Saturday, April 19, 2025

Star Wars: Demolition (PS1, DC) Retro Review

With several Star Wars-related announcements happening this past week, I decided to finally dive in to my backlog and try out a Star Wars game of a unique type, to say the least--a vehicular combat game in the vein of Twisted Metal and Vigilante 8. It's Star Wars: Demolition, and here is the SuperPhillip Central retro review!

Car Wars

Much like the Star Wars movies and television projects have varying levels of success and quality to them, the games, too, also delve into various degrees of success and quality, too, all within the galaxy far, far away. And much like any long-standing, running franchise, Star Wars as a series dabbled and continues to dabble in a wide range of game genres and types. It's especially interesting when the games go out of the norm of what you'd expect from the Star Wars franchise. 

Take Star Wars: Demolition, for example. The game was developed by the team behind the Vigilante 8 series of car combat/destruction games, and much like that series, Demolition features the same gameplay style. It's essentially a Star Wars take on Twisted Metal, which was pretty popular on PlayStation back in the day, and has since seen a resurgence in interest due to the Peacock "Twisted Metal" show.

Battles in Star Wars: Demolition are mighty intense at times!

The gist of Star Wars: Demolition is that Jabba the Hutt has created a twisted game of sorts where various outlaws and characters throughout the galaxy see themselves thrust into vehicular combat in one of eight arenas across the galaxy. There's Tattooine's Mos Eisley, as well as another level on the planet featuring the infamous Sarlacc Pit from Return of the Jedi. You can even throw other competitors into said pit with some spirited maneuvering. There's the icy planet Hoth, the swampy marshes of Dagobah, the multilevel Cloud City, and the capital city of Naboo. The original trilogy and the then-recent prequel movie are well represented here. 

Hoth features mostly wide open, icy expanses with turrets, AT-ATs, and snowy slopes to take cover behind.

Arenas in general are relatively open. There are plenty of places to move around, though I did notice moments where I felt I got stuck unfairly on the scenery, making myself quite vulnerable to attacks from that result. They feature opportune locations for staging intense fights, spots where you can teleport in between to get out of a dangerous jam in a jiffy, and methods to duck around cover to avoid attacks.

There are nearly a dozen characters to choose from in Star Wars: Demolition, each possessing their own vehicle with their own stats in three categories: armor, speed, and charged attack power. From Wade Vox and his Landspeeder, General Otto and his AT-ST, and even Boba Fett in tiny jetpack form, each character feels different and contains unique abilities and weaponry.

Each character's vehicle has two attack types: there's a weapon that is exclusive to them and one that is loaded onto their vehicle. The former is used with R2 while the latter type is utilized with L2. For instance, Aurra Sing uses a sniper rifle with virtually unlimited range from her Custom Swoop to shoot foes from afar. This bullet can also bounce between baddies. Whereas the Wookie Quagga's Episode I Battle Tank, the AAT's Tank Cannon is a massive blast that will assist in bringing down even the biggest of opponents. Meanwhile, some character/vehicle-exclusive weapons like Tia and Ghia's Snowspeeder-exclusive tow cable really have limited utility. It's great for tethering opponents and dragging them around, perhaps even into Tattooine Dunes' Sarlacc Pit, but beyond that, it's quite useless, really. 

That giant blast will give this Wookie's opponent a major Naboo-boo!

Within skirmishes themselves, players have three colored meters to keep an eye on. There's the red weapon energy gauge, which depletes with each shot, whether with primary or secondary weapon use, that when fully depleted means that that vehicle cannot use their weapons. Either going to a red zone on the map where weapon energy can be replenished, picking up a red weapon from a destroyed roaming droid on the map, or biding one's time to have it sloooooooowly fill back up is what will refill it. There's also a blue (shields) energy gauge and once a vehicle's shields are totally gone, they'll have to worry about their green gauge, which is their health. Once the latter is depleted fully, it's demolition time.

Holding down the L2 (for picked-up weapon types like concussion missiles, proton torpedoes, and thermal detonators, for instance) or the R2 (for a vehicle's primary weapon) will charge a given weapon to bring a bigger bang to an opponent if that attacks hits. Still, even charging your weapons will deplete your red weapons energy in a faster fashion. Fully holding down the R2 trigger to four complete levels of energy is how you use that character and vehicle combo's exclusive weapon. Combining the L2 and R2 triggers together and successfully striking an opponent is also how you get Force Hits, which are important for gaining credits in the Tournament and High Stakes modes--more on those modes shortly--and also how you can provide a super-impressive (and demoralizing for the player on the receiving end) fatal blow to a demolished vehicle.

The vehicle types each feel and look unique. What else can you say when your opponent is riding a Rancor!

Outside of setting up battles, Star Wars: Demolition features a relatively small range of modes. The main one which is where solo players will spend the most time in to unlock characters in is Tournament mode. This is a set of four battles in four different planets, the order and opponents depends on the character chosen. It pits you against one other opponent to begin, then the next battle includes an additional opponent, until the final, fourth battle where the maximum amount of competitors await. 

Through personally destroying and demolishing opponents, defeating them with final blows, and getting a high Force Hit multiplier, you'll get awarded with more credits. Credits are important because not only can you spend them when you're in red and blue zones in maps to replenish weapon energy and shields respectively, but if you earn 10,000 or more credits by a single Tournament run's conclusion with a specific character, you'll be one step one closer to unlocking new characters/vehicles to play as, including the ultimate unlockable: the villainous Darth Maul from Episode I, whose awesome special weapon pulls out his trademark double-edged red lightsaber to deliver damage to other opponents in an up, close, and personal manner.

Darth Maul takes to the desert with his double-edged lightsaber!

Other modes in Star Wars: Demolition include High Stakes, where you bet credits for your victory. Losing means you walk away from whatever your bet was, but winning, especially against a tougher CPU player, means you are rewarded with a copious amount of credits for your victory. There is also a Droid-destroying mode separate from every other mode, where the goal is to hunt down roving Droids by either ramming into them or shooting them from afar and getting a high score within a three-minute time period. 

Star Wars: Demolition plays well enough, though its visuals are severely limited by draw distance from the PS1 with textures not really rendering until you get close enough to the environment. This is especially noticeable in the Naboo arena where steps simply look like ramps from far away, and only start resembling steps when you're practically on top of them. Vehicles look great, however, and the level of destruction that is on display as they deteriorate from damage is really impressive for a game from 2000 and on the PS1, too. Sound-wise, the music is appropriately action-packed and the character voice acting with the spoken one-liners in and out of battle are well done, also. The animated rendered cutscenes that play as rewards for either winning or losing Tournament mode are a nice little prize and little time capsule of the era.

What's Yavin IV? Why, it's for vehicular combat nowadays! (Thank you, I'll be here all week.)

If you're looking for a competent and capable Twisted Metal clone that takes place in a galaxy far, far away, you could do much worse than Star Wars: Demolition. For instance, you could play absolutely nothing, as that's pretty much you're only alternative as this was the only Twisted Metal-style Star Wars game that I know of! You'd be worse off, I'd argue, because Demolition is rather good. It won't take you that long to see every piece of content, play every mode, battle in every arena, unlock every character, and such (so a full-priced purchase back in the day would have been gut-wrenching for me), but the ride there is indeed enjoyable. With it being a cheap purchase and accessible via PlayStation 5 and 4 as part of PlayStation's Classics line, there's no real adverse risk in trying this game out. You'll most certainly like it, especially if you have either a fondness for Star Wars, a love for Twisted Metal, or a combo of both. Just mind the corners and don't get demolished yourself!

[SPC Says: C+]

LET'S PLAY The Legend of Zelda: A Link Between Worlds (3DS) - This Past Week's Episodes

Hello, everyone! Happy weekend to you from Phil here at SuperPhillip Central. I have a lot in store on SuperPhillip Central for you to look forward to, but in the meantime, here's a quick recap on the latest episodes of my Let's Play of The Legend of Zelda: A Link Between Worlds gameplay walkthrough of sorts!

Episodes 4 through 6 were published on my YouTube channel over the past week, with us venturing through two new dungeons: the House of Gales and the Tower of Hera on episodes 4 and 5 respectively--all the while doing some exploring around Lake Hylia and Death Mountain, too. Episode 6 saw us get the Master Sword and take the fight directly to Yuga, who took up residence in Hyrule Castle. Next week we'll delve into the unknown land of Lorule!

Your views, likes, comments, feedback, and subscriptions are immensely helpful and any support is greatly appreciated. Thanks for checking out these episodes, everybody!



Sunday, April 13, 2025

Goof Troop (SNES) Retro Review

While not the first review I had in mind for my return at SuperPhillip Central for 2025, Goof Troop ended up being an enjoyable romp once I finally knocked it out of my backlog. Let's quantify just how MUCH of an enjoyable romp it was with my retro review of the Super Nintendo's Goof Troop.

"A Goofy Game"

This past week saw the 30th anniversary of "A Goofy Movie", so I opted to dive back into the past and play a game sitting in my Super Nintendo backlog for decades now: Goof Troop. Interestingly enough, Goof Trip on the SNES was one of Shinji Mikami's (of Resident Evil fame, and many other Capcom classics) first projects. While it's a short experience, either alone or with a co-op buddy, Goof Troop is also quite a sweet one, too. Let's dig in because good GWARSH, is this game worth looking at!

Goof Troop's story is simple, and like the adventure itself, short and sweet. Spending a lovely afternoon fishing off the coast of Spoonerville, Goofy and his son Max spot a pirate ship of all things sailing towards them. Upon closer inspection, Goofy and Max spot their neighbors Pete and his son PJ aboard the ship. It's a regular pirate kidnapping! (Well, as regular as that is in Spoonerville, at least!) Goofy and Max hightail it into a small boat and paddle for all they're worth to catch up, but it's for naught. They arrive at an island where the pirate ship has docked, and now the search for their fellow neighbors and friends is underway!

Once the simple slideshow series of scenes with text is finished, the game proper begins and it wastes no time getting you into the action. I was immediately reminded of a cross between Nintendo's fabled The Legend of Zelda series and the oft-overlooked Shigeru Miyamoto Game Boy masterpiece Mole Mania of all games in what Goof Troop was reminiscent of gameplay-wise. You move in between different screen-wide rooms in a top-down perspective, defeating enemies in indirect ways, solving puzzles, collecting keys, and making your way to the boss of each of the game's five levels.

Everything in Goof Troop is better with a buddy, but solo play is enjoyable too!

Goof Troop features indirect combat, with Goofy and Max picking up objects like planters, vases, and barrels, for instance, and using those to chuck at foes to defeat them. Alternately, blocks can be kicked, sliding across the ground to slam into unsuspecting enemies in their path. This is also used for various block-sliding puzzles, too, which are a nice reprieve from the action.

There's no water in sight, but this particular pirate just walked the figurative plank anyway!

Of course, aiming is important when chucking objects, and evading foes' advances is paramount, too, as either protagonist only has a set amount of health in the form of hearts and lives to utilize. However, copious amounts of fruit not only add hearts to their overall health, but if you get over six hearts, your character earns an extra life. Pink diamonds flat out bestow an extra life, whereas rare white gems reward Goofy and Max with an extra continue, if all their lives get spent. 

One aspect of Goof Troop's health and lives system that I liked and disliked was rationing hearts. What I mean by this is that as stated, getting more than six hearts on health from picking up fruit means, yes, you do get an extra life, but your health goes back to zero hearts. Meaning that if you take damage afterwards, you immediately lose that life you just earned. This is fine while exploring levels, but in practice with bosses, dying means you come back with zero hearts, which means you're a one-hit wonder and death comes quickly, making it quite easy to fly through lives while battling bosses. 

Regardless, those aforementioned white diamonds handing out continues and a password system where you input five objects (diamonds, bananas, cherries, etc.) to return back to the stage you last left off at makes for a lack of headaches entirely. Plus, as mentioned previously, the game isn't a lengthy endeavor whatsoever--offering five stages that will take most players less than two hours to run through.

This room requires Goofy and Max to press down all four buttons in each corner of the room.
Time to put your thinking caps on and sliding-block-puzzle mastery to the test, friends!

Goof Troop can either be played alone or with a second player in some very fun co-op action. The former features the ability to play either as Goofy or Max, and the difference between the two is that Goofy is stronger and can defeat bigger foes in one throw, whereas Max requires at least two thrown objects to defeat the biggest of baddies in levels, but has slightly more speed than his ol' dad. 

In single-player fun, Goofy or Max have two item slots to pick up useful tools like grappling hooks that can pull objects and items from faraway locations, planks that can be used as bridges, bells that can be rung to lure enemies to their location, torches to light up otherwise incredibly dark areas, shovels to dig up treasure, and keys to open locked gates. In co-op, players each have one item slot, so there's some strategy involved between players to decide who takes what. Also, players can toss objects between one another. Pressing the pickup/throw button has either Goofy or Max hold up their hands. This is required to catch objects, either thrown by enemies or by their co-op buddy--otherwise they're either take damage or in the case of friendly fire, they'll get temporarily dazed.

Max plays a game of catch with this pirate while his proud dad Goofy watches on.

At the end of each stage and in the spirit of games of yore, a boss battle indeed awaits. These generally require moments of downtime between dodging a boss' attempts at attacks, while picking up objects to throw at the big baddie while they are vulnerable. These are the most action-packed and challenging places of moment-to-moment gameplay with Goof Troop understandably, so it's not uncommon to soar through lives during these encounters. 

This second-stage boss really cooks (especially if a torch hits poor Goofy or Max).

After the game's five stages are complete within the span of about two hours or less, the game's ending greets players and the adventure is complete. One aspect of Goof Troop that I can see players enjoying is speed-running stages and the game in general, as at the conclusion of each stage, the total time it took a given player or pair of players to get through the stage gets displayed--although not recorded for posterity or anything like that. The total tally of all stages gets shown at the end of the adventure, too, so attempting your best to speed through the game is something I can see for some much needed replay value. Otherwise, Goof Troop would have been a good "rental" back in the day, and nothing more.

That said, Goof Troop on the Super Nintendo's adventure is one where the gameplay holds up so remarkably well, it can be enjoyed either solo or with a co-op partner (and each playthrough is unique depending on the vibe and teamwork you display between your co-op buddy), and speed-running opportunities offer plenty of entertainment to be had. Is it a game you'll rack up dozens upon dozens of hours enjoying? No, not at all--but is it a stellar puzzle-adventure game all the same, worth checking out if you have the method or opportunity to do so? As the Goof Troop cartoon's theme concludes, "Ba-da-ba-bop-ba-doo-doo-bop! *deep voice* YEAAAAAH!"

[SPC Says: B]

LET'S PLAY - The Legend of Zelda: A Link Between Worlds (3DS)

Hello, Central City friends. I started a brand-new Let's Play series with commentary--The Legend of Zelda: A Link Between Worlds! The first three episodes were published this past week and can be viewed right here directly on SuperPhillip Central!

We began our Hyrulean adventure together, and what turned into a simple sword delivery turned into our journey to becoming a hero! We met the sinister Yuga, the kindhearted Ravio (who promptly took up shop in our home!), we fought our way into and out of the Eastern Palace thanks to our new ability to merge into walls, and finally, netted the Power Glove and Zora's Flippers! 

A reminder that any help and support towards these videos go a long way and is appreciated--whether that's sharing to other people on social media, liking the videos on YouTube, and the most important, leaving the video on and watching as much as you can stomach so it's recommended to more people on YouTube! Ah, the fun of the algorithm!

New stuff is also headed your way here to SuperPhillip Central quite soon, too--so don't think I'm just focused on YouTube for now! Have a great one, all!