Super Star Wars

After slipping through my latent 3G iPhone 4’s crappy lag, I chose to forego ebay for one of our local flea markets to acquire Super Star Wars from the 91-100 chunk of the top 100. This one set me back eight bucks, the guy I bought it from was sitting behind the counter taking apart an Xbox controller to clean it so I didn’t haggle. Odds are he cleans his pieces.
I’ve been binge playing in a rotation. About 2 hours at a time every chance I get. It doesn’t take long for me to get locked in, dry mouthed, and frustrated when I’d slip up and game over. And over, and over. These games are hard.
Super Star Wars reminds me of the incomplete control over most characters in early games. Especially early games, and this one counts, coming out in ’92, seemed to take that clunky feel from the previous generation of consoles.
Compared to the feel of the other games, TG2 is lacking, though at the time, the depth of upgrades and variable weather make it a game that would be cool as an iPad port. UMK3 feels the best, though again, at the time, the Mortal Kombat franchise was well through the tweaking phase of development. They way Midway was doing graphics compared to Gremlin Interactive was night and day. TG2 and Super Star Wars don’t compare to UMK3 in animation or feel.

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