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  • Critical Annoyance: Cammy will repeatedly warn you to use new batteries if your power bar drops into the red zone.
  • Disappointing Last Level: The final mission makes for quite an anticlimax in comparison to everything leading up to it. It's short, has only two puzzles, one assassin droid in the whole area hiding in a room you don't even need to enter, and has incredibly basic droid requirements.
  • Fridge Logic: It's never made clear exactly why the Empire is building assassin droids or why they're so threatening to the Rebellion. Sure, they're scary to you because your droids can't equip weapons of any kind to fight back with, but their blasters are incredibly short-ranged, they're not all that bright, and they don't seem to have any form of shielding. Also, they're magnetic, with all the weaknesses that entails. They're more like the Trade Federation's Battle Droids, but those ended up mostly as cannon fodder. It's even more jarring when you look at later Star Wars Legends works like Knights of the Old Republic, which had much more effective assassin droids over 4000 years before A New Hope. Though the Doylist explanation is perfectly understandable (those works all came after this game), it still makes you wonder why the Empire didn't just make a new generation of HK droids and call it a day. Even more jarring is that the whole "Imperial droid army" idea was already attempted earlier and foiled by a former Imperial.
  • Funny Moments: The ending cutscene. Doubles as a Big-Lipped Alligator Moment, in which out of nowhere, disco spotlights appear inside the droid factory while the assassins are dancing their way off the assembly line.
  • Nightmare Fuel: Many players consider the assassin droids to be this. It doesn't help that your droids have no weapons and have to deal with them by either trickery or just running away. And for good measure, you cannot save in the middle of a mission, so failure means having to do it over completely.
  • Self-Imposed Challenge: Some missions can be beaten with a droid that doesn't meet all the stated requirements, and there's usually no requirement to actually use all of your droids' features, either. For example, Maze of Darkness can be solved by simply memorizing the stage layout or cranking your screen brightness way up. And while the game won't count the mission as completed until you go through it again with a compliant droid, it won't stop you, either.
  • That One Level: Training Mission 5, Maze of Darkness, is a Blackout Basement labyrinth involving platforming. Not too bad when you're maneuvering it alone, and it helps that the level is generous with batteries that will be guzzled by your light source. However, its third iteration includes an Escort Mission, with an escortee that can't jump despite having legs, which gets him stuck at the one compulsory jump just before the goal. If you're attentive enough, you'd notice there's a side tunnel accessible from the exit to help the escortee circumvent this gap. The reward for this is ultimately non-essential as there are no other missions that require it, and is only good for 100% Completion.


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