INTRODUCTION
During the run up to Christmas 1993, a game created by Bloodhouse, a then unknown software developer from Finland, arrived on the Amiga games scene. It was a shoot-'em-up of epic proportions and its name was Stardust. Bloodhouse had taken the good old classic theme of Asteroids and tweaked it beyond belief in the graphic and sound departments. Stardust, although hard, soon became a firm favourite with Amiga games-players everywhere and slowly climbed to the top of the software charts.
When System previewed Stardust back in late 1993, we mentioned that Bloodhouse was the only, potential, contender to beat Team 17 for sheer quality. Now in 1994, Bloodhouse has returned with an enhanced version of its classic shoot-'em-up for A1200 and CD32 owners. The odd thing now is the fact that Bloodhouse has switched publishers. The latest incarnation of Stardust is being handled by Team 17, which when you look at it, is one of the licence deals of the year. Bloodhouse really tested the A500 to the limits with Stardust and gamers were genuinely shocked at just how good it was. Some people wouldn't or couldn't believe that the infamous "Warp Tunnel" sequence was created on the Amiga.
The A1200, launched after Stardust, is ten times better than its A500 counterpart, so no-one was more interested in how Super Stardust was going to turn out than myself.
FLASHBACK
If you were to go back through time to about 1979, you'd find Stardust in an arcade somewhere. This was, roughly, when a game called Asteroids was released and it literally left gamers gob-smacked.
Now almost 16 years later and you can still find its influence in the majority of shoot-'em-ups. Technology having progressed immensely, you now get 256 colour graphics, stereophonic sound, but the gameplay still remains the same.
Stardust, when released in late 1993, was an immense success and although Super Stardust is merely an enhanced version, it is the only game to come close to beating the original Asteroids for sheer addiction and playability.
STORYLINE
One year has passed since Stardusters defeated the evil Professor Shamund. Little did anyone know that the mad professor had only departed on a temporary basis and was busy patching up his wounds.
As expected, Professor Shamund has returned, but this time he's being backed up by an even more evil army of destruction. He is making another attempt to re-capture Princess Voi Levi, but with one major difference this time around. The evil one is intent on getting revenge and getting even with you, as you spoiled his plans for galaxy domination last time. Thus, it is time for you to jump into your space-craft and get back to business. The business of some serious shoot-'em-up action.
SOUND
I do whinge rather a lot about everything, but when it comes to games nothing gets my goat more than the low standards of music contained within them.
Super Stardust is a fast frenetic blaster, so it needed an apt soundtrack to accompany the action. Cue the most outrageous rave/dance tunes ever to appear on the Amiga.
A plethora of hardcore breakbeats and some of the hardest and nastiest noises pound at your ear-drums while you maniacally bash away at your fire-button. The tunes are diverse and range from the soft (played between levels) to the seriously harsh (belted out while you fight the end-of-level guardian). It's hard to put into words what the actual tunes sound like, but imagine a dangerous concoction of the Prodigy, Underworld and Orbital and you're getting close.
A handy tip for the sound is to put your Amiga through Hi-Fi and then pump up the volume as loud as you like. If you haven't got a decent stereo, then plug a pair of headphones into your monitor and once more whack the volume up. The various tunes and effects are simply not done any justice if you let them play through ordinary TV or monitor speakers.
88%GRAPHICS
Do I really even need to write anything in this box?
Sit back in a comfy chair and admire all those magic graphics. Beautiful just doesn't seem an adequate enough word to describe them.
Show me a shoot-'em-up game that looks better than this one and I'll laugh in your face because nothing looks as good as Super Stardust. Utilizing the new AGA technology, Bloodhouse has rendered all the ray-traced sprites to perfection.
The backdrops are also a sight to behold and although they're immensely detailed, they don't interfere with the game, meaning all the asteroids and enemies are easy to pick out.
While the main graphics are amazing, you will go seriously nuts when you see the new and improved warp tunnel sequence. It's hard to put into words just how good this looks when it's moving along at a rapid pace, but you can't fail to be impressed by it.
The warp tunnel sequence could be made into a game on its own rather than just a sub-section that likes the five levels together. Super Stardust is the best looking shoot-'em-up ever created on the Amiga, what more do you need to know than that?
90%OPINION87%
When a game has got graphics, sound and playability as good as this, shouldn't Super Stardust get 100%? Yes, it should, but there is a fatal flaw in Team 17's plan.
Firstly, the game is virtually identical to the original. Admittedly, the presentation is far, far better, but that's because the game is utilising the power of the AGA chipset.
Secondly, the game costs £30. This means that if you've got an A1200 and haven't got Stardust, then Bloodhouse's shoot-'em-up is an essential purchase. For those people who have already got Stardust, then I suspect you might only splash out £30 if you're a Stardust fan.
Apart from that minor indiscretion, Super Stardust is, in my book, the shoot-'em-up of 1994. Some people complained that Stardust's difficulty level was far too high. Super Stardust isn't any easier than the original, but if you spend lots of time playing the actual game I guarantee that you will get a lot of long-term satisfaction and enjoyment out of it. Me? I'm off for another serious bout of blasting with the volume turned full up.