Super Star Wars

Sound chip: YM3812
System: PC/AT
Composers: John Williams Thomas Petersen
Developer: Brain Bug
Publisher: LucasArts
Release date: 1995 (unreleased)
01. LucasArts 0:10
02. Throne Room 2:21 + 2:07
03. Intro 1:47
04. Boss Attack 0:45 + 0:40
05. Battle 0:47 + 0:43
06. Fighter 0:44 + 0:39
07. Cantina Fight 1:10 + 0:55
08. Little People 2:30 + 2:22
09. Hero Selection 0:37
10. Strings 0:21 + 0:14
11. Game Over 1:39 + 0:29
12. Dying 0:04
13. Fanfare 1 0:04
14. Fanfare 2 0:06
15. Fanfare 3 0:41 + 0:23
16. Explode 1 0:24 + 0:22
17. Explode 2 0:26
18. Intro (looping) 1:54 + 1:46
Total: 16:21 + 10:35
History
Version Date Author Description
1.00 2023-10-14 The789Guy Initial release.
1.01 2024-02-10 Valley Bell Increased volume.
5 ratings • 245 downloads • 1231 views
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The fabled unreleased port of the SNES game.
Per word of programmer Samuel Sebastian Nova
(https://web.archive.org/web/20080625213444/http://pcgtw.retro-net.de/index.php?id=games:starwars)
the leaked build floating online was one of the
final builds sent to LucasArts, who cancelled
the project because "the game didn’t fit in
with the other Star Wars games [they] were
working on."

All song titles + order are from the sound
test.

One important thing that I must bring up is how
the game handles its music: when I started
trimming the tracks manually, some instruments
were either missing, not playing back
correctly, or, in the case of track 11, playing
in utter silence. I assumed that this had to
have been because the channels are initialized
at the start of each song, which turned out to
be true after BoxCubed sent his trimmed files
back:

"You're correct that it is due to channels
being initialized at the start. To combat that,
you should add the "-state" parameter when
you're using vgm_trim but you can only do that
via cmd/terminal. vgmlpfnd did work on some of
the tracks, but you have to set the number of
matching commands around 16-64 (any above 100
is pretty good, imo). However, few tracks were
still trimmed manually. I tried trimming "Game
Over" as best as I can, but I resorted to
vgmlpfnd to get a good loop if you wonder why
it's so long."

One extra note: this pack contains both a
looping and a non-looping version of "Intro"
(track 03). The song loops in the sound test,
but you don't hear the full track in-game; it
only plays during the opening cutscene.

BoxCubed The789Guy

Source: VGMRips

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