fills with this overwhelming amount of geometry and color, the Mode 7 effects warping the world, and everything on screen stops mattering. It’s just you and the spell.

I spent more time with this game trying to understand how to make it pretty than how to win. The formula is simple enough—walk around, hit things, level up—but the visual design, those rippling water effects and the way light moves through forests, felt like someone showing you their thinking process in real time. That’s the thing about games from when the hardware was just barely fast enough: every visual flourish meant something, took up space that could have been a menu system or a load screen. The designers chose the beautiful thing.

Most games that rely on that kind of aesthetic appeal get worse when you come back to them, but Mana holds. Maybe that’s nostalgia. Probably it is. But there’s something about the tone of it that doesn’t feel dated—the color palette, the decision to make the world look washed out and dreamlike rather than photorealistic, the way the music just sits there being gentle. You could play it right now and it wouldn’t feel like a museum piece. It would just feel like something someone made with care.