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Super Scope: Difference between revisions

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[[Image:SuperScopePhoto.jpg|thumb|300px|right|A real-life Super Scope was the model for the item of the same name in ''Super Smash Bros. Melee'' and ''Brawl''.]]The '''Super Scope''' is a light-gun-style peripheral for the Super Nintendo system. A wireless peripheral that could register shots in the game on the television screen by pointing at it and pressing buttons, the Super Scope was the successor to the NES Zapper peripheral, but its bulkier nature coupled with a lack of compatible SNES software ensured it was never successful commercially. It makes its appearances in ''Super Smash Bros. Melee'' and ''Super Smash Bros. Brawl'' as a battle item.
{{articleIcons|ssbm=yes|ssbb=yes|ssb4=yes|ssbu=yes}}
{{Infobox Item
| title        = Super Scope
| image        = [[File:SSBUSuperScope.png|250px]]
| caption      = {{symbol|other}}<br>Artwork of a Super Scope from ''Ultimate''.
| series      = ''[[Nintendo]]''
| item class  = Shooting
| game1 = Melee | game2 = Brawl | game3 = SSB4 | game4 = Ultimate
| requirements =
|interwiki    = mariowiki
|interwikiname = Super Mario Wiki
|interwikipage = Super Scope
}}
{{cquote|''Fires small blasts and charged shots.''|cite=''Super Smash Bros. Brawl'' instruction booklet description}}
The '''Super Scope''' ({{ja|スーパースコープ|Sūpā Sukōpu}}, ''Super Scope''), known as the '''Nintendo Scope''' in the [[PAL]] region versions of ''[[Super Smash Bros. Brawl]]'', ''[[Super Smash Bros. 4]]'', and ''[[Super Smash Bros. Ultimate]]'', is a shooting item that appears in ''[[Super Smash Bros. Melee]]'', ''Super Smash Bros. Brawl'', ''Super Smash Bros. 4'', and ''Super Smash Bros. Ultimate'', based on a real-life peripheral from Nintendo.


==Item description==
==Origin==
The Super Scope was released shortly after the Super NES system itself, released in September 1992 in the U.S. and European markets (the latter as the '''Nintendo Scope''') primarily, with a limited Japanese release caused by little consumer demand. Bundled with the hardware was the software title ''Super Scope 6'', and the full list of SNES games that featured compatibility with the peripheral numbered a notably low eleven: ''Battle Clash'', ''Bazooka Blitzkrieg'', ''The Hunt for Red October'', ''Lamborghini American Challenge'', ''Metal Combat: Falcon's Revenge'', ''Operation Thunderbolt'', ''Super Scope 6'', ''T2: The Arcade Game'', ''Tin Star'', ''X-Zone'', and ''[[Yoshi]]'s Safari''.
[[File:SuperScopePhoto.jpg|thumb|300px|left|A Super Scope on a table.]]
The Super Scope was released in September 1992 in the United States and European markets (the latter as the Nintendo Scope), shortly after the release of the actual Super Nintendo Entertainment System; the item was not sold in large quantities in Japan. The Super Scope was intended to act as a successor to the {{s|wikipedia|Zapper}}, and as a result, functionally acted almost identical to its predecessor. Both were {{iw|wikipedia|light gun}}s, though the Super Scope was wireless and took on a shape more similar to that of a {{iw|wikipedia|bazooka}}.


The Super Scope is a light gun-style peripheral that operated for the SNES much like its predecessor, the NES Zapper, operated for the original NES, and it only works with compatible games displayed on cathode ray tube monitors because it makes use of the monitor's display mechanics that involve a scanning electron beam and a photodiode. In light-gun games, you would aim the peripheral at an area of the television screen, pull the trigger, and the game would register where on the physical screen the peripheral was pointed using the cathode ray tube TV's behind-the-scenes mechanics. But whereas the Zapper is shaped like a large gun which is physically connected to the NES with a wire, the Super Scope is a much larger and heftier firearm resembling a vastly undersized bazooka, and it is wireless with a wireless receiver plugged into the SNES' controller slot and placed on top of the television to receive infrared communications from the Scope.
In both the United States and Europe, the peripheral came bundled with ''Super Scope 6'' (''Nintendo Scope 6'' in Europe). The game featured six games within it that all acted as introductions to the Super Scope itself. In one of these games, ''Confront'', the player is tasked with stopping an invasion of enemy ships; in order to do so, they were given an endless stockpile of ammunition that they could fire at these ships. These shots were small and yellow, and these rounds would later reappear as the primary output of the weapon in the ''Smash Bros.'' series.
{{clrl}}


The Super Scope measures just under 2-and-a-half feet long, and it is powered by six AA batteries. It is held by gripping the six-inch handle at the peripheral's far end with the non-dominant arm, with the back end shaped to rest on the user's dominant shoulder, and the dominant arm is on the grey area on top of the lower half of the peripheral where three of the buttons on the scope are: the circular Fire button, the pill-shaped Pause button, and a sliding switch that turns the scope off, on, or on in Turbo mode. The fourth button is a "cursor" button on the grip handle itself, reachable by the non-dominant thumb. The Super Scope is designed to accomodate users of either dominant arm, which is why the scope's sight component is separate from and attachable to the bazooka on either side. If you're right handed, the sight is attached to the two left clips on the scope's front half so that your right eye can look through it, with your left hand gripping the front handle and the right hand on the buttons on top near your right shoulder, and vice versa. The model of the Super Scope as it appears in the ''Smash Bros.'' games faithfully preserves all of these aspects.
==Overview==
[[File:Super Scope Melee.png|thumb|left|200px|The Super Scope in ''Melee''.]]
[[File:Super Scope U.jpg|thumb|{{SSB4|Peach}} firing a Super Scope in {{forwiiu}}.]]
In both ''Melee'' and ''Brawl'', the Super Scope acts as a long-ranged weapon that the user can wield in order to not only increase their range, but their raw power as well. If the player constantly taps the A button, they will fire a constant stream of small shots, each of which does little knockback and damage, creating a "trapping" effect. When using it against aerial opponents, it will produce very weak [[meteor smash]], making it ineffective against opponents close to the stage. Holding down the A button, however, charges the weapon, allowing for stronger and larger shots; at full power, the shots can deal in excess of 20% damage, with significant knockback potentially KOing opponents, as well as an added [[flame]] effect.


The Super Scope never achieved great critical or commercial success. Compared to its lightweight NES Zapper predecessor, it was panned by critics for its bulky nature which made it cumbersome to use, and the negative consumer feedback focused on the Super Scope's quick battery consumption; the six AA batteries could only last for four hours of continuous gameplay. The ultimate blow to the Super Scope came from a lack of software compatible with it, but it is hard to discern which of these caused the other: The Scope's unpopularity or the lack of software for it. Two videogame generations later, however, the Super Scope's spiritual likeness was inserted into the software titles ''[[Super Smash Bros. Melee]]'' and ''[[Super Smash Bros. Brawl]]'' as an in-game item, and it was subsequently popularized; it may be said that the game industry appreciated the Super Scope as an item in a successful videogame far more than as a tool for playing games. Since its ''Melee'' appearance the Super Scope has also cameoed in ''Mario & Luigi: Superstar Saga'' for Game Boy Advance as an item used by an enemy, and in ''WarioWare: Touched!'' for Nintendo DS.
Super Scope shots are considered to be energy-based projectiles; as a result, they can be [[reflect]]ed and absorbed. In addition, the projectiles can potentially be deflected by weakly angled surfaces.


==In ''Super Smash Bros. Melee''==
The Super Scope has limited ammunition reserves in it. Its "ammo" is 48, and different charge levels of shots will increase the ammo used. Small shots will use 1 ammo, a slightly charged shot will use 2, then 4, 8, and 16 (max). Firing 48 small shots or three fully-charged shots is enough to deplete the Super Scope, and attempting to use it after it runs out of ammunition causes it to fire nothing but a puff of smoke; at this point, the player can throw the weapon at opponents for a little extra knockback and damage.
===As an item===
[[Image:ssbmitemssuperscope.jpg|thumb|right|Super Scope]]The Super Scope makes its primary appearance in the ''Smash Bros.'' series as a long-range item in ''Melee'', and among the more powerful projectile weapons. First of all, it can be thrown at opponents as a projectile itself, where it will deal 5% - 11% damage if dropped casually and hits an enemy or deal 11% - 18% damage if thrown with force. Like any other projectile weapon, when used for its effect the Super Scope restricts the character to being stationary. It can shoot a total of 48 small shots in rapid succession if the A button is pressed rapidly for about 7 seconds, and each shot is a moderately fast-moving-horizontally yellow orb that travels through an opponent and can hit multiple opponents, and each shot does either 0% or 1% damage with extremely little [[knockback]]. If A is pressed sporadically and non-consecutively, each firing will fire a minimum of 3 shots in a row, and 16 such 3-round-bursts are possible.  


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.
In ''Brawl'', the Super Scope became slightly more flexible than its ''Melee'' incarnation. A buff added to all projectile weapons meant that characters could run and jump while using projectiles; in the case of the Super Scope, this makes it easier to land charged shots. However, uncharged shots no longer pass through enemies, making it more difficult to trap multiple enemies within a steady stream of 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 weapon received another buff in ''[[Super Smash Bros. for Nintendo 3DS]]'', as the Super Scope now has 72 shots available for use instead of 48; as a result, it is now possible to fire five fully-charged shots instead of three. The Super Scope, however, did receive a nerf: its shots are narrower and more elongated compared to the two previous games, making their overall hitbox size considerably smaller. Peculiarly, the shots are not narrowed for the ''Wii U'' version and keep their spherical shape from ''Melee'' and ''Brawl''.


===As a trophy===
In ''Ultimate'', the Super Scope is used in the credits sequences for {{SSBU|Classic Mode}}.
The Super Scope features as a collectible trophy, unlocked as one of the 100+ trophies that can be collected randomly during normal play, such as in the [[Trophy Lottery]] and throughout the various Single-player Regular Matches. It reads as follows:


:'''Super Scope'''
===Use in glitches===
:A peripheral device for the Super Nintendo Entertainment System, the Super Scope is a wireless weapon that shoots infrared light to a receiver placed on top of the television. In Super Smash Bros. Melee, it can be fired rapidly or charged up to release a more powerful blast. It only has enough energy for 3 charge shots. (Super Scope 9/92)
A rollover bug in ''Melee'' can cause the Super Scope [[Infinite Super Scope Glitch|to gain "infinite" ammunition]]. While this is a useful glitch in itself, it is often used in order to perform the [[Black hole glitch]],


==In ''Super Smash Bros. Brawl''==
===Damage===
[[Image:SuperScopeBrawl.jpg|right|thumb]]
In ''Brawl'', the momentum of a projectile will affect the damage a character will receive; these are recorded in bounces.
The Super Scope is confirmed to make a return appearance in ''Brawl'' per [http://www.smashbros.com/en_us/howto/technique/technique01.html this update] to [[Super Smash Bros. Dojo!!]]. It is apparently intact with all its features from the previous game. The Super Scope, with supposedly all other projectile weapons in the game, have received a universal modification, however: Now characters shooting with the Scope can freely move and jump about while in the act of shooting, no longer forced to remain stationary.
{|border="1" class="wikitable sortable"
|-valign="top"
|'''Action'''
!''[[SSB]]''
!''[[Melee]]''
!''[[Brawl]]''
!''[[SSB4]]''
|-
!Drop
| N/A
|
| 11%
| 11%
|-
!Forward tilt [[throw]]
| N/A
|
| 12%
| 12%
|-
![[Up tilt]] throw
| N/A
|
| 13%
| 13%
|-
![[Down tilt]] throw
| N/A
|
| 13%
| 14%
|-
!Dash throw
| N/A
|
| 14%
| 14%
|-
![[Forward smash]] throw
| N/A
|
| 15%
| 15%
|-
![[Up smash]] throw
| N/A
|
| 16%
| 16%
|-
![[Down smash]] throw
| N/A
|
| 16%
| 18%
|-
![[Aerial]] forward tilt throw
| N/A
|
| 12%
| 12%
|-
!Aerial up tilt throw
| N/A
|
| 13%
| 13%
|-
!Aerial down tilt throw
| N/A
|
| 14%
| 14%
|-
!Aerial forward smash throw
| N/A
|
| 12%
| 12%
|-
!Aerial up smash throw
| N/A
|
| 13%
| 13%
|-
!Aerial down smash throw
| N/A
|
| 14%
| 14%
|-
|}


===Stages===
[[File:Wario superscope.jpg|thumb|A fully charged shot.]]
These are the stages of damages and knockback for the Super Scope in ''Brawl''. There are a total of eight stages with seven stages of charging and the fully charged stage, each stage increases the damage and knockback that the Super Scope does.
{|border="1" class="wikitable sortable"
|-valign="top"
|
!g|Damage
!g|Percent that can KO
|-
!Stage 1
| 1%
| N/A (cannot KO)
|-
!Stage 2
| 7%
| 277%
|-
!Stage 3
| 10%
| 226%
|-
!Stage 4
| 13%
| 174%
|-
!Stage 5
| 16%
| 148%
|-
!Stage 6
| 20%
| 122%
|-
!Stage 7
| 24%
| 99%
|-
!Stage 8
| 28%
| 82%
|-
|}


[[Category: Items (SSBM)]]
===In [[Smash Tour]]===
[[Category: Items (SSBB)]]
The Super Scope is one of the many trophy items that can be obtained during the Smash Tour mode. It has a red base, and when used it will allow the player to start one battle holding a Super Scope.
[[Category: Items]]
 
==Trophies==
===In ''Super Smash Bros. Melee''===
{{Trophy
|name=Super Scope
|image=Super Scope Trophy Melee.png
|desc=A peripheral device for the Super Nintendo Entertainment System, the Super Scope is a wireless weapon that shoots infrared light to a receiver placed on top of the television. In Super Smash Bros. Melee, it can be fired rapidly or charged up to release a more powerful blast. It only has enough energy for 3 charge shots.
|gamelist={{Trophy games|game1=Super Scope|release1=9/92}}
|game=Melee
}}
{{clrl}}
 
===In ''Super Smash Bros. Brawl''===
{{Trophy
|name-ntsc=Super Scope
|name-pal=Nintendo Scope
|image=Super Scope - Brawl Trophy.png
|desc=A bazooka-shaped peripheral for the Super Nintendo Entertainment System that was used wirelessly with an infrared sensor placed on top of the television. In Smash Bros., it can be fired rapidly or charged up. In Super Smash Bros. Melee, you could not move while shooting it, but in this game, you can move and jump while blasting!
|gamelist-ntsc={{Trophy games|console1=SNES|game1={{iw|wikipedia|Super Scope 6}}}}
|gamelist-pal={{Trophy games|console1=SNES|game1=Nintendo Scope 6}}
|game=Brawl
}}
{{clrl}}
 
===In ''Super Smash Bros. 4''===
{{Trophy
|name-ntsc=Super Scope
|name-pal=Nintendo Scope
|image-3ds=SuperScopeTrophy3DS.png
|image-wiiu=SuperScopeTrophyWiiU.png
|desc-3ds-ntsc=The wireless weapon from the SNES era can be used kind of like a bazooka in battle. Press the attack button rapidly to spray shots, or hold it down to charge up a powerful blast. The weapon's ammo won't last forever, however, so try not to get caught without juice left in your batteries.
|desc-wiiu-ntsc=This wireless weapon from the SNES era can be used kind of like a bazooka in battle. Press the attack button rapidly to spray shots, or hold it down to charge up a powerful blast. The weapon's ammo won't last forever, however, so try not to get caught without juice left in your batteries.
|desc-pal=This wireless peripheral for the SNES can be used as a kind of bazooka in this game. And it comes with two different firing modes! Press the attack button repeatedly or hold it down to try them out! However, depending on how you use it, the batteries might run out pretty quick. And if they do, the fun's over. That's it!
|gamelist-ntsc={{Trophy games|console1=SNES|game1=Super Scope 6|release1=02/1992}}
|gamelist-pal={{Trophy games|console1=SNES|game1=Nintendo Scope 6|release1=08/1994}}
}}
{{clrl}}
 
==Spirits==
Equipping the Landmaster, Zero (Metal Gear Solid 3), Auto, Formula, or Tank & Infantry [[support spirit]]s will give the player a Super Scope at the start of their stock.
 
{|class="wikitable sortable"
! No. !! Image !! Name !! Type !! Class !! Cost !! Ability !! Series
|-
| 392 || {{SpiritTableName|Landmaster|size=64}} || {{SpiritType|Support}} || ★★ || 2 || Super Scope Equipped || ''Star Fox'' Series
|-
| 764 || {{SpiritTableName|Zero (Metal Gear Solid 3)|size=64}} || {{SpiritType|Support}} || ★★ || 2 || Super Scope Equipped || ''Metal Gear Solid'' Series
|-
| 871 || {{SpiritTableName|Auto|size=64}} || {{SpiritType|Support}} || ★★ || 2 || Super Scope Equipped || ''Mega Man'' Series
|-
| 965 || {{SpiritTableName|Formula|size=64}} || {{SpiritType|Support}} || ★★ || 2 || Super Scope Equipped || ''Xenoblade Chronicles'' Series
|-
| 1,134 || {{SpiritTableName|Tank & Infantry|size=64}} || {{SpiritType|Support}} || ★★ || 2 || Super Scope Equipped || ''Famicom Wars'' Series
|}
{{clrl}}
 
==Gallery==
<gallery>
Superscope.jpg|Artwork of a Super Scope from ''Brawl''.
SuperScopeBrawl.jpg|{{SSBB|Wario}} holding a Super Scope.
Kaminari.jpg|2 shots of equal energy clashing with each other.
Super Scope 2 U.jpg|The Super Scope in ''Smash 4''.
SSBUWebsiteYoshi2.jpg|{{SSBU|Zelda}} firing a Super Scope in ''Ultimate''.
</gallery>
 
==Names in other languages==
{{langtable
|ja={{ja|スーパースコープ|Sūpā Sukōpu}}
|jaM=Super Scope
|en_us=Super Scope
|en_gb=Nintendo Scope
|fr_ca=Super Scope
|fr_fr=Nintendo Scope
|es_es=Nintendo Scope
|es_la=Super Scope
|de=Nintendo Scope
|it=Nintendo Scope
|nl=Nintendo Scope
|ru={{rollover|Прицел Nintendo|Pritsel Nintendo|?}}
|ruM=Nintendo Scope
|ko={{rollover|슈퍼스코프|Syupeoseukopeu|?}}
|koM=Super Scope
|zh=Super Scope
}}
 
==Trivia==
*The Super Scope was intended to be held somewhat similarly to a rocket launcher or a sniper rifle, with the back of the weapon resting on the user's shoulder and the user peering down the scope. While some characters wield the weapon normally (such as [[Mario]], [[Ness]], and [[Fox]]), some instead hold the weapon underneath their shoulder more akin to a rifle, while others hold it in more peculiar ways. There aren't any characters who hold the weapon the way it is intended to function; holding the grip with the opposing hand, looking down the sight, and using the other hand to press the fire button behind the sight.
*The Super Scope's descriptions in SSB4 mentioning the depletion of batteries might be a reference to the real-life Super Scope's infamous battery consumption, being one of the main reasons for its lack of success.
 
{{SSBMItems}}
{{SSBBItems}}
{{SSB4Items}}
{{SSBUItems}}
{{Smash Tour}}
 
[[Category:Shooter items]]
[[Category:Items]]
[[Category:Smash Tour items]]

Latest revision as of 20:19, August 2, 2023

Super Scope
Official artwork of a Super Scope from the SSBU website.
SpecialStagesSymbol.svg
Artwork of a Super Scope from Ultimate.
Universe Nintendo
Appears in Melee
Brawl
SSB4
Ultimate
Item class Shooting
Article on Super Mario Wiki Super Scope
Fires small blasts and charged shots.
Super Smash Bros. Brawl instruction booklet description

The Super Scope (スーパースコープ, Super Scope), known as the Nintendo Scope in the PAL region versions of Super Smash Bros. Brawl, Super Smash Bros. 4, and Super Smash Bros. Ultimate, is a shooting item that appears in Super Smash Bros. Melee, Super Smash Bros. Brawl, Super Smash Bros. 4, and Super Smash Bros. Ultimate, based on a real-life peripheral from Nintendo.

Origin[edit]

Image is a free photograph of a European model of the Super Scope item, identified as the "Nintendo Scope", taken from the Wikimedia Commons.
A Super Scope on a table.

The Super Scope was released in September 1992 in the United States and European markets (the latter as the Nintendo Scope), shortly after the release of the actual Super Nintendo Entertainment System; the item was not sold in large quantities in Japan. The Super Scope was intended to act as a successor to the Zapper, and as a result, functionally acted almost identical to its predecessor. Both were light guns, though the Super Scope was wireless and took on a shape more similar to that of a bazooka.

In both the United States and Europe, the peripheral came bundled with Super Scope 6 (Nintendo Scope 6 in Europe). The game featured six games within it that all acted as introductions to the Super Scope itself. In one of these games, Confront, the player is tasked with stopping an invasion of enemy ships; in order to do so, they were given an endless stockpile of ammunition that they could fire at these ships. These shots were small and yellow, and these rounds would later reappear as the primary output of the weapon in the Smash Bros. series.

Overview[edit]

The Super Scope in Melee.
The Super Scope in Super Smash Bros. for Wii U
Peach firing a Super Scope in Super Smash Bros. for Wii U.

In both Melee and Brawl, the Super Scope acts as a long-ranged weapon that the user can wield in order to not only increase their range, but their raw power as well. If the player constantly taps the A button, they will fire a constant stream of small shots, each of which does little knockback and damage, creating a "trapping" effect. When using it against aerial opponents, it will produce very weak meteor smash, making it ineffective against opponents close to the stage. Holding down the A button, however, charges the weapon, allowing for stronger and larger shots; at full power, the shots can deal in excess of 20% damage, with significant knockback potentially KOing opponents, as well as an added flame effect.

Super Scope shots are considered to be energy-based projectiles; as a result, they can be reflected and absorbed. In addition, the projectiles can potentially be deflected by weakly angled surfaces.

The Super Scope has limited ammunition reserves in it. Its "ammo" is 48, and different charge levels of shots will increase the ammo used. Small shots will use 1 ammo, a slightly charged shot will use 2, then 4, 8, and 16 (max). Firing 48 small shots or three fully-charged shots is enough to deplete the Super Scope, and attempting to use it after it runs out of ammunition causes it to fire nothing but a puff of smoke; at this point, the player can throw the weapon at opponents for a little extra knockback and damage.

In Brawl, the Super Scope became slightly more flexible than its Melee incarnation. A buff added to all projectile weapons meant that characters could run and jump while using projectiles; in the case of the Super Scope, this makes it easier to land charged shots. However, uncharged shots no longer pass through enemies, making it more difficult to trap multiple enemies within a steady stream of shots.

The weapon received another buff in Super Smash Bros. for Nintendo 3DS, as the Super Scope now has 72 shots available for use instead of 48; as a result, it is now possible to fire five fully-charged shots instead of three. The Super Scope, however, did receive a nerf: its shots are narrower and more elongated compared to the two previous games, making their overall hitbox size considerably smaller. Peculiarly, the shots are not narrowed for the Wii U version and keep their spherical shape from Melee and Brawl.

In Ultimate, the Super Scope is used in the credits sequences for Classic Mode.

Use in glitches[edit]

A rollover bug in Melee can cause the Super Scope to gain "infinite" ammunition. While this is a useful glitch in itself, it is often used in order to perform the Black hole glitch,

Damage[edit]

In Brawl, the momentum of a projectile will affect the damage a character will receive; these are recorded in bounces.

Action SSB Melee Brawl SSB4
Drop N/A 11% 11%
Forward tilt throw N/A 12% 12%
Up tilt throw N/A 13% 13%
Down tilt throw N/A 13% 14%
Dash throw N/A 14% 14%
Forward smash throw N/A 15% 15%
Up smash throw N/A 16% 16%
Down smash throw N/A 16% 18%
Aerial forward tilt throw N/A 12% 12%
Aerial up tilt throw N/A 13% 13%
Aerial down tilt throw N/A 14% 14%
Aerial forward smash throw N/A 12% 12%
Aerial up smash throw N/A 13% 13%
Aerial down smash throw N/A 14% 14%

Stages[edit]

Fully charged projectile from the Super Scope.
A fully charged shot.

These are the stages of damages and knockback for the Super Scope in Brawl. There are a total of eight stages with seven stages of charging and the fully charged stage, each stage increases the damage and knockback that the Super Scope does.

Damage Percent that can KO
Stage 1 1% N/A (cannot KO)
Stage 2 7% 277%
Stage 3 10% 226%
Stage 4 13% 174%
Stage 5 16% 148%
Stage 6 20% 122%
Stage 7 24% 99%
Stage 8 28% 82%

In Smash Tour[edit]

The Super Scope is one of the many trophy items that can be obtained during the Smash Tour mode. It has a red base, and when used it will allow the player to start one battle holding a Super Scope.

Trophies[edit]

In Super Smash Bros. Melee[edit]

Super Scope/Nintendo Scope trophy from Super Smash Bros. Melee.
Super Scope's trophy in Melee
Super Scope
A peripheral device for the Super Nintendo Entertainment System, the Super Scope is a wireless weapon that shoots infrared light to a receiver placed on top of the television. In Super Smash Bros. Melee, it can be fired rapidly or charged up to release a more powerful blast. It only has enough energy for 3 charge shots.
Super Scope (9/92)

In Super Smash Bros. Brawl[edit]

Screenshot by Dany36
Super Scope's trophy in Brawl
NtscSuper Scope
PalNintendo Scope
A bazooka-shaped peripheral for the Super Nintendo Entertainment System that was used wirelessly with an infrared sensor placed on top of the television. In Smash Bros., it can be fired rapidly or charged up. In Super Smash Bros. Melee, you could not move while shooting it, but in this game, you can move and jump while blasting!
NTSC
SNES: Super Scope 6
PAL
SNES: Nintendo Scope 6

In Super Smash Bros. 4[edit]

Super Scope's trophy in Super Smash Bros. for Nintendo 3DS
Super Scope's trophy in Super Smash Bros. for Wii U
NtscSuper Scope
PalNintendo Scope
NTSCSuper Smash Bros. for Nintendo 3DS The wireless weapon from the SNES era can be used kind of like a bazooka in battle. Press the attack button rapidly to spray shots, or hold it down to charge up a powerful blast. The weapon's ammo won't last forever, however, so try not to get caught without juice left in your batteries.
NTSCSuper Smash Bros. for Wii U This wireless weapon from the SNES era can be used kind of like a bazooka in battle. Press the attack button rapidly to spray shots, or hold it down to charge up a powerful blast. The weapon's ammo won't last forever, however, so try not to get caught without juice left in your batteries.
SNES: Super Scope 6 (02/1992)
PAL This wireless peripheral for the SNES can be used as a kind of bazooka in this game. And it comes with two different firing modes! Press the attack button repeatedly or hold it down to try them out! However, depending on how you use it, the batteries might run out pretty quick. And if they do, the fun's over. That's it!
SNES: Nintendo Scope 6 (08/1994)

Spirits[edit]

Equipping the Landmaster, Zero (Metal Gear Solid 3), Auto, Formula, or Tank & Infantry support spirits will give the player a Super Scope at the start of their stock.

No. Image Name Type Class Cost Ability Series
392
SSBU spirit Landmaster.png
Landmaster
Support
★★ 2 Super Scope Equipped Star Fox Series
764
from the game's files
Zero (Metal Gear Solid 3)
Support
★★ 2 Super Scope Equipped Metal Gear Solid Series
871
SSBU spirit Auto.png
Auto
Support
★★ 2 Super Scope Equipped Mega Man Series
965
SSBU spirit Formula.png
Formula
Support
★★ 2 Super Scope Equipped Xenoblade Chronicles Series
1,134
from the game's files
Tank & Infantry
Support
★★ 2 Super Scope Equipped Famicom Wars Series

Gallery[edit]

Names in other languages[edit]

Language Name Meaning
Japan Japanese スーパースコープ Super Scope
USA English (NTSC) Super Scope
UK English (PAL) Nintendo Scope
France French (PAL) Nintendo Scope
Quebec French (NTSC) Super Scope
Germany German Nintendo Scope
Spain Spanish (PAL) Nintendo Scope
Mexico Spanish (NTSC) Super Scope
Italy Italian Nintendo Scope
China Chinese Super Scope
South Korea Korean 슈퍼스코프 Super Scope
Netherlands Dutch Nintendo Scope
Russia Russian Прицел Nintendo Nintendo Scope

Trivia[edit]

  • The Super Scope was intended to be held somewhat similarly to a rocket launcher or a sniper rifle, with the back of the weapon resting on the user's shoulder and the user peering down the scope. While some characters wield the weapon normally (such as Mario, Ness, and Fox), some instead hold the weapon underneath their shoulder more akin to a rifle, while others hold it in more peculiar ways. There aren't any characters who hold the weapon the way it is intended to function; holding the grip with the opposing hand, looking down the sight, and using the other hand to press the fire button behind the sight.
  • The Super Scope's descriptions in SSB4 mentioning the depletion of batteries might be a reference to the real-life Super Scope's infamous battery consumption, being one of the main reasons for its lack of success.