Super Stardust Portable Review
Trigonometry Wars.
Version tested: PSP
Super Stardust is one of the most concentrated shoot-'em-ups ever made. There are no breaks in the action, no cut-scenes, never a moment to pause, to marvel at the firework display of particle effects exploding around you, or even to pay much attention to your current score. Your tiny ship, caught in a maelstrom of asteroids and alien attackers, weaves through a constantly shifting maze, firing one of three different bullet types in all directions, collecting pick-ups, deploying smart bombs and dashing through the ever-encroaching clusters of obstacles. The result is a breathtaking flurry of twitch-gaming, a scramble to steady your disorientation amongst the hubbub, and a constant prayer that the sum of your skill and luck will be enough to overcome the odds that are so overtly stacked against you.
Originally released on PlayStation Network for PS3, Super Stardust HD is the closest Sony's console has to a Geometry Wars. While the game lacks some of its rival's finesse, not to mention its narrow but deep design, perfectly pitched difficulty and always on-screen high-score challenge, it nevertheless holds its own, maintaining its position as the strongest shooter on PSN even 18 months later. But the move to PSP hardware, with its different control configuration, demanded tweaks: changes that will upset the muscle memory that fans have spent so long developing.
The handheld's analogue stick still controls the movement of the ship, but 360-degree fire has been reduced to eight directions. Each face button, pressed on its own, directs your stream of fire toward that side of a compass. Used in conjunction with another button you can fire across the diagonals, but whichever way you look at it this is a noticeable limitation of the original's analogue precision.

If the game's difficulty is proving too much of a barrier then there's the option to downgrade to 'Causal', just so you know the developer thinks you're a pansy.
To help recreate the wobbly feel of 360-degree control, the developer's introduced a double-tap function that momentarily spreads the fire arc, while holding a button down will cause one of the three weapons to spin in a circle around your ship, and together these are neat concessions that reduce the sense of interactive devolution. There's certainly been a loss of aiming precision, but it would be a stretch for any player to blame death on the imprecision of the new control scheme, which is perfectly serviceable.
The game's overarching structure is straightforward. Five levels represented by planets are each broken down into five stages, offering play 25 areas, which must be cleared in a set order. To begin with, only the first planet is open for play: you must clear all of its challenges before the next one in sequence unlocks. There is no opportunity to save your progress - the game follows orthodox shoot-'em-up rules requiring players to restart from the beginning each time - so progress is hard won, which turns out to be a good thing in an otherwise-slight experience. Almost all of the game's longevity comes from trying to inch your way deeper into its levels and the high difficulty throughout demands a perfected technique. If you manage to complete all five worlds in one sitting then the game, in the Raiden tradition, will loop back to the start at an even higher difficulty level.
Despite the obvious similarities, Super Stardust is a more complex game than Geometry Wars, at least in terms of the interactive options it presents to players. The three different weapon types can be switched between using the d-pad, each one especially effective against different enemy and asteroid types (as indicated by your target's own colour scheme). In addition to a smart bomb, triggered by the right trigger, a quick dash is controlled by the left trigger, a useful evasive manoeuvre that renders your ship momentarily invulnerable. This dash must then recharge before you can use it again, ensuring that the timing of deployment must be carefully considered.
Much of the appeal of the twitch shooter is found in competitive play. Super Stardust Portable offers international high-score tables which can be accessed via connection over the PSP network, a process that worked relatively smoothly for us. In this regard handheld play is always going to suffer by comparison to the persistently online consoles where updates are instant. For some, uploading and comparing scores will be too much of a time-consuming chore. Again though, this is as a result of the hardware limitations itself, rather than any shortcoming on the part of the developer. Likewise, on a technical level the game runs beautifully on the handheld, its slick frame-rate holding under considerable on-screen strain. The game's bright, neon colour scheme is well-suited to the system's generous widescreen and the short, sharp gameplay is perfect for gaming on the move.

Super Stardust was originally an Amiga game, and Housemarque has done a good job updating its systems and aesthetics while retaining a good measure of its soul.
Almost all of the game's issues, then, are down to the physical hardware used to control it. For example, switching between weapon types requires you to move your finger off the analogue nub and onto the d-pad, a physical stretch that can be costly in the heat of battle. Keeping both of your index fingers on the trigger buttons at all times grows painful after a while. Your view on the action has also been compromised with the move to the handheld. Whereas in the original you had a good view of the play area, stretching off round the curve of the planet, now the view is slightly zoomed in, making paths around the globe stages harder to plan.
The handheld version also suffers from a lack of play modes. While Impact mode, in which your cannons are muted and you can only boost through enemies, is a welcome addition, the omission of the PS3's Survival, Endless and Bomber (to be released as add-on downloads at a later date) counts against the package. As such, the game is best recommended to newcomers, those for whom the (slight) downgrade from analogue to digital shooting will be unnoticeable. Super Stardust Portable is still an exemplary Western shooter, but for fans of the PlayStation 3 original, there is little here to inspire repeat purchase, the convenience of portability offset by the hardware's other limitations.
7 / 10
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Comments (39) Latest comment 3 years ago
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Oh and the PSP version would be even better with the warp tunnel levels from the Amiga version :-D
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So its a good thing you can redefine the controls.
Personally I put the smartbomb on the D-pad's down button, and one of the weapon-changes on the Right trigger.
Works much, much better for me.
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This is wrong. Your progress IS saved - in the normal Arcade mode you can start from any planet you've reached, and retaining your weapon power.
The controls work perfectly.
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Passed on my PSP quite some time ago. A truly horrible little games console.
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As far as comparisons with G Wars go I love both games but as peterfll mentions they really are very different games. Except of course that you have to fly around a screen in a space ship shoot things!
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toy_brain, i'll have to try that configuration. it sounds a lot better than what have at the moment.
widge, i have the expansion pack for it which brings the size to 75mb. surprisingly small.
comparing GW and SSDHD is a crime in my book. both should be owned. the only thing they share in common is the genre they operate in.
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Anything on custom soundtrack?
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" A truly horrible little games console"
Bunkum. Its just the software lineup that's the problem.
I dont think i've booted an IS..i mean UMD in ages, nothing even vaguely tempting really.
But as an portable emulator for nearly every console pre PSX, an MP3 and video player, its a great little device.
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I think people booting ISOUMDahem is a bit of a problem with the platform. If you've got something for 'free', you don't put any value in it, and therefore have no incentive to give it a play to get your moneys worth out of it.
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Mm. It's an odd mistake to make in a review - the fact that you can start on any level you've reached is pretty unmissable in the menus, unless you haven't made it off level 1, of course...
; )
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Im sick and tired of this........
why do reviewers put their reputations on the line by continually showing xbox bias. i own a 360 and a ps3 and i gta say sshd is a completely different game to GW. why compare the two unless ure trying to promote xbox to the masses. a statement like that reveals the inner 360 fanboy shouting WIN!! to be honest i prefer sshd it looks nicer and i like the way its a deeper experience than GW. differnt weapons for different rock types and its a round planet that u get to manouver around. plus the multiplayer games kick ass.
its another name to note- simon parkin- along with dan whitehead, take his words with a pinch of salt people
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Pixeljunk Monsters is coming out too isn't it? What would be nice is if PJM linked up to your PS3 copy if you have it. You can play it at home and then continue it on your travels.
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The review should be ammended as everyone has pointed out
the games does save and controls can be reconfigured as well.
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RIP Factor 5...
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What is this for? Are you reviewing SSHD or advertising GW? It even sounds like you NEVER touched SSHD in your entire life.
Your lovely review failed to mention that 1) You can start a new game from any level you previously reached in arcade mode and 2) you can customize the controls.
The last lazy review I read from someone who sounds like he blindly hates the PSP was the Ace Combat X review.
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This sounds great by the way, and I suppose it's typical of EG to mark a PSP or NDS game down for being, you know, portable.
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You're right: I expressed myself clumsily there. The preceding line was meant to point out that you unlock planets in sequence, and the one you quoted was meant point out that you can't save progress within playthroughs (e.g. halfway through a set of planet stages).
Also: I absolutely did make it off the first planet you cheeky bugger. You and me, Radiant Silvergun, let's go Campbell.
Finally, I did say that the control scheme is "perfectly serviceable". But at the same time it is quantitatively less precise than that employed in the PS3 version. It would be remiss not to mention that.
Finally, playing the game for extended periods gives me cramp in my hand, whatever control scheme I'm using.
Simon.
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Given the high fun/price ratio of the game, to me it deserves a 9/10.
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While they both have their nuances, I feel quite sure the masses would be puzzled by the outcry against comparison.
Seems more like PS3 fanboy's outrage at daring to compare a (currently) PS3/PSP exclusive against a 360 stalwart from years past.
They're both novel games, a refreshing blast from the past brought bang up-to-date, gaming for gamings sake and feel pure and pleasing to the old school generation i.e. those old enough to have enjoyed the heyday of arcades first hand, which includes me.
SSP is probably the best value PSP game period - and even if you like Geometry Wars - you might, just might, thoroughly enjoy this too - go buy it.
I'd have given it an 8/10 due to the value pushing it's net worth up.
EDIT: just seen Light&Shadow's comments - lets split our differences an give it 8.5 then lol
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