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YMMV / Mega Man Star Force

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  • Accidental Innuendo: Partway through the anime, Hope plays Shipper on Deck for Geo, who's too embarassed to deal with the conversation, and Hope notes that he's still just a kid when it comes to romantic topics. But the lines and the expressions are a great out-of-context joke.
  • Adorkable: Once Geo's true personality emerges, he begins to behave like this. He fanboys over the trend of the moment (Space, the OOPArts, the Satella Police), has no idea how to handle crushes or romance, and has a hard time accepting praise.
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  • Americans Hate Tingle: Luna is often seen as The Scrappy in the west, partly because her archetypal Tsundere and Ojou tropes are less popular outside of Japan and partly because her exposure overseas was dominated by her Flanderization into an Alpha Bitch from the games. Her more sympathetic Moe traits in the anime are unknown abroad, as the dub was canceled less than halfway through; it literally ended on Luna's focus arc, the height of her Clingy Jealous Girl portrayal. Because she challenges the Fan-Preferred Couple, shippers find even more reason to dislike her.
  • Anvilicious: Having friends is good. Being emo is bad.
  • Awesome Music:
    • "Stellar", an incredibly rocking tune for...a Japanese trailer.
    • Each rendition of the main theme, Shooting Star, is amazing; it even got lyrics in the third game. There was going to be an official vocal by Sonia, but Capcom never got around to it due to low sales. Luckily there's a well-done Japanese fan version available for your listening pleasure on Youtube: Here it is.
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    • The theme of Spade Magnes's stage is also widely hailed as the best stage music in the series. It manages to be energetic and intense without being over the top. Considering the limits of the DS sound card, this is saying a lot.
  • Breather Level:
    • While still a labyrinthine setup, Libra Scales' dungeon is surprisingly simple to beat, since the puzzle involves rapidly answering some rather easy questions, and you only get punished a measly 10 HP per wrong question. A wrong answer doesn't even bounce you to the beginning of the "test" path, so there's no trial-and-error element involved.
    • Queen Ophiuca's dungeon is also much easier than what came before or after. The map has a very simple, straightforward layout, and the main puzzle of the dungeon doesn't also rely on Trial-and-Error Gameplay and/or touch screen controls.
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  • Broken Base: Fans of Battle Network either enjoy Star Force or accuse it of being a waste of effort on Capcom's part. Drama ensues.
  • Complete Monster: See the franchise page.
  • Critical Research Failure: In the anime, season 1, episode 6, where Copper is tailing Geo, Omega-Xis says that the detective is "at three o'clock". However, Copper is clearly on Geo's left, which, using clock position directions, as explained here on The Other Wiki, is at "nine o'clock". "Three o'clock" would be to Geo's right.
  • Die for Our Ship: Many Geo/Sonia fans despise Luna. In fanfics, she is usually bashed or treated like a spoiled brat.
  • Ensemble Dark Horse: FM King Cepheus is surprisingly popular in Japan.
  • Evil Is Sexy:
    • Heartless. She gets better, but is no less sexy.
    • Queen Ophiuca. Look at her official art closely and you will see what is unmistakeably an exotic dancer outfit in her design. Somebody's been feeling repressed of late, hmm?
  • Fake Balance:
    • The Fire element, which consists of many powerful cards and has a lot of power-boosting support, making it easy to unleash high power assaults and destroy anything before you.
    • Not all transformations are created equal. In the first game, Dragon is one of the best versions to go with as the transformation provides Status Guard, while the other two transformations have perks that NPC BrotherBands automatically provide. Meanwhile, BrotherBands with Pegasus players give a universally-appreciated Gauge speed bonus, while Leo and Dragon BrotherBands give less useful +1 Buster attack and +1 Mega capacity perks respectively.
    • In the third game, Non-Elemental non-dimming cards get the most perks in single player mode. Despite not being able to capitalize on the Elemental Rock–Paper–Scissors, they are the only way the player can raise the Noise Gauge which powers the game's Super Mode. During a long boss fight, it is possible to jack the Noise Gauge all the way to its cap, allowing you to see the real potential of your Finalized form.
  • Fanfic Fuel:
    • The AM-ians and FM-ians were both named for western constellations, but only a few of those constellations were used. Likewise, at least one alien (Sirius) was named for an individual star. This leaves a lot of Sailor Earth potential.
    • With Acid establishing that purely artificial Wizards can do the Fusion Dance with humans and the replacement of Luna's original EM partner Ophiuca with her new wizard Vogue, it's not unheard of to find fanart of Luna and Vogue as a single EM Human Stage Magician. A Zack and Pedia wave change also exists in fanart, but not nearly as common.
    • Duo is still out there, especially with the general space theme of the series.
    • Mad Scientist Lady Vega and Creepy Children Jack and Tia each lost loved ones in a war years before the events of the series. Was it the same war, and if it was, were these characters allies, countrymen, or enemies?
    • Project Trans-Code (a Satella Police project only available on the now-defunct website) indicates Cygnus Wing is designated Transcode-020, and thus there are at least twenty other Wave Changers. There are more than twenty bosses in the series, but only nineteen are Wave-Changers, and of these, Jack Corvus and Queen Virgo aren't registered, while Libra Balance's and Queen Ophiuca's human selves did not reconnect with their FM-ian counterparts by or during the third game. If we assume the remaining wave-changes were registered, this leaves at least five Sailor Earth candidates.
  • Fanon Discontinuity: The second game is resented and ignored for its long-winded and nonsensical plot, obnoxious Flanderization, ridiculous random encounter rate, and having nothing to do with space.
  • Friendly Fandoms: With Kamen Rider Fourze, which is also about a Henshin Hero with connections to space.
  • Game-Breaker: The series has a dedicated page for game breakers.
  • Genius Bonus:
    • "Laplace", the creepy, unintelligible Murian life form, is a reference to Laplace's demon.
    • The Big Bad and The Dragon of the second game are based on the mythology of Tanabata. In the localization, they're named for the stars that feature in the myth.
  • Hilarious in Hindsight: Gemini Spark's reaction to the final battle in the anime can be summed up in two sentences.
    Where's the Kaboom? There was supposed to be an Earth-Shattering Kaboom!
  • Ho Yay:
  • Memetic Badass: Bob Copper's exaggerated declarations of heroism in the anime and his dramatic monochrome promotional wallpaper for the third game have earned him some facetious accolades.
  • Memetic Mutation: Screenshot-based Let's Plays have again made the blink animation a common joke, making characters look extra-annoyed or like Smug Smilers.
  • Moe:
    • The anime (especially under Shingo Adachi's art direction) gives the cast cuter, quirkier scenes and personality traits. This is notable in the case of more hostile characters like the FM-ians and Luna, who has sympathetic scenes depicting her flustered or dismayede.g. .
    • Luna's concept art from the third game also depicts her with a variety of nervous, worried, or embarrassed expressions, a far cry from the intentionally silly and over-the-top haughtiness in her concept art from the first game.
  • Moral Event Horizon:
    • Joker vaporizing Luna. Sure, she gets better, but then he laughs and pulls a What Measure Is a Non-Super?, calling her "a stain upon the Earth." simply because she's a normal.
    • 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.
  • Narm:
    • Cygnus Wing is obviously a campy character, but his plan to imprison people while they died from suffocation would be much easier to take seriously if his method of imprisonment wasn't forcing them to do ballet.
    • The Gemini Spark chapter and its followup tries really hard to pretend that Geo is heartbroken over the villain, but, thing is, Geo didn't have any kind of relationship with Gemini Spark's Secret Identity until his chapter, making the whole thing seem rushed, forced, and silly. Geo's extended session of sulking and rejecting Luna's and Sonia's attempts to be helpful don't make it better.
  • Older Than They Think: While the Wave Command Codes and Noise Modification Gear are famously game-breaking features, Capcom has been using Merchandise-Driven game boosters for since the GBA era with Mega Man Zero 3 and Mega Man Battle Network 4: Red Sun and Blue Moon, this was all done with e-Reader cards. (You can see the prototype of this in the secret Navi modifications of Battle Network 3)
  • Play the Game, Skip the Story: The second game's plot was met with much revile, but its multiplayer scene was quite popular back then.
  • The Scrappy: Zack is the least popular of Luna's posse for having both the most obnoxious behaviors and the least (competent) writing. He lets Sonia's manager know she took the bus to Amaken (resulting in general misery and Geo getting punched), never apologizes to Geo for antagonizing him like Bud does, makes mean-spirited comments about Bud and Amy, refuses to contact Geo and Luna when at Loch Mess for purely selfish reasons, and his sidequests are obnoxious, too.
  • Scrappy Mechanic:
    • The entire series suffered from boring and frustrating puzzles and minigames. This started with SF1 falling 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. SF2 did away with this until the final dungeon, where the Elite Mooks had to be avoided lest they initiate a minigame on contact. Fans agree that stylus controls are better suited for SF3's noise minigame than manual D-Pad aiming.
    • SF2 locked numerous upgrades behind doors that required players to find friends with copies of the game, which is now Permanently Missable Content because the original DS Wi-Fi is no longer supported, making it impossible to obtain certain items without using Action Replay or the like to dupe the game into thinking you've met the conditions to unlock the gates, some of which are so exacting that even the cheat code makers don't know what to do!!!
    • The Noise Changes in SF3, which only change if you defeat Giant viruses, and each one you get is random. Coupled with the fact that a lot of them aren't very good (Wolf Noise suffers against many high-tier Fire enemies), you're forced to use one, otherwise you can't access the finalized Noise forms, which are actually very good.
  • Seasonal Rot: The series ran out of ideas for its own premise immediately after the first game. The sequel had almost nothing to do with space, and the third game was a complete rehash of the dark chip duology from Battle Network, connected tangentially to space by an impending meteor. Years after the series ended, news of the unreleased Star Force 4 revealed the plan was to fall back even further into the Battle Network milieu with a game based on hacking and a character descended from Lan Hikari.
  • Ship-to-Ship Combat: Geo/Luna shippers and Geo/Sonia shippers are not well known for being amicable.
  • Sophomore Slump: The first game was decent, but most people have to agree the second was a fair step down...but the third was a much larger step up.
  • That One Attack: When you're confronting the SP version of the Satellite Admin in the first game, they have one deadly trick up their sleeve at low health — their personal Giga card that inflicts massive damage and can neither be dodged nor blocked. If the attack doesn't defeat you outright, you'll be left at low enough health that the rest of the Admin's attacks can easily finish the job. No other boss in the series behaves like this.
  • That One Boss: Listed on the TOB page for the franchise.
  • They Changed It, Now It Sucks!:
    • A Broken Base arose over the new battle system, which removed 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 fans compare it to the reflex-based gameplay of the main series' timeline.
    • Mega Man got a revamped design in the third game. Fans weren't in particular sure whether they preferred classic SF-Mega with War Rock's head for a blaster or new SF3-Mega with a much more streamlined Arm Cannon.
    • One of the main reasons for SF2's subpar reception is the way it strayed too far from the core premise and motifs, having no concern for space at all (in contrast to the first and third games).
    • One major complaint against SF3 was how the modified battle system arbitrarily isolated some of the Battle Cards you drew each turn, especially the more powerful ones; this is almost universally recognized as a Scrappy Mechanic because of how it interrupts combos and general cohesiveness.
  • They Wasted a Perfectly Good Character:
    • Bob Copper, the quirky detective who investigates Z-Waves in the first game, uses a reflecting barrier to keep Z-waves away. Omega-Xis claims this is technology humans shouldn't have yet, but the games never dig very deep into Bob Copper and his cool toys.
    • The NetNavis and Matter Waves of the first two games have a lot of interesting potential applications (Ollie lets you go Sky Surfing!) but only have one-off story uses and maybe a sidequest or two each. The third game sidesteps the issue by returning to the one-on-one partnerships with humans and wizards.
    • Dr. Orihime of the second game promised to reconnect with Geo after the events of the second game, but never did. Notably, the third game missed the opportunity to capitalize on her backstory by connecting her with two new characters who also lost loved ones to a past war.
  • They Wasted a Perfectly Good Plot:
    • Part of the criticism for the series, particularly the second game, was that the writers weren't taking advantage of either the setting or the characters. See how the second game focused more on zany and silly scenarios instead of advancing the overall plot and how it wasted time retreading moments from the first game. It also wasted Solo's story arc by never allowing him to grow as a character. SF3 makes a concerted effort to fix this.
    • The second game's Bonus Dungeon is a Bad Future Alternate Dimension, but doesn't explore why there's no Mega Man, why the FM-ian bosses are running around (and why they don't recognize their human names), or the implications of Apollo Flame (and his mother). Geo barely even reacts to the IF bosses as anything more than Mooks.
  • Unexpected Character: The Bonus Dungeon from Star Force 3 featured the surprise return of the AM Sages and the FM King Cepheus.
  • 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.
    • How long did it take YOU to realize that Ken Suther was a guy? No points if it took learning his name for you to get the memo.
  • Woolseyism:
    • Zigzagged in the case of the FM-ians, who share Theme Naming for western constellations but for some reason were given a mix of Latin and English names. The English-named FM-ians who were part of the main story had their names changed in localization from Ox and Harp to Taurus and Lyra, but Bonus Bosses Wolf and Crown are not renamed Lupus and Corona, for some reason. The anime at least made sure that Lyra and Sonia's wave change form was actually named Lyra Note rather than Harp Note, like in the games.
    • The Big Bad and The Dragon of Star Force 2 are themed after the East Asian myth of the princess and the cowherd, but in the west are named after the two stars that feature in that myth, Vega and Altair.
    • Pat's name is an attempt at keeping the androgyny of his original Tsubasa; Rey's is a Punny Name based on "ray of light", reflecting the meaning of his original name Hikaru ("light").

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