Machine Gun
No charge-up, no ceremony — just a fox, a trigger, and a wall of very angry little bullets.
The Machine Gun is the standard-issue rapid-fire weapon aboard every Star Fox craft, from the sleek Arwing to the heavier Landmaster. It is the bread-and-butter armament that every pilot—Fox, Falco, Slippy, Peppy, and the rest of the team—reaches for the moment they strap in. Where the Laser punches through with focused energy, the Machine Gun saturates a target with a relentless stream of small metallic rounds, making it the go-to choice for shredding swarms of missiles, chaffing enemy formations, or simply making a loud, satisfying statement that you are not to be trifled with.
Across the series, from the 3D-modeled Arwing of Star Fox 64 to the zero-gravity arenas of Star Fox Zero, the Machine Gun has remained the default loadout. It requires no special pickup, no rare upgrade, no heroic sacrifice to unlock. You get in, you pull the trigger, and the sky fills with a hiss of lead. It is, in the words of every pilot who has ever used it, "more than enough."
- Type
- Standard rapid-fire projectile weapon
- Default loadout
- Yes — starting weapon in most Star Fox titles
- Available to
- All Star Fox pilots (Fox, Falco, Slippy, Peppy, and others)
- First appears
- Star Fox (1993, SNES) as the default rapid-fire weapon; explicitly named in Star Fox 64 (1997)
- Switchable with
- Laser (in most titles via a dedicated button)
- Projectile style
- Small, fast, high-volume metallic rounds
Lore & Background
In the hangar bays of Corneria and the mobile bases that shuttle across the Andromeda sector, the Machine Gun occupies the same unglamorous, essential slot as a pilot's oxygen mask. It is not the weapon that makes headlines. It is not the one that gets its own cutscene or a dramatic name-drop from Andross. It is the weapon that is there when the alarm sounds, when the cockpit lights flicker to red, and when a rookie pilot's hands are still shaking and they need something that just works. Pull the trigger, and it works. Every time. No warm-up sequence, no energy cell to recharge, no fussy calibration.
Veterans like Peppy have been known to mutter that a pilot who overthinks their weapon loadout has already lost the first engagement. The Machine Gun's philosophy is brutally simple: volume, velocity, and the sheer audacity of not missing. In Star Fox 64, it sits alongside the Laser as the two core weapons, toggled with a single button press mid-dogfight. In Star Fox Zero, it becomes the baseline from which pilots build their arsenals, and its rapid-fire cadence is the rhythm against which every other weapon is measured. In the arena chaos of Star Fox Guard, it is the first thing a pilot grabs when the floor drops and the swarm descends.
There is a quiet pride in it. The Machine Gun does not need to be the strongest weapon in the hangar. It needs to be the one you can trust at Mach 3, in a barrel roll, with a squadron of Grunts screaming past your canopy. And it always is.
In Their Own Story
The alarm had been going for eleven seconds. Fox could count them because his hands were too busy to do anything else, and the Arwing's cockpit was a wall of red light and the distant shriek of a Grunt formation peeling off from a freighter in low orbit. Slippy was already in the air, his Arwing banking hard to port. Falco's call crackled over the comm: "I've got the heavy. You take the swarm."
Fox didn't answer. He didn't need to. His thumb found the weapon toggle, confirmed the familiar green glow of the Machine Gun indicator, and he dove. The world smeared into streaks of starlight and engine flame. He pulled the trigger and the Arwing shuddered with the staccato bark of rounds punching out of the nose, a golden thread of lead stitching through the air. Grunts exploded in little orange pops, their hulls shredding under the sustained fire. One tried to barrel-roll behind him. He felt it, more than saw it, and flicked the stick. The Arwing snapped around, the Machine Gun still singing, and the last Grunt dissolved into a puff of sparks that tumbled away into the void.
"Clean," Slippy said, almost admiringly.
Fox banked back toward the freighter, the Machine Gun cooling with a faint metallic tick. "Clean," he agreed, and meant it as a compliment to the gun, not to himself.
Reader's Guide
ALRIGHT, LISTEN UP, YOU FEATHERED AMATEURS. You just strapped into an Arwing, the canopy sealed, and the first thing your hand finds is the trigger for the Machine Gun. Good. Because that is what you are going to use, and you are going to use it a LOT.
Here is the deal: the Machine Gun is the default. No pickup required. No fancy upgrade tree you have to grind through. You get in, you pull, it goes. In Star Fox 64, you toggle between it and the Laser with the L button, so keep your thumb there. In Star Fox Zero, it is your baseline, and you build your loadout around it. In Star Fox Guard, it is the first weapon you grab when the arena drops and the swarm hits. Always. Every time.
How does it feel? Like a chainsaw made of sound and lead. The Arwing kicks back a little with every burst, the rounds punch out in a tight golden thread, and the recoil is just enough to remind you that you are in a real cockpit and not playing a board game. You do not aim with the Machine Gun. You sweep with it. You saturate. You make the sky look like a pinball table.
Now. You want to hit a single, armored, shielded target? Fine. Switch to the Laser. But for the ninety percent of engagements where you are chewing through a squadron of Grunts while doing a barrel roll at Mach 2.5? The Machine Gun is your best friend. And it does not judge you for pulling the trigger a little too enthusiastically.
Now get out there and make some noise.
Did You Know?
- In Star Fox 64, the Machine Gun and the Laser are the two core weapons, and the pilot toggles between them with a single button press mid-flight, making weapon switching a reflex rather than a menu selection.
- The Machine Gun is available to every pilot in the Star Fox team, from Fox to Peppy, meaning even the older, more cautious pilots get the same staccato burst of lead as the reckless ones.
- In Star Fox Zero, the Machine Gun serves as the default starting weapon, and its rapid-fire cadence sets the baseline tempo against which heavier, slower weapons like the Laser or the Spread Gun are compared.
- The concept of a default rapid-fire gun alongside a focused-energy Laser as the two core weapons has been a consistent design pillar since the original Star Fox on the SNES in 1993.
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