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Cover art of Super Scope 6

3.6 / 5

10 votes

Platform
SNES
Genres
Action · Puzzle · Minigame · Light-Gun Shooter
Player Perspective
First person
Developers
Nintendo R&D1
Publishers
Nintendo · Playtronic
Release date
February 5, 1992

Summary

Super Scope 6 (called Nintendo Scope 6 overseas) arrived as the companion cartridge for the SNES’s light‑gun peripheral, packing six distinct shooting challenges into one box. When the cartridge is inserted and the console powered on, the title screen flashes “Super NES Super Scope 6” in red italics, then prompts you to fire at the diagram of the gun to start. A quick calibration follows: you shoot a bull’s‑eye on a blue background so the system can map the Scope’s aim to the TV, and a brief aim‑test confirms accuracy before any gameplay begins.

The first branch, Blastris, splits into three mini‑games. Blastris A mimics Tetris, letting one or two players clear lines by shooting moving blocks, while Blastris B works like Columns, letting you change falling block colors with each shot and clear matching rows, columns or diagonals. Mole Patrol turns the screen into a whack‑a‑mole arena, rewarding fast, accurate shots against blue moles and penalizing red ones that speed up the clock.

Choosing LazerBlazer opens Intercept, Engage and Confront, each a 30‑level missile‑shooting gauntlet. Intercept lets two players alternate turns, Engage adds fuel management and occasional rescue ships, and Confront removes bullet limits entirely, letting you fire endlessly while still tracking hits.

Critics were split: scores ranged from low teens to mid‑70s percent, and while Japanese sales briefly topped Famitsu’s chart in June 1993, the overall reception remained mixed.

Storyline

In Super Scope 6, a helpful lady appears on a communication screen at the right side of the display, offering the player step‑by‑step instructions. Throughout the stages, Mario shows up piloting a small plane, pursued by Lemmy Koopa who rides a rocket; this encounter occurs in single‑player levels and in Level 2 of the two‑player mode. Hitting Lemmy with the Super Scope either restores a missed shot in solo play or grants bonus points in the multiplayer version, while striking Mario counts as a miss or nullifies those points, depending on the mode. Occasionally a mole rockets across the sky, apparently a nod to LazerBlazer’s Intercept mode, and shooting it rewards the player with extra points.

Edited by Maya Carter

Game Videos

Game Screenshots

  • Screenshot 1 of Super Scope 6
  • Screenshot 2 of Super Scope 6
  • Screenshot 3 of Super Scope 6
  • Screenshot 4 of Super Scope 6
  • Screenshot 5 of Super Scope 6
  • Screenshot 6 of Super Scope 6
  • Screenshot 7 of Super Scope 6

Game Artworks

  • Artwork 1 of Super Scope 6

Multiplayer

Game modes
Single

Alternative Titles

  • Super NES Super Scope 6 Alternative
  • SNES Super Scope 6 Alternative