
It's Armageddon² in
Super Stardust HD

Hours of fun can be
had just making pretty patterns
with your burner weapon. Like this.

Yes.. this is still your firepower. This guy is
using the wrong
weapon though.. it's an ICE WORLD you numpty!

Here we see lots of nasty red gem-like
space-aliens descending
in an extra-terrestrial hail-storm. Note the
circular 'hit boxes'
where they will land - you don't want to be
parked up there..

Thes homing worm-things are the bane of my life.
If only because
you can't fire behind you. Better resort to plan
B ie leggit.
Note the snazzy gold
asteroids by the way. Nice eh?

Boss Time - And anyone whose played the Amiga
titles might
get a bit of deja-vu here. Impressive stuff.

Anyone remember the original Super Stardust? Fab
wasn't it?
Here's some
screengrabs to get all nostalgic over (on right).
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Housemarque return
with a PS3-exclusive update of the Amiga's fondly
remembered 'Asteroids' homages: Stardust and
Super Stardust. Is it a Geometry Wars beater?
I'll get a
couple of things out of the way before we start
this review proper. I don't like the design of
the your ship. Writing this I have a mental image
of a rather nondescript brown blob and I couldn't
really tell you much else about it, even after a
few hours play. Nothing like the quite memorable
and sleek looking beast from the Amiga 1200's Super
Stardust which I could quite happily
render a fairly decent likeness of from memory
despite not having played the game in about 5
years. Nor has it the charm of the original craft
in the first Amiga Stardust
game. As we'll hear later though you're not
actually going to be looking at it as much as
practically anything else on your screen, or at
least you'll not be sat casually admiring the
paintwork. Secondly I do miss the original
rotate-y 'Asteroids'-style
controls with their more realistic physics, which
Super Stardust HD eschews in
favour of a much more straightforward Geometry
Wars/Robotron-style
control system, but I expect this has something
to do with the desired pacing of the game. Which,
on later levels, makes the original two games'
already fairly manic intensity look positively
somnambulistic.It's insane, I tell you, totally
insane. But I love it.
Finnish developer Housemarque's Super
Stardust HD, as several other reviews
have pointed out already, is probably the most
notable source of unadulterated old-fashioned
damn good fun on the PS3 to date. That it's
arguably far more entertaining and certainly far
better value for money than any of the current
batch of high-street shelf releases is something
I'll leave Sony's in-house development, marketing
and localization teams to work out amongst
themselves. While SSHD's core gameplay concept is
decidedly old-school the revolutionary way in
which it is executed is so brilliantly done I'm
amazed no one's ever thought of implementing
something like this before. Imagine taking the
original 'Asteroids' game and then zooming it out
to an epic planet-wide scale and you'll get the
basic idea. Super Stardust HD is a 2D-shoot-em-up
on a three-dimensional grid-like
spherical playfield, representing the
outer atmosphere of the hulking great planet
below you. As you manoeuvre your craft blasting
hostile (can asteroids be hostile?) great
orbiting nuggets of silicon to their component
atoms (via smaller but hopefully less dangerous
nuggets of silicon) the whole playfield and its
enclosed planet, along with every single
asteroid, enemy craft, piece of shrapnel,
explosion or particle effect is beautifully
rotated in three dimensions around (or in the
case of the planet below) your ship which, in a
manner similar to Konami's
classic Time
Pilot, stays fairly central on your
screen. And it looks absolutely stunning.
Anyone who has played and enjoyed the original Amiga
games might be wondering how SSHD compares
play-wise. In many ways there are similarities
but there are also many notable changes here from
the originals. As mentioned before the game isn't
really 'classic' Asteroids anymore, it's got the
same tried-and-trusted control system as Geometry
Wars, with one of the dual-analogue
sticks being used for moving your craft and the
other for aiming your firepower
multi-directionally. I have to wonder if this
change was in any way influenced by Sony after
Geometry Wars' massive commercial success on XBox
360 Live, but it suits the more intense
Robotron-like pace of the game and probably makes
it a lot more accessible to the PS3 demographic
so I can understand the reason for this
modification. Like previous Stardusts the flow of
the game is divided into stages, with five
'planets' subdivided into five levels each, 25 in
total. Your task is simple enough, blast
everything around you into tiny pieces, from
enormous mountain-like mega-planetoids
to the tiniest fragment of space rubble, along
with any pesky interfering space aliens that
should materialise and take pot-shots at you. As
each level progresses asteroids (along with other
enemies) will come flying Armageddon-like into
your planet's outer atmosphere, the imminence of
which is signified by handy coloured 'impact
boxes' to warn you to move your ship.
Stay alive long enough and your score-multiplier
will increase exponentially, putting high-score
chasers in Nirvana. Blow enough stuff up, while
enjoying the ridiculously pretty on-screen
fireworks and jaw-dropping particle effects, and
it will soon be time to continue your reign of
apocalyptic destruction on the subsequent level,
culminating with a big boss-showdown
at the end of each planet sub-stage.
Every now and then you'll be presented with
pick-up items amidst the chaos, which will either
provide weapon upgrades, extra smart
bombs or points bonuses.Your craft is
equipped with three different specialized weapons
which can all be upgraded in this manner, and can
be switched between in-game to deal with any
particular hazard in your path. The three weapons
are the 'Rock Crusher' spread
laser, the 'Ice Splitter' gun
and my personal favourite the 'Gold
Melter' flame-burner, which is enormous
fun when you power it up and swirl it through 360
degrees across the screen frazzling
anything in its path. Each weapon is particularly
effective against one of the three different
asteroid types populating the game, so selecting
the right weapon type is obviously an important
consideration (very similar to previous Stardusts
this), especially later in the game when you'll
come up against a large percentage of
tough-to-crack Ice and Gold
asteroidal behemoths. Screen-clearing smart-bombs
become an invaluable tool as the game ratchets up
in intensity, as does an 'escape boost'
feature which is dead handy for hot-tailing it
out of trouble, and which, later on you'll be
using a lot. Like the original Asteroids' 'hyperspace'
though it can sometimes get you into trouble as
well so you might not want to overdo it..
Super Stardust HD gets extremely chaotic rather
quickly (curses on you Housemarque programmers
for those un-faltering homing
wormie-things!) and it's probably safe
to say that even seasoned Geometry Wars veterans
won't be sampling its final stages any time soon.
But it's such undeniably great fun to play, if
only to try and rack up a remotely respectable
score, that you're certainly not going to mind
the challenge of getting there. High-scoring
achievers can take advantage of the online
leaderboard to display their handiwork (
just don't ask where I am on it though - its got
four digits). There's also a two-player
co-operative mode which I've yet to experience
because my PS3-owning pal refuses to shell out
the necessary 30 quid for a second controller,
though I'm unsure how restrictive this might be
given the game's free-roaming play-field system.
In all I'd have to say this was a Geometry
Wars-beater due to its beautifully
implemented play-field dynamics, greater depth,
increased variety and phenomenally spectacular
1080p visuals. For these reasons, combined with
the ludicrous low price tag (about a fiver in the
UK) as a PS3 network download it
most certainly deserves the multiple accolades so
far bestowed in its general direction, and if you
own a PS3 it would be criminal to ignore it.
Unfortunately I'll have to make do with Geometry
Wars myself just for now..
Score
out of Five:
   1/2
Mike B

The 'tunnel'
sections (bottom centre) in Super Stardust
were fantastic as I recall..
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