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That's No Moon, It's Motion Pixels — Super Star Wars on SNES!!

 

 

Throughout the history of videogames, various consoles have served as one of the many pulpits for the gospel of film marketing. Videogame adaptations of movies are a strange breed. Motion Pixels will examine one such game each week, dissecting the basic gameplay, the graphics, and how faithfully it adapts the film on which it is based. Some are good, some are awful, and some are just down right weird, but they are all interesting experiments. We will also take a look at other cogs in a given film’s marketing machine. Grab some popcorn and a joystick and let the games begin! 

 

 

Game/Movie: Super Star Wars

 System: Super Nintendo Entertainment System

 Developer: Lucas Arts/JVC

 Year of Release: 1992

 

Graphics and Mechanics

Super Star Wars is a stellar platformer. The multidimensional environments engulf the player into the universe of the first film. There are sand dunes for miles on Tatooine, recognizable faces sitting in booths in the Mos Eisley cantina, and Tie Fighters whizzing by the foreground of the Death Star. The design of the characters is inspired and the specific, detailed movement of Luke’s hair or Chewbacca’s fur is phenomenal. The fact that characters can leap at you from the seemingly matte backgrounds or emerge from hallways along a surprising z-axis simultaneously enriches the game and gives it an arcade-style aesthetic. The eventual ability to select from multiple characters highlighted by flashing lights and heralded by signature sounds upon selection does little to stifle this arcade feel.

 For the most part, the controls are simple and easy to manage. You have a button for blasting, a button for leaping, and a few combinations allowing for slight enhancements to those two basic components. The gripes I have with the control settings are related to the highest and lowest capacity of your character’s movement. This may be a personal qualm, and if so I apologize, but it taxes me to no end to have to press down, forward, and an obligatory button to execute a slide. Much like so many other games requiring this indelicate maneuver, it gives rise to a host of problems. The fact that it mandates the usage of the forward key of the directional pad leads to inevitable overshoots and subsequent depletions of your health bar. It is also as infrequently responsive as the mega spin jump that denotes the other controller issue. Most of the time, this is a flashy, superficial movement. But in moving platform levels that demand perfect timing, the sluggishness of this jump can be as grating as listening to R2 and C3PO engage in yet another lover’s quarrel.

To say Super Star Wars is a step up from the NES Star Wars game is a bantha-sized understatement. The upswing in graphics are a given considering the 16bit jump, but ironically it’s a simplification of game procedure that represents Super Stars Wars’ champion improvement upon the NES version. The NES Star Wars game utilized a sort of TMNT engine with a top-down view that would require the gamer to navigate through large maps with various landmarks serving as the entrance to side-scrolling levels. As it if weren’t difficult enough to single-handedly raze the Galactic Empire to ruins, now I have to figure out which cave Obi-wan is hiding in? With Super Star Wars, the game progression is far more straightforward; get to the end, fight the boss, move on. That’s not to say the whole game is a monotonous, perpetual trek from the left side of the screen to the right. There are intermittent levels involving the piloting of vehicles to keep it fresh and entertaining.

But does this streamlining of gameplay make Super Star Wars easier?

 

Mission Accomplished?

 Oh hell no. Super Star Wars has quite the reputation among classic gaming fans. Any informal poll would garner two overwhelmingly universal opinions. The first opinion will be that this is one of the greats among SNES games and possibly even one of the best classic games ever conceived. The second, and far less favorable, consensus is that Super Star Wars is ridiculously difficult. Having not played this game myself since I was a kid—a long time ago in a town far, far away—I wrote off the portents of my gamer colleagues as a flurry of exaggerated memories and the inadequacy of youth. Surely, the adult gaming geek in me could see fit to best this game, right?

 I could not have been more wrong. Super Star Wars proved to be as difficult as trying to teach a Tusken Raider to recite Hamlet with a perfect English accent.

The prevalence of enemies in each level is taxing enough. But when combined with the absence of adequate weaponry (i.e. the light saber) throughout most of the game, they become a swell of infuriating needles from Vader’s interrogation droid slowly sapping away all your health. As an added perk, the enemies’ rate of regeneration is insane. No sooner did the laser blast that decimated a scorpion dissipate before another had immerged in its place. For Yoda’s sake, Jason Voorhees takes longer to return to his feet!

 There is also no discernable pattern or consistent timing factor to the level-ingrained traps. There are laser fields in the fourth level (inside the sand crawler) through which you are expected to slide, which are completely harmless until you get near them. The trick is to figure out how to extend your slide to start from a distance from which your presence is not detected and extend the slide all the way through the laser field. Given the aforementioned shakiness of the slide mechanics, this was no small annoyance. Then, once you get to the boss of this level, you are poised on a tiny, single platform surrounded by insta-death lava and the monster is shooting streams of fire directly to the spot you are standing. Is it starting to become clear why this proved to be as far as I could go? This game hates being played, hates it!

 

Playing in God Darth Mode

There is a feeling of abject surrender inherent in using a cheat code. It was my hope that I would never use them for this column as it sullies the purity of the unspoken challenge between gamer and game. I am also fully aware of the scorn I am inviting by admitting to utilizing this nefarious resource; may even get the death sentence on twelve systems for it. But the awful truth is that I was not able to get past the fourth level of the game and it made little sense to try and examine only the first four levels of a videogame; one would not watch twenty minutes of a movie and then write a review. Sure I could read a walkthrough online, but that seemed the recipe for a truly hollow article devoid of personal perspective. But despite these logical, mitigating factors, the nagging guilt over potentially using a cheat code vexed me.

I therefore exhausted every contingency I could think of before stooping to such lowly measures. I even gathered together the wretched hive of scum and villainy that is my most gaming-inclined cohorts and despaired as one by one they failed as I had. At one point I actually had to change out a controller as frustration saw one splintering across the linoleum at the foot of the fireplace. When I was finally forced to employ the cheat code to afford me the option of skipping levels, it required entering a twenty-button combo within the span of fifteen seconds and the use of a second controller to actually activate. In other words, Super Star Wars is such an appallingly difficult game that even the cheat codes are overly complicated.

 So I played each level to its conclusion and found that reaching the boss in most cases was irksome, but not impossible. That is of course except for the escape from Mos Eisley level. The sheer amount of lasers and Storm Troopers blasting you from every conceivable direction is almost as absurd as the Jawas’ business model; how many wayward droids does one really come across in the desert? The reward for getting to the end of this level is battling arguably the game’s most maddening boss. You have to destroy five separate pieces of this hovercraft before you can even inflict any real damage upon it. No game, there’s no need to compartmentalize anger and frustration.

Once you actually get to the Death Star hanger, the plethora of gaping pits into which your character just loves to plunge are bad enough. So why must we also have tiny survey droids with the ability to shove you across the screen and directly into said pits? On what planet is a fully-grown Wookie at the mercy the five-pound Imperial equivalent of a Roomba? Oh, and the coup de grace of this level is the fact that passing Tie Fighters also inflict damage upon you if you fail to evade them. Objects in the foreground THE SIZE OF THE SCREEN must be dodged repeatedly and, again, without the advantage of logical patterns. I might as well have attempted to play this level with the blast shield down.

I played through to the end of the game, the seminal flight through the trench, and was just able to avoid the volley of torpedoes and tie fighters...

...necessary to reveal Darth himself. From inside his personal fighter, Darth ends up posing less threat than any other boss. By the game’s dubious logic, the lord of all Sith is less imposing than the reactor that controls the Death Star’s tractor beam? Sure, and ED-209 is no match for the water softener at OCP right? One memorable explosion later, the game is over.

 

 

Faithful to its Source?

Like you wouldn’t believe. Super Star Wars is essentially a remake of the NES game so it begins with the exact same recreation of Episode IV’s opening sequence. But in Super Star Wars, the colors and graphics provide for a gorgeous, drool-inducing love letter to the Star Destroyer and the ill-fated consular ship that served as the genesis of one of the greatest saga’s ever told. The music, all John William’s standards, rings nostalgically beautiful as the MIDI orchestra fills the room. The attention to every geeky detail is just staggering. The sight of Ponda Baba, Garindan, and Labria leaping to fight you in the cantina is the realization of many a childhood scenario enacted with boxes and boxes of action figures. I also love that one of the bosses is the Kalhar monster from the chessboard on the Millennium Falcon.

The ability to fly an X-wing and take part in the Rebellion’s decisive victory over the evil Empire is gleefully geeky.

The game sticks fairly closely to the plot of the film…fairly. Once you reach the end of the first level, and battle the goddamn Sarlaac monster of all things...

....the cinematic break reveals Luke’s discovering of C-3PO near the crashed escape pod. Given the context of the film, that means that all the effort to which you just went was merely Luke on his way to work in the morning. But I suppose otherwise the first level would involve drinking blue milk and whining incessantly about going to Tosche Station for power converters; works better to establish Luke as a badass right out of the gate as opposed to a sniveling, feathered-haired bitch. I also love that the green space rabbits, that I originally mistook as a reference to Jaxxon from the Marvel comics, turned out to be the womp rats upon Luke admits to enacting so much cruelty. I enjoy that the game takes the time to feature creatures alluded to but never seen in the original trilogy; impressive…most impressive.

 The game offers the choice to play as Han, Chewie, or Luke, which is an absolute dream and, I’m fairly certain, represents the three voices in my head at any given time. But to remain as accurate to the film as possible, this choice is not offered the player until the completion of levels that would amount to the logical entrance of those characters into the plot. You don’t play as Han to meet with Obi-wan to deliver R2’s message nor does Chewie drive the landspeeder to recover him from the sandcrawler.

 The one element that really bugs me is the imbalance of time spent on Tatooine. Ten of the game’s fourteen levels are spent on this rock, the farthest planet from the bright center of the universe. If the film were proportionally equal to the game, Biggs would have been right because Luke would never have actually gotten out of there. The film would up its runtime from 121 minutes to something north of nine and a half hours. I understand there is a good chunk of the film that takes place on Tatooine, but this is just overkill. There’s a level to get to the sandcrawler, to get into the sandcrawler, to get out of the sandcrawler, three levels to get to Mos Eisley, one to get to the cantina, and then another to get out of Mos Eisley. The only thing missing was the level in which Luke uses the crapper and then requests the cantina band play “Free Bird” before he finally leaves. The Death Star then comprises the entirety of the rest of the game. What, no level wherein we get to fly the Falcon? No garbage smasher level? I find this lack of environmental diversity disturbing.

 Also, and this is truly nerdy, why did they change Leia’s message to have her instruct Obi-wan to deliver R2 to Yavin instead of Alderaan?

In the cinematic break, as Luke and Obi-wan are listening to her holographic image give these instructions, it’s hard for the hardcore Star Wars geeks not to notice this planetary switcheroo. There is a completely reasonable argument to be made that since Alderaan is blasted to space dust on Peter Cushing’s orders, apparently Dracula isn’t the only thing that dude can destroy, that there could never be an Alderaan level and therefore the line would have to be altered. Sure, except there’s no level on Yavin in the game either! So if the change isn’t to denote actual game story points, why change it? Apparently it’s been many settings of the two suns since I’ve been outside.

 

Final Thoughts

 As I continue to chat with folks about Super Star Wars, and about this game trilogy overall, I hear some wildly divergent views on their difficulty. Some attest that there is a sharp spike in difficulty from game to game. Others claim to have easily beaten Jedi and Empire while finding the first game insurmountable. Having been thoroughly browbeaten by the first in the series, it may be awhile before I revisit this galaxy. But rest assured this will not be the last Star Wars game covered by this column. There is at least one Star Wars game for almost every major system in existence…and I intend to play them all. Suffice it to say, it will take me far more than twelve parsecs to complete this Kessel Run.

 

License to Sell

 Not content with the spice freighters full of cash the franchise had already made, Lucas strived to be the ultimate power at the breakfast table as well. I would have liked to drown my sorrows in a giant bowl of C-3PO’s.

The sugary goodness could have completed the devolution back to childhood and provided warm comfort after such crippling failure. The game continually struck me down, but I did not become any more powerful in the process.

 

Brian Salisbury 

 

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