Super Scope 6: Difference between revisions
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|publisher=[[Nintendo]] |
|publisher=[[Nintendo]] |
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|released=<small><sup>'''[[North America|NA]]'''</sup></small> February 1992<br /><small><sup>'''[[Europe|EU]]'''</sup></small> [[August 27]], 1994<br /><small><sup>'''[[Japan|JPN]]'''</sup></small> [[June 21]], [[1993]] |
|released=<small><sup>'''[[North America|NA]]'''</sup></small> February 1992<br /><small><sup>'''[[Europe|EU]]'''</sup></small> [[August 27]], 1994<br /><small><sup>'''[[Japan|JPN]]'''</sup></small> [[June 21]], [[1993]] |
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|genre=[[ |
|genre=[[Rail shooter]], [[Computer puzzle game|Puzzle]] |
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|modes=[[Single player]] |
|modes=[[Single player]] |
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|ratings= |
Revision as of 05:06, 4 January 2007
Super Scope 6 | |
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Developer(s) | Nintendo |
Publisher(s) | Nintendo |
Platform(s) | Super NES |
Release | NA February 1992 EU August 27, 1994 JPN June 21, 1993 |
Genre(s) | Rail shooter, Puzzle |
Mode(s) | Single player |
Super Scope 6 was the title Nintendo bundled with the Super Scope for the Super NES. As the name suggests, the cartridge contains six games that require the Super Scope to play.
Title Screen and Calibration
When the player turns on the SNES with the Super Scope 6 cartridge inserted, he or she will be presented with a title screen that reads "Super Nintendo Super Scope 6" in red italicized letters across the top of the screen. The bottom is filled with a diagram of the Super Scope and the names of its buttons. The player must shoot the screen to begin the game.
The next screen is the calibration routine required by all Super Scope titles. The screen diplays a white target with a blue background. The player is instructed to shoot the "bull's-eye" of the target. Doing so tells the SNES where the center of the screen is relative to the Super Scope and its interface box. After calibration the player is asked to test the aim to verify it's accuracy. It is not required to shoot the bullseye this time, but it's important that the shot mark lines up with where the player aimed and fired though. If the player missed the bullseye during calibration, or if he or she moves the Super Scope or its interface box afterwards, the shots fired in game will not be accurate.
Choosing the Game
After the calibration routine the player is presented with two options, each of which leads to three of the six games. The option on top is titled Blastris, the bottom option is LazerBlazer.
Blastris
If the player fires at the Blastris option, he or she is asked to choose among three games: Blastris A, Blastris B, and Mole Patrol. The player selects the desire game by aiming at its box and pressing fire. After selecting the game the bottom half of the screen of fills with three option boxes which differed depending on the game selected. There are three levels of difficulty for each game ("Low", "Medium", and "High"), which simply determine which stage the player starts on.
Blastris A
Blastris A is loosely based on the popular Tetris game. It can be played by either one or two players.
The playing field is a box seven rows high and ten columns across. Above the playing field on the right is a box with five darkened lights. Below the playing field is the status bar. The status bar display the current score, level, and the number of shots available.
Various configurations of blocks scroll from left to right and stop upon hitting the wall or another block. Blocks can be destroyed by being shot. Upon filling a vertical line with blocks, the line disappears and the remaining blocks to the left shift one position to the right. The player must clear five lines in order to progress to the next level. The game ends when any row is filled with ten blocks and reaches the far left side of the screen.
Blastris B
Blastris B plays more like Sega's Columns. Single multi-colored blocks are dropped in random locations, and the player must arrange blocks in rows, columns, or diagonal lines of the same color. Shooting the falling blocks makes them change color. Some blocks' colors are unchangeable, indicated by their metallic borders and the noise that results from shooting them (a metallic clang).
The player can choose between a stage-based game mode (which involves a set number of blocks on the bottom level that the player must eliminate), or a single nonstop game mode.
Mole Patrol
Mole Patrol involves protecting your garden from evil blue moles by shooting them. More points are given based on the player's reaction time and accuracy, much like a Whac-A-Mole game.
Mole Patrol involves two modes: Stage Game and Score Game.
- Stage Game divides the game into levels. In each, the player must shoot all of the moles before the time runs out, otherwise the game is over. There are also red moles that, once shot, speed up the clock in the upper-right corner, increasing the speed of the moles, thereby making the task harder (the red moles don't count towards the total number of moles per stage). From time to time throughout the game, a mole will appear in the sky, flying on a rocket, presumably from LazerBlazer's Intercept mode. Shooting it results in bonus points. This mode ends when time runs out.
- Score mode is a single level mode in which the player must shoot the moles in order to gain a higher score at the end of the level. If the player shoots out the moles quickly and without missing any single shot, the score will be higher.
LazerBlazer
Selecting the LazerBlazer option allowed the player to choose among Type A: Intercept, Type B: Engage, and Type C: Confront. The games are presented in three boxes, in a similar fashion to Blastris. A communication screen on the right displays a lady giving you your orders. Each game in LazerBlazer is consists of 30 levels, and finishing those levels will end the game.
Type A: Intercept
In Intercept, the player must shoot down incoming missiles before they reach the left side of the screen. The missiles' distance from the screen sight varies. If the player misses five missiles, the game ends. The player can only shoot three bullets at a time, and it takes some time to refill them.
Intercept is the only game in Lazer Blazer to allow two players to play three levels in alternating turns. The rest are one player only.
Mario appears piloting a plane, chased by a Koopa Kid riding on a Rocket, in some one-player game levels or in Level 2 of the two-player game. Hitting the Koopa Kid will either recover a miss or award the player bonus points in the one-player or two-player games, respectively. If the player hits Mario instead, it will count as a miss or those points are void (again, depending on which mode the player is in).
Type B: Engage
In Engage, the player shoots down enemy fighters and incoming missiles before the player ship's fuel runs out. If the player gets hit five times or the ship's fuel runs out, the game is over. The player can only shoot four bullets at a time, and it takes some time to refill them. When a level finishes, a green ship refills the player ship's fuel. Occasionally, a red ship appears. It not only refills fuel, but it can recover one hit point.
Type C: Confront
In Confront, the player fights off an incoming invasion of enemy ships. In this game the player can fire bullets indefinitely. Unlike Intercept or Engage, the player can shoot an infinite number of bullets at any time. When an enemy has not been destroyed for a while, it will attack. When the player has been hit five times, the game is over. During some moments, flashing enemies wil appear. Shooting them will recover a hit point.