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Star Wars: Rogue Squadron

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1998 video game
This article is about the 1998 video game. For other uses, seeRogue Squadron (disambiguation).

1998 video game
Star Wars: Rogue Squadron
A futuristic, "x"-shaped aircraft participates in an aerial and land battle in blue skies above desert terrain; the game's logo appears above the craft.
The game's Nintendo 64 box art shows a hand-drawn dogfight, while the PC artwork features a computer-rendered scene.
DevelopersFactor 5
LucasArts
Publishers
LucasArts
DirectorsMark Haigh-Hutchinson
Brett Tosti
ProducerJulian Eggebrecht
DesignerKevin Schmitt
ProgrammersThomas Engel
Holger Schmidt
Amit Shalev
ArtistCraig Rundels
ComposerChris Hulsbeck
SeriesStar Wars: Rogue Squadron
PlatformsMicrosoft Windows,Nintendo 64
ReleaseWindows
Nintendo 64
GenresAction,Arcade flight
ModeSingle-player

Star Wars: Rogue Squadron orStar Wars: Rogue Squadron 3D[a] is anarcade-style flightaction game co-developed byFactor 5 andLucasArts. The first of theRogue Squadron trilogy, it was published by LucasArts andNintendo and released forMicrosoft Windows andNintendo 64 in December 1998. The game's story was influenced by theStar Wars: X-wing – Rogue Squadron comics and is set in the fictionalStar Wars galaxy, taking place primarily between events in the filmsStar Wars andThe Empire Strikes Back. The player controlsLuke Skywalker, commander of the eliteX-wing pilots known as Rogue Squadron. As the game progresses, Skywalker and Rogue Squadron fight theGalactic Empire in 16 missions across various planets.

Gameplay is presented from thethird-person perspective, although the player can switch to first person if they prefer. The game's objectives are divided into four categories: search and destroy, reconnaissance, rescue, and protect. The player can control up to five standard craft, with an additional two unlockable bonus craft on PC version, and three on 64 version. Each offers a unique armament arrangement, as well as varying degrees of speed and maneuverability. Bonuspower-ups that improve these craft's weapons or durability are hidden in different levels throughout the game. After each level, the player's performance is checked against three medal benchmarks. Acquiring these medals promotes the player's rank and helps unlock hidden content.

Rogue Squadron's focus on flight combat was directly inspired by a level inStar Wars: Shadows of the Empire that allowed the player to pilot asnowspeeder. Working together during development, Factor 5 designed thegame engine, the music, and worked closely with Nintendo, while LucasArts produced the game's story and gameplay and ensured it was faithful toStar Wars canon. Before the game's release, Factor 5 appealed to Nintendo to commercially release the Nintendo 64's newly developed memoryExpansion Pak. Consequently,Rogue Squadron was one of the first games to take advantage of the Expansion Pak, which allows gameplay at a higherdisplay resolution.

Upon release, critics praised the game's technical achievements and flight controls, but its use ofdistance fog and the lack of a multiplayer mode drew criticism. The game's sales exceeded expectations; by August 1999, more than one million copies had been sold worldwide. It spawned two sequels developed and released for theGameCubeStar Wars Rogue Squadron II: Rogue Leader andStar Wars Rogue Squadron III: Rebel Strike—as well asStar Wars Episode I: Battle for Naboo, aspiritual successor released for Windows and Nintendo 64.

Gameplay

[edit]

Unlike theStar Wars: X-Wing series that emphasizesspace combat simulation,Rogue Squadron is a fast-paced,arcade-style flightaction game.[5] Each of the game's 16 levels introduces mission objectives that must be completed to progress to the next level. These objectives are divided into four categories: search and destroy, reconnaissance, rescue, and protect.[3] Enemy aircraft are primarily composed ofTIE fighters, TIE Bombers and TIE Interceptors. Ground defenses are more varied and include three differentwalkers, laser andmissile turrets, tanks, probe droids, shuttles,stormtroopers, andspeeder bikes.[6]

Gameplay is presented from thethird-person perspective; a view from a craft's cockpit is available. Theheads-up display features ahealth meter, aradar, and an ammunition count for secondary weapons.[7] The player can control five craft:X-wing,A-wing,Y-wing,snowspeeder andV-wing.[8] Each vehicle offers a unique armament arrangement, as well as varying degrees of speed and maneuverability.[9] The game initially restricts the player to a particular craft for each level; however, after a level is completed, it can be replayed with any available craft.[10] Levels set on non-atmospheric moons expose the player's craft to space; thus disallowing the speeder and V-wing (which are repulsorcraft) from being used; but as on other levels, the craft is vertically confined.[3] Nine bonuspower-ups are hidden in different levels throughout the game. These bonuses improve a craft's weapons or durability and are applied to each eligible craft for the remainder of the game.[9]

The player's performance is measured throughout the game, and performance statistics are checked after each level against three medal benchmarks. Each benchmark contains five categories: completion time, number of enemies destroyed, shot accuracy, number of friendly craft and structures saved, and number of bonuses collected. If a player's performance exceeds one of the level's three benchmarks in all five categories, a medal—bronze, silver, or gold—is awarded on completion. Acquiring these medals promotes the player's rank and helps unlock hidden content.[11]

Unlockable content

[edit]

Rogue Squadron includes many unlockable secrets. The player can unlock three bonus levels: "Beggar's Canyon", "The Death Star Trench Run", and "The Battle of Hoth". These levels are made available when the player obtains all bronze, silver, or gold medals, respectively, on each level. Alternatively, they can be unlocked viapasscode. Unlike the game's primary levels, the bonus levels are adaptations of events from theStar Wars films. "Beggar's Canyon" allows the player to reenact the race mentioned inA New Hope, while "The Death Star Trench Run" allows the player to execute an alternate version of the film's climactic battle. In the "Battle of Hoth" bonus level, the player can join theRebel Alliance's combat against Imperial troops, as depicted inThe Empire Strikes Back.[12]

Several craft are available when unlocked. Both theMillennium Falcon and aTIE interceptor are initially present in the craft selection screen. However, neither may be selected until the player enters the correct passcodes or achieves all bronze or silver medals, respectively, on the bonus levels. Two other craft can be unlocked, but each is confined to a specific level. One is theT-16 Skyhopper in "Beggar's Canyon", and anAT-ST is playable in a basic demonstration level unlocked only via passcode. A playable model of a 1969Buick Electra 225 based on a car owned by the game's sound designer, Rudolph Stember, is included in the game as anEaster egg.[12]

DuringRogue Squadron's development,Star Wars: Episode I – The Phantom Menace—the firstStar Wars film in more than 15 years—was less than one year from its scheduled release date. To take advantage of this marketing opportunity,Factor 5 included content from the upcoming film inRogue Squadron.Lucasfilm provided the developers with design art for theNaboo Starfighter, a ship prominently featured in the new film. These designs were used to create an in-game model. Because the game was scheduled to be released six months before the film, Factor 5 was required to keep the ship's inclusion a secret. As a result, most of the game's development team at Factor 5 andLucasArts were not informed of its inclusion.[13] A complex scrambling system was developed to help hide the ship's code from gamers usingcheat cartridges such asGameShark orAction Replay. More than six months after the release ofRogue Squadron, LucasArts unveiled the code to unlock the Naboo Starfighter as a playable craft. The code has been named theNintendo 64's most well-hidden code because of the length of time before its discovery.[12]

Synopsis

[edit]

Setting

[edit]

Star Wars: Rogue Squadron is set in the fictionalStar Wars galaxy, where a war is fought between theGalactic Empire and the Rebel Alliance. The game's first fifteen levels occur six months after the Battle ofYavin—as depicted inA New Hope—and before the events ofThe Empire Strikes Back. As the Empire gathers strength for an all-out assault on the Rebel forces,Luke Skywalker andWedge Antilles form Rogue Squadron, a group comprising twelve of the most skilled X-wing pilots from the Rebel Alliance.[14]

The sixteenth and final level of the game takes place six years afterReturn of the Jedi's Battle ofEndor. The Rebel Alliance has established theNew Republic, which now controls three-quarters of the galaxy. After the deaths ofEmperor Palpatine andDarth Vader, the Galactic Empire collapsed, but was reborn under a mysterious new leader. Rogue Squadron, now under the command of Wedge Antilles, continues to fight the Empire to protect the newly formed Republic.[15]

Plot

[edit]

The story is divided into four chapters, each of which starts with anopening crawl resembling those featured in theStar Wars films. Further story details are presented through the game's instruction manual, pre-mission briefings, character conversations during the game, and in-gamecutscenes. The game begins with Rogue Squadron briefly encountering the Empire at theMos Eisley spaceport onTatooine. The team executes escort and rescue missions on Barkhesh and Chorax, respectively.[16]

Screen actressOlivia Hussey providedvoice work forKasan Moor.

The Rebels learn that Imperial officerCrix Madine wishes to defect to the Rebel Alliance.[17] The Empire launches an attack onCorellia, where Madine is stationed, to prevent his departure.[18] Rogue Squadron, with the help ofHan Solo andChewbacca in theMillennium Falcon, fights off the Empire and helps escort Madine safely off the planet. Rogue Squadron is joined by Gold Squadron, a group of Y-wings now led by Crix Madine; they are dispatched to the moon of Gerrard V to aid its quest for independence from the Empire.[19] They encounter the 128th TIE interceptor Squadron and disableKasan Moor's TIE.[20][21] When Rogue Squadron tells Moor that she has been taken prisoner, she offers to defect and provide the Rebel Alliance with Imperial intelligence.[22]

With the help of Kasan Moor's intelligence, the Alliance launches three consecutive attacks on Imperial bases throughout the galaxy. After an assault on the Imperial Enclave, a facility on Kile II supporting the Empire's Naval operations, Wedge Antilles is ambushed by a group of TIEs and is taken captive.[23][24] The Rebel Alliance tracks Wedge to an Imperial prison complex on the planet ofKessel.[25] The remaining members of Rogue Squadron travel to Kessel and rescue him and other Rebel prisoners.[16]

With Wedge Antilles free and Rogue Squadron again at full strength, the Rebel Alliance turns its attention to a new Imperial threat —Moff Kohl Seerdon. Seerdon is consolidating Imperial power in preparation for an attack aimed at capturingThyferra, a planet that produces the healing substance bacta. Rogue Squadron is ordered to disrupt his operation with hit-and-run missions against key targets on Taloraan and Fest.[26] In retaliation, Seerdon attacks and holds a city on the planet ofChandrila hostage.[27] Rogue Squadron and the Alliance strike back by initiating a Kasan Moor-engineered raid on an Imperial base located inside a volcano onSullust.[28] While still on Sullust, however,General Rieekan informs the Squadron that Moff Seerdon has used their raid as a diversion and begun his attack on Thyferra.[29] With Seerdon in control of the planet's bacta and their supply threatened, Rogue Squadron quickly reaches Thyferra, kills Seerdon, and frees the planet.[16]

In the final chapter, the game moves into the future, six years after the Battle of Endor. Rogue Squadron, now under the command of Wedge Antilles, continues to fight the wounded Empire. On the planet ofMon Calamari, new Imperial weapons calledWorld Devastators are destroying the planet.[15] Rogue Squadron is deployed, disables all three Devastators and destroys the Imperial presence.[16]

Development

[edit]

After the success ofStar Wars: Shadows of the Empire on the Nintendo 64 in 1996, LucasArts began planning a follow-up.[13] At the time, Factor 5 was developing a game engine to create large terrain maps for their planned sequel to LucasArts'Rescue on Fractalus![13][30] After LucasArts signed a three-game exclusivity deal with Nintendo, Factor 5 was allowed to convert their work on the newFractalus sequel into aStar Wars game instead.[30] The game's focus would be flight combat; this direction was inspired by a level ofShadows of the Empire in which the player flies a snowspeeder during theBattle of Hoth.Rogue Squadron and LucasArts production manager Brett Tosti stated, "That whole scene was actually the genesis forRogue Squadron because everybody said, 'Why don't you do a whole game like that?' So we did."[31] Factor 5 and LucasArts divided the game's development load. Factor 5 designed thegame engine, the music, and worked closely with Nintendo, while LucasArts produced the game's content and ensured it was faithful toStar Wars canon.[32]

Factor 5 initially pitched a concept to allow gamers to play through missions similar to the fans' favorite action sequences from theStar Wars films. This proposal was rejected, however.[13] At that time, Lucasfilm was not comfortable with video games drawing directly from the films nor would they allow original content to be incorporated alongside battles from the films.[13][32] Consequently, the resulting game was almost completely set in theStar Wars Expanded Universe.[33] The designers at LucasArts initially planned to adaptRogue Squadron andStar Wars: X-wing Rogue Squadron,[34][35] a series of books and comic books set after the years of the original film trilogy,[34] and have the game centered around Wedge Antilles.[35] It was later decided that the game would instead focus on Luke Skywalker and primarily take place between the events ofA New Hope andThe Empire Strikes Back as it was more commercially appealing.[34]

LucasArts began developing the story and gameplay[35] in a setting that would include characters from the films participating in new, original missions using Factor 5's terrain map engine as the base.[13] The development team's basic design plan was to combine the free-roaming style ofRescue on Fractalus with the on-rails gameplay ofAtari'sStar Wars arcade game. Initially, designing and refining the individualized flight controls for the game's various vehicles was difficult for programmerMark Haigh-Hutchinson before breaking through to find the right balance for each.[34] In May 1998, a demo of the game was displayed atE3, but the game was so incomplete at the time that Tosti considered it atech demo. It rendered a basicheightmap and an immobileAT-AT model, while TIE fighters lackingartificial intelligence flew and fired in a predetermined path. When "playing" the demo for audiences, Tosti followed a specific flight path to give the illusion that he was battling with the TIEs. Despite the demo's bare-bones presentation, the response from gamers was largely positive.[13] In the game's final build, many of the enemy fighters continued to follow predetermined flight paths as calculating flight paths on the fly required too much processing power.[34]

A rectangular cartridge consisting of a black base and a flat, red top
TheNintendo 64's Expansion Pak allows game play at a higherresolution.

Late in development, the team realized that they were developing the game with a Nintendo 64memory expansion in place at all times. Unable to run the game on a standard Nintendo 64, they began working on compression techniques to allow the game to run within the confines of the standard console.[34] At the same time, Factor 5 appealed to Nintendo to release the newly developed memory Expansion Pak commercially. Nintendo was reluctant, expecting the technology to be reserved solely for hardware peripherals. However, afterIguana Entertainment also wanted to use the Expansion Pak to achieve a higher display resolution forTurok 2: Seeds of Evil, Factor 5 was given the green light.[13] Ultimately,Rogue Squadron was made to run on a standard Nintendo 64 but the Expansion Pak increases its resolution from 320 × 240 to 640 × 480.[34][3]

Lucasfilm hesitated to grant access to theStar Wars sound effects library to Factor 5 sound designer Rudolph Stember. As a compromise, the company provided Stember with soundssampled at the relatively low rate of 22 kHz, half the standard rate. Stember objected, claiming that the clips sounded worse than effects he had lifted fromVHS tapes for a previousStar Wars project.[13] The game includesvoice work from several notable people, including screen actorsOlivia Hussey andRaphael Sbarge as well as voice actorsBob Bergen,Neil Ross andTerence McGovern.[36] Instead of using Nintendo's default sound drivers, Factor 5 developed its own tool called MOsys FX Surround. The Factor 5 drivers use Nintendo 64 processors, but tax them less; advanced compression techniques were employed. As a result, the game includes over 80 minutes of high-quality stereo sound.[37][38]

In November 1998, a month before the game's release, LucasArts announced the worldwide agreement with Nintendo concerning three newStar Wars video games. It granted Nintendo the rights to market the games and hold exclusive, worldwide distribution rights for five years following each release.Rogue Squadron was the first game released under this agreement.[39] To promote the release of the game,Mark Hamill, the actor who played Luke Skywalker in theStar Wars films, visited theMattel Children's Hospital in Los Angeles to play the game with patients in aStarlight Children's Foundation's Fun Center.[40]

Reception

[edit]
Reception
Aggregate scores
AggregatorScore
N64PC
GameRankings84.76% (19 reviews)[48]79.61% (22 reviews)[49]
Metacritic85/100 (15 reviews)[50]N/A
Review scores
PublicationScore
N64PC
AllGameStarStarStarStar[41]StarStarStarStar[42]
GameProStarStarStarStarStar[37]
Editors' Choice
StarStarStarStarHalf star[5]
Editors' Choice
GameSpot7.9/10[43]8/10[44]
IGN8.8/10[3]8.3/10[2]
Next GenerationStarStarStarStar[45]N/A
Nintendo Power9.1/10[46]N/A
PC ZoneN/A7.7/10[47]
Awards
PublicationAward
Origins AwardBest Action Computer Game of 1998[51]
IGNBest Sound of 1998 (N64)[38]
Best Overall Sound
Sound Effects
Best Voice
A futuristic, "x"-shaped aircraft participates in an aerial battle in a cloudy, brown sky
TheR2 unit and exhaust flames on the player'sX-wing are examples of graphical detail that reviewers praised.

Many reviews comparedStar Wars: Rogue Squadron to one of its inspirations, the Battle of Hoth flight combat level inStar Wars: Shadows of the Empire, considered one of that game's best elements.[3][43]GamePro remarked thatRogue Squadron "enhanced the flight model with true pitch, roll, and bank mechanics".[37]IGN praised its inclusion of "upgrades, more enemies, better sound, and stunning second-generation graphics".[3] The Nintendo 64 version received mostly positive reviews, and received an aggregate score of 85% from bothGameRankings andMetacritic.[48][50]GamePro named it one of the best games released in 1998.[37] In a 2008 retrospective,IGN's Levi Buchanan stated that the game revived theStar Wars license on consoles through well-paced gameplay, a story tied into theStar Wars canon, and visuals that made it "one of the generation's top stunners".[52]

The game's technical aspects were singled out for acclaim. Its visuals were called "respectable"[3] in the standard resolution, but highly praised in high-resolution mode (achieved via the Nintendo 64's Expansion Pak).GameSpot remarked that in a higher resolution, "[the] textures of the landscapes, the ships, the lighting effects—everything looks so much better,"[43] whileIGN'sPeer Schneider said, "After playing the game in the optional high-resolution mode (640 × 480) once, it's impossible to go back to the still respectable standard resolution." Citing details such as decals, Rebel markings,R2 units, cockpit views, and exhaust flames, Schneider described the game's 3D ship models as "gorgeous". IGN'sMatt Casamassina said that the game was the best-looking Nintendo 64 game to date.[3]

Reviewers also praised the game's sound design. Powered by the new Factor 5 audio drivers,Rogue Squadron features about 40 minutes of speech and 40 minutes of music.[37]GameSpot's Ryan Mac Donald believed that the game's inclusion of extended voice work helped create a "movie-like" atmosphere.[43]IGN noted that in addition to being technically impressive, the game'sDolby Pro Logic surround sound was a critical gameplay element. The audio signals help the player determine enemy positions and the direction of travel.IGN awarded the game three sound awards, including Sound Effects, Best Voice, and Best Overall Sound of 1998 on the Nintendo 64.[38] The game earned a nomination for "Game of the Year" at theAIAS'2nd Annual Interactive Achievement Awards (now known as theD.I.C.E. Awards).[53]

Some reviewers complained about aspects of the game's visuals; critics disliked the heavy reliance ondistance fog.[3][43] Another common criticism was the lack of multiplayer modes.GamePro's review called the omission a "serious, unforgivable sin";[37] Schneider believed that while adding these modes would have extendedRogue Squadron's replay value, the game was still enjoyable for its medal reward system and a large number of secrets and unlockables.[3]

Although nearly identical,[42] the game's PC version garnered lower review scores than its Nintendo 64 counterpart, with an aggregated GameRankings score of 80%.[49] This version enjoyed many of the same praises for its gameplay,[2] but handling and graphics were cited as problematic. Directly comparing the two versions,AllGame's Brad Cook wrote that the PC version's handling is more difficult than the Nintendo 64 version. He believed the PC's "choppy" feel made it difficult to target enemies.[42] Unlike its opinion of the Nintendo 64 version,IGN's PC review was not enthusiastic about the game's visuals.IGN staff remarked thatRogue Squadron's "graphics and special effects aren't spectacular" and that they had "seen better graphics" on the PC.[2]

Sales

[edit]

WhenRogue Squadron was released in early December 1998, the title's Nintendo 64 incarnation was the second-highest-selling video game for the first half of the month (behind Nintendo'sThe Legend of Zelda: Ocarina of Time)[54] and theholiday season.[55]PC Data, which tracked sales in the United States, reported thatRogue Squadron sold 584,337 units and earned $29.3 million in revenue by the end of 1998. This made it the country's ninth-best-selling Nintendo 64 release of the year.[56] Delayed until after Christmas in the United Kingdom, the game was released mid-January and debuted as the second-best-selling game of the month, ahead ofOcarina of Time.[57] In August 1999, Nintendo added the title to its best-sellingPlayer's Choice collection,[58] while the PC version was re-released as a part of theLucasArts Archive Series in May 2001.[59] The PC version was also released viadigital distribution in 2015.[60] The Nintendo 64 version sold over one million copies in the United States,[61] and over 44,000 in Japan.[62]Rogue Squadron's retail success was not anticipated by the game's producerJulian Eggebrecht, who said that the game sold "about 100 times better than anybody expected".[13] He believed that releasing the game shortly after the theatrical re-releases of the originalStar Wars films and only five months before the theatrical release ofStar Wars: Episode I – The Phantom Menace helped contribute to the game's success.[63] Two sequels were later developed and released for theGameCubeStar Wars Rogue Squadron II: Rogue Leader andStar Wars Rogue Squadron III: Rebel Strike—as well asStar Wars Episode I: Battle for Naboo, aspiritual successor released for Windows and Nintendo 64.[13]

Notes

[edit]
  1. ^Released asStar Wars: Rogue Squadron 3D onMicrosoft Windows[2]

References

[edit]
  1. ^"PC Retailer of the Year".Daily Record. December 4, 1998. p. 23. RetrievedMay 26, 2023.Star Wars Rogue Squadron - Out Today - Inc Vat £34.99.
  2. ^abcde"Star Wars: Rogue Squadron".IGN. December 4, 1998. RetrievedAugust 19, 2014.
  3. ^abcdefghijkSchneider, Peer (December 9, 1998)."Star Wars: Rogue Squadron".IGN.Archived from the original on March 27, 2013. RetrievedAugust 19, 2014.
  4. ^I. G. N. Staff (December 9, 1998)."Rogue Squadron Takes Off".IGN. RetrievedApril 9, 2023.
  5. ^abDon St. John (November 24, 2000)."Star Wars: Rogue Squadron 3D".GamePro. Archived fromthe original on December 10, 2008. RetrievedOctober 28, 2008.
  6. ^Cross, Victor; Boero, Mollie (1998). "Imperial Craft and Defenses".Star Wars: Rogue Squadron 3D Instruction Booklet(PDF).LucasArts. pp. 17–19.
  7. ^Cross, Victor; Boero, Mollie (1998). "In-flight Controls".Star Wars: Rogue Squadron 3D Instruction Booklet(PDF).LucasArts. pp. 11–12.
  8. ^Cross, Victor; Boero, Mollie (1998). "Player Craft".Star Wars: Rogue Squadron 3D Instruction Booklet(PDF).LucasArts. pp. 14–15.
  9. ^abCross, Victor; Boero, Mollie (1998). "Craft Armament".Star Wars: Rogue Squadron 3D Instruction Booklet(PDF).LucasArts. p. 15.
  10. ^Cross, Victor; Boero, Mollie (1998). "Getting Started".Star Wars: Rogue Squadron 3D Instruction Booklet(PDF).LucasArts. p. 9.
  11. ^Cross, Victor; Boero, Mollie (1998). "Scoring".Star Wars: Rogue Squadron 3D Instruction Booklet(PDF).LucasArts. p. 19.
  12. ^abc"The Secrets of Rogue Squadron".IGN. July 19, 1999. RetrievedAugust 19, 2014.
  13. ^abcdefghijkShoemaker, Brad (July 2, 2004)."Star Wars Rogue Squadron: A Retrospective".GameSpot. RetrievedApril 14, 2019.
  14. ^Cross, Victor; Boero, Mollie (1998). "Overview".Star Wars: Rogue Squadron 3D Instruction Booklet(PDF).LucasArts. p. 2.
  15. ^abFactor 5,LucasArts (December 7, 1998).Star Wars: Rogue Squadron (Nintendo 64). LucasArts. Level/area: The Battle of Calamari.Chapter IVDark Empire: Six years after the Battle of Endor, the fight for freedom continues. Even without the thousands of Jedi Knights who formed the backbone of the Old Republic, the Rebel Alliance has managed to control three-quarters of the galaxy. Darth Vader is dead, but a reborn Empire under a mysterious new leader strikes back at the struggling Rebel Alliance, hoping to crush the fledgling new Republic. Massive World Devastators, more powerful and unstoppable than the Death Star, ravage entire planets. Rogue Squadron, which is now commanded by Wedge Antilles, persists in mounting daring missions throughout the galaxy ...{{cite book}}: CS1 maint: numeric names: authors list (link)
  16. ^abcdFactor 5,LucasArts (December 7, 1998).Star Wars: Rogue Squadron (Nintendo 64). LucasArts.{{cite book}}: CS1 maint: numeric names: authors list (link)
  17. ^Factor 5,LucasArts (December 7, 1998).Star Wars: Rogue Squadron (Nintendo 64). LucasArts. Level/area: Defection at Corellia.General Rieekan: I have repeat word an Imperial officer—Crix Madine—wants to defect.{{cite book}}: CS1 maint: numeric names: authors list (link)
  18. ^Factor 5,LucasArts (December 7, 1998).Star Wars: Rogue Squadron (Nintendo 64). LucasArts.Defection at Corellia Briefing: Imperial officer Crix Madine wishes to join the Rebel Alliance, but the Empire will do anything to stop him.{{cite book}}: CS1 maint: numeric names: authors list (link)
  19. ^Factor 5,LucasArts (December 7, 1998).Star Wars: Rogue Squadron (Nintendo 64). LucasArts. Level/area: Liberation of Gerrard V.General Rieekan: Gerrard V is attempting to gain its independence, but the Imperial governor is looting the city. Rogue Squadron, you must protect Crix Madine's Y-wings while they disable the escaping ships.{{cite book}}: CS1 maint: numeric names: authors list (link)
  20. ^Factor 5,LucasArts (December 7, 1998).Star Wars: Rogue Squadron (Nintendo 64). LucasArts. Level/area: Liberation of Gerrard V.Wedge Antilles: Luke, this is Wedge. I'm on the other side of the planet. We've got trouble. It's the 125th TIE interceptor Squadron.{{cite book}}: CS1 maint: numeric names: authors list (link)
  21. ^Factor 5,LucasArts (December 7, 1998).Star Wars: Rogue Squadron (Nintendo 64). LucasArts. Level/area: Liberation of Gerrard V.Kasan Moor: This is lieutenant Kasan Moor of the 128th Imperial to an unidentified Y-wing: Are you quite done? My vehicle has been disabled for a good two minutes now.{{cite book}}: CS1 maint: numeric names: authors list (link)
  22. ^Factor 5,LucasArts (December 7, 1998).Star Wars: Rogue Squadron (Nintendo 64). LucasArts. Level/area: Liberation of Gerrard V.Rogue Squadron: Kasan Moor, consider yourself a prisoner of the Rebel Alliance. /Kasan Moor: Well, if you'd quit shooting at me, I have a proposal to make. One that would serve us all.{{cite book}}: CS1 maint: numeric names: authors list (link)
  23. ^Cross, Victor; Boero, Mollie (1998). "Overview".Star Wars: Rogue Squadron 3D Instruction Booklet(PDF).LucasArts. p. 22.
  24. ^Factor 5,LucasArts (December 7, 1998).Star Wars: Rogue Squadron (Nintendo 64). LucasArts. Level/area: Assault on Kile II.Wedge Antilles: Luke, it's an ambush! I don't know where they came from. I don't have nav-control anymore. Can't ... steer ... straight ... Main computer offline, targeting computer offline. Ahh ... we just lost Rogue 7! I can't ... /Luke Skywalker: Get out of there, Wedge! Hobbie, what happened? /Hobbie Klivian: Wedge made it, but he's gonna be captured for sure. I'm under a lot of fire.{{cite book}}: CS1 maint: numeric names: authors list (link)
  25. ^Factor 5,LucasArts (December 7, 1998).Star Wars: Rogue Squadron (Nintendo 64). LucasArts. Level/area: Rescue on Kessel.Kasan Moor: Kessel—it's a mining colony, but the Imperials often keep political prisoners here too. There should be an armoredhovertrain nearby transporting captured Rebels to a central station before moving on to the prison. I'm sure Wedge is with them.{{cite book}}: CS1 maint: numeric names: authors list (link)
  26. ^Factor 5,LucasArts (December 7, 1998).Star Wars: Rogue Squadron (Nintendo 64). LucasArts. Level/area: Battle Above Taloraan.Chapter IIIThe New Threat: With the rescue of Wedge Antilles, and Rogue Squadron at full strength, the Rebel Alliance turns its attention to a new Imperial threat—Moff Kohl Seerdon. Preparing to capture Thyferra, with its precious supply of healing bacta, Seerdon is now consolidating his power for a massive attack. His success could very well break the fledgling Rebellion, and surely doom the galaxy to Imperial rule. Luke Skywalker and Rogue Squadron are assigned to disrupt his operation with swift hit-and-run missions against key targets such as he Imperial mining operation on Taloraan ...{{cite book}}: CS1 maint: numeric names: authors list (link)
  27. ^Factor 5,LucasArts (December 7, 1998).Star Wars: Rogue Squadron (Nintendo 64). LucasArts.Blockade on Chandrila Briefing: Moff Seerdon has chosen to hold Chandrila hostage in an attempt to make the Rebellion pay for its raid of Fest. You must help the innocent people of Chandrila protect the supply train and stop the Empire.{{cite book}}: CS1 maint: numeric names: authors list (link)
  28. ^Factor 5,LucasArts (December 7, 1998).Star Wars: Rogue Squadron (Nintendo 64). LucasArts. Level/area: Raid on Sullust.Luke Skywalker: Alright, here's our chance to hit them back for Chandrila. Kasan, did General Rieekan brief you? /Kasan Moor: Yes, the location of this Imperial base was supplied to us by Borsk Fey'lya. It's a crucial link to the rest of the Sullust system, so it's also well protected—hidden inside this volcano. They use the volcanic activity to power a geothermal generator, which is regulated by a shielded central capacitor. But inside the volcano, several transmitters are feeding thermal energy to the capacitor. Destroy the transmitters ... /Luke: ... and we take the shield down. Kasan, you lead the way.{{cite book}}: CS1 maint: numeric names: authors list (link)
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