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No-one is ever sure whether the Super
NES Scope add-on (you know, that bazooka thingie which was supposed to be a 16-bit answer
to the NES Zapper gun) was an overlooked stroke of genius or a slightly rubbish
idea. In any case, it didn't sell too well, so Mario and Yoshi's marketable
muscle was thrown into the fray with Yoshi's Safari. Basically a semi-3D "on
rails" shooter, with a good dosis of Mario faves thrown in, this was the
Scope's only "big" game. The storyline involves the king and pince
of Jewelry Land getting kidnapped, and their 12 saint jewels getting ripped
off, resulting in an earthquake that split their kingdom in two halves (on
account of the jewels having some kind of protective power). Peach, who is
a close personal friend of the prince then rather bossily sends out Yoshi and
Mario, who is somehow armed with a Scope bazooka, to righten this situation
and beat the pants off Bowser and co (as if you hadn't guessed that they were
behind this by now).
Ninty have really pushed the eye-candy on this one.
Considering that this game heralds from 1993, where polygons were still a long
way off, it's attempts at achieving a 3-D look are quite impressive. Allright,
you can tell that everything is really made out of flat sprites, but they're
huge and colourful sprites that move about very well. Mode 7 never looked sweeter,
with crisp backgrounds moving along smoothly (it's sort of a Super Mario Kart
on turbocharge look). Seeing all those adorable Mario regulars fleshed out
so lovingly and with such detail is enough to at the very least catch any Mario
fanatic's attention. Playing the game, however, is a slightly more hit-or-miss
affair. Granted, Yoshi's Safari does
it's thing very well,
but the trouble is that the concept of such 3-D shooters "set on rails",
even when fleshed out with all the likeable freshness of the Mario universe
isn't all that great. Just pump the screen full of bullets, with hardly anything
imaginative or taxing for you to do. Actual player involvment is pretty limited.
Add to that levels who are short, straightforward and hardly inventive, and
the fact that you can easily beat this game in just under an hour, and it's
all beginning to look a bit pants. As for the Scope itself...It turns out that
you're your own greatest enemy with that thing. Sure, on paper, a big bazooka
lightgun seems like a superb concept (and you know how many people get kicks
from big guns-mostly younger men in my experience). Alas, it doesn't work all
that well. You're forced to painfully squint to see into the tiny visor, which
doesn't allow you to see all of the screen. Not handy when baddies are flying
onto the screen from various angles. Holding that huge thing also ends up giving
me shoulder cramps (maybe it's because my shoulders are too narrow and shapely
for such a thing...well, maybe not), it makes you sweat like a thing posessed
and peering into the visor will end up giving you golfball-like eyes (I also
really need to wear contact lenses while playing this-it's resolutely impossible
to use a Scope while wearing glasses). Bref, the way you'll look after an hour's
worth of Scope-toting, people will think you've come back from a torrid rendez-vous
with Jean-Claude van Damme during which something went horribly wrong. Not
the sort of thing that makes playing an already flawed game smooth or enjoyable,
really. I know, you can't really blame the game itself for this, but still.....
And still, despite all these drawbacks, it's not -quite-
possible to fully dislike Yoshi's Safari. You know that it's a very limited
and flawed game, but the novelty concept and the gorgeous graphics, with all
your beloved M
ario faves and some
groovy mechs thrown in will have you coming back once or twice, when you feel
like a bit of mindless blasting with a little something extra, and it -is-
possible to sort of get used to the awkward Scope (or if you're a masoshist,
you might actually get to like it). There's also a clever two-player option,
where one player fires the Scope, with the other controlling Yoshi-chan via
the D-pad. It's not a bad idea, and makes the game less linear and predictable.
But you'll keep arguing over who gets stuck with the Scope and who gets to
be Yoshi. Tip: the one who is forced into using the torturous Scope will be
treated to a full-on massage once the game's over. And I would like to point
out that some of the background music is very well done, with the "float
castle" BGM casting a spell on me. So there's still something to like
in here, and it's quite a nice try, but alas, it's hardly enough to counterbalance
the game's shortcomings, and certainly not enough to counterbalance the whopping
price tag of the Scope. - Toasty 71%
[Key to the reviewing system]
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