Rogue Squadron/YMMV

Everything About Fiction You Never Wanted to Know.


  • Anticlimax 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.
  • Crowning Moment of Awesome: There's a level in Rogue Leader where you play as Wedge in a B-Wing and, if you know exactly what to do, you can take out a Star Destroyer in under a minute. On your own.
    • Also, there's a level in the third game in which you get to pilot an AT-AT. Cue this troper laughing maniacally while slaughtering everything in his path. It's too bad you weren't able to do this on other missions.
  • Crowning Music of Awesome: The Disco remix of the Star Wars theme from Rebel Strike. No, really.
  • 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.
  • Game Breaker: Any ship with cluster missiles once the homing technology is picked up, starting with the V-Wing airspeeder in the first game (essentially the New Republic's answer to the Missile Boat), then Slave 1 and Vader's TIE Advanced in Rogue Leader, and lastly the Naboo Starfighter (which was already a Game Breaker in the last two games before getting clusters) in Rebel Strike.
    • That being said, Slave 1 has very poor laser accuracy and is as slow as molasses (slower than the Y-Wing, if you can believe that) and if you run out of those cluster missiles, you're screwed.
    • Rebel Strike arguably passed the Game Breaker mantle from cluster missiles to sonic mines (first seen in Episode II). Just shoot a few in random directions, and boom - big blue waves of doom that cut through shields. Putting them on the Slave 1 made a little sense due to the above flaws, 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 Y-Wing's bombs are a partial example. If your target is ground-bound and not an AT-AT, the Y-Wing's bombs can kill it. Plus, in later games, they regenerate, so you don't even have to worry about wasting them on small targets. Justified in this case, since air-to-ground combat is what the Y-Wing was designed for.
    • Rogue Squadron's Naboo Starfighter is faster than the A-Wing, more maneuverable than the X-Wing, and carries laser cannons that carry more firepower and faster firing speed than the V-Wing's rapid-fire turrets. It makes getting gold on every level it's usable in damn near trivial.
  • Goddamned Bats: Tank Droids, numerous, tough, hard-hitting and ACCURATE. Plus a couple TIEs & TIE Interceptors actually had AI rather than flying preprogrammed paths. (Kile II, Chandrilla & Tyferra) Plus Moff Seerdon's Sentinel Shuttle. AT-STs might count too, since you tend to crash into them while trying to strafe.
  • Scrappy Level: Pretty much any of the on-foot missions in Rebel Strike.
    • Why couldn't they use first-person mode? It'd have been far easier to shoot straight w/out that stupid rail-mounted camera.
    • For those looking to get every Best Ever score they can, "The Sarlacc Pit" is actually very good due to its fairly forgiving requirements. So why am I writing about it here? See the above point? Apply it to a short level (no time to lose to get that Best Ever score!) that has you platforming while directly over the Sarlacc pit. Not hard, but rich with Fake Difficulty.
  • So Okay It's Average: The general consensus of Rebel Strike.
    • Of course, Rebel Strike also included 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.
  • Take That, Scrappy!: Battle For Naboo features an N64 logo falling on Jar-Jar's head.
  • That One Level: Depending on your perspective, 3 or more. In order:
    • Razor Rendezvous: You in a B-Wing vs a Star Destroyer and its entire compliment 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 merrily concussion-missile you into next Tuesday 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, it's the trench run minus vertical clearance and constantly changing dimensions. You reach the core, then do it all again, but this time without decelerating or you fry.
      • Try it in multiplayer. Split screen AND the useless Falcon!
      • And none of these entries account for medal runs, where you can't die or use the targeting computer at all, plus other restrictions like time- one minute for Razor, for example.
    • Imperial Academy Heist: "They picked me up on their sensors!" (Game Over)
    • Escape from Fest. Kriffing AT-ATs...
      • Those damned Tank Droids are worse! They're more accurate than the AT-ATs are & more numerous.
    • And the 2 part Kessel Mission ("Rogue Squadron, where's our cover!")
    • Or Sullust. All missile turrets, no cover!
    • Or in Rebel Strike w/ the long Destrillion tunnel followed by TIE Hunters & the Super Laser.
    • Let's just say ANY level in the first game with difficult terrain and several missile turrets. Those turrets WILL hit you if you don't juke and evade like crazy, strafing to make absolutely sure that they hit something else. And on Kile II when you have a Y-Wing? Let's just say people should be very ,very, very glad those things had so much shielding.
  • The Problem with Licensed Games: Averted with all three installments (and Battle for Naboo).

The individual player ships have these Balance Tropes associated with them:

  • The Mario:
    • X-Wing
    • Snowspeeder
  • Fragile Speedster:
    • A-Wing
    • V-Wing (also has a bit of Magikarp Power with regards to cluster missiles)
    • TIE Interceptor
  • Mighty Glacier:
    • Y-Wing (not worth crap for dogfighting but can kill anything on the ground)
    • B-Wing (a cross between the X-Wing and the Y-Wing, designed for taking out Star Destroyers.)
  • Lightning Bruiser: Some of the bonus ships.
    • The Millennium Falcon in the first game (its maneuverability got Nerfed hard in later installments, making it a Mighty Glacier instead.)
    • Naboo Starfighter (basically an improvement on the X-Wing in almost every way)
    • The TIE Advanced X1.
  • Joke Ship/Lethal Joke Ship:
    • The bog-standard TIE Fighter, as opposed to the Interceptor from the first game, which at least was as fast as an A-Wing to make up for its paper-thin armor and no secondaries.
    • Slave 1 in the second game starts out as a Joke Ship, but with upgrades becomes a Lethal Joke Ship. It's slower than the Y-Wing (if you can believe that), is a huge target, has lousy shields, and its bottom-mounted blasters are awkward if not impossible to aim with. So why would you ever use it? Three words: Homing Cluster Missiles.