- Demonic Spiders: Enemy TIE Advanceds and Defenders. It says something that the game needed to give you special equipment and/or ships (including Advanced warheards, tractor beams, and the Missile Boat itself) to take these things out.
- A-Wings were this, if you weren't in a TIE Advanced, TIE Defender, or Missile Boat. Small, fast, maneuverable, and armed with missiles, they were dangerous for assault gunboats and almost instant death for unshielded TIEs.
- Ensemble Dark Horse: Grand Admiral Thrawn, hands down.
- Even Better Sequel: A tough contest, as X-Wing gets a lot of deserved love from the fans, still Tie Fighter includes a new and unique perspective, lot of improvements and new features. It also got better reviews and universal acclaim.
- Evil Is Cool: Playing as The Empire, getting new and even better ships than anything the Rebellion has, getting Darth Vader as your wingmate (which arguably makes your character The Woobie) and later working under Grand Admiral Thrawn. HELL YEAH.
- Game-Breaker: Manages to have two, and one (the Missile Boat, King Hell God Emperor Starfighter of Death no less) was developed to counter the other (the TIE Defender). The Tie Defender was this because it essentially was better than everything else at everything, it was the fastest craft, it had the best shields, by far (its hull wasn't anything to brag about but it shields meant that was moot), and the best armed. The Missile Boat, at its named implied, was loaded with missiles that could allow it deal with anything, and it boost that drew power away from its laser cannons and shields allowed to double its speed, the thing already being pretty fast, allow it move faster than the Tie Defender. Because they were too powerful, production of these special craft was ceased in case a future traitor would get their hands on them. (Both would be removed from the multiplayer sequel, whose craft library had entries that explicitly stated that it was due to their brokenness. The last game, X-Wing: Alliance, would end up using slightly toned down versions, although not enough so to avert the trope.)
- The previous game allows you to use the Y-Wing to take out the shield generators on a Star Destroyer, then use a few ion cannons to disable the vessel. In this version, you could blast the generators with an Imperial Gunboat or TIE Defender, but improvements to the shield system no longer cause shields to instantly drop (and instead, you need to rely on rockets or space bombs). However, a capital ship without shields is paralyzed instantly.
- God Damn Bats: A-Wings are a tremendous pain in the ass to kill, as they are fast, highly maneuverable, and have a small hitbox. Oh, and they come equipped with anti-starfighter missiles as standard.
- Missile Mines. These things are the same as standard mines, except when you destroy them, they automatically launch a missile at you. The really nasty versions launch an advanced missile instead. Clearing a minefield of these was an exercise in tedium, as you'd need to destroy the mine, then evade/destroy the resulting missile that emerged.
- Hilarious in Hindsight: The seventh campaign culminates with Stele and Vader having to save an abducted Emperor Palpatine. Revenge of the Sith begins with Obi-Wan Kenobi and Anakin Skywalker (the future Vader) having to save the abducted Chancellor (eventually Emperor) Palpatine, so you can imagine Vader thinking "Not again..." during the last mission.
- Most Annoying Sound: WARNING: INCOMING MISSILE. Press Space to target.
- "MISSION CRITICAL CRAFT! UNDER ATTACK!" If you didn't attend to the craft, that would be followed by- all in a row- "MISSION CRITICAL CRAFT! SHIELD DOWN!" "MISSION CRITICAL CRAFT! HULL CONDITION CRITICAL!" and finally "MISSION CRITICAL CRAFT! DESTROYED!" and finally- to top it all off "Abort Mission; mission a failure."
- "Request for reinforcements denied."
- The sound of your systems being damaged. If you're lucky it will be something irrelevant and might even be repaired, but you can lose your map, or worse, your targeting computer.
- Most Wonderful Sound:
- The fanfare heard whenever an Imperial capital ship arrives to the battlefield, however the same music also plays whenever a traitorous capital ship arrives.
- A little jingle plays whenever you shoot down an enemy ship.
- Completing all primary, secondary, and secret objectives rewards the player with praise.
- No Problem with Licensed Games: One of the best Space Simulators ever made and frequently still ranked among the best Star Wars-related games. A great sequel to the groundbreaking X-Wing.
- Replacement Scrappy: Some fans were not happy with the fact that both expansions (and, by extension, the entire second half of the campaign) revolved around hunting Zaarin instead of fighting the Rebellion.
- Rooting for the Empire: Deliberately played up by giving the Empire a Sympathetic P.O.V. and showing an Imperial Navy that isn't cartoonishly villainous, but rather a normal military that mostly hunts pirates and terrorists and keeps the peace (though some campaigns do involve cracking down on the Rebel Scum). Of course, Putting on the Reich and Evil Is Cool remain in full effect, with the protagonist receiving cool uniforms and medals, audiences with the Emperor and the like. The game even boosted the Empire's popularity in the fanbase, to the point that West End Games went on to produce a book for their Star Wars RPG for playing Imperial characters.
- That One Achievement: Plenty of bonus objectives (completing which gives no tangible benefit) fall squarely into this. One mission memorable for this is Mission 1 Battle 5 where Harkov defects and you are set up for an ambush by overwhelming forces while flying a relatively underpowered TIE Interceptor. Luckily, Imperial forces were prepared for this and a friendly corvette warps in and you are ordered to get on board. Yes, the primary objective of this mission is to successfully run away. Bonus objectives on the other hand require you to destroy all enemy forces short of capital ships, and there is no friendly fighter escort coming to help you.
- That One Level: Mission 13 Battle 5: You must defend weapons' platforms from waves of enemy transports, if one gets destroyed you fail the mission. However due to a programming error, all transports gang up on a single platform rather than distributing their attacks evenly among the others, this can easily cause the platform to be destroyed before the player has any chance to save it. This is the part where many players either lower the difficulty to "easy" or use a third-party mission editor to fix the AI of the transports.
- Spiritual Successor: TIE Fighter itself not only directly to X-Wing but a recycled IN SPACE! successor to the original Secret Weapons of the Luftwaffe. Moreover, however, is that there's a legitimate argument that nearly every space flight combat simulator game ever released since has been in spiritual succession to or in homage of TIE Fighter, namely in regards to its relatively complex plot and storytelling elements (even including then-contemporary games like Wing Commander and Freespace as having drawn inspiration from TIE Fighter). Whenever a brand new space combat flight sim pops up (especially from an independent developer) don't be surprised if they immediately cite TIE Fighter (along with Wing Commander and Freespace) as direct inspirations or homage material.
YMMV / TIE Fighter