Star Fox Command

Controls
Aircraft are controlled with the touch screen:
 * In map mode, the player must plan his or her wingmates' routes using the touch screen. Each wingmate can move a set distance based on remaining fuel.
 * Sliding and holding the stylus toward any edge of the screen (away from center) causes the player's ship and targeting reticle to move that direction. Holding the stylus closer to the edge of the screen causes the ship to turn in that direction faster.  The Y-Axis controls can be inverted so that sliding up will move the ship down, and vice versa.
 * Moving the stylus in a circle or moving it quickly side to side will start a continuous barrel roll, which continues until the boost meter is empty.
 * Double-tapping the top half of the touch screen starts the ship's boosters, while double-tapping the bottom half slows the ship down. Both cause the boost meter to drain.  The player can cancel the boost or brake by either double-tapping and holding the stylus and then letting up, or double-tapping and then later tapping the screen again.
 * Loop-de-loop and Immelman turns can be performed by touching virtual buttons on the touch screen.
 * The player can detonate a Nova Bomb anywhere in the battle area by dragging a bomb onto the radar screen. The bomb affects all enemies within its blast radius (though it does not necessarily destroy all of them).
 * Pressing any button other than, and Power will fire the ship's primary weapon.  If the ship is equipped with a charging weapon, holding the button down will charge the weapon and allow it to lock onto a target (or in some cases, multiple targets &mdash; see Characters and Ships below). The weapon's charge will increase in power only while a lock is held, with each level of power indicated by a tone and visual indicator.

Single player characters
The 15 playable characters in single player mode are:

Ship attributes
Each ship/character has 6 attributes:
 * Laser: The type of primary weapon the ship has in single-player mode. There are five known laser systems:
 * Single: Fires a single laser shot. In multiplayer mode, all ships start with this weapon and can be upgraded to Twin lasers, then Plasma.
 * Twin: Fires two laser shots simultaneously. Fox's ship upgrades to this weapon in some missions.
 * Plasma: Fires a more powerful series of plasma bursts. Resembles the second laser upgrade in the original Star Fox.
 * Zapper: A very powerful but slow-firing weapon, used exclusively by Panther.
 * Curve: Fires a single plasma burst with locking/seeking capabilities. Used exclusively by Katt.
 * Lock: The type of target lock system the ship can use. In ships that have locking systems, holding down the fire button charges the ship's primary weapons and allows the player to establish a lock. Up to 6 (Needs verification) bolts may be locked by keeping the targeting reticule over the target. Each bolt requires more time to charge than the last. Releasing the fire button releases the charged blasts, which home in on their designated targets.
 * None: Ship is not capable of using the lock function.
 * Single: Locks onto only one target.
 * Multi: Locks onto many targets, each target must be locked onto separately.
 * Wide: Locks onto all targets on screen and fires immediately.
 * Bombs: The number of bombs that can be carried vary by the ship. Each ship starts each mission with its maximum number of bombs.
 * Shields: The maximum armor strength of the ship. The higher this attribute, the more damage the ship can sustain.
 * Boost: The length of time that the ship can boost, brake and/or roll. The higher this attribute, the longer the ship can perform each move.  Note: Unlike previous Star Fox titles, the barrel roll maneuver is continuous and consumes the boost bar.  Also, U-Turns and Loops do not use the boost bar, but after activating them, these maneuvers and Bombs become unavailable for a short time.
 * Time bonus: The number of seconds added to the Battle Mode timer when a barrel roll successfully deflects an enemy weapon.

Each ship has its own unique control panel on the touch screen during gameplay.

Bosses
This boss varies slightly depending on the mission you fight him. First, he'll be surrounded by 3 green orbs which shield him. Shoot every orb until they turn red while avoiding or deflecting his shots. After that, he will charge a special attack. Deflect it back onto him to disable the shield (some versions require you to deflect it twice). Now shoot his bulb until the shield returns. Repeat the pattern until half his health is gone. In some versions, he will use another attack pattern at around 75% health. The orbs will float above him and try to lock onto your ship with a targeting laser. If they all do so, you'll be hit by them.
 * Emperor Anglar

Now, the Emperor will go away and cause obstacles to show up in your path. Avoid them while shooting at the 3 orbs until they are all destroyed.

As he returns, he is no longer protected, so start shooting the bulb immediately. He'll try to suck you into his mouth to damage you, but you can avoid that simply by using the brake. Afterwards, he'll spit blocks out. Simply keep shooting and you should be able to defeat him before he can attempt to suck you in again, depending on the laser you're using.

To defeat Arrow Head shoot his body sections repeadtedly until there are none left, watch out for the disabled parts they will fire back at you. He will become a panel of parts and you need to shoot his head in the center. He will be destroyed.
 * Arrow Head

Tips and Tricks

 * On any encounter except boss encounters, clearing out every enemy earns you a "Perfect" clear and +1 Missiles for the Great Fox.
 * Flying through the center of beacons gains you an easy + 1s flying time.
 * If a boss encounter has multiple sections you must defeat, try and choose a pilot with Multi-lock capabilities.
 * "MAX" power (on weapons with charge) is much more powerful than the lower charge states; use it on enemies that seem to be taking far too much time to kill. Most enemies do not require MAX for a one-shot kill and will indicate this with a "ding" tone, stopping at a lower power level.
 * Missile defense is one of the most frustrating parts of the game. Find the pilots you do best with and assign them exclusively to missiles, regardless of their starting position, to save yourself some hassle.