Star Fox Command

Missions
These missions are listed in the order presented in the game menus. They are not indicative of any linear order to the game. There are multiple ways of progressing through the game in single player mode, and there are multiple endings.

/Corneria/

 * The Adventure Begins!
 * Decision Time
 * Reunion with Slippy
 * General Peppy
 * Father and Daughter
 * Lucy and Krystal

/Meteo/

 * Missile Threat
 * The Meteorite Trap
 * Falco's Decision
 * The Anglar [sic] Emperor

/Fichina/

 * Fog Of War
 * Oikonny Strikes Back!
 * Former Rivals

/Aquas/

 * Slippy's Resolve
 * Octoman's Ruse
 * Beneath The Waves
 * Amanda

/Katina/

 * Hold Firm, Katina!
 * Falco to the Fore!
 * Krystal

/Solar/

 * Red-Hot Planet
 * The Ultimate Weapon

/Titania/

 * Wolf's Plot
 * The Worm
 * Dash
 * Andross' Legacy

/Venom/

 * Dash Makes a Choice
 * Good-bye, Fox
 * Fox and Krystal
 * Star Wolf Returns!

/Sector X/,/Sector Y/, and /Sector Z/

 * The Curse of Pigma
 * We Meet Again
 * Pigma's Revenge

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 Start, Select 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).

Endings
There are 9 known endings to Star Fox Command. Each ending seen here has a title. The ending can be unlocked by completing the mission of the same name. These endings do not necessarily indicate future storylines. They are as follows:

Note: The route to this ending is the only available route that can be taken the first time the player plays the game.
 * END 1: Fox and Krystal: Once again, Star Fox team saves the Lylat System. Fox finally realizes the true value of friendship and love. Star Fox heads for Aquas to meet Slippy's fiancee Amanda. Amanda decides to join Star Fox Team and fly beside Slippy. The oceans in Venom are now warm and life-bearing, and the planet bears a mild climate. Dash, Andross's grandson and Venom's new steward, decides to build an empire on Venom.
 * END 2: Good-bye, Fox: Star Fox disbands, and Fox settles down with Krystal. They have a son named Marcus, and live a happy life together. Marcus enrolls in the Cornerian Academy, where it is discovered he is unbelievably skilled in flying. Marcus soon forms an elite squadron, made up of himself, Slippy's son, Peppy's granddaughter, and Falco Lombardi.
 * END 3: Emperor Anglar: Star Fox reunites once more and defeats their new enemy. Peace returns to the Lylat System. Months later, Krystal confesses to Fox that she is going back to Star Wolf. Fox begs Krystal to stay, but to no avail. She turns out to be the toughest pilot in the squadron and lives her life without regret.
 * END 4: Star Wolf Returns!: Star Wolf is the one to defeat the new enemy. Bards sing praises about the courageous Star Wolf Team, but the same can't be said for Krystal, who they feel was wrong to abandon Star Fox. Every day, the populace hisses and calls her traitor in her face. Eventually, she abandons the past and flees to a galaxy far far away. Changing her name to Kursed, she becomes a successful bounty hunter for years to come. During a job on planet Kew, she encounters Fox, who doesn't recognize her.
 * END 5: Lucy and Krystal: With the day done and won, Star Fox indulges in a huge celebratory feast. Peppy and Lucy sneak away and remember Vivian Hare, Peppy's wife, who succumbed to illness years ago. Krystal and Fox finally share their true feelings for each other, and Krystal decides to rejoin Star Fox Team.
 * END 6: Dash Makes a Choice: After being left on Venom, Dash decides to terraform the planet, and make it more habitable. Immigrants begin to arrive, and Venom flourishes. Venom eventually reaches Corneria's level of environmental quality and scientific expertise. Dash barks to his people, "Corneria is no longer the center of Lylat power! Venom's time has come!" The citizens of Venom are moved by Dash's oratory skills, and soon conflict arises between Venom and Corneria. This soon morphs into war, and Venom once again becomes a major threat to Lylat.
 * END 7: Slippy's Resolve: Slippy decides to leave Star Fox and settle down with Amanda on planet Aquas. The two are wed, and as the years pass, they have many children, who grow up to be tall and strong in Aquas's atmosphere. Slippy is as happy as can be, and his children love to hear every story he has to tell about his time on the Star Fox team. Several decades pass, and an elderly Slippy spends most of his days recounting his Star Fox tales to visiting children. Slippy is left to wonder what has become of his former teammates.
 * END 8: Pigma's Revenge: Falco is so late to meet up with Star Fox that he misses the battle altogether. Falco is consumed with rage, until one day he gets a message from Katt Monroe. She encourages Falco to forget about Star Fox and create a new team. Falco and Katt join up and then recruit Dash Bowman to create Star Falco.
 * END 9: The Curse of Pigma: Having everything that he loved taken from him by Star Wolf, Fox is despondent. Falco comes up with an idea. The two retire as pilots and retool their Arwings into racing machines to compete in the G-Zero Grand Prix (an obvious F-Zero reference). Winning many races, Fox McCloud and Falco Lombardi become household names. Star Fox fades into oblivion.

Images of the endings can be found here:

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. Some ships do not have the ability to lock onto enemies, while others have single or multiple locks.  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.  Releasing the fire button releases the charged blasts, which home in on their designated targets. Multi-lock systems can establish locks on multiple enemies at once, sending one charged shot for each lock. Both Multi and Single lock systems can establish several locks on the same target, causing more overall damage. The Wide-lock behaves much like the Multi-lock, however it can only lock onto each enemy once.
 * 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 nonus: 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.