Everyday Shooter (ES) and
Super Stardust Portable (SSP) – these two shoot’em ups appeared recently on Playstation Store and I have tried them both, so here comes the inevitable comparison for all those unsure which one to buy.

If you have read what I had written on the second game (in short: yay! shooting!), you might suspect that I will be biased. Rightly so, I totally love it, but my preference should not influence the comparative evaluation brought to you by yours truly – or at least so I tell myself.
Origin:
- making its first appearance on PS3, Everyday Shooter was a strange indie game developed by Jonathan Mak that got picked up by Sony on Independent Games Festival and received generally warm welcome. It then got ported to PC and later on to PSP as well.
- a younger brother of Super Stardust HD, critically acclaimed old-school shooter with amazing graphics for the PS3, this is a PSP port of SSHD. Quick googling reveals that Super Stardust HD was a spiritual sequel to Super Stardust which itself was a sequel to Stardust and so we go back to good old Amiga days.
Graphics:
- strange shapes move and shoot other strange shapes, with strange shapes appearing in the background. It’s all pretty, colourful (although mostly in a toned-down mellow way) and varied, but too abstract for me. However, if you dig Kenta Cho’s shooters, there’s a strong chance you’ll like the art direction of ES as well. Lack of anti-aliasing is noticeable and there is some pixelisation.
Everyday Shooter
- the following words come to mind: classic, good-looking, sparkling, vibrant, colourful, futuristic, smooth. Oh yes, very smooth indeed, the framerate is excellent and never slows down, no matter how many particles, explosions, enemies and other things. It looks good on screens, but it looks incredibly well in motion.
Super Stardust Portable
Audio:
- soundtrack to ES consists of guitar chords, ambient sounds and other acoustic noises. If you enjoy boing boing PLINGGG bdoink! as your musical background, you’ll love it, otherwise it will get on your nerves quite easily. I should mention that the sounds in ES are tightly coupled with gameplay and visuals, so if you make a chain combo by destroying tens of enemies at once, you’ll be rewarded with a cascade of guitar chords.
- from the very first moment when you hear the bombastic introductory music making you feel like a space soldier just embarking on a mission to protect your home planet, the musical score is just spot-on and very fitting, even if number of tracks is limited. Excellent sound effects make shooting rocks and space-things very enjoyable and in many cases player can realise something is happening off the screen (enemy vessel approaching) just because of specific sound.
Gameplay:
- strange shapes move and shoot other strange shapes… sorry, I already wrote that. Each level has a theme to it not only in terms of graphics, but also in terms of enemy types and rules, to the point where some reviewers describe ES as a collection of minigames (which is totally wrong, in my opinion). These sets of rules are changing from level to level, and as you gain experience, you will gradually notice patterns that govern the behaviour of some more tricky enemies, patterns that can also evolve sometimes. I know this description is a bit fuzzy, but trust me, this game is a bit fuzzy as well.
- Asteroids on steroids pretty much sums it up. There are some tactics in SSP as well, such as knowing when to escape a circling swarm of enemies with a dash or how long to wait for a pick-up bonus in order for it to boost other weapon than it initially would, but the core gameplay is shooting A LOT and having eyes around your head in order not to hit something. Enemy types are mostly similar in behaviour, the variation coming from being forced to use different weapons on different enemy types. Switching between them in the heat of battle is really tricky.
Wrap up:
- If you are some weird tree hugger, excuse me, I meant indie game lover or you simply happen to like abstract, quirky aesthetics, coupled with discovering strange rules while simultanously shooting , you will draw your perverted pleasures from Everyday Shooter. Weird visuals will flow in the rhythm of guitar chords and you will reach your gaming nirvana, although you might be as well indulging on LSD while playing a game of darts.
- If you are a retro gamer who remembers rapid fire buttons on Amiga joysticks or a die-hard shoot’em up fan, the odds are you’ll prefer Super Stardust Portable, a game in which the key to survival is mashing fire and littering space with myriads of bullets. Bright explosions, powerful music, shooting till you drop – if that’s what you are looking for, look no further.
A word of warning, too: if you played any of these games in their first incarnation (PC or PS3 one), you might find that there is nothing new here and be disappointed with lack of bonus content and/or control issues and/or limitations in presentation layer. If you are looking for some fix for those moments away from your PC/PS3 on the go, though, these titles may feel familiar enough to overlook their little shortcomings.
Also, I remember playing Everyday Shooter on my PC and being annoyed by its high difficulty level. No such feeling here, which probably means that it has been toned down somewhat for the PSP version. As for the difficulty of Super Stardust Portable, in December I actually got a cramp from playing the game too much and later injured my thumb. This goes to show both how frenetic and addictive it is.
So there you have it. Both games are great, but they are also very different. Which one is the best choice for you depends on your personal taste and kind of gameplay you prefer. In my case the winner was (and still is) Super Stardust Portable, but this is a very personal and subjective thing. I highly encourage you to give them both a try in order not to miss anything, but if you have just ten dollars in your pocket itching to be spent on downloadable title, then perhaps the above comparison will prove helpful.