Good Old Reviews
Super Star Wars - Now With Save Scum and Villainy

Marshall Lemon | 5 Dec 2015 08:00
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The good news is most enemies drop hearts, so it's pretty easy to refresh yourself as you progress. And since they usually respawn, you can walk back and forth over sections where it's easy to kill them and collect health - which I did before a few boss battles. You can also upgrade your blaster with higher damage ratings or enemy-seeking missiles, vastly improving your odds in combat. But that doesn't change how stupidly easy it is for anything to tear through your life bar. Some bosses are devastating if you can't reach a safe space immediately (looking at you, Hover Combat Carrier). And touching the wrong area of the map could prompt an insta-kill (looking at you, bottom floor of the Sandcrawler).

As much as I love retro platformers, this is exactly why most modern games ditched the lives system. Unless you're playing something like Super Mario Bros with moderate difficulty curves and plentiful extra lives, anything can reset your progress before you can get your bearings. Super Star Wars starts with three lives and three continues, all of which new players will burn through before reaching Level 3 - if not sooner. That's why I'm so glad Code Mystics included a save function for the PS4/Vita conversion. Yes, it encourages save scumming, but it's the only way some players can experience a full game. Plus it's optional, if you'd prefer to be a purist about it. As a cheat code abuser, I probably can't judge, but I still had fun this way.

While I'm mentioning save files, the PS4/Vita cross-save system is great too. As long as you're online, everything is automatically transferred to the other system without any extra action on your part. It's not a retro feature on Lucasarts' part, but it's really nice to continue from a handheld system and back again with a minimum of fuss.

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But even if you're the worst save scummer from a hive of villany, Super Star Wars will prove challenging. Many gameplay scenarios are rarely encountered again, like laser barriers which are only appear in the Sandcrawler, or rising platforms from the Death Star Tractor Beam room. It's hard to prepare for something if it only appears once or twice between large-scale shootouts. The worst example is the final level, where you pilot an X-Wing through the Death Star trench. It's dramatic, but introduces vehicle shooting mechanics that never appeared anywhere else in the game.

I've been complaining for a few paragraphs, but here's the thing: Even with these issues, Super Star Wars is a blast to play. Once you've finally upgraded your weapons, it's great fun to rush through Star Wars at breakneck speed, tearing your way through its many enemies. And despite the story changes, each level is impressively faithful to Star Wars' spirit. The locations are authentically designed, and there's even small nods to minor lore - including one boss based on a monster from Chewie's "chess" game. And of course the musical score goes a long way towards making the game feel like a true Star Wars experience.

Maybe it's nostalgia, or the charming 16-bit graphics, or maybe I'm just excited about the upcoming Star Wars movie. But I'm really glad Super Star Wars is available for modern systems, and even happier it can be played across multiple sittings. With games like Battlefront setting the bar for modern Star Wars game, it's important to remember where the gold standard used to be.

And Sony: When you re-release Super Empire Strikes Back and Return of the Jedi? Let's bring along the cheat codes as well. You haven't experienced Star Wars until you've played as an invincible Ewok with unlimited thermal grenades.


In honor of The Force Awakens, our next two columns will cover retro Star Wars games! Next week, I'll play Good Old Review's most requested Star Wars title - Jedi Knight II: Jedi Outcast.

The week after that? You decide! Share your thoughts in the comments!

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