Super Star Wars is a Star Wars game for SNES that fairly loosly follows the events of episode IV.
Game objectives
- Emulator used: Bizhawk 1.3
- Genre: platform
- Aims for fastest time.
- Takes dammage to save time.
Stage by stage comments
Level 1: Dune Sea
Manipulated the boss to stay surfaced.
Level 2: First Land Speeder Level
None
Level 3: Outside Sandcrawler
Spent some time waiting around for platforms.
Level 4: Inside Sandcrawler
You can actually stand in the lava while walking left against a wall, but it isn't really useful.
Level 5: Land of the Sand People
None
Level 6: Land of the Banthas
There is a cool Giant Womp Rat, and it is one of two bosses worth using the light saber on.
Level 7: Second Lander Speeder Level
None
Level 8: Mos Eisley
None
Level 9: Cantina Fight
A bit more of an arcade type level, you need to kill to progress.
The boss here is the other one worth using the light saber on.
Level 10: Escape From Mos Eisley
None
Level 11: Death Star Hanger Bay
None
Level 12: Rescue of the Princess
None
Level 13: Tractor Beam Core
Tons of platforms that aren't well synchronized, a lot of time wasted waiting for platforms.
Level 14: The Death Star
None
Other comments:
Because I was using TAStudio the rerecord count is 0.
Potential improvements:
- Manipulating enemy drops to get blaster improvements sooner could save time.
- If platforms could be manipulated into better positions that would save a bunch of wait time.
Acknowledgements:
I'd like to thank the following for the helpful resources.
- The FAQ from Hunter Mann at http://www.gamefaqs.com/snes/563218-super-star-wars/faqs/57323
Truncated: Or not... I'm leaving this open until I can get the emulator working. Other judges, feel free to grab it iff you can play it back.
feos: The research before making this run seems to be done very poorly. Since 2007 there exists a WIP that is 532 frame faster in Level 1 + Boss. And that WIP was not even optimized to maximum. Since 2009 there exists a real-time run that uses quite some tricks that prove this TAS's sub-optimality. The main thing is skipping the Level 4 Boss (saves ~13 seconds) by scrolling the camera up, which does not let him spawn. Also, standing right before the mini-boss of that level, one can kill him a second faster than in this TAS. This does not come from the difficulty difference, since that only adds 1-2 HP to bosses. The game speed isn't different in a European version, used by that RTS.
I also can't agree with the difficulty chosen here, because it does not affect the gameplay, it only increases the player's damage. That means you can do much more damage boosts in an Easy run, not losing actual gameplay. Rejecting the run, and hoping more effort is put in a TAS of such a complicated game, ideally several people would work on it, due to heavy luck manipulation required.