• Default Setting Syndrome: Don't expect any player at the arcade to use anything other than the default weapon, costume, and mission level. Ever. If you're lucky, you might see someone change their weapon or costume. This gets worse when GHOST Squad Evolution is involved; most players don't bother to poke around with the weapon, costume, or level settings, making the upgrade largely pointless.
  • Demonic Spiders: Knife Mooks in higher levels, due to the increased reaction time required. It's easy if you know beforehand, but still.
  • Game-Breaker: The TR14 and SPR11, for their ludicrous penetration that makes killing enemies a cinch. Potentially also the CPG7 Uzi Sub-Machinegun, which, while having a lesser amount of ammo, has a quicker reload time and an equally powerful penetration rating. Being able to hit enemies that are taking cover or before they get a chance to strike also means a lot of Quick Shot bonuses, and you can also get Double Down bonuses if you shoot through one enemy into another. Naturally, these weapons make up the bulk of high score tables on versions of the game that allow access to them.
  • Good Bad Bugs: Mission 2 still awards you the full end-of-mission bonuses if you fire before the boss's third shot but miss. This only applies if you're not trying to level up the mission though, as a mission level-up requires clearing the mission proper.
  • It's Short, So It Sucks!: Many players' reactions, particularly to the Wii version. The game offers 20 variants of each of the game's 3 missions, but no one cares.
  • Narm: On Mission 3's mine-defusing segment, your CO helpfully warns you that "THE MINE WILL EXPLODE WHEN THE TIME BECOMES 0!"
    • Don't forget the part where the frickin' president of the USA gives you an high-five after you rescue him.
  • Narm Charm - Zimone's VA should be given a medal for clearly not taking his role seriously.
  • Polished Port: The Wii release, though lacking the 60 frames per second of the arcade original, is superior to the arcade version due to the option of having a reticle or not, online leaderboards (until the Wii online service went out), more difficulty levels compared to the arcade original, a training mode, being able to level up your profile without needing a card (and if you live in North America, most arcade cabs will be using the stripped-down version of the game), and even multiplayer modes for up to four players.
  • Scrappy Mechanic: The version that was released in most arcades in the US strips out most of the game's content, leaving you with only four mission levels (leaving many branches exclusive to levels 5 and up inaccessible), four costumes, and four weapons, none of which are particularly standout; the one weapon with piercing projectiles only has "weak" penetration, unlike the shoot-through-practically-anything properties of the TR14 or SPR11. Sure, there's an Evolution upgrade that has everything from the carded version unlocked, but it uses new hardware and few arcades carry it.
  • Scrappy Weapon: The shotguns are not particularly well-liked due to the fact that it's easy to Double Down hostages by mistake, costing you needless lives.