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Star Fox: Assault

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Title Screen

Star Fox: Assault

Developer: Namco[1]
Publisher: Nintendo[1]
Platform: GameCube
Released in JP: February 24, 2005[1]
Released in US: February 14, 2005[1]
Released in EU: April 29, 2005[1]
Released in AU: June 16, 2005[1]

AreasIcon.png This game has unused areas.
GraphicsIcon.png This game has unused graphics.
MovieIcon.png This game has unused cinematics.
MusicIcon.png This game has unused music.
TextIcon.png This game has unused text.
RegionIcon.png This game has regional differences.

PrereleaseIcon.png This game has a prerelease article

Star Fox Assault returns the Star Fox series to its space combat roots after the previous game in the series, Star Fox Adventures, took a more action-adventure approach. This game was also planned to have an arcade counterpart, but the idea was scrapped.


Read about prerelease information and/or media for this game.
Prerelease Info

Unused Music

An unused "game over" track, sounding a lot like the one used in Star Fox 64. The rest of SF64's Game Over track can be heard in the cutscene before Level 9 when the Star Fox team reaches the Aparoid Homeworld, thus leaving only the beginning unused

(Source: gabrielwoj)

An unused theme that sounds eerily similar to the theme for Aparoid City in multiplayer.

Unused Graphics

Tricky Transmissions


Whenever anyone speaks during a mission, their name appears above the message box. Curiously when viewing the graphic with the full list of names, Tricky is included despite him only being present during a cutscene where there are subtitles instead. This suggests that he either spoke to you during the mission on Sauria or that the cutscenes originally had transmission boxes instead of subtitles.

Unused Cutscene

The ISO contains an unused movie file entitled "Dummy.sfd". It's a copy of the cutscene that plays after Mission 5 (The Aparoid Menace), in which General Pepper congratulates the team for their good work and Krystal senses a distress call from Planet Sauria. The cutscene uses the audio from the Japanese version of the game.

Unused Text

All menu options have a brief description, except for the Start menu. Located around hex memory 81035D10 when viewing a menu screen, however, shows this screen also had additional text for each option.

Menu Option Unused Description Text
SINGLE MODE Single-Player Story Mode
VS MODE Multiplayer Versus Mode
OPTIONS Adjust Controller settings and view records
BONUS GAME Special Bonus Game Mode

Unused/Unfinished First Person Mode

All versions of the game contain a scrapped first person mode. It is not fully complete but has nearly full functionality. This feature was originally shown off at the game's E3 reveal.

NTSC/US Version by Impromptunite

040779c0 60000000

040666a4 60000000

PAL/EU Version by Impromptunite

04078320 60000000

04067004 60000000

(Source: Impromptunite)

Multiplayer Leftovers

Almost every stage from single-player is playable in multiplayer, but almost all of them have minor changes, such as areas of the stages being removed. However a few of these stages still have leftovers from the single-player versions.

Sargasso Hideout (Inside)

SFA SargassoDoor.png
The elevator only travels between the first and second floor of the Hideout, and the third floor has now been blocked off by a large door.

SFA SargassoHall.png
Despite this, the third floor is still fully modeled, and can be seen by moving the camera in an emulator.

Planet Sauria

SFA SauriaCaveEnterance.png
The cave under the first large temple is no longer accessible, as its entrances have been blocked with large boulders, but the entrances are still present and can be seen by moving the camera through the rocks.

SFA CaveLeftovers.png
While the cave itself has been removed, the Stalagmites, Stalactites and the pool of water are still present for some reason.

Unused Multiplayer Stages

To do:
Look into this a bit more and try to find a way to properly load the maps rather than force the map ID, so we can see what music they use. Also, attempt to reverse some of the multiplayer setup maps since there's probably some goodies leftover there in the various stages. Akso, get a screenshot in game.

There are 16 playable multiplayer maps in the game, but there's files for 17 different unique multiplayer maps leaving 2 of them unused (Inner and Outer Sargasso share the same map and files). By forcing the map being loaded when starting a match, they can be made to load in game.


This map might look familiar, it's the boss fight arena from the first phase of the Aparoid Queen final boss fight. It features the same silvery liquid as the floor of the stage, though with an animation that isn't used during the boss fight in the campaign. The map functions perfectly well and has proper player starting and respawn points, as well as a unique multiplayer intro camera. Though there are no obstacles or powerups, making it a pretty boring if visually neat map. However, the map causes huge slowdowns even with just 2 players, which is probably why it was cut.


Not much remains of this map. There is no visible terrain anywhere, just an eggshell white void as far as the eye can see. There are no spawn or respawn points setup, and the level boundaries don't seem to be defined, so it's impossible to move around if you load the map in vehicles while players just fall for a few seconds and die. The only thing of any note is the lens flare in the sky, so it's anyone's guess what this stage was.


Briefing Scene Oddity

During briefing scenes, it's impossible to see any of the characters below the waist, so their models are cut off at the waist or knees.

However, by moving the camera in an emulator we can see that, despite this, Falco and R.O.B. are fully modeled during briefings.

SFA Falcoslegs.png SFA ROBslegs.png

There are also features on the backs of certain characters that are otherwise unseen by the player, since the models are only viewed from the front.

Examples include General Pepper's tail and the Space Dynamics logo on the back of Beltino's coat.

SFAssault-GenPepTail.png SFAssault-Beltino-coat.png

Internal File Name Oddities

Examining the files within the ISO reveals some indication about features that might have been included, but were removed before the game's release.

Vs Mode Characters

The folders containing sound files for Vs Mode jumps from “vs_chr5” (Peppy) to “vs_chr8” (Wolf), suggesting at some point there were two additional characters planned. When taking the order of the curtain call during the credits into account, it is most likely these characters were Panther and Leon.


Within the list of assets are files called tutorial_1 and tutorial_2, hinting that there were once two levels/sets of menu screens dedicated to showing the ropes to the player. These files are empty and, when loaded, either cause a very incomplete version of the replaced level to appear (when used in single-player), no changes whatsoever (on a menu screen) or the game to crash (Vs Mode).

Regional Differences

To do:
There is a significant difference between the Japanese and International versions, in the game’s final cutscene, depicting the destruction of the Aparoid Home World.

Bonus Game

Japan International
StarFoxAssault BonusGame-JP.png StarFoxAssault BonusGame.png

On top of having Xevious as an unlockable extra, the Japanese version has Battle City and Star Luster unlockable as well. The latter two are still present in the international versions, but only accessible with cheat codes.

Title Screen

Japan International
StarFoxAssault TitleScreen-JP.png Star Fox Assault-title.png

In the Japanese version, there were two registered trademark symbols. The copyright info was updated in the international versions.


In the cutscene after fighting Oikonny, when the strange Aparoid appears, it fires a beam at one of the characters. In the Japanese version, the dialogue shows the beam is fired at Slippy. On international versions, it is shown to be fired at Krystal instead.

Japan International
StarFoxAssault FortunaBossBeamShot-JP.png StarFoxAssault FortunaBossBeamShot.png


Interestingly, in the Japanese version of the game, the characters are more facial and expressive to each conversation in the briefing scenes. They blink often and have much smoother motions similar to the pre-rendered cutscenes. In the international versions, all of it is removed and the characters are bland and expressionless. The reason for the removal is likely due to having the character's movements re-synced to their English dubbed voices.

(Source: Krystal Archive)