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YMMV: Ghost Squad
  • 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.
  • Fridge Logic: You Are Ghost Squad! Leave No Traces Behind! (Warranty note: Extensive casualties, environmental damage, and even several EXPLODING vehicles do not count as a trace).
  • 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.
  • 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 even multiplayer modes for up to four players.

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