That's just the problem... they didn't make the on-foot sections on par with the flight combat sections. And unfortunately the on-foot sections make up a good percentage of the game (hell, even the bonus "Endurance" level is an on-foot level...) which cuts way into game time in terms of what we buy this series for in the first place... flight combat. The on-foot sections aren't even all that well-designed. The controls are clunky as hell for one thing, and that spells doom for platformer-based levels such as we have with many of these on-foot levels. And, to be perfectly honest, even aside from the control issue, these levels just aren't that much fun to begin with. At best, they play like Shadows Of The Empire with slightly improved graphics. IMHO, the more time passes and the more I play this game, the more I think it was a mistake to replace so many flight levels with these on-foot levels. If Factor 5 wanted to do a Star Wars platformer, then they should have just done it as a separate game altogether. As it is, there are only a few levels in Rebel Strike that I find myself replaying all that often (mainly the two levels dealing with attacks on Star Destroyers, and the level where you get to fight off dozens of TIEs while covering rescue transports near that Imperial space station) and this is a real shame because the game had such potential to be so much more. Now, having played Larry Holland's "Secret Weapons Over Normandy" all the way through over the past week since I bought it, I can honestly say that THAT is the sort of Star Wars flight combat game we ought to be getting. Combine that level of game design with the graphics level of Factor 5's last two Rogue Squadron games, and THAT will end up being a Game Of The Year contender. Personally, I think Holland ought to team up with Factor 5 and do a Rogue Squadron game which takes place during the OT timeline, but which doesn't revolve around the big battles from the movies. Dream up a campaign that involves some important goals (my thought is, there would be plenty of room to come up with a fairly deep, wide-ranging scenario in the time between ANH and ESB, as there is supposedly about three years in there to play with) but don't tie them to the battles in either of the movies. We've already seen a few examples of the sorts of things that could have taken place then... Imperial defections, attacks on Imperial research and development (Super Star Destroyers, etc.) searching for a permanent new Rebel base... and that really only scratches the surface. The problem with the last couple Rogue Squadron games IMHO is that they've been way too short. Secret Weapons Over Normandy was at least 30-40 levels long, and many of those individual levels took a good while to finish. That's what needs to happen with a good SW flight combat game. It goes back to the old X-Wing games for PC... those were still fairly rudimentary in terms of graphics, but they were some of the most satisfying SW flight games I've ever played because the levels were so numerous and involved. You didn't finish these things in a day or so the first time out, as has become the trend with the Rogue Squadron games. Larry Holland and Factor-5 could combine efforts and produce a SW flight combat game that would shame Rebel Strike and its predecessors by comparison.