Star Wars: Rogue Squadron
Although nearly identical, the game's PC version garnered lower review scores than its Nintendo 64 counterpart, with an aggregated GameRankings score of 80 percent. This version enjoyed many of the same praises for its gameplay, but handling and graphics were cited as problematic. Directly comparing the two versions, AllGame's Brad Cook wrote that PC version's handling is more difficult than the N64 version. He believed the PC's "choppy" feel made it difficult to target enemies. In contrast to its opinion of the N64 version, IGN's PC review was not enthusiastic about the game's visuals. IGN staff remarked that "Rogue Squadron"s "graphics and special effects aren't spectacular" and that they had "seen better graphics" on the PC.
Star Wars: Rogue Squadron
During the early stages of development, the designers at LucasArts were inspired by "Rogue Squadron" and later "", a series of books and comic books set during the years of the original film trilogy. They began developing the story and gameplay with a similar setting that would include characters from the films participating in new, original missions using Factor 5's terrain map engine as the base. In May 1998, a demo of the game was displayed at E3, but the game was so incomplete at the time that Tosti considered it a tech demo. It rendered a basic heightmap and an immobile AT-AT model, while TIE fighters lacking artificial intelligence flew and fired in a predetermined path. When "playing" the demo for audiences, Tosti followed a very specific flight path of his own to give the illusion that he was actually battling with the TIEs. Despite the demo's barebones presentation, response from gamers was largely positive.