* AdaptationDisplacement: When the [=PS1=] sequel ''Blaster Master: Blasting Again'' was released in Japan, instead of following the original ''Metafight'' plot, it actually followed the plot of the American version.
* AntiClimaxBoss: ''Enemy Below'''s third boss. Considering he was fairly hard in the first game... Here, he's a complete joke and can be dispatched without him getting a single hit against you.
* SugarWiki/AwesomeMusic:
** The first game has lots of it.
*** For example, [[http://www.youtube.com/watch?v=FwMU9zkflYc this frenetic, yet catchy tune]] from Area 7.
*** Or the classic theme from Area 1, or the Area 3 techno theme, or... hell, just call it an Awesome Soundtrack, really.
* BaseBreaker: Shovel Knight's addition in ''Zero'' was met with some pushback, with fans claiming that Shovel Knight has already appeared in dozens of other indie games and didn't really need to appear in more. On the other hand, there are also fans who are happy about Shovel Knight because he's a good character, and his gameplay looked very fleshed out and interesting when first revealed.
* CatharsisFactor: Hated the [[DemonicSpiders searchlight guards]] in ''Zero''[='=]s Area 7 dungeons? Play as Gunvolt in EX Characters Mode, get Voltaic Chains, then laugh in their faces as you proceed to OneHitKill entire swaths of them simultaneously.
* CultClassic: Although it's not as well known as some of the bigger hits on the system, the original NES title is one of the most beloved video games out there. The sequels... [[SoOkayItsAverage Well, not so much.]]
* DemonicSpiders: The searchlight enemies in Area 7 of ''Zero''. The overworld enemies are normally docile, but if you walk into their cone of sight or attack them, they'll suddenly become aggressive and start leaping at you while firing lots of bullets. Not only are they crazy fast, they also have ''much'' more health than most non-boss enemies, which means it can take a while to kill them if you decide to confront them head-on. The dungeon versions are similar to the previously encountered soldier enemies, but if one spots you, ''every single one in the room'' will converge on your position and start attacking with a bullet storm. These guys also have ridiculous amounts of HP, and they can only be stopped by leaving the room or killing them all, which is easier said than done considering they're aggressive damage sponges.
* FirstInstallmentWins:
** Good luck finding any fans of ''2'', ''Enemy Below'', ''Blasting Again'', or ''Overdrive''.
** ''Zero'' is well liked and led to this page getting plenty of WikiMagic. Still falls under this trope as a remake of the original.
* GameBreaker:
** The Wave Gun in ''Zero'', which fires a wide triple shot that goes through objects and enemies and can be rapid fired as fast as you can [[ButtonMashing mash the Shoot button.]] Most bosses can easily be defeated with it in only a matter of a few shots. Of course, if you take a hit (or get hit in rapid enough succession for the Energy Guard to not work), [[UnstableEquilibrium the situation can go out of control in a hurry...]] That said, made even more broken when you have the upgrade that gives your weapon gauge a regenerating shield that takes a hit before your weapon does. Of course, the devs planned around this and [[spoiler:made the second form of the final boss immune to this weapon (the inverse holds true in Destroyer Mode)]].
** Remote Blast trivializes dungeon bosses once you get it. Landing a full 15-hit salvo on a boss can burn through up to '''4/5ths''' of the boss's health. Ekoro has a nerfed version of this ability that lets her repeatedly hammer her targets while they move in slo-mo, but the fact that they move means you can't just fire and forget.
** Gunvolt himself is largely overpowered in EX Characters Mode in ''Zero''. Prevasion mechanic means that as long as he isn't inside the SOPHIA III, he can pretty much never die while he still has EP and isn't Flashfielding, and SP charges fast enough that you can freely dump Luxcaliburs and Dragonspheres on enemies without worrying too much about downtime. His ability to WallJump and glide with Flashfield also makes the SOPHIA III nearly obsolete except for the Hover and Dive abilities, and Gunvolt can easily recharge lost hit points by hopping into a dungeon and using Galvanic Patch. The only thing Gunvolt doesn't have going for him is the lack of flexibility in his offensive options, which has the side effect of upgrading some of the bosses into ThatOneBoss.
* GermansLoveDavidHasselhoff:
** ''Metafight'' is not particularly well-remembered in Japan, probably due to the somewhat non-linear action-based gameplay. For the same reason, ''Blaster Master'' is '''beloved''' by gamers who cut their teeth in the NES era, as the game practically [[{{Metroidvania}} out-Metroided]] the original Metroid. The [[SugarWiki/AwesomeMusic awesome tunes]] helped this.
** This is so fantastically prominent that while ''Metafight'' practically fell by the wayside, America got a UK-developed ''exclusive'' sequel, a novelization, inspired several GameBoy ports, and by the time the ''Blasting Again'' rolled around, the American plotline ''superceded'' the Japanese one, even in Japan. And the game got a re-release on the Virtual Console due to, you guessed it, American pressure.
** Interestingly, the remake of the original by Inti Creates, ''[[http://inticreates.com/blaster-master-zero-3ds/ Blaster Master Zero]]'', quite clearly uses the Blaster Master name and aspects of the Blaster Master NES story, but in an entirely new continuity closer in tone to ''Metafight'' - for instance, Jason is a robotics engineer who has the design of Kane Gardner from Metafight, Fred is an alien creature rather than a normal frog, humanity has been driven underground for a time by an ice age before they came back to the surface and restored it, and Eve is present with the design of Nora Satellite from the original Metafight.
* GoodBadBugs:
** The "[[PauseAbuse grenade-pause]]" trick in the first game.
** The UK version of the original is horribly glitched; pausing can negate FallDamage, [[GameBreaker getting trapped in a wall now shoots you upwards]], and combining these two with the door glitch allows you to complete the game without fighting the first seven bosses and leaving [[CoolCar SOPHIA]] at the start of the game.
* ItsEasySoItSucks: A common criticism of ''Zero'' is the lack of challenge, especially owing to the [[GameBreaker game breaking]] Wave Gun, which can be acquired very early on in the game, and easily defeat most bosses. Difficulty issues aside, it's revered as a well-done retro remake overall. The difficulty issue has been remedied with the addition of a "Destroyer Mode", a NintendoHard variant of the game unlocked after beating the game, as of the version 1.2 update.
* PlayerPunch: The seventh boss battle, if one reads the aforementioned Scholastic Publishing tie-in, becomes one, as it turns out that the boss is Jason's escaped pet frog, Fred. But when you beat the game, you see Jason and Fred sitting on SOPHIA's roof watching the enemy's stronghold crumble, so either Fred turned back to normal after being defeated and the game never bothered to show it or neither of the frog bosses was Fred and Jason found him somewhere between beating the final boss and escaping the enemy stronghold. The ''Worlds of Power'' novelization explains that the frog boss' appearance was merely a disguise, meant to torment Jason psychologically. The real Fred was alive and well.
* {{Sequelitis}}: ''Blaster Master 2'' is ''notoriously'' bad, to the point where it just feels like a cash-in on the original game's success. The games that followed weren't nearly as terrible, but fell into SoOkayItsAverage territory until ''Zero''.
* SignatureScene: Even people who've never played it remember [[https://youtu.be/Vb8b02474FM?t=43s SOPHIA III's initial start up]].
* SoBadItsGood: The voice acting in ''Blasting Again'' is so atrocious, it's actually somewhat hilarious to listen to.
* SoOkayItsAverage: Part of the reason the sequels aren't particularly well remembered is that they weren't really outstanding in any degree like the NES game was. Sure, they're far from terrible games, but they aren't great either.
* SurpriseDifficulty: The major complaint about ''Zero'' revolves around [[ItsEasySoItSucks its low difficulty curve.]] If you then decide to jump into Destroyer Mode while thinking it's just the same game with beefier enemies, ''[[NintendoHard you're in for a huge shock.]]''
* ThatOneBoss:
** In the first game, the sixth and seventh bosses. Not to mention the fifth boss if you didn't enter his room with your gun fully powered-up.
** Gunvolt, while vastly more capable than Jason on the overworld and still more capable than Ekoro, has a tougher time with quite a few dungeon bosses. Kinda funny when you consider both the bosses from [[UnderTheSea Area 5]] are his worst nightmares incarnate.
*** Gurnahide is kind of a joke if you're playing as Jason or Shantae[[note]]if you have the Brainy Dance[[/note]] and bearable as Ekoro; as Gunvolt, however, you're in for a ride. The boss advances upon Gunvolt's position all the time, and can only be pushed back by any significant degree with Cerberus auto-fire, which due to a lack of strafing option demands standing in the boss's face and holding the Shoot button while praying Prevasion saves you. It's also surprisingly resilient to Flashfield, which forces you to rely on Luxcalibur as your main damage dealer, the inherent problem here being that Luxcalibur eats two of your 3 SP, which means you're going to be running circles around Gurnahide's BulletHell salvos while waiting for your SP to recharge. If you're unlucky enough to get pinned at the far edge of the ring despite your best efforts, you're screwed.
*** Hard Shell can be trivialized with the Wave Gun, and Ekoro's charge shot and Ekoro Kick can pierce the frontal carapace, but because Gunvolt has neither of these options, he actually has to ''properly'' fight the boss. Hard Shell happens to be a BullfightBoss that can only be significantly injured after a charging attack, and constantly sprays out bubbles that Gunvolt has problems punching through because his Tagging mechanic means he can only hit a few targets at a time without Skills. Luxcalibur is thankfully long enough to hit his back when he's facing you, and Gunvolt can continue dealing damage to Hard Shell once he lands a Tag, but he has to restore Tags once they wear off, and Hard Shell can give you a hard time while you're trying to do that.
** Shantae doesn't have it much easier against Hard Shell. The pain is mitigated by the fact that Shantae's Storm Puff ignores enemies when deployed and can be moved by hair whips, allowing it to shock the boss' sensitive rear; the downside is that Storm Puff consumes a lot of Magic, meaning that if Shantae can't keep stocked, she has to whip the boss in melee range, and it inflicts a whopping two units of CollisionDamage when you only have 13 health at the most the first time around, and 16 at the most period. Brainy Dance doesn't help, as the 'projectiles' are large and can hit the boss' invulnerable legs instead. Have fun.
* ToughActToFollow: The soundtrack for the original game is pretty hard to beat. Despite Ippo Yamada's best efforts, renowned Inti Creates music director as he is, some fans are disappointed about the soundtrack of ''Zero'' in comparison to the NES classic.
* WhatDoYouMeanItWasntMadeOnDrugs: [[spoiler:Area 9, "Alternate Dimension"]], in ''Zero'' is '''weird.'''
* {{Woolseyism}}: The Famicom version, ''Chō Wakusei Senki (Super Planetary War Chronicle) Metafight'' had a pretty standard space opera plot and setting. The game was set in the distant future on an alien planet and instead of a young boy looking for his missing frog, the main character was a space soldier sent to destroy an alien overlord. However, most of the plot is detailed only in the manual and only the opening and ending are actually different.