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Star Wars: Rogue Squadron II - Rogue Leader | Nintendo GameCube

Star Wars: Rogue Squadron II - Rogue Leader | Nintendo GameCube

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Brand New/Sealed
Brand new, unopened, factory sealed.
Complete in Box
Pre-owned game, original manual, and original box or case. Other inserts may be missing. A damaged or missing case may be replaced.
Game & Case
Pre-owned game with a case and original artwork. A damaged or missing case may be replaced. A manual is not included.
Custom Case with Game
Original game with a new replacement case and professionally reprinted cover art.
Game Disc Only
Game disc or cartridge only. No case or manual.

Review the listing for any copy-specific notes, artwork variations, and included extras.

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Star Wars: Rogue Squadron II - Rogue Leader

GameCube

Star Wars: Rogue Squadron II - Rogue Leader

Important: Game may not include original DLC, bonus-content, online-pass, season-pass, or other digital redemption codes. Any included codes may have already been redeemed or expired.

Preorder and launch bonuses, promotional or bonus inserts, and bundled bonus-game downloads are not guaranteed. Content supplied on the game disc or cartridge is unaffected.

Fly the original trilogy’s largest battles

Star Wars Rogue Squadron II: Rogue Leader is a one-player arcade flight shooter built around Luke Skywalker, Wedge Antilles and the Rebel Alliance. Many missions place the pilot directly inside events from the original film trilogy: the Death Star trench run, defense of Echo Base on Hoth, the battle over Endor and attacks involving Imperial capital ships. Other assignments fill spaces around the films, such as recovering information needed for the second Death Star assault. The campaign aims for the feeling of entering a familiar battle quickly rather than teaching a detailed simulation of every spacecraft system.

Balance speed, aim and mission awareness

Ships respond with accessible flight controls, but success depends on more than pointing at the nearest TIE fighter. Objectives can involve defending transports, destroying shield generators, escorting friendly craft, disabling specific targets or reaching a location before damage mounts. The radar, targeting computer and cockpit view help identify threats, while wingman commands give the directional pad a practical role. Analog trigger behavior supports fine control and quick actions without crowding the GameCube controller. Missions start approachable, then become intense as enemy numbers, terrain and time pressure increase.

Change craft to fit the assignment

The campaign uses Rebel vehicles with distinct strengths. X-wings offer a familiar balance, snowspeeders handle low-altitude work on Hoth, and other missions bring craft such as the B-wing into battles shaped around their weapons and handling. Available vehicles are tied to the selected mission and its unlocks, so the player learns what each assignment expects from a particular craft. Some sequences remain in open space; others skim planetary surfaces, canyons or structures where altitude and obstacles matter. Cockpit views, external cameras and the ability to look around reinforce the sense of sitting inside different craft.

Medals turn completed missions into score challenges

Finishing an objective advances the campaign, but each mission also measures performance. Completion time, accuracy, enemies destroyed, lives lost and other criteria contribute to bronze, silver and gold medals. That grading system changes replay from a simple repeat into a search for cleaner execution. A safe first completion may unlock the next story mission, while a medal run demands a faster route, better target selection and fewer mistakes. Medals award points that can be spent to open bonus missions, while further unlocks add ships and other surprises. Improving a result therefore gives the player a practical reason to revisit a familiar assignment after finishing the basic story.

Find lasting upgrades and master mission demands

Hidden technical upgrades give exploration a lasting reward. Flying through an upgrade icon and completing that mission makes the improvement available afterward; some affect particular weapons or ships, while improved lasers and shields have broader uses. Later missions can place many enemies and objectives on screen at once. The hardest moments are not always about raw shooting speed; they can come from understanding which target matters, interpreting a brief instruction or finding the correct approach through a large battle. Learning the sequence of events makes repeated attempts more manageable. The arcade handling is immediate, but gold-medal performance expects disciplined flight, efficient weapon use and familiarity with mission scripting. There is no cooperative wing or competitive multiplayer mode in this release: computer-controlled allies and issued commands support the solo pilot. A failed attempt still teaches the timing of the next objective, the location of priority targets and which approach leaves enough time for the medal run.

A technical showcase with film-authentic sound

The GameCube presentation uses dense starfighter formations, large ships, explosions, lighting effects and detailed surfaces to make battles feel larger than the earlier Nintendo 64 game. Movie footage and recognizable locations frame the missions. Music combines film recordings with material generated by the console, while voices and sound effects draw heavily from the Star Wars presentation. The North American version supports progressive-scan 480p output with compatible hardware and Dolby Pro Logic II sound. Those capabilities are optional display and audio features, not requirements for ordinary play.

Production gallery and commentary

Beyond missions and unlockable vehicles, the software menu provides behind-the-scenes material presented more like a movie release than a conventional game menu. Documentary footage and audio commentary explain parts of the production and extend the Star Wars presentation. These features are stored in the game software and are selected from its menus. They do not change the mission campaign or the medal requirements, but they give players interested in the craft of the game another reason to explore its unlocks after the central battles are complete.

Exact GameCube release details

This North American GameCube disc is a one-player offline game rated T for Teen for Violence, with No Interactive Elements. It requires a GameCube controller and uses an external memory card for saved progress. The accepted identity credits Factor 5 as developer and LucasArts as publisher, for the original 2001 GameCube release. The described campaign and its unlocks are local console play. For players who enjoy mission-based arcade shooting, its lasting appeal comes from the combination of recognizable battles, responsive controls and a medal system that keeps asking for a better flight.

More game data: releases, identifiers & technical details

Regional release records and identifiers for Star Wars: Rogue Squadron II - Rogue Leader | Nintendo GameCube.

Release and technical facts

Fact Value Release / platform Source
Published by LucasArts Entertainment Company LLC United States MobyGames
Developed by Factor 5 GmbH United States MobyGames
Additional Graphics by The Light Works United States MobyGames
Cutscenes by The Light Works United States MobyGames
Published by LucasArts Entertainment Company LLC Japan MobyGames
Developed by Factor 5 GmbH Japan MobyGames
Additional Graphics by The Light Works Japan MobyGames
Cutscenes by The Light Works Japan MobyGames
Published by LucasArts Entertainment Company LLC United Kingdom MobyGames
Developed by Factor 5 GmbH United Kingdom MobyGames
Additional Graphics by The Light Works United Kingdom MobyGames
Cutscenes by The Light Works United Kingdom MobyGames
Published by LucasArts Entertainment Company LLC Finland MobyGames
Developed by Factor 5 GmbH Finland MobyGames
Distributed by Amo Oy Finland MobyGames
Additional Graphics by The Light Works Finland MobyGames
Cutscenes by The Light Works Finland MobyGames
Published by LucasArts Entertainment Company LLC Germany MobyGames
Developed by Factor 5 GmbH Germany MobyGames
Additional Graphics by The Light Works Germany MobyGames
Cutscenes by The Light Works Germany MobyGames
Video Modes Supported Progressive Scan (480p) GameCube MobyGames
Video Modes Supported PAL 50Hz GameCube MobyGames
Video Modes Supported PAL 60Hz GameCube MobyGames
Sound Capabilities Dolby Pro Logic II GameCube MobyGames
Number of Offline Players 1 Player GameCube MobyGames
Original game disc count 1 North America MobyGames

Regional releases

Release date Region / edition Source
2001-11-18 United States MobyGames
2002-03-22 Japan MobyGames
2002-05-03 United Kingdom MobyGames
2002-05-03 Finland MobyGames
2002-05-03 Germany MobyGames

Catalog identifiers by release

Identifier Code Region / edition Source
UPC-A 023272652586 United States MobyGames
Nintendo Media PN DL-DOL-GSWE-USA United States MobyGames
eBay Product ID 8704 United States MobyGames
EAN-13 4938833005465 Japan MobyGames
Nintendo Media PN DL-DOL-GSWJ-JPN Japan MobyGames
eBay Product ID 1202886966 Japan MobyGames
Nintendo Media PN DL-DOL-GSWP-UKV United Kingdom MobyGames
UPC-A 023272998684 United Kingdom MobyGames
eBay Product ID 6036552796 United Kingdom MobyGames
ASIN B000060OBA United Kingdom MobyGames
UPC-A 023272998684 Finland MobyGames
Nintendo Media PN DL-DOL-GSWP-UKV Finland MobyGames
ASIN B000060OBA Finland MobyGames
eBay Product ID 6036552796 Finland MobyGames
EAN-13 0023272998547 Germany MobyGames
Nintendo Media PN DL-DOL-GSWD-NOE Germany MobyGames

Data by MobyGames.com

⭐ Condition Explanations

Brand New/Sealed: Brand new, unopened, factory-sealed.

Complete in Box: Pre-owned game with original manual and original box/case. Other original inserts may not be included.

Game Disc/Cartridge Only: Game only, with no manual or case.

Game & Case: Game with case and original artwork. A damaged or missing original case may be replaced with a new aftermarket case.

Custom Case with Game: Original game with a new case and professionally reprinted cover art.

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