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  • Awesome Music: Even for the unusually high Star Wars standards, Clint Bajakian's dark and disturbing score leaves nothing to be desired, with the main theme being quite possibly one of the finest non-John Williams tracks ever made for the franchise.
  • Demonic Spiders:
    • Ceiling turrets have MUCH more firepower and far better accuracy than the stormtroopers and commandos and can shred through your shields very quickly. They can also get the drop on you since they blend into the environment (due to being polygon objects) and thus harder to spot quickly compared to human enemies.
    • Trandoshans with their concussion rifles deal heavy damage and, since their weapons are hitscan, can blast you from long range without you even knowing where they're firing from.
    • While not an enemy, the I.M. mines scattered around several levels will quickly become the bane of your existence, being hard to spot (and often hidden around corners) unless you already know they're there from a previous playthrough, and absolutely shredding your shields and health with their explosions.
  • Funny Moments: At one point in the Rameses Hed spaceport level you can happen upon what appears to be a public urinal being used by three enemies. Two of them are Stormtroopers in full armour, which opens up quite a few questions.
  • Hell Is That Noise: The double beep from the I.M. mines. Once you hear that, you know you've triggered one, meaning that you're going to take an explosion to the face.
  • Hilarious in Hindsight: Go here.
  • Polished Port: The 2024 Remaster features a modernised control scheme, upscaled graphics, and features such as concept art and a bonus mission.
  • Porting Disaster: The PlayStation port received much weaker ratings compared to the original PC version for its muddled graphics and horrid frame rate, bringing the game to borderline unplayable performance.
  • That One Level: A few might claim the title:
    • Level 3 has stayed in the minds of many people who played this game as kids, mostly due to its nightmarish sewer design.
    • Level 6 tends to be viewed as the most mentally challenging, due to the confusing layout of the detention center as well as the very convoluted (if essentially logical) route you need to take in order to make it to your destination.
    • Level 10 features the infamous sequence where the player is forced to battle a kell dragon unarmed, and once you're done with it, you're in for a long ride with some of the most annoying enemies in the game: the Grans and Trandoshans. On top of that, you're going to constantly have to be on alert for mines that are placed in some pretty mean areas, including at least one case where they're placed right behind a door and, in one really mean case, under an item where it can't be seen.
    • Level 11 is one big Zerg Rush of Imperial soldiers and stormtroopers. And the infamous door puzzle at the end will give you a fear of and aversion to hexagons. You get to fight Boba Fett afterwards, though, which makes up for it.
    • It would be hard to blame Level 14 for being the hardest since it just happens to be the final level, but what really makes it stand out among the others is just how incredibly long it is when compared to those that came before. It goes without saying that being aware of how much you'll need to replay in case of failure doesn't exactly help to relieve the tension during the Final Boss fight.
  • That One Puzzle:
    • Level 6:
      • Figuring out that it's the elevator that's blocking the access to the elevator shaft is actually way harder than it seems to be. The "map" they place to hint at how you need to place them is pretty obtuse too.
      • Would you ever think that you need to run through a force field after waiting for it to deactivate, rather than waste time trying to find a way to disable it? The fact that the other, identical force field you encounter earlier in the level requires you to find the button and deactivate it doesn't exactly help. And even if you know, it requires proper timing and shaves off health with every mistake.
    • Level 11: Finding the right path to the Information Center requires you to solve a little maze of sorts and while understanding what you're supposed to do isn't that hard, actually implementing it might prove far trickier.

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