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Super Star Wars, A SNES Classic, Was Also Made For The Genesis

Illustration for article titled iSuper/i iStar Wars/i, A SNES Classic, Was Also Made For The Genesis

1992's Super Star Wars, one of the best Super Nintendo games not actually made by Nintendo, was—along with its sequels, Super Empire and Super Jedi—one of the defining exclusives of the SNES v Genesis era. Turns out, though, it was also in development at one point for Sega’s console.

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The Cutting Room Floor and Hidden Palace have got hold of a copy of this cancelled Genesis version of the game, which is wild to see because as they point out, nobody ever thought, at the time or subsequently, that this was even a possibility. One of the main selling points of the Super Star Wars series was its use of Mode 7, a graphics gimmick that the Genesis simply couldn’t reproduce, so when the games never appeared on Sega’s console, we all just assumed that was why.

Nope! As you can see towards the end of this video, the game’s Death Star attack sequence, which was rendered in Mode 7 on SNES and is sadly not shown here (probably because it was never made/finished), is labelled as “First Person”, suggesting a switch in perspective was the team’s way of getting around the Genesis’ technical shortcomings.

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You can see over 20 minutes of footage of the game in the vid below:

Luke Plunkett is a Senior Editor based in Canberra, Australia. He has written a book on cosplay, designed a game about airplanes, and also runs cosplay.kotaku.com.

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DISCUSSION

girlusocrzy
girlusocrzy

Actually the Genesis could do a lot of the same effects as Mode 7, except with less limitations. The SNES could only apply the effect to one entire background layer at a time, which is why in Mario World for example when there was a rotating object it would be against a completely black background.

In Gunstar Heroes, there was a flying machine that was rotating, on top of a parallax cloud background which was also rotating at the same time. In Streets of Rage 2 there was a boss fight on a pirate ship where the background was rotating behind a detailed foreground, no black screen at all there either. In Mega Turrican there were multiple rotating enemies on the screen at once, again no black background, but full parallax layers. Mega Turrican also featured multiple scaling enemies in the first boss battle, it was not limited to only one object at a time (like PilotWings which would scale the entire screen and have to fake the scaling of objects which would actually be sprites drawn in multiple sizes stored on the cart and then when a new size was needed it would just show the bigger pre-drawn sprite instead of using scaling techniques). Toy Story on the Genesis had full Wolfenstein 3D like areas with objects scaling within it as well, these levels were more limited on the SNES with poor frame rate and a smaller screen size.

The horsepower of the Genesis’ CPU meant developers could use these effects and have more freedom when they were applied. The hardware implementation on the SNES meant you were restricted to one object with the effect at a time, sacrificing an entire background layer to do so. The limited CPU power meant you couldn’t get fancy and go outside those limitations.