Suikoden I/YMMV


 * Ensemble Darkhorse: Viktor and Flik.
 * Game Breaker: Tir and his Soul Eater. That is all.
 * Also, his Combination Attack with Kai. With it, you can decimate entire enemy parties in one move without using any MP.
 * The dice minigame makes it so easy to max out your money it's almost unbelievable, though it may require some patience.
 * Narm: Viktor. Pink Balloon. That is all.
 * Narm Charm:
 * The dragons look like dragons, act like dragons, and fly like dragons. What do they sound like when they roar? Elephants.
 * "X joins the entourage!" Sounds so much fancier than "party", don't you think?
 * Player Punch: Quite a few, but one in particular established the Player Punch trend for future Suikodens:.
 * The Scrappy: Krin.
 * Kraze and Kanaan, almost certainly intentionally.
 * Scrappy Mechanic:
 * Unlike later games in the series, you are frequently forced to use particular party members besides the Player Character in this one, usually up to two or three at a time, even for The Very Definitely Final Dungeon. This limits party customization somewhat, and gives you very few chances to recruit one late Star, as you need four free party slots, and you only occasionally get them. Suikoden II went on to address this with its convoy system.
 * The inventory system. Instead of a having a dedicated and organized party inventory, every character has its own Bag of Holding (only Plot Coupons have a separate folder) that can carry up to nine items (including gear, acessories, medicine, miscellaneous items and the Blinking Mirror that consumes a space). This became troublesome since you will be switching party members pretty often, and then lose track of who is holding what.
 * You cannot dash by default. To be able to run, you need to either have Stallion in your party or equipping an Holy Rune, which otherwise only provides low-to-mid-tier Gradual Regeneration and is often seen as a waste of a rune slot.