Man, I have to be honest here – as a lifelong Sega guy, talking about N64 games feels a little weird. Like, I should probably be writing about how the Saturn had better Star Wars games or something, but… well, the Saturn didn’t really have Star Wars games, did it? And even this old Sega fanboy has to admit when Nintendo’s system got something absolutely right.
I was standing in a Blockbuster in late ’99 – yeah, we still had video stores back then, kids – when I first got my hands with Rogue Squadron’s demo kiosk. I’d been avoiding the N64 pretty successfully up to that point, you know? I had my Saturn, I had my Dreamcast, I didn’t need Nintendo’s weird three-pronged controller situation. But then I watched Luke’s X-wing bank left around a Star Destroyer and my brain just… broke. This wasn’t some crappy movie tie-in. This was actually flying a starfighter.
See, I’d grown up watching those original trilogy space battles until my VHS tapes started getting fuzzy around the edges. Empire Strikes Back must’ve gone through our player a hundred times, and I always wished I could climb into those cockpits instead of just watching other people have all the fun. Rogue Squadron finally let me do exactly that, and it felt incredible.
The rumble pak made everything visceral in a way I wasn’t expecting. Every laser blast hitting your shields, every collision with debris – you felt it through the controller. I remember my wife (girlfriend at the time) asking why I kept leaning into turns while playing, and I couldn’t really explain it. When you’re threading an X-wing through asteroid fields at full throttle, your body just wants to help somehow.
Factor 5 understood something that a lot of developers missed – atmosphere matters more than raw technical specs. Sure, Mon Mothma looked like she’d been carved out of soap, but that voice work was pure Star Wars. The mission briefings had me completely immersed, sitting there getting orders from the Rebel Alliance like I was actually part of the fleet. My Saturn might’ve had better hardware specs, but it never made me feel like I was really inside the Death Star trench run.
Then Episode I: Racer showed up, and I’ll admit it – I spent way too many weekend afternoons perfecting my Boonta Eve Classic times. Look, Phantom Menace wasn’t great, but that podrace sequence? In 3D, at 60fps, with proper controls? Absolutely mental. The dual analog setup felt bizarre for maybe ten minutes, then became the only way podracing should work. One stick per engine just made sense once you got the hang of it.
I got into serious arguments with other teachers about vehicle selection in that game. My department head swore by Sebulba’s raw power approach, while I preferred… honestly, I can’t remember which alien racer I always picked, but I definitely had strong opinions about acceleration curves and handling characteristics. That’s how you know a racing game’s doing something right – when you’re debating engine specs instead of just picking whatever looks coolest.
But Shadows of the Empire really messed with my head. Here was a completely new Star Wars story, wedged right between Empire and Jedi, starring this Han Solo knockoff named Dash Rendar. The opening Hoth level where you’re piloting snowspeeders against AT-ATs felt like deleted scenes from the movie. Getting those tow cables wrapped around walker legs was frustrating as hell, but when you finally nailed the timing? Pure cinema.
The on-foot sections were rougher – third-person shooting on N64 was still pretty clunky, and Dash moved like he’d been put together with leftover action figure parts. But exploring Prince Xizor’s palace or sneaking through Coruscant’s underbelly had this authentic Star Wars grittiness that somehow felt more real than the prequels managed. Less shiny, more functional. More lived-in.
What really impressed me was how each game tackled completely different aspects of the Star Wars universe. Rogue Squadron was pure vehicle combat – X-wings, Y-wings, that insane speeder bike level where you’re zipping between trees like a caffeinated Ewok. Episode I: Racer focused entirely on speed and the seedy side of galactic motorsport. Shadows tried to be a proper adventure game, with platforming and puzzles and boss fights against bounty hunters I’d never heard of but immediately wanted to know more about.
The audio work across all three was absolutely spot-on. LucasArts knew their sound library inside and out – every laser blast, every engine whine, every lightsaber hum was pulled straight from the films. My N64 might’ve been pushing compressed audio through RF cables older than my students, but when those TIE fighters screamed past, it was authentically Star Wars.
I probably spent more time in Rogue Squadron’s training modes than the actual missions, partly because they were genuinely helpful but mostly because just flying around Tatooine with no objectives felt like the closest I’d ever get to piloting a real starfighter. They let you unlock the Millennium Falcon in that game, and controlling Han’s ship felt completely different from the military craft – heavier, more personality, like wrestling a particularly stubborn cargo hauler through an asteroid field.
These games hit at exactly the right moment, too. The Special Editions had reminded everyone why Star Wars mattered, but Episode I was still a year away. We were all hungry for new Star Wars content, and these games delivered without any of the baggage that came with disappointing people’s childhood memories. They could just be fun without carrying the weight of impossible expectations.
Look, the graphics haven’t aged well – I’ll be the first to admit that. Playing them now on original hardware connected to a modern TV is like looking at Star Wars through a thick layer of petroleum jelly. But if you fire up an emulator and crank up the resolution, you start remembering why these felt so impressive back in the day. The art direction was always solid – it’s just that N64’s rendering power couldn’t quite match the developers’ ambitions.
Each game felt like a different genre wearing Star Wars clothes, and that variety kept things interesting. Racing game, flight sim, third-person adventure – all authentically Star Wars, but all offering completely different ways to engage with that universe. You could spend a morning perfecting podrace lap times, an afternoon dogfighting over Sullust, and an evening solving puzzles in a space station, all while John Williams’ music played in your head.
These weren’t cynical cash-grab movie tie-ins rushed out to meet marketing deadlines. They were actual games that happened to be set in the Star Wars universe, made by developers who clearly grew up watching those films and understood what made them special. That respect shows in every polygon, every sound effect, every moment when you forgot you were holding Nintendo’s weird three-pronged controller and just felt like a Rebel pilot.
Twenty-five years later, I still get that little thrill when I hear a TIE fighter’s scream or an X-wing’s S-foils locking into attack position. Thanks to these N64 games, those aren’t just movie sounds anymore – they’re the audio cues of worlds I’ve actually visited, vehicles I’ve actually piloted, battles I’ve actually fought. Even this old Sega partisan has to respect what they accomplished. That’s the real magic they brought home to our living rooms, and honestly? I’m still not over it.
Joe’s a history teacher who treats the console wars like actual history. A lifelong Sega devotee from Phoenix, he writes with passion, humor, and lingering heartbreak over the Dreamcast. Expect strong opinions, bad puns, and plenty of “blast processing.”



















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