Super Stardust HD (PS3 / Housemarque / 2007)

I misunderstood Super Stardust HD when I first played it. On the basis of being a downloadable twin stick shooter, the game was often referred to as “PlayStation’s Geometry Wars.” I was obsessed with Geometry Wars and when I played Super Stardust, it didn’t scratch the same itch. I dropped the game almost immediately. I probably never would have gone back to it, but Sony and Housemarque got me to give the game another chance with a new PS3 feature…

A trophy I earned in 2008, captured from the PlayStation app

Super Stardust HD was the first game to have trophies on PlayStation. As a fan of achievements on Xbox 360, I wanted to see how PlayStation’s take on metagame accomplishments compared, so I updated my PS3 and the game and dove back in.

This time, I gave the game more of a chance, and as a result started to better understand what it was going for. Less Robotron and more Astroids, it became apparent that SSHD had a different inspiration than Geometry Wars (and this was before I learned the actual history behind the game).

When I went back to the game the other day, I realized 1) I didn’t actually get very many trophies in 2008 and 2) there is even more going on with this game than I remembered. From your position on the spherical playfield to swapping weapons on the fly for optimal offense, there is a lot to keep track of. It’s a demanding game, from the moment you’re dropped in to the boss fight at the end of each planet.

I’m glad I revisited Super Stardust HD, both times. While it’s not my favorite Housemarque game, I do like it a lot for what it is, not what I originally expected it to be.

A trophy I got in Super Stardust HD on PS3 on January 5th, 2026, captured from the PlayStation app

Screenshots and video captured by me from original hardware (PS3) via an HDMI splitter connected to an Elgato Game Capture HD60 S+.

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