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. To say Super Star Wars is a step up from the NES Star Wars game is a bantha-sized understatement. 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. Most of the time, this is a flashy, superficial movement. It is also as infrequently responsive as the mega spin jump that denotes the other controller issue. 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. Much like so many other games requiring this indelicate maneuver, it gives rise to a host of problems. 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. ![]() The gripes I have with the control settings are related to the highest and lowest capacity of your character’s movement. You have a button for blasting, a button for leaping, and a few combinations allowing for slight enhancements to those two basic components. 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.įor the most part, the controls are simple and easy to manage. 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 design of the characters is inspired and the specific, detailed movement of Luke’s hair or Chewbacca’s fur is phenomenal. 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 multidimensional environments engulf the player into the universe of the first film. System: Super Nintendo Entertainment System Grab some popcorn and a joystick and let the games begin! We will also take a look at other cogs in a given film’s marketing machine. Some are good, some are awful, and some are just down right weird, but they are all interesting experiments. 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. Videogame adaptations of movies are a strange breed. ![]() Throughout the history of videogames, various consoles have served as one of the many pulpits for the gospel of film marketing.
0 Comments
Leave a Reply. |