Super Scope: Difference between revisions

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What makes the item potentially powerful among projectiles is that each shot can be charged up by holding A down. When a shot is charged for any period of time, the resulting orb will become bigger, do more damage and knockback, disappear on contact, and more of the Scope's limited ammo is used up. The specifics of the resulting shot are proportional to the amount of time spent charging. The maximum amount of charging time allotted is roughly a full second, after which the charging Scope will automatically let loose its fully powered shot, which is a large yellow sphere of energy travelling faster than the smaller shots. The fully charged shot can deal anywhere between 15% and 28% damage, and deals a lot of knockback as well. It gradually gets less from 28% the more you shoot fully charged shots. The Super Scope has the ammo reserves to generate three fully-charged Super Scope shots, so 1 fully charged shot takes as much energy as 16 small shots.
What makes the item potentially powerful among projectiles is that each shot can be charged up by holding A down. When a shot is charged for any period of time, the resulting orb will become bigger, do more damage and knockback, disappear on contact, and more of the Scope's limited ammo is used up. The specifics of the resulting shot are proportional to the amount of time spent charging. The maximum amount of charging time allotted is roughly a full second, after which the charging Scope will automatically let loose its fully powered shot, which is a large yellow sphere of energy travelling faster than the smaller shots. The fully charged shot can deal anywhere between 15% and 28% damage, and deals a lot of knockback as well. It gradually gets less from 28% the more you shoot fully charged shots. The Super Scope has the ammo reserves to generate three fully-charged Super Scope shots, so 1 fully charged shot takes as much energy as 16 small shots.


The Super Scope's shots can be absorbed by [[Ness]]' [[PK Magnet]] to heal him, the shots dissipate if they come into contact with a wall but can bounce off angled surfaces that are not particularly steep, and they can be redirected back in the direction whence they came by [[Fox]] and [[Falco]]'s [[Shine]], [[Zelda]]'s [[Reflector]], [[Mario]] and [[Dr. Mario]]'s [[Cape]], and Ness' forward smashing Bat. These reflected shots can hurt the original shooter; the shots can also be reflected with [[Mewtwo]]'s [[Confusion]], but it can't hit the shooter. The Super Scope, though its ammo is limited, can gain unlimited ammo through the [[Infinite Super Scope Glitch]], and a spectacular glitch called the [[Black Hole Glitch]] involves infinite Super Scopes, a pair of Fox/Falcos, and [[Peach]] with her [[Turnip]]s.
The Super Scope's shots can be absorbed by [[Ness]]' [[PSI Magnet]] to heal him, the shots dissipate if they come into contact with a wall but can bounce off angled surfaces that are not particularly steep, and they can be redirected back in the direction whence they came by [[Fox]] and [[Falco]]'s [[Shine]], [[Zelda]]'s [[Reflector]], [[Mario]] and [[Dr. Mario]]'s [[Cape]], and Ness' forward smashing Bat. These reflected shots can hurt the original shooter; the shots can also be reflected with [[Mewtwo]]'s [[Confusion]], but it can't hit the shooter. The Super Scope, though its ammo is limited, can gain unlimited ammo through the [[Infinite Super Scope Glitch]], and a spectacular glitch called the [[Black Hole Glitch]] involves infinite Super Scopes, a pair of Fox/Falcos, and [[Peach]] with her [[Turnip]]s.


===As a trophy===
===As a trophy===
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