Because emulation doesn't support light-gun style controls and yoshi's safari utilized the super scope. Unless it had a traditional control setup as well. Otherwise u can prob forget it ever coming to vc.
Facebook: bbworks club
Twitter: @bbworks_club
Instagram: bbworks club
A traditional controller was used to move Yoshi, but movement was a very, very small part of the game compared to the Super Scope, which was required to play. I really don't think it would be that difficult for Nintendo to use Wii pointer controls for light gun games. Super Scope used an infrared receiver atop the TV just like the Wii controller does. It wasn't like the NES Zapper. Yoshi's Safari would be a nice title to have. I'm sure most missed out on it, and while it was very, very easy, it still had a nice atmosphere with lots of familiar Mario enemies and it was fun to pick up and play through every now and then.
Personally, I'd rather Super Scope 6 come out first though. Mole Patrol was one of the best SNES games around.
Its much more fun to play as a ROM with a mouse than it is to actually play it on the SNES using a Super Scope.
Although even so its still not the greatest of games around. I would actually like to see a sequel on the Wii... a first person shooter using Mario characters.
This is me being a jerk again about technical details, but: I'm pretty sure the tech in the Super Scope was actually not anything like the Wii remote in its pointing technology. The IR was used simply to allow it to be wireless, ie. its IR receiver was actually a receiver, much like one that takes a signal from a normal TV remote, whereas the "IR receiver" for the Wii is a misnomer, since it is really just a bar with infrared LEDs that the IR camera in the remote uses to pinpoint itself. The way the lens in the Scope pinpointed where on the screen it was aiming was fairly clever, but decidedly based on tech that is now obsolete for many home TVs:
wikipedia wrote:
The Super Scope makes use of the scanning process used in cathode ray tube monitors, as CRTs were the only affordable TV monitors until the late 1990s. In short, the screen is drawn by a scanning electron beam that travels horizontally across each line of the screen from top to bottom. A fast photodiode will see any particular area of the screen illuminated only briefly as that point is scanned, while the human eye will see a consistent image due to persistence of vision. The Super Scope takes advantage of this in a fairly simple manner: it simply outputs a '0' signal when it sees the television raster scan and a '1' signal when it does not. Inside the console this signal is delivered to the PPU, which notes which screen pixel it is outputting at the moment the signal transitions from 1 to 0. At the end of the frame, the game software can retrieve this stored position to determine where on the screen the gun was aimed. All licensed Super Scope games include a calibration mode to account for both electrical delays and maladjustment of the gunsight.[7]
Anyhow, I imagine that the same problems I addressed in the Duck Hunt thread might apply for Super Scope games if you implemented the Wii remote -- wouldn't it make it ridiculously easy if you could see your crosshair at all times? I haven't played Yoshi's Safari, so maybe I'm wrong about that.
Twitter is a good place to throw your nonsense. Wii FC: 8378 9716 1696 8633 || "How can mushrooms give you extra life? Get the green ones." -
This is me being a jerk again about technical details, but: I'm pretty sure the tech in the Super Scope was actually not anything like the Wii remote in its pointing technology. The IR was used simply to allow it to be wireless, ie. its IR receiver was actually a receiver, much like one that takes a signal from a normal TV remote, whereas the "IR receiver" for the Wii is a misnomer, since it is really just a bar with infrared LEDs that the IR camera in the remote uses to pinpoint itself. The way the lens in the Scope pinpointed where on the screen it was aiming was fairly clever, but decidedly based on tech that is now obsolete for many home TVs:
wikipedia wrote:
The Super Scope makes use of the scanning process used in cathode ray tube monitors, as CRTs were the only affordable TV monitors until the late 1990s. In short, the screen is drawn by a scanning electron beam that travels horizontally across each line of the screen from top to bottom. A fast photodiode will see any particular area of the screen illuminated only briefly as that point is scanned, while the human eye will see a consistent image due to persistence of vision. The Super Scope takes advantage of this in a fairly simple manner: it simply outputs a '0' signal when it sees the television raster scan and a '1' signal when it does not. Inside the console this signal is delivered to the PPU, which notes which screen pixel it is outputting at the moment the signal transitions from 1 to 0. At the end of the frame, the game software can retrieve this stored position to determine where on the screen the gun was aimed. All licensed Super Scope games include a calibration mode to account for both electrical delays and maladjustment of the gunsight.[7]
Anyhow, I imagine that the same problems I addressed in the Duck Hunt thread might apply for Super Scope games if you implemented the Wii remote -- wouldn't it make it ridiculously easy if you could see your crosshair at all times? I haven't played Yoshi's Safari, so maybe I'm wrong about that.
You say easy, i say more fun, more accurate and no frustation.
The wii remote the super scope isn't. I hated playing the proper cartridge on the tv with the scope.
Edgey, Gumshoe, Godot, Sissel, Larry, then Mia, Franziska, Maggie, Kay and Lynne.
I'm throwing my money at the screen but nothing happens!
Forums
Topic: yoshis safari on VC
Posts 1 to 7 of 7
This topic has been archived, no further posts can be added.