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    Star Wars: Jedi Starfighter

    Game » consists of 3 releases. Released Mar 10, 2002

    Star Wars: Jedi Starfighter is an arcade style air combat game, featuring a nimble Jedi starfighter with force powers, and a high tech bomber.

    Short summary describing this game.

    Star Wars: Jedi Starfighter last edited by Pooch516 on 10/15/21 12:02PM View full history

    Plot

    Star Wars: Jedi Starfighter takes place both before and during the events of Episode II. In the game Adi Gallia is tasked with testing out the new Jedi Starfighter, and investigating suspicious activity of the Trade Federation and the Separatists Movement. During her mission, she meets up with Nym, a returning character form the first game. Nym is a space pirate, forced off of his base by the Trade Federation, along with his crew. Having similar goals, they join up together and investigate the mysterious activity in the system. Eventually they split up after having a disagreement; Gallia wanted to focus on her mission, while Nym was more concerned with finding a new home. However when Gallia is facing defeat during the final battle, Nym and his men arrive and save the day.

    Gameplay

    Being an arcade style game, Star Wars: Jedi Starfighter was very much about taking on large groups of enemies, assaulting large ships, and navigating the environment. Ammo was unlimited, shields recharged, and special abilities operated on a cool down, which all contributed to much less serious gameplay experience. The game also allowed you to issue commands to your wing mates,

    Missions very broken down into both primary and secondary objectives. Players could earn bonuses for completing these bonus objectives, which gave them a bronze, silver, or gold ranking at the end of the mission. The mission types were varied, including assaulting targets, aerial dog-fighting, escorting other ships, and defending locations.

    Ships

    Unlike the original game, Jedi Starfigher only had two playable characters with a single ship each. The Jedi Adi Gallia flew a new experimental Jedi Starfighter, which was designed to both be a nimble and powerful ship, but also to focus the Jedi pilot's force abilities to work with the ship. Some of these abilities were a force shield that could both absorb and reflect enemy fire, force lightening that would chain between nearby ships, the ability to concentrate and slowdown time, and the ability to launch a devastating shockwave out from the ship. Returning character Nym still flies his heavy armed fighter/bomber The Havoc, although it has some new abilites since the last game, including guided missiles, and smart bombs. The game also features several unlockable ships, including Boba Fett's ship Slave I, and the precusor to the X-Wing, the Z-95 Headhunter.

    Development - Behind the Scenes

    Prior to the games release as the game was being readied for submission to Sony there existed a bug in which the PlayStation 2 controller’s analog stick functionality would shut off while the game was loading the post-mission cutscenes which in turn would cause the the red light in the center of the controller to turn off as well.

    Such a bug was a TCR bug (Technical Certification Requirement) which are a set of standards determined by the platform holder to ensure the game works within the constraints of the particular platform and can be thought of as the standards which a game must meet in order to be released on a given platform.

    The programmer responsible for this particular aspect of the development (the movie-loading code and the input / output logic for the controller itself) had left the company mid-development and so the task of fixing the problem was left to the remaining developers on the team.

    One developer (Brett Douville) was tasked with fixing the bug and in hope of narrowing down the problem inserted seven screen clears of different colours into the code to help determine the potential source of the problem. The reasoning was to narrow down the potentially problematic sections of code by checking what colour the screen was when the analog controls turned off but surprisingly all attempts to reproduce the bug failed.

    Now, due to the fact that the submission date to Sony was a mere 2-3 days away and missing the date would have significant consequences rather than find the true source of the problem it was decided to simply change all the screen clears to black (thus being indistinguishable by the player - essentially they were made invisible) and the bug marked as fixed and the game shipped on time.

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