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| Super Star Wars: The Empire Strikes Back | |
|---|---|
North American box art | |
| Developer(s) | Sculptured Software LucasArts |
| Publisher(s) | JVC Musical Industries |
| Director(s) | Kalani Streicher |
| Producer(s) | Kalani Streicher |
| Designer(s) | Kalani Streicher |
| Programmer(s) | Peter Ward Ryan Ridges |
| Artist(s) | Harrison Fong Jon Knoles |
| Composer(s) | Paul Webb[1] |
| Platform(s) | Super Nintendo Entertainment System |
| Release | |
| Genre(s) | Action |
| Mode(s) | Single player |
Super Star Wars: The Empire Strikes Back, also known as Super Empire Strikes Back, is a 1993 action video game developed by LucasArts and Sculptured Software and published by JVC Musical Industries for the Super Nintendo Entertainment System. It is based on the 1980 film The Empire Strikes Back and is the sequel to Super Star Wars. The game was followed by a sequel, Super Star Wars in 1994. Unlike its predecessor, Nintendo wasn’t involved in its publishing. The game was re-released on the Wii's Virtual Console in North America on August 24, 2009[5] and in the PAL regions on October 2, 2009, alongside the other games in the Super Star Wars series.
Super Star Wars: The Empire Strikes Back follows closely the standard set by its predecessor, with multiple playable characters and Mode 7 quasi-3D vehicle sequences. The controls are very similar to the first game, but feature a double-jump. Luke Skywalker, Han Solo, and Chewbacca return as playable characters although the character-select option was removed.[6]
Unlike the original game, this installment allows each character the use of a primary and secondary weapon. Following one of the swamp planet Dagobah missions, Luke Skywalker can also collect Force Powers for use in later levels. Luke can now block incoming attacks using his lightsaber, allowing him to deflect blaster fire. Han Solo can now throw grenades and Chewbacca has a new power up: a spinning attack. Sith Lord Darth Vader appears as the final boss in the video game.
An "asteroid chase" stage using Mode 7 effects was cut from the game due to lack of cartridge space.[7] In late 1992 a contest was launched exclusively in Electronic Gaming Monthly,[8] which required the contestants to answer six multi-choice questions, and for which the "Grand Prize" was to have the person's likeness appear in this forthcoming game. The winner was Jeff Crosno, for whom the developers placed his appearance on a Rebel soldier in an Ice Fields of Hoth cut-scene, replacing the already existing facial graphics.[9]
In 1996 THQ announced that they would re-release Super Star Wars: The Empire Strikes Back and Super Star Wars in February 1997 in order to coincide with the "Special Edition" of those films appearing in theaters.[10] The re-release is identical to the original version.[6]
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In the United Kingdom, it was the top-selling SNES game in February 1994.[17]
The game was met with positive reviews. IGN gave the game a 7.5/10 rating, praising the games enhanced Mode 7 graphics.[12] Electronic Gaming Monthly gave Empire Strikes Back positive reviews noting the games graphics and sound and the reviewers praised the gameplay following the theme of the source material and having excellent cinematic displays, although there was criticism on the controls, hard difficulty and the large number of enemies that appear on screen.[15] Allgame gave a rating of 4.5 out of 5 stars praising the game’s soundtrack, voice effects, graphics and action scenarios for being faithful to the film and giving praise to the password feature making the game less frustrating to beat the game and giving criticism to the game’s blind jumps and cheap hits from enemies off screen concluding “but this doesn't spoil the overall greatness of the game.”[13] Super Gamer magazine gave the game a review score of 85% stating "Super Star Wars is reworked with new graphics. A bigger, harder and marginally, better game. The Mode 7 AT-AT attack is absolutely stunning."[14] Power Unlimited gave a review score of 92% and noted the game is identical to its predecessor and citing the challenging difficulty and fun gameplay.[16]
Nintendo Power staff rated the game as the fourth best SNES game of 1993.[18] GamePro named it the best SNES game of 1993.[19] IGN placed the game 91st in their Top 100 SNES Games of All Time.[20] In 2018, Complex ranked the game #20 on their "The Best Super Nintendo Games of All Time." They praised the game saying it’s the best Star Wars game on the Super NES although they felt the game was the most difficult of the three games.[21]
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
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