These are what we call the 'YMMV items.' Things that some people find in this work. We call them 'your mileage might vary' because not everyone sees these things in the same way. This starts discussions in the trope lists, a thing we don't want. Please use the discussion page if you'd like to discuss any of these items.
Broken Aesop: ...except that the alien beings who grant superpowers are literally drawn to Wangst and loneliness. Hooray for The Power of Friendship boosting the powers you only have because you spent three solid years moping!
Broken Base/Fan Dumb: Fans of MMBN either enjoy MMSF or accuse it of being a waste of effort on Capcom's part. Drama ensues
Gemini, from the first game, kills one of his allies for no reason when he could've easily helped her and defeated Mega Man. He also manipulates a boy with multiple personality disorder into helping him to blow up the entire planet and is revealed as the one who manipulated King Cepheus into destroying the AM Planet.
Mr. King is the leader of the organization, Dealer, and the Big Bad of the third game. Appearing to all the world as a benevolant millionaire who donates to chairty, in reality Mr. King is a Manipulative Bastard willing to use anyone for his own benefit. As the operator of Joker, all of Joker's crimes lead right back to King. In addition to forcing his own Wizard to self-destruct to defeat his enemies, King adopted orphans and forced them to undertake suicidal missions in order to further his own plans. In fact, it is said that Jack and Tia were the only orphans to survive these missions. He then proceeded to take control of Meteor G so he could take over the world by force, raining down deadly Noise upon those who would not subjugate themselves to him. However, after being betrayed by his subordinates, King who was supposedly destroyed, became an Energy Being and decided to wipe out the world using Meteor G because he figures that if he can't rule the world, he will destroy it.
Each rendition of the main theme, Shooting Star, is amazing. And then it goes vocal in the third.
Die for Our Ship: Many GeoxSonia fans despise Luna. In fanfics, she is usually bashed or treated like a spoiler brat. The fact that the anime turned her from a Tsundere to a Obsessed Fangirl with bits of Clingy Jealous Girl didn't help.
There's another case of this in the first game: it seems that Andromeda is a stupid name for a world-destroying war machine, until you realize that the FM-King's name, Cepheus, is also that of the mythological Andromeda's father, both of whom also are constellations in the sky to fit in with the theme.
The term "Brother" seems like a rather odd term to use to describe relationships with other people regardless of gender, but then you find out in the second game that Lan Hikari started the system, and he based it off his bond with Hub. You see, he notices that whenever he and Hub worked together, miracles could happen due to this "Link Power", and decided to try and connect the world through this. He succeeded, to say the least.
Also, 'brother' sounds like 'broader'. So 'brotherband' can be read as 'broader band', a pun on broadband.
Gemini Spark, Crown Thunder, and Hollow are all the most powerful fighters in their own class? Why? They're Elec-Type, which means that their powers are the closest to electromagnetism proper, where as all the other powers are modified into the elements.
Fridge Logic: Many moments from the first game become borderline retarded when you think about it. Wouldn't putting a car in the way of the truck have caused severe injuries? Was Sonia contractually obligated to give that concert, or not? (If she was, she could have been sued for damages. If not, she could have sued her manager. This may be a case of No Such Thing As Lawyers...) Why didn't the principal just make Mr. Shepar a Social Studies teacher? (Or barring that, that one teacher who teaches that nebulous class known as "Health", or even just Homeroom?)
They justify the bit about the car when Geo wonders if everyone's okay. Turns out they all got sucked into the computer system of the truck.
Also, the problem with Mr. Shepar's class (he does indeed teach homeroom - it's just all day with his one class) is that he's the one teacher at school who doesn't use the StudyWave as per the principal's desire; the principal gets fed up and blackmails him into needing to find a job to sustain himself and 7 kids.
Game Breaker: Capcom took the whole Merchandise-Driven aspect a little far with the Star Force series, providing consumers who paid for the collectibles with all sorts of little codes allowing them to completely trample all over the games. In the second game, this took the form of Wave Command Cards, each of which provided some bonus to Mega Man if you input its password ("Wave Command") into a secret menu (which, incidentally, became available immediately after the tutorial sequence). You can receive gifts of money, special battle cards, absurd boosts to Mega Man's statsnote How does a free extra 900 HP, maxed-out Mega Buster, Super Armor, and instant access to the Rogue Tribe sound?, or even instantaneous transformation into the Tribe King.
Because this system is code-based, you don't actually need to purchase anything, just look it up online. The third game's version of this mechanic, the Noise Kaizou Gear (see below), was so bad that the multiplayer mode allowed you to search for people without any such enhancements.
Even worse are the Cipher codes, the Star Force equivalent of the Lotto Numbers and the Number Trader. By sending special e-mails to either your Admin Satellite (in the first game) or Legendary Master Shin (in the second), the player could receive certain prizes, usually items or battle cards... like the SP-level Boss cards. Much like Battle Network, early-game access to endgame weapons broke the games in two. Incidentally, this too could all be done as soon as you can hit the Select button, save in the third game, where you had to wait till you can enter Big Wave before you can start feeding Cipher Codes to Hang Ten, Ken Suther's wizard.
Adding on to that are the Blank Cards of Star Force 2. Hidden throughout the games are ten special battle cards that can become almost any card in the game if you input the right Wave Command Code, including Purposefully Overpowered cards that don't register in the games' normal libraries. Included in the list of potential transformations are the Satellite Admin Giga cards from the first game. There is nothing as sweet as abusing Pegasus Magic GXnote Which hits a 3x3 square for 450 freezing Aqua damage with the Tribe King formnote Which doubles all card damage, so your Pegasus Magic GX now does 900 damage, and even more to Star Force 2's ultimate Bonus Boss. And you're always going to find at least one of these if you're thorough about pulsing in to everything.
Let's spend a little more time talking about the Noise Kaizou ("Modification") Gear, the Merchandise-Driven enhancement system that succeeded Wave Commands. The NKG consists of three parts: Noised Cards, Rezon Cards, and White Cardsnote The white card system is actually the third game incarnation of the Favorites system, which we'll discuss later. (due to licensing issues, only the white cards system officially made it to American shores).
First, the Noised cards. In the Japanese version of the third game, by entering codes into a secret menu, you could equip Rock Man with up to five special cards that endowed him with special abilities or noise modifications, like giving him a modified buster or abilities like Super Armor or Float Shoes, in exchange for bugs in his code. However, in keeping with the games Playing Card Motifs, Noised Cards are organized like a deck of playing cards, and if you gather Noised Cards into poker hands, not only are the bugs neutralized, but you get even more bonuses; and we haven't mentioned the 5 unique joker cards that can enhance any hand you already have (there are guides on GameFAQs if you want more information). For an example of how broken these could be, the Dread Joker card gave you the Body Pack abilitynote That's Super Armor, Float Shoes, Air Shoes, and Under Shirt, which is up to 1710 Link Power you don't have to spend in the Abilities menu, while a Royal Flush of cards provides you with the Auto Lock-On abilitynote This can be exceeded by having 5 of a Kind, which gave you Status Guard. The menu where this all happens is accessed by simply touching your stylus to the Abilities box, but in American versions you have to break in with a hacking device.
Now the Rezon cards (they're called "Purpose Cards" in America, but they're not officially part of the game, either). In Star Force 3, much ado is made about teams, groups of people who come together with a specific purpose. Rezon cards exploit that - each Rezon card features a group of EM bodies coming together as one such team (one example would be the "Ultimate Wood Master" Rezon Card, which features Kung-Fu Kidd, Queen Ophiuca, Club Strong, and Terra Condor). Rezon Cards (you can only have one) usually provide a few attack stars for battle cards they align with (either by element or attribute) and modify Rock Man's Finalized form, but, most importantly, they use the Brother Band system to stack with one another. note For example, the "Ultimate Finalize Form" card provides you with an extra two turns in Finalized Form, boost your Meteor Server access level by one, and provide you with the Charge Finalize Cannon. If you and your each of six Real Brothers have this card equipped, you each get an extra fourteen turns in Finalized Form and can access up to seven levels of the Meteor Server above your proper Noise Rating (i.e. you can access the secret twelfth level of the Meteor Server when you should only have enough Noise to access the fifth level and hang out there for over fifteen turns).
Still there? Still kicking? Good, because now that we've left the enhancement and password systems behind, let's talk about the battle cards themselves. We'll start with the Favorites system, which proved so broken that they had to fix it in each sequel. In battle, Mega Man is usually limited to only selecting cards of the same type or in the same column (that's two total, for the latter), but he can freely select special white cards (usually support cards like Paralyze Plus or Attack +10), which ignore this restriction. This is where the Favorites system comes in — the player has the option of picking up to six cards within his own folder and marking them as his "favorite" cards, which turns them into white cards in battle. Already, you can see the potential to take the most powerful standard cards and make them freely accessible, but we're not done — you can include up to two Mega or Giga cards total in your favorites, giving you instant usage of them whenever they appear! You can use your Mega or Giga cards with anything, whenever you want. (In the second game, you could only select four favorites, and in the third, they came in preset selections of four that you could only "download" at specific points in the game unless you had a code for the NKG).
Also, you can share your favorites through your Brother Band, which means when your friends' brother cards come up in battle, you can access a roulette of their Favorite cards and their version-exclusive Gigas, which are still white.
Best Combos and Legend Cards. In the first two games (the third game just gave up), once you entered the mid-late plot, Legend Master Shin would allow you to record Best Combos and convert them into special Legend Cards. Best Combos are, as the name implies, long combos or strings of Battle Cards (excluding Gigas) used in a single turn that do high amounts of damage; to create a Best Combo, you must be fighting an EX or SP boss, and, most importantly, the boss can't move until you're done with the combo (you will probably rely on Standard Status Effects for this). The minimum damage level for a Best Combo is 300, but if you're skilled enough, you can ramp the damage up to over 1000 (the current record is 3000 damage in SF 2, which requires you to have at least five brothers with the Muramasa blade card as a Favorite); you can also insert support cards like the Recovery series or Invisible in your combo. Once you have your Best Combo, LM Shin can create a Legend Card of it; if you use a Legend Card in battle, it's the only card you can use for the turn, but it's probably also the most powerful card in your folder. Note: Legend Cards are shared through the Brother Band, which means you and your friends can have access to each others' best combos.
Let's talk about proper battle cards now. Black Ace and Red Joker are almost notorious for their powerful, easy-to-use sword cards, especially the Bushido series, which works on the very principle of Blade Spam. Bushido cards are single sword slashes that power up depending on how many cards of the same type you load in a single turn: if you load two cards, each card gains Wide Sword range, but if you load three, each Bushido card gains Life Sword range, disperses Barriers and Auras, and pierces invisibility. Each Bushido card of the same type also gains 50 extra attack for each of its companions (150 extra damage max), and the weakest, Bushido 1, has an inherent 110 damage already.
What makes sword cards even more dangerous is that there are three different Noise Changes that boost them. Black Ace favors Gemini Noise, which gives all Sword cards an extra paralyzing effect (hello, stunlock) when in Vibrant Noise; Red Joker favors Wolf Noise, which gives non-dimming sword cards an extra 30 damage in its basic Noise Form (not coincidentally, Wolf-Gemini is a popular Merge Noise combo), and then there's Rogue Noise, the "secret" Noise that gives non-dimming Sword cards an extra 50 damage right out of the gate (Rogue Noise loves the Sword Fighter series, which unleash three or more near instant slashes for at least 50 damage each).
Beyond swords, the Gatling Good & Quad Damage combo (traditional even in the days of Battle Network) also makes an appearance. In the second and third games, you have access to both Mad Vulcan and Attack +10 right from the start. Mad Vulcan shoots 5 rounds at 10 damage apiece — 50 damage; one (1) Attack +10 makes that 100 damage, and you can, of course, add more (later in the game, you can collect Attack Panel, a Battle Card that creates a Quad DamageField Power Effect). Also note, since Mad Vulcan is non-flinching, no matter how much it does, it won't interrupt your opponent, so you have an easier time attacking during their counter-window, which will earn you another card or even a Big Bang.
We mentioned paralysis and stunlock above, and we ought to take some time to demonstrate how terrifyingly effective this strategy is. Because so few bosses or enemies have Status Guard, it's impossible for them to defend against paralyzing attacks, which require them to sit there harmlessly while you continue to unload on them. The Thunder Zerker and Gemini Noise forms, which specialize in paralyzing attacks, abuse this to a fault, stealing almost all threat out of the games. So popular is this strategy that when Star Force 3 revealed new "Body"-type abilities that negate specific status effects, some began to whine about how Paralyze Body completely broke their stunlock strategies. (Protip: Destroy Upper negates all "Body" programs when it hits).
In the third game, the Noise system can be so heavily abused it isn't even funny. As Noise rises to 50%, your Noise Form becomes a Vibrant Noise, unlocking extra abilities, and when you reach 200%, you gain the option to Finalize. While you are welcome tonote Finalizing will reset your Noise rating back to zero, and you will have to boost it again, you should know that Noise at such a high level endows you with certain abuse-able "glitches", first and foremost the ability to ignore Mercy Invincibility. Combine this fact with any of the strategies mentioned above. DO IT.
Genius Bonus: Most players don't know what "Laplace" refers to, or even how to pronounce it.
The villain of the second game and her Dragon both draw from the mythology of the Tanabata festival. Their english names draw from the stars featured in the myth.
Ho Yay: Oh lord, the Gemini Spark chapter of Star Force, between Pat and Geo. The first part of which is more or less Pat and Geo going on a date together and then Geo shyly and awkwardly asking Pat if he wanted to be "Brothers" afterwards.
Geo was extremely depressed over Ace's death.
Geo and Jack in 3. More a case of Foe Yay, it starts off with Geo trying to befriend Jack. Then Jack seems to start finally warming up to Geo after they hang out in swimsuits at the beach. Then after The Reveal, Jack spends the rest of the game obsessed with trying to kill Geo (not defeat, kill), only to fail utterly to stop Geo from ruining all his evil plans at the last moment... then within a few minutes, gives into Geo's will, leaves with his sister back to earth, and eventually works to save Geo's life after he's left out in space. And according to the credits images, does become at least friends with Geo.
In the anime, for Gemini, it's either when he just starts killing the FM-ians, just when he kills Wolf, or when he kills his other half.
Scrappy Mechanic: The SF1 games had levels that fell into the same rut that many other Nintendo DS games fell into early on, with level puzzles relying largely on Touch Screen gimmicks rather than button pressing. The SF2 games did away with this at first except for the The Final Dungeon. Remember those sections where you get chased by Murian guards? If you touched them, you will initiate a minigame where you need to draw lines on the guard with the laggy touchscreen function. In less than 5 seconds. Otherwise a fight ensues. They are rather tough with a lot of hitpoints. Oh, did I mention to get to the Final Boss you need to sneak through those guards? If you lose the Le Mu fight, you have to cross the dreaded section all over again! Now they wonder why the fans are peeved...
Ship-to-Ship Combat: Between Geo/Luna and Geo/Sonia shippers, sometimes elevating to idiotic heights.
That One Boss: A few opponents have the chance to become this during the games, though like the Battle Network games most of them are either fairly easy or are souped up bonus bosses. Star Force 2 has a combination of Goddamned Boss and Bonus Boss that takes the cake though for possibly the entire series. After completing all of the bonus content, facing the final boss again results in a mandatory souped-up encounter. Winning that, unlike every other Battle Network and Star Force game, results in Solo deciding that he wants to have a real final battle with Geo, instead of just leaving for when Geo's ready. Cue the battle with Rogue SX, who is so stupidly fast and powerful chances are the battle will last only a few seconds before you're just dead—if you can even survive a combo from him. Your only chance against him is either being really good with countering him(Mad Vulcan three works particularly well), stun lock, or cheating. What makes this battle even more rageworthy is that if you screw it up, you have to go back, beat the souped-up final boss again, and watch the unskippable credits, to fight it again.
Zack, thanks to the events of the start of the first game. He still suffers from it, but people have started to like him for his roles in the later games.
In the western fandom, Luna garners a large hatedom, largely due to being the unpopular choice for the series' Ship-to-Ship Combat (see Die For O Ur Ship) and the tendency of those with Shipping Goggles to oversimplify/downplay or misconstrue her Character Development. The rest of her haters are simply sick of the Tsundere archetype. This is averted in Japan, where she has as much popularity, if not more, than Sonia.
They Changed It, Now It Sucks: Well, it is Mega Man. One of the main issues the fandom had with the new series was the new battle system, which stripped out much of the logistic and strategic complexity of Battle Network in favor of gameplay that heavily relied on timing and reflexes. Its detractors refer to the new battle system as a watered-down imitation, while its fans have actually compared it to the reflex-based gameplay of the main series' timeline.
Fans weren't in particular sure whether they preferred old Mega with War Rock's head for a blaster or new Mega with a much more streamlined variant.
Combined with It's the Same, so It Sucks, the entirety of SF2 is this. The gameplay is too similar to SF1 while straying too far from the core plot (no concern of space at all contrast to the first and third games) makes SF2 the textbook definition of failure among the fans.
Viewer Gender Confusion: Pat (as in Patrick, not Patricia) is dressed in purple spandex, and wears a purple headband with long hair. His androgynous name was probably an intentional carryover from the Japanese version, where he was named Tsukasa, a common Japanese name for both genders. To further the point, the name Tsukasa is usually written in hiragana if it belongs to a girl, and kanji if it belongs to a boy. But Tsukasa Futaba Takes a Third Option and writes his name in katakana. In fact, there's fanart featuring him as a girl that was produced before the first game came out.