
Play Nintendo Scope 6 Online
Game Info
- Platform
- SNES
- Genres
- Puzzle · Shooter
- Developers
- Nintendo R&D1
- Publishers
- Nintendo
- Release date
- February 1, 1992
Summary
Super Scope 6 (known as Nintendo Scope 6 down under) arrived as the perfect companion for the Super Scope, packing six light‑gun challenges onto a single cartridge. After you fire at the title screen, the system walks you through the familiar calibration routine – a bullseye on a blue background that tells the SNES where the center of your aim lies. Miss the target or move the Scope later and the game quickly turns into a frustrating guessing game, so a quick test shot is worth the extra few seconds.
Once calibrated, the menu splits into two columns: the upper Blastris suite and the lower LazerBlazer set, each offering three distinct modes. Blastris A feels like a Tetris‑style shooter where you blast blocks to clear vertical lines, while Blastris B swaps the falling pieces for color‑matching columns that change hue when you hit them. Mole Patrol adds a whack‑a‑mole twist, with timed stages and bonus rockets that pop up for extra points.
LazerBlazer’s trio leans into classic arcade dogfights. Intercept (Type A) pits you against incoming missiles you must shoot down before they cross the screen, with only three bullets on hand at a time. Engage (Type B) adds a fuel gauge and enemy fighters, rewarding you with green refuel ships and occasional red ships that also restore a hit point. Confront (Type C) removes the bullet limit entirely, letting you unleash an endless stream of fire as waves of enemy ships press forward.
The package sold well in Japan, even topping the Famitsu chart in June 1993, but critics were split. Scores ranged from a modest 5/10 in Electronic Gaming Monthly to a more generous 77 % in Player One, reflecting the mixed feelings about the light‑gun’s novelty versus its uneven execution.
Storyline
Super Scope 6, called Nintendo Scope 6 in Europe and Australia, is a collection of mini‑games that each carry a tiny narrative hook. In the Mole Patrol scenario the player defends a garden from mischievous blue moles; shooting a red mole speeds up the timer, and an occasional sky‑bound mole on a rocket—likely a nod to LazerBlazer’s Intercept mode—appears for bonus points when hit. Intercept puts Mario in a plane being chased by Lemmy Koopa on a rocket; striking Lemmy either recovers a miss or grants extra points, while hitting Mario counts as a miss or nullifies points depending on the mode. These brief story beats give the otherwise arcade‑style gameplay a playful context.
Edited by Maya Carter



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