Follow TV Tropes

Following

YMMV / Tokyo 7th Sisters

Go To

  • Awesome Music: In spades. It helps that kz (livetune) is one of the songwriters. Separate page in development.
  • Breather Level: The new songs added in Try The New Number!! have generally been some of the hardest songs in the game… except Harukaze ~You were here~, which is only the second song ever to have a lower difficulty rating than Star☆Glitter.
  • Broken Base: The Rhythm Game Renewal. Most players either vastly preferred the unique, more ergonomic 2 lane gameplay and its PANIC-TUNE modes, or vastly preferred the more mainstream gameplay type that they were more used to seeing from other games; there were few people in between. With that said, the new gameplay allowing Goods to count for combos which made the transition for the former group of players more bearable, and the increasing generosity of the game, made it up to them for the most part.
  • Complacent Gaming Syndrome:
      Advertisement:
    • Most players gravitate towards the Vocalist team during Performatch events. As a result, the combined score of the Vocalist team always far surpasses that for the other teams (at least from the 12th Performatch). This has the minor result of Vocalist team members gaining a slightly better team ranking reward than everyone else. The Thai server somewhat mitigates this by setting a team member cap and giving daily team prizes, but the Vocalist team still has a clear edge over the other teams. (On the other hand, most top rankers avoid Vocalist for this reason; being the top ranked team all the time means that it will never get the +50% ATK buff that only the bottom ranked team enjoys.)
    • If you don't have a strong preference for any one girl in particular, always pick the team with the most girls that are part of a unit (i.e. with at least one Platinum card) for any given Live Jack event (if multiple teams have the same number of such girls, pick the one with the fewer low popularity girls that are part of a unit). That team is practically guaranteed to dominate the event (which makes racking up event points that much easier, especially during the guerrilla sessions) and win it (which only gives each member of the winning team a single roll in the following live jack gacha consisting of cards of the winning team's members that commences one week after the live jack ends). Unless you're more interested in the character gacha ticket ranking reward and want to have a comparatively easier time ranking for it, in which case pick Makoto (at least starting from the 3rd edition of the Live Jack onwards), because due to the percentage based format introduced for the 3rd edition, the sheer number of players picking her means that a lot more top rankers will acquire the gacha ticket as the ranking reward, drastically lowering the points cutoff for A and S ranks, causing her cutoffs to be the most consistently low out of all the girls (while other girls may sometimes have a lower cutoff for a particular edition of a live jack, their cutoffs tend to fluctuate wildly between low and high). However, prior to the 5th edition, she was always in the team with the fewest girls with Platinum cards, resulting in whichever team she's in constantly doing poorly during Live Jacks. Then came the 5th edition…
  • Ensemble Dark Horse:
      Advertisement:
    • Makoto is by far the most popular character in the game. While she wasn't popular when the game started, her popularity exploded and before long she started topping polls ahead of girls who were initially the most popular, like Sumire. By the time the Live Jack events (which are partly popularity polls for Nana-Sta idols) were introduced, she'd become popular enough to be picked the most for all of them, even when she was always placed in what are considered to be the weakest teams. And all that was before she got a unit; after she got a unit and was placed in the strongest Live Jack team for once, by the end of the first of 8 rounds there were more than twice as many players picking her as anyone else, with 902 players picking her. The next most popular girl was Susu at 436, and no one else broke 400. By the end of the event it was 1843 and 958 respectively, with only them and Ferb (812) exceeding 700, and almost 1 in 8 players had picked Makoto.
    • Advertisement:
    • Honoka and Ferb are about as popular as the more popular members of 777☆SISTERS, the game's main unit. Slightly behind are Kyoko, Rena and Murasaki. Among the 777☆SISTERS, although Haru is clearly the main girl, Susu, Rona and Musubi are clearly more popular, and Sumire was the most popular girl overall during the first year of the game (before Makoto took over).
    • Of those who have yet to have a unit, the most popular now (after Makoto got one) are Sisala, Chacha and (to a lesser extent) Miu.
  • Fan Nickname: 'Gachacha' for Chacha due to appearing a bit too often in gacha rolls.
  • Game-Breaker: In battles, a card's healing skill heals by a percentage of the card's HP. And with the exception of extremely powerful skills like damage negation, the leader of a subunit can activate her leader skill every turn her subunit attacks. This means that a card with very high HP and a healing leader skill (most notably Mana's first PS and Makoto's cheerleader GS) can solo daily scouts on its own, making for extremely cheap and easy farming for sparkling fodder. Mana's PS card in particular is such a Game Breaker that she's almost always the go-to choice when picking a P card from a player's first two Platinum tickets.
  • Hilarious in Hindsight: Sanbon Ribbon's first song's title can be roughly translated into 'The Ribbon of Boredom'. No wonder it's the easiest song in the entire game.
  • Memetic Badass: Makoto, due to a combination of being a Yandere, her sheer popularity, having a tendency to be given very good cards (including what are generally considered the two best non-PS cards in the game) which may or may not be due to Popularity Power, and what happened during the first Live Jack event when she was assigned to Team Clover, with the entire top 10 leaderboard for her outscoring everyone else prior to the fix. The latter in particular is always brought up as testament to her Memetic Badassery whenever a Live Jack event is about to commence.
  • Memetic Mutation:
    • Anime when?/Anime never.note 
    • Many jokes about getting ''punched'' from the ''ranking'' came to life during the PUNCH'D RANKER event.
  • Scrappy Mechanic:
    • Like most other mobile games with character cards, you can lock cards you want to keep. Unlike most other mobile games with character cards, locks don't carry over when you transfer devices. Woe betide you if you ever need or want to change phones; you have to lock them one by one all over again if you don't want to feed them to another card by accident.
    • Both the second and third rhythm game systems have had their own issues. The second system combined the problem of timing strictness and combo breaking of Hatsune Miku: Project DIVA and scoring dependence of rare cards in Love Live! School Idol Festival. It also had the timing windows of each song depend on the song's BPM, resulting in Star☆Glitter, one of the lower rated songs, to be much harder than its rating indicated, due to it having the highest BPM in the song list. On top of that, both Score Up and Sisters Time Up were downright useless. The third and current system eased up on the combo breaking, slightly reduced scoring dependence on high ATK cards (though that was mainly because Score Up received a huge buff), made the timing windows uniform across all songs, and replaced Sisters Time Up with Combo Bonus Up, which was less useless, but in return no longer allows Bads to hold long notes like before, always made you hit the rightmost lane whenever you wanted to pause the game which potentially caused you to break combo, severely nerfed Easy Timenote  from being the most useful live member skill (which it was only because every other skill was either Tension Up or just plain useless) to being the most useless one, and added the much maligned flick notes and sky notes (especially the sky notes) which don't always register properly, often converting what should have been Perfects to Goods or even lower. That said, all difficulties are available at the start and charisma restores very quickly.
    • Free 7th coins (the in-game cash currency) used to expire after 60 days, forcing free players to store them in their present box. The 1% gacha chance for each of the top two rarities was also a sore point for many players. Thankfully, with the 2017 Dec 14 update allowing free currency to last forever, and the gacha rates raised as part of the game's 4th anniversary celebrations, both are no longer an issue. On the other hand, the rates for featured gacha cards actually decreased. While it wasn't so much of an issue for the 7th Audition gacha, it was for the limited gacha, especially the annual ones. Notably, the chance of getting a June bride limited G card from the 2017 gacha before the rate up was much higher than the 2018 gacha after the rate up. The fact that the discounted first roll increased in price from 1000 coins to 2500 coins didn't help matters.
  • Squick: Many western fans are bothered by the more sexualized art of the teenage characters, particularly that of Susu and Makoto, who are both 14 years old.
  • That One Level: Par for the course.
    • In the second system, the three songs with a level rating of 9.0 or higher for Hard (TREAT OR TREAT? and TRIGGER with 9.5, and Fire and Rose with 9.0) are considered this. The aptly named You Can't Win is not far behind, and is generally considered the hardest of the 8.5s. Throw in Big Hall Live and a lot more songs get this treatment too. Pretty much any song can count as That One Level in the 5th and 6th halls.
    • In the third system, any song with a level rating of 20 is this. And that's just for Expert difficulty (TRIGGER, WORLD'S END, CHECK'MATE). The Legend difficulty takes it Up to Eleven; 20 is too low a rating for some of them.
Top

How well does it match the trope?

Example of:

/

Media sources:

/

Report