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YMMV / Rogue Squadron

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  • Anti-Climax Boss:
    • The World Devastators in the "Battle of Calamari" are this. Let's just say that taking them down is a LOT easier than how they were depicted as being taken down in the original source material of Dark Empire.
    • Moff Seerdon, the arc villain the original game, faces off against you in the tough Thyferra level in a shuttle. He's a small target that can easily be shot down with a few seeker missiles, his laser cannons are a joke and even his own seeker missiles have little chance of hitting you.
  • Awesome Music:
    • The games all used music from the movies (the first game using Musy X remixes of songs from them, the sequels using the real audio tracks), with all that entails. Factor 5 also improvised plenty of their own music for the games, and while the Musy X synthesizer was no match for John Williams' fully orchestrated scores, it turned out some respectable pieces, such as the moody theme of "The Jade Moon".
    • The inclusion of the 70's Disco remix of the Star Wars theme for the opening of Rebel Strike. It's also used as the theme for the arcade room, so you can make Darth Vader shake to the music in the Death Star hanger.
  • Complacent Gaming Syndrome: Medal chasers in the two GameCube games will simply tell their squadmates to flee, since their kills don't count towards the kill requirements for the medals.
  • Demonic Spiders:
    • Missile Turrets, particularly in the first game. One alone can put a nasty dent in your shields. Two or three will drop an X-wing in a little over a second. You will learn to fear the lock-on sound. Worse yet is that the Final Boss has access to them; not so bad if you've learned how to avoid them by that point, but completely awful if you haven't.
    • The guard towers in "Prisoners of the Maw" in Rogue Leader take so much damage that the Y-wing's bombs are the only reliable way of destroying them, and even with the Y-wing's shields they'll rip you apart in seconds.
    • Tank Droids: numerous, tough, hard-hitting and ACCURATE. Plus a couple TIEs & TIE Interceptors actually have AI rather than flying pre-programmed paths (Kile II, Chandrila & Thyferra).
    • AT-ATs in every game, but especially Rogue Leader.
      • Their sole weakness is the Snowspeeder's tow cable. The first game straight up prevented you from using anything but the Speeder in missions featuring them, even with cheat codes or when the walkers weren't mission-critical at all (ex: Imperial Construction Yards). Rogue Leader let you use other ships for some AT-AT missions, but nothing besides the tow cable could destroy them, not even the Y-Wing's bombs, forcing you to switch to the Speeder mid-mission until they're dealt with.
      • They only face one direction so staying out of their line of fire is so easy the most likely way to die against them is to run into them, but since they can only be destroyed by lassoing their legs with a tow cable, destroying them takes a painstakingly long time, and you ALWAYS have to destroy them because whenever they appear they have to destroyed before they destroy a mission-critical objective.
      • Rebel Strike makes AT-ATs slightly easier to deal with by giving you an alternate way to destroy them by picking up a bomb and flying it into the side, but with the Snowspeeder's low flight ceiling, it's just as easy to plow headlong into the side of the AT-AT yourself, without even scratching the paint job.
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  • Even Better Sequel: Rogue Squadron was an amazing game (for its time), but Rogue Leader improved upon it in almost every way and is, to this day, probably the best Star Wars-themed flight game ever made.
  • Friendly Fandoms: The series has quite a bit of appreciation from Star Fox fans, as both series contain some of the most well-received flight shooters of all time.
  • Game-Breaker:
    • Once you pick up the Homing Cluster Missile upgrade, any ship with those missiles (V-Wing in the first game, Slave-1 in the second, Naboo Starfighter in the third, and TIE Advanced in the second and third) can immediately kill up to 6 enemies without needing to aim at them. Ditto for the cluster torpedo upgrade in Battle For Naboo.
    • The Naboo Starfighter is an absurdly powerful Jack-of-All-Stats that has high speed, great shields, and powerful weapons in all of the main games (its appearance in Battle for Naboo is slightly nerfed in speed and firepower, but its no less useful of a ship). It makes earning Gold Medals nearly trivial, even in bombing levels designed for the Y-Wing. Adding homing cluster missiles in Rebel Strike is just icing on the cake.
    • Rebel Strike added sonic mines (first seen in Attack of the Clones) to the game-breaker arsenal. Just shoot a few in random directions, and boom—big blue waves of doom that cut through shields. Putting them on the Slave 1 makes a little sense due to the ship's flaws (slow, worthless lasers, and made of paper) but it really goes into broken territory when they're equipped on the fast-and-small Jedi Starfighter.
      • The sonic mines also slowly regenerate, so you'll always be able to create blue shockwave chaos.
    • The A-wing's concussion missiles got a major upgrade in Rebel Strike. With the ability to lock on to multiple targets and fire several missiles at once, they've essentially become a poor man's cluster missiles. And like the Y-wing's bombs, they regenerate, so you can keep using them throughout the level whenever you're having trouble lining up a shot.
    • The AT-STs in Rebel Strike rapidly regenerate both health and concussion missiles; any level where you drive one is an extended Curb-Stomp Battle.
    • Which is nothing compared to the carnage you can unleash when the game gives you an AT-AT in one level. Though quite slow, the walker is almost as Nigh Invulnerable as it is when the Empire is using it against you, and they don't have Snowspeeders or any easy way to take you down. The rest of the level is pretty much a shooting gallery at that point.
    • If any player selects the TIE Advanced in the multiplayer mode of Rebel Strike, that player has pretty much automatically won, since its homing cluster missiles one-shot-kill anything without even having to aim. Especially bad since—unlike in the single player mode—the TIE Advanced and homing cluster missiles are both unlocked at the start of the game.
  • Goddamned Bats: The TIE's in the Battle for Endor, if for nothing else their tendency to run into you by accident.
  • Good Bad Bugs:
    • In Rogue Squadron, it's possible for certain cutscenes to continue on if the player is to crash their vehicle just before they even begin. For example, the "Liberation of Gerrard V" cutscene that shows Wedge being chased by a pair of TIE Interceptors would continue on longer than usual, only for the two TIEs to suddenly crash into the sea below, as if they were both shot down.
    • Rogue Leader doesn't count a life as lost if you get destroyed exactly when a cutscene begins. This is best demonstrated on Razor Rendezvous: Destroying the Star Destroyer's bridge immediately triggers a cutscene, meaning that the vast majority of players who get gold (which requires no lives lost) do so by crashing into the bridge.
  • Most Annoying Sound: In Rebel Strike, in the "Battle for Endor" space mission, Lando will glitch and CONSTANTLY repeat "We gotta buy more time!" every three seconds. Needless to say, it gets old FAST.
    • There are two levels in Rogue Leader where you have to escort the Frigate Redemption, and the Frigate will yell at you in a very shrill voice frequently
  • No Problem with Licensed Games: All three of the games (and Battle for Naboo). It helps that the games add plenty of original missions in between canon events like the Battles of Yavin and Hoth, so it never feels like you're just rehashing the movies. In fact, the first game's main storyline consists entirely of original missions, with the Death Star and Battle of Hoth saved for bonus missions. Even the Contested Sequel Rebel Strike's flaws have little to do with the license.
  • Sequelitis: Rebel Strike, while not considered a bad game by any means, is generally considered to be the weakest game in the series.
  • So Okay, It's Average:
    • The general consensus of Rebel Strike.
    • Of course, Rebel Strike also includes a co-op version of the entirety of Rogue Leader, which alone made the game worth getting for some people. The single-player mode (the actual Rebel Strike missions), though? Definitely this.
  • Suspiciously Similar Song: The "Mystery" theme from Rogue Leader and Rebel Strike is a very blatant ersatz of the first few minutes of Gustav Holst's "Saturn" suite.
  • Take That, Scrappy!: The title sequence of Battle for Naboo features the N64 logo falling on Jar Jar Binks.
  • That One Level: Each game has a few of them.
    • ... but none come close to the sheer frustration from "Escape from Fest". The AT-PTs are so fragile, you can go from a gold run to mission failure in seconds. Take too long getting to the AT-PTs at the beginning? Mission over. Don't blow up enough of the roughly 85 tank droids that jump you? Mission over. Let one TIE Bomber get to the AT-PTs? Mission over. The medal requirements are also unusually tight compared to the rest of the game, giving you only seven minutes to qualify for even a Bronze medal, let alone Gold, and most of that will be spent tying up a whopping three AT-ATs and waiting for the AT-PTs to take their sweet time crawling across the finish line.
    • The Battle of Hoth bonus level in the first game is a breeze on its own, but getting a gold medal on it is a pain due to the very tight criteria. You're given just barely enough time to finish the level, so if you flub up even once with taking down the AT-ATs, you may as well just start over. On top of that, the accuracy requirements are usually high, which can be an extra pain in the neck despite the precense of three huge targets to shoot at due to the aforementioned time requirements.
    • Both of the Y-wing levels in the first game also qualify. Slow ship + lots of missile turrets + tons of TIEs = bad times. Thankfully you can use the Naboo Starfighter in those levels as well as the X-wing ones.
    • "Razor Rendezvous": You in a B-wing vs a Star Destroyer and its entire complement of fighters.
    • "Prisons of Kessel": You're escorting a fragile shuttle through incredibly hostile territory filled to the brim with missile turrets that will waste your X-wing when they're not wasting your escort.
    • "Battle of Endor": How bad is it?
      • Waves upon waves of TIE Interceptors, complete with the infamous Darth Bob AI, an Escort Mission where you have to chase after TIE Bombers (who will happily go Macross on you if you try to take them out before they split up, and are nearly impossible to find afterwards even with your targeting computer).
      • And in case that wasn't enough, the game dumps two Star Destroyers on you at the end, and unlike Razor Rendezvous above, you're probably not using a ship equipped to handle them like the B-wing. Oh, and you can only die three times. Have fun.
    • Rogue Leader's "Strike At The Core". Seriously! You can fail seconds after starting the level as a flurry of TIE Fighters and laser turrets rip you and the Millennium Falcon to shreds. After that you have to chase the Falcon and protect it from fighters while flying through a tight winding tunnel. Missing any TI Es for a few seconds results in an instant fail. You have to do all of this while flying at breakneck speeds because the Falcon slams on the gas the entire damn level! It all culminates with having to race all the way through the tight, turning, winding tunnel again with an instant death fireball chasing you on the way out. For an added wrinkle: the Falcon can- and will- bump you into a wall and kill you instantly as you flee. For an extra kick in the soul you can replay this mission with the Millennium Falcon, which barely fits in the tunnel you have to race through to begin with.
      • Try it in multiplayer. Split screen AND the useless Falcon!
    • "Imperial Academy Heist": "They picked me up on their sensors!" (Game Over)
      • Or if you're playing at night, with the Speeder: "The Empire knows we're here!" (Game Over)
    • Or in Rebel Strike with the long Destrillion tunnel followed by TIE Hunters & the superlaser.
    • "Defection at Corellia" from the first game can be pretty annoying. Firstly, it's at night, and Coronet City is partly built into a hilly seaside whose contours aren't very visible. Secondly, you're in a snowspeeder, tasked with zooming across opposite ends of the city, protecting both the Capitol and the bunker where Crix Madine is holed up in, and you have to take out two AT-ATs along the way, one of whom is nestled right next to a hill. And finally, you, in that piddly snowspeeder, have to take out an entire wing of TIE Bombers.
    • The Queens Gambit in Battle for Naboo starts off easy, but the second half, where you're saddled with the Naboo Bomber, is aggravating, especially on medal runs. The bomber is near useless—it moves slow as molasses, only has six bombs (two of which are needed to take out the MT Ts before they reach their destination) and its slow firing laser cannons are pathetic. Did we mention there are lots of turrets and mines scattered arond to distract you as well? Being able to replay the level with the N-1 Fighter doesn't make it much better either, since its whole load of missiles won't take down a single MTT, and your lasers take even longer to chew through them.
    • Panaka's Diversion from Battle for Naboo. Not that hard of a level on its own, but getting a gold or platinum medal turns it into an endurance test. The nastiest criteria to meet is that you can't die at all—this level is packed with enemies in a cramped city environment, so getting through in one piece, on top of having to kill enough enemies and meet a strict time limit, will really push your skills to their limits.
    • "Prisons of the Maw" from Rogue Leader:
  • Underused Game Mechanic: The first game had a button dedicated to changing the firing mode of your ship's blasters, letting you choose to fire one at a time, two at a time if you were in a ship with four blasters like the X-Wing, or all at once. Few players used this since it didn't improve damager-per-second that much and the slower firing rate punished missed shots. The later games made laser linking automatic, rewarding the player for pausing between shots instead of just holding down A.
  • Visual Effects of Awesome: For a game that was released in 2001 and as a Nintendo GameCube launch title, Rogue Leader's visuals hold up very well to this day.

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