A Look Back at Secret of the Stars (SNES)

Disclaimer: This is my original work with details sourced from playing Secret of the Stars and doing personal research. Anyone who wants to use this article, in part or in whole, needs to secure first my permission and agree to cite me as the source and author. Let it be known that any unauthorized use of this article will constrain the author to pursue the remedies under R.A. No. 8293, the Revised Penal Code, and/or all applicable legal actions under the laws of the Philippines.

Welcome back, video game enthusiasts, fans of Japanese role-playing games (RPGs), 1990s arts and culture enthusiasts, fellow geeks and video game collectors!

If you were already a gamer who enjoyed playing games at home with the Super Nintendo Entertainment System (SNES or Super NES) back in 1995, chances are you heard about the buzz about the hot RPGs that were released for the console at the time. Square released Chrono Trigger (which is now a classic) and Secret of Evermore while Capcom released Breath of Fire II.

That same year, Tecmo (the company best known for Dead or Alive video games) tried to score well with RPG enthusiasts and other SNES-owning gamers of North America by releasing Secret of the Stars which itself turned out to be the English-language version of the Japanese role-playing game (JRPG) Aqutallion.

This RPG caught my attention when I read about it in gaming magazines. After completing Final Fantasy II (actual title Final Fantasy IV) and Final Fantasy III (AKA Final Fantasy VI) on the SNES in 1994, there was a period several months when I was not able to play another RPG and had to settle with other types of games (note: I had a lot of fun with Super Star Wars: The Empire Strikes Back and Super Star Wars: Return of the Jedi). In the 4th quarter of 1995, I finally obtained a copy of the Tecmo-published RPG.

With those details laid down, here is a look back at Secret of the Stars (or Tecmo Secret of the Stars as presented on the game cover).

The cover of the game.

Early story

The story begins with a young lad named Ray who gets oriented with some people at the house of Mrs. Sonya. By merely asking a question, she reminds him about his personal search for a crest which once belonged to his father. Sonya also revealed that their island has been hit by several earthquakes which caused many wild animals to arrive.

Ray travels to the nearby town talking with the locals who gradually update him about what has been happening. Someone reveals to him that a journeyman arrived and talks about something called Kustera and Aquatallion.

Ray meets with the journeyman named David who is a native of Kustera. After reminding Ray that his father was the great Aqutallion, he emphasized that an evil being called Homncruse is a major threat to everyone and must be stopped. He tells Ray that he must seek out the crest of the stars to become an Aqutallion warrior and be able to defeat Homncruse.

Ray gets urged to go to the mountain to find the crest…

Quality

Imagine yourself arriving in this town for the first time. Which place should you visit?

To put things straight, Secret of the Stars has the basic elements of turn-based role-playing that involves the heavy use of menus for item management, fighting, defense, item use and others. The most unique game design feature here is the ability to switch between parties as the game goes on but what is clear is that the party involving Ray is the default party.

On the creative side of things, the concept about Ray being the chosen one to protect his people, lead a group composed of individuals to not only fight evil beings or monsters and achieve goals on quests (read: this includes going through personal trials at different sites in order to receive additional powers) and take on Homncruse and his evil agents has always been generic and the overall game design reflects that as well. Being the protagonist, Ray is clearly the most developed character but the same cannot be said about Tina, Cody, Leona and Dan who are all uninteresting.

Red slime? More like purple!

The production values of this game are clearly sub-par and the weak Japanese-to-English translation is only the tip of the iceberg. With the exception of the monster and enemy designs, Secret of the Stars looks like an 8-bit game and really stood out among 16-bit RPGs of its time when it comes to field of inferiority and primitiveness. The level designs lack creativity and the location background art lacked variety. When it comes to the story, its concept was interesting at first but there really is not much depth to it nor are the characters worth caring about.

What really defined this game is its slow-pacing in terms of interactivity. Adding even more to the sluggishness of the game are the slow movements of your character (representing your party) on-screen and the rather high rate of random battles. There is also a lot of grinding (defeat enemies in lots of repetitive battles to gain experience points to level up) required and the sad thing is the level-up is not very rewarding especially when you take into consideration the many enemies or monsters who are often strong with high hit points each.

The sluggishness and tedium are so bad, Secret of the Stars really turned out to be more of a chore than an actual fun game to play. It is so bad, the game’s unique feature of allowing players to control the 2nd party (Kusterans) became even more tedious and pointless to do. It is so bad, you will care less about the story of Ray, and you will prefer to ignore the other characters even more. It’s so bad, you won’t care anymore about Ray’s quest and the danger Homncruse has on the people.

Conclusion

Do you know someone named or codenamed Badbad?

Secret of the Stars was a bad RPG for its time and clearly it was a waste of money. On my experience, I ended up being very disappointed not only because of the game’s quality but also because of an absence of fun and the fact that my time playing it became a big waste. For me personally, this JRPG was definitely the worse SNES experience of 1995. It seems like the game developers made this game to literally torture gamers.

Overall, Tecmo’s Secret of the Stars should be avoided!

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Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com

Classic game Zombies Ate My Neighbors plus sequel coming to Xbox on June 29, 2021!

Yesterday, I learned about the most surprising news related to my personal interest of Xbox gaming. It’s not about the reported new game of Bethesda (which has been fully acquired by Microsoft) and not about The Coalition’s latest developments.

Rather it’s about a pretty notable game (plus its sequel) from the 1990s that I completely missed out on. The big surprise to me was that it will be released soon for Xbox One and Xbox Series S and X owners to enjoy.

That game is none other than Zombies Ate My Neighbors and its sequel Ghoul Patrol. Both games from the 1990s will be released for Xbox on June 29, 2021 for $14.99!

For those who are not familiar with either game, here is an excerpt from the Xbox.com article written by Ken Humphries (Senior Producer on the two games)…

Zombies Ate My Neighbors

The 2-player function is a popular feature of the game.

Hey, where’s that scary music coming from? Yikes! It’s Zombies Ate My Neighbors, where you appear in every demented horror flick ever to make you hurl ju-jubes.

What are Zeke and Julie, our two wholesome teenage stars doing in a 16-bit game like this?! Trying to save the nice neighbors, cheerleaders, and babies from a fate worse than polyester!

Who could put this slice of suburbia in such goose-pimply hysteria? Zombies, relentless chainsaw maniacs, mummies, evil dolls that just won’t die, lizard men, blobs, vampires, giant ants, martians, and more.

One of many levels in this game.

Will these crazy kids survive the night? Find your way through 55 horror-filled levels like a grocery store gone bad, a shopping mall awry, a mysterious island and your own back yard. Don’t miss “Weird Kids on the Block,” “Mars Needs Cheerleaders,” and “Dances w ith Werewolves.”

You can fend off the freaks with a virtual candy counter of weapons like uzi squirt guns, exploding soda pop, bazookas, weed wackers and ancient artifacts. Also grab power ups-o-rama like secret potions and bobo clown decoys. Does this game ever end?!

Ghoul Patrol

Nothing like facing an over-sized enemy in Ghoul Patrol.

Zeke and Julie, our intrepid teenagers, visit the Ghosts and Ghouls exhibit at the city library, where they find an old treasure chest containing an ancient spirit book. Naturally, they cannot resist reading it. Suddenly, a horrific snaggle-toothed spirit emerges.

Now, this snarling phantom and his dastardly minions are infesting Metropolis and slithering their way into the history books, where they plan to rewrite history with their spooky ways. Only you have the power to go back in time to de-spook an encyclopedia of zombified historic dudes.

Were you able to play this game back in the 1990s?

Terminate, with prejudice, using crossbows, ping-pong ball machine guns, Martian “Heatseeker” guns, and more.

Vaporize garbage can ghosts and ninja spirits, rescue bug-eyed librarians and wigged-out pirates, dodge flying books and adolescent-eating plants!

The features for Zombies Ate My Neighbors and Ghoul Patrol are as follows…

NEW FEATURES

Save Feature: Quickly save your progress in either game and continue your adventure wherever and whenever you want

Museum Features: Watch a video interview with one of the original Zombies’ developers or explore numerous galleries containing game art, previously unreleased concept images and marketing assets

Soundtrack: Listen to the entire soundtracks for both games in the included music players

2 Player Mode: Play the game with two player local co-op

• Achievements: Track your game progress with a set of achievements covering both games

To put things in perspective, Zombies Ate My Neighbors was released in 1993 published by Konami (game developed by LucasArts) for the Super NES (SNES) and the Sega Genesis. It was not a big commercial success but it proved to be a hit with the critics of the time (plus the writers who published their reviews of it years later). Zombies Ate My Neighbors gained a cult following as it not only had enjoyable gameplay, its visual style was appealing, it had lots of visual elements related to pop culture (notably horror genre elements), a memorable soundtrack and more.

In a 2006 article published by IGN, Zombies Ate My Neighbors was described by Lucas M. Thomas as “a comical 16-bit template for the new Xbox 360 release, Dead Rising. And like that game, this one arms you with a pretty bizarre arsenal. Weed whackers, exploding soda cans and flying silverware all make an appearance to help you, or you and a friend, put a hurt on these living dead.”

Ghoul Patrol was released in 1994 for SNES, published back then by JVC (Japan Victor Company) with the development done by LucasArts. Like its predecessor, I never got to play it back decades ago. In addition, I never even saw a copy of the sequel at retail during those days.

As I never got to play Zombies Ate My Neighbors back decades ago, its upcoming release for Xbox is a very delightful surprise for me personally. I will order this (along with Ghoul Patrol) very soon.

If you are interested to order in advance Zombies Ate My Neighbors and Ghoul Patrol for your Xbox One or Xbox Series console, click here.

In ending this piece, posted below is a video retrospective on Zombies Ate My Neighbors published by GamerThumbTV plus a retro review by Cinemassacre. Be mindful of potential spoilers.

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Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com

A Look Back at SOS (SNES)

Disclaimer: This is my original work with details sourced from playing the video game and doing personal research. Anyone who wants to use this article, in part or in whole, needs to secure first my permission and agree to cite me as the source and author. Let it be known that any unauthorized use of this article will constrain the author to pursue the remedies under R.A. No. 8293, the Revised Penal Code, and/or all applicable legal actions under the laws of the Philippines.

Back in the 1990s when cable TV was not yet popular in the local community I lived in here in the Philippines, I got to watch on free TV a late night showing of the old movie The Poseidon Adventure. That movie, which included Gene Hackman and other stars, was about a huge passenger ship that got capsized as a result of a huge wave that hit it so hard. The survivors in that film had no choice but to band together and find their way out through countless obstacles.

That creative concept was reused by game developer Human Entertainment for a video game I played on the Super NES (SNES) a few years later…SOS (titled in Japan as Septentrion).

Released for the SNES in 1994 by Vic Tokai, SOS was an adventure game that had players take on the role of one of four characters (each with a different story plus different endings) who must escape the ship within sixty minutes in real-time. Along the way, the player must avoid obstacles, get to the hard-to-reach places and escape the ship before time runs out.

How good or bad the game is, you can find out in this look back at SOS.

The misadventure begins on the Lady Crithania with the disaster.

Early story

The story begins in the luxury passenger ship called Lady Crithania. Depending on which character you choose, Capris is an architect who has a sick sister; Luke is a crew member of the ship whose superiors don’t take his warnings about harsh sea conditions seriously; Jeffrey is a doctor who is traveling with his wife and Redwin is a counselor who is traveling with a family.

A cut scene emphasizing the story of one of the characters.
This is what the ship looks like after the disaster. At this point, the struggle for survival truly begins.

Regardless of which character was selected, a massive wave hits the Lady Crithania so hard it got capsized. The interiors suddenly turned upside down causing lots of damage and deaths. The protagonist is challenged with the chaotic interiors, obstacles, interacting with some survivors and reach the boiler room to survive.

Gameplay and Quality

As it is a 2-dimensional (2D) game, SOS is a side-scrolling adventure with some platform gaming elements mixed in. You can have your character move and jump most of the time with the occasional action of helping passengers (by means of reaching) travel with you (with some commands to communicate with them). While the design made sense, playing SOS always turned out to be a tiring chore and a test of patience due to the lack of precision when it comes to control response.

Adding further to challenge is the occasional shift of the capsized shift which changes the angles of the interiors which instantly alters the difficulty on moving around and jumping to the essential platforms (to progress to the next place). The shifting was visually done using the SNES’ Mode 7 feature. For the newcomers reading this, Mode 7 is the graphics mode unique to the SNES which enables scaling and rotating of the background image. While the sprites and 2D art in this game lacked punch, it is the Mode 7 feature that really added some quality to SOS’ visuals temporarily.

The more survivors you help and take with you to the very end, the better the ending will be.
You can also swim through flood sections.

More on the difficulty, the artificial intelligence (AI) programmed for the survivors that you can choose to rescue is pretty low which leads to a lack of response whenever your character calls them to follow you to get to the next level and survive. Not only were there times the other characters did not respond, some got even stuck in tight places.

As this game has 1-hour countdown in real time, making a mistake is costly. For example, you jump but fail to reach a crucial platform and fall down into the abyss and die will lead to your character respawning but with a noticeable amount of time reduced. Considering the lack of precision on controls and other factors, this made SOS challenging and frustrating to play.

If only the other survivors were more responsive to your calls…

And then there is the challenge to get the best possible ending you could by means of rescuing as many other survivors as you could and reach the very end with them. To put it this way, if you decide to be completely self-centered, disregard all the other survivors and make your way to the end without them, will result a really bad ending. You rescue more and make it alive with them, then the ending will get better.

Conclusion

If you fall and die, your character will respawn but with an amount of time reduced.

SOS has a very nice concept of adventuring that focuses mainly on survival and involves no combat and certainly no clear enemies to encounter. It is just too bad that the flaws of this game made it more frustrating to play and very few people will actually get to enjoy it.

If you own a working SNES and you are thinking about buying an existing copy of SOS, I do not recommend buying it with your precious money. Better rent it instead.

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Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com

A Look Back at Aerobiz Supersonic

When it comes to playing economic simulation games, I enjoy playing them on the personal computer (PC) using the keyboard and mouse. Back in the mid-1990s, there was one particular economic simulation that I played on the Super Nintendo Entertainment System (Super NES or SNES) and found it to be very enjoyable and easily to play with using the console’s control pad.

That game was Aerobiz Supersonic, a simulation about the airline industry developed and published by Koei for both the Super NES and the Sega Genesis. Here is my look back at this old video game from the 1990s.

Screenshot_20200222-133557_Photos.jpg
The cover of the Super NES version of the game. Its art and style is really nice to look at.

Concept and Game Design

In the game, you get to play the Chief Executive Officer (CEO) of an airline and your goal is to beat your rivals in the global air travel industry. How to achieve the goal and succeed? There are tasks that need to be accomplished such as buying commercial airplanes (that include such real-life companies like Boeing and Airbus) for use, establishing flight routes, securing slots in airports worldwide, selling tickets and filling up each flight with as many passengers as possible, achieve profitability and finish the game’s imposed time period ranking . Adding zest to the game’s challenge is the selection of a certain era of world history that include 1955-1970 (the dawn of jets), 1970-1990 (the Cold War era), 1985-2005 (the present era) and 2000-2020 (the age of continued flight advancement).

Within the game, time passes by means of clicking a certain on-screen button that ends the player’s current turn. Of course, before pressing that, the player has to set things in motion like sending a representative to a certain overseas airport to negotiate and secure slots (which takes months to complete), set the ticket prices, buy a new airplane or two, etc. The game even allows players to micro-manage their airline like adjusting internal spending (salaries) or adjusting the quality of their airplane and services. Also nice is the option offered for players to buy a hotel or resort, a theme park or a travel agency that can bring in additional revenue.

Screenshot_20200222-132447_YouTube.jpg
The airport slots, local businesses, economic and tourism details per city displayed.

Screenshot_20200222-132508_YouTube.jpg
Visit an airline and choose from one of many models of airplanes to buy.

There are other small details that need paying attention to such as the economy and tourism meters of each city displayed (note: a higher tourism score means the city is more attractive to travelers), the population, etc. Also noteworthy is the current state of relations between your home nation with the nation of the city airport you are trying to establish routes with which can affect your business.

When the turn ends, a series of events will happen showing what happened around the world, how your company fared in the competition during the lapsed time period, and, occasionally, a random event will occur that most likely will affect your business (examples: the Olympics hosted by a city helps draw in additional passengers or the 1970s oil crisis raises the cost of your operation).

Regarding the game’s imposed time period for competing with the artificial intelligence (AI) opponents, the period is twenty in-game years.

Screenshot_20200214-195600_YouTube.jpg
This is part of micro-managing your business in the game.

Screenshot_20200214-195720_YouTube.jpg
After the end of each turn, news and updates not only about your company but also your competitors are flashed.

Quality

Being used to playing simulation games on PC, I found Aerobiz Supersonic to be very enjoyable, addicting and easy and efficient to play (in terms of controls). Considering the above-mentioned gameplay options (buying an airline, sending a representative, etc.), they are pretty easy to adjust using the Super NES controller although there were a few moments when I accidentally pressed the button putting into motion a different option.

Gameplay aside, this game has a whole lot of charm with its visual presentation. You launch a brand new flight route, the game shows a short animation sequence of the jet taking off. You buy an airplane, you will see a short animation of it entering your facility once it arrives (complete with a visual design reflecting the model). You conduct a board meeting, your company’s officials are present making reports to you and you get a series of choices to make on what to do next. A historical event or a global development occurs, you get to see original art reflecting them (example: a nation joins the EU with people wearing suits and neckties together in a formal ceremony). You make a move to buy slots at an airport overseas, a company official will have his or her face shown talking to you. When looking at the regional map, you see lines connected between cities (highlighting the establish flight route you made) and there are icons of airplanes flying between them.

Screenshot_20200214-195732_YouTube.jpg
Random tourist hot spots get highlighted as you keep playing.

More on the aspect of starting the game, I like the options offered for me to select which city shall serve as my airline headquarters. Among the many cities included, there are cities of my native Philippines namely Manila (the international destination) and the nearby city of Cebu. I still remember how delighted I was to see my native Philippines included in the game, complete with Asian character designs to reflect the company and its region.

Conclusion

Ultimately Aerobiz Supersonic (which was actually a sequel to Aerobiz) is a gem of a console economic simulation released at a time when 2D sprite gaming was still the standard and 3D polygonal gaming was just about to make an impact on the global video game console market. Back then, 2D side-scrolling action/adventure games, sports games and role-playing games (RPGs) were so common on the Super NES and Genesis combined and the idea of enjoying economic simulations on consoles was highly unusual. Aerobiz Supersonic is proof that economic simulations can come with a lot of depth, deliver a good amount of strategy and can be highly playable and enjoyable on consoles.

If you want to enjoy this game, it can be quite difficult to do because you need to acquire an existing copy of the game as well as a fully functioning Super NES or Sega Genesis. As of this writing, there has never been a re-release of Aerobiz Supersonic (note: in line with legitimacy, I will not consider those browser versions or file sharing of ROMs) and it is not even included on Nintendo’s Virtual Console. There’s not even a version made for smartphones.

Now if only the executives at Koei Tecmo Games would consider revisiting Aerobiz Supersonic with today’s consumers in mind.

Screenshot_20200222-132429_YouTube.jpg
You can choose what kind of plane, how many planes, how many flights and how much you set the ticket prices whenever you start a new flight route.


Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. Also my fantasy book The World of Havenor is still available in paperback and e-book format. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com

 

A Look Back at Super Star Wars: Return of the Jedi

Screenshot_20200202-123104_YouTube.jpg
Luke Skywalker going up against the game’s final boss – Emperor Palpatine. 

By the middle of 1994, gamers and Star Wars fans who owned a Super Nintendo Entertainment System (SNES or Super NES) were treated with more 2D side-scrolling fun with Super Star Wars: Return of the Jedi. Developed by Sculptured Software and LucasArts and published by JVC, the game was the conclusion of the so-called Super Star Wars trilogy of the 16-bit era of console gaming.

Like its predecessor Super Star Wars: The Empire Strikes Back, this game is a 2-dimensional side-scrolling adventure game released just months before Sega and Sony respectively released the Saturn and PlayStation consoles (which eventually made 3D polygonal gaming popular). The game itself is based on the 1983 movie Return of the Jedi: Luke and his friends go out to save Han Solo from Jabba the Hutt and the Rebels prepare its strategy to defeat the Imperial Forces now armed with a new Death Star with the personal presence of Emperor Palpatine.

Here’s my review of Super Star Wars: Return of the Jedi.

Early story (and some notable differences from the movie)

The game begins with a quick look at Darth Vader’s arrival at the new Death Star setting up the stage for the Emperor’s arrival. On Tattooine, Luke and his companions travel to the temple of Jabba the Hutt to somehow save their friend Han Solo (who got frozen in carbonite at Cloud City in The Empire Strikes Back).

Screenshot_20200202-120316_YouTube.jpg
A still cut-scene at the beginning of the game.

In order to get to the palace, Luke/Leia/Chewbacca (you get to pick which character to use) have to travel through a lengthy stretch of land filled with several forms of wild life, monsters and even Jawas blocking their way. Once inside, your character has to fight until the end of the next few levels (note: there was a boss or powerful enemy to beat) to make the story progress.

Once you have defeated Jabba and rescued Han Solo, your team regroups with the Rebels in space to start your next series of missions with the moon of Endor (with the 2nd Death Star in orbit).

Notable differences from the movie include fighting a large monster (which used a large ball as a weapon) did not appear in the film. Also notable was Leia (in her sexy slave outfit) having to move from the end of the stage to reach Jabba the Hutt who serves as the level’s boss. Jabba’s sail barge in the game looks and feels longer than in the movie.

Screenshot_20200202-121353_YouTube.jpg
Leia, Jabba is right behind you!

Gameplay

Super Star Wars: Return of the Jedi plays a lot like its predecessor. As typical with most games of the era that used 2D sprites for visuals, the game is an action-packed side-scroller wherein you have to control your character from left to right, go up and down and complete the level by either defeating the end-level boss or by simply reaching the end (some levels have no boss). As you move on, you also get to collect power-ups and icons which are really helpful in completing the levels.

Along the way, you get to fight a whole bunch of enemies that appear to fight and stop you.  This includes not only the Imperial forces that appeared in the movie but also new additions like machines and even flying robots. You never saw Luke fight any flying robot in the movie? In this game, he gets to fight them at the Imperial facility on the moon of Endor.

Screenshot_20200202-122315_YouTube.jpg
Han Solo blasts the Stormtroopers!

Given the story structure of the movie, the game developers were able to let players pick a Star Wars character to play as before starting a level. This particular feature was prominent in 1992’s Super Star Wars but was heavily toned down (due to story structure) in Super Star Wars: Empire Strikes Back. Back to the selectable characters, there are key differences between them such as Luke using his lightsaber and Force powers, Han Solo with his blaster and grenades, Chewbacca with his crossbow and his spin attack (he does NOT do this in the movies so it’s funny), and Leia who uses different weapons as she appears (based on the story structure) as a disguised bounty hunter and as a sexy slave to Jabba. Quite odd here is the addition of Wicket the Ewok as a playable character whom you must guide fighting the bad guys in two levels that are set in the village of the Ewoks up those tall trees. The Wicket levels are easily the least interesting to play in.

Like the previous two games, the game designers implemented levels that play differently from the standard side-scrolling adventuring. I’m referring to the Mode 7 level in which you fly the Millennium Falcon on a makeshift 3D environment on the surface of the 2nd Death Star needing to destroy a number of TIE Fighters in order to progress. I should say that this particular level lacked depth although it was cool to use the Falcon and just imagine Lando and his team inside operating it.

Screenshot_20200202-122611_YouTube.jpg
The Millenium Falcon in the Mode 7 3D environment set on the surface of the Death Star.

In what is a clear attempt by the game makers to push the hardware of the Super NES, they created a standalone level in which you use the top turret of the Millenium Falcon to shoot a required number of TIE Fighters while flying in space heading towards the 2nd Death Star (complete with a 3D background showing the Imperial Star Destroyers in the distance on one side). This was a very short yet cool sequence to play even though the darkness of space makes spotting the TIE Fighters a bit challenging. I liked the fact that the console’s processor was pushed hard to allow the TIE Fighters look 3D and detailed using several frames of animation as they fly around and right close to the Falcon (which itself looked detailed).

Screenshot_20200202-122004_YouTube.jpg
This 3D shooting segment in the game was fun and too short.

And then there is the speeder bike chase sequence that took place through the forest of Endor. This one is pretty shallow and has not aged well.

Screenshot_20200202-121543_YouTube.jpg
Nice visual detail on the speeder bikes but everything else felt shallow.

Finally, the game’s last stage is another hardware-intensive level that offers gamers the opportunity to experience the challenge and speed (as far as the hardware could push) of piloting the Millennium Falcon into the tunnels of the 2nd Death Star to reach the core, blast it and then escape on the way out (being chased by intense flame caused by the explosion). This level shows lots of repeating visual elements that are supposed to be the mechanical interiors of the tunnels and you can movie the Falcon in 1st-person view, speed up or down, rotate the view and tilt the direction as you move forward. Along the way, there are TIE Fighters who appear in front of you for you to shoot at. While the intention of the developers to replicate the memorable sequence of the movie is clear, the hardware limitations (and design limitations) could only go so far to make the gameplay experience solid. What bogged this particular sequence down are the bouts of slowdown (lowered frame rates) when things get hectic.

Screenshot_20200202-123735_YouTube.jpg
This sequence must be seen in motion.

Conclusion

While it is indeed a more polished game than the memorable Super Star Wars: The Empire Strikes Back, Super Star Wars: Return of the Jedi was indeed a fun and engaging game but still falls short of its immediate predecessor in terms of enjoyment and engagement. For one thing, this game noticeably was less challenging and the return of the password system makes it even easier to finish. The boss battle with Darth Vader showed the iconic villain being much easier to beat with even on the standard difficulty level. I still remember how surprising it was to beat Vader during my first time playing the game.

The non-side-scrolling levels of the game created good variety for playing. I just wished that the 3D space shooting sequence of the Falcon (with its top turret) lasted longer and the visuals of the final level looked more detailed and had less lag. As for the Mode 7 level with the Falcon on the surface of the Death Star, that one pales in comparison with the lengthy and memorable Battle of Hoth (which has the grand experience of taking down the AT-AT walkers with the tow cable).

Overall, Super Star Wars: Return of the Jedi is recommended.  By today’s standards, this game is a classic and was one of the best ever Star Wars video games of not only of its console generation but among all Star Wars games that were made with 2D sprites and pixel art. If you have a Super NES console or Nintendo’s Virtual Console, play the game once you have it.


Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. Also my fantasy book The World of Havenor is still available in paperback and e-book format. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com