Light gun

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NES Zapper Nintendo-Entertainment-System-NES-Zapper-Orange-L.jpg
NES Zapper
Light Phaser for the Master System SMS-Light-Phaser.jpg
Light Phaser for the Master System
Atari XG-1 Atari XG-1 light gun.jpg
Atari XG-1

A light gun is a pointing device for computers and a control device for arcade and video games, typically shaped to resemble a pistol.

Contents

Early history

The first light guns were produced in the 1930s, following the development of light-sensing vacuum tubes. In 1936, the technology was introduced in arcade shooting games, beginning with the Seeburg Ray-O-Lite. [1]

These games evolved throughout subsequent decades, culminating in Sega's Periscope , released in 1966 as the company's first successful game, which requires the player to target cardboard ships. [2] Periscope is an early electro-mechanical game, [3] and the first arcade game to cost one quarter per play. [4] Sega's 1969 game Missile features electronic sound and a moving film strip to represent the targets on a projection screen, [5] and its 1972 game Killer Shark features a mounted light gun with targets whose movement and reactions are displayed using back image projection onto a screen. [6] Nintendo released the Beam Gun in 1970 and the Laser Clay Shooting System in 1973, [7] followed in 1974 by the arcade game Wild Gunman , which uses film projection to display the target on the screen. [8] In 1975, Sega released the early co-operative light gun shooters Balloon Gun [9] and Bullet Mark. [10]

Sequential targets

The first detection method, used by the NES Zapper, involves drawing each target sequentially in white light after the screen blacks out. The computer knows that if the diode detects light as it is drawing a square (or after the screen refreshes), then that is the target at which the gun is pointed. Essentially, the diode tells the computer whether or not the player hit something, and for n objects, the sequence of the drawing of the targets tell the computer which target the player hit after 1 + ceil(log2(n)) refreshes (one refresh to determine if any target at all was hit and ceil(log2(n)) to do a binary search for the object that was hit). [11]

A side effect of this is that in some games, a player can point the gun at a light bulb or other bright light source, pull the trigger, and cause the system to falsely detect a hit on the first target every time. Some games account for this either by detecting if all targets appear to match or by displaying a black screen and verifying that no targets match. [11]

Infrared emitters

The Wii Remote uses an infrared video camera in the handheld controller, rather than a simple sensor. [12] Wesley Yin-Poole stated that the Wii Remote was not as accurate as a traditional light gun. [13]

GunCon 3 is an infrared light gun used for arcade games. [14]

Rectangular positioning

Rectangular positioning is similar to image capture, except it disregards any on-screen details and only determines the rectangular outline of the game screen. By determining the size and distortion of the rectangle outline of the screen, it is possible to calculate where exactly the light gun is pointing. This method was introduced by the Sinden Lightgun. [15]

Positional gun

The positional gun is common in video arcades, as a non-optical alternative to a light gun. The positional gun is permanently mounted on a swivel on the cabinet, as an analog joystick for aiming crosshairs onscreen. This is typically more expensive initially but easier to maintain and repair. Positional gun games include Silent Scope , [16] the arcade version of Resident Evil Survivor 2 , Space Gun , [17] Revolution X , [18] and Terminator 2: Judgment Day . Console conversions may use light guns.

A positional gun is essentially an analog joystick that records the position of the gun to determine the player's aim on the screen. [19] [20] The gun must be calibrated, which usually happens after powering up. Early examples of a positional gun include Sega's Sea Devil in 1972, [21] Taito's Attack in 1976, [22] and Cross Fire in 1977, [23] and Nintendo's Battle Shark in 1978. [24]

Models

See also

Related Research Articles

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Duck Hunt is a 1984 light gun shooter video game developed and published by Nintendo for the Nintendo Entertainment System (NES). The game was first released in April 1984 in Japan for the Family Computer (Famicom) console and in North America as an arcade game for the Nintendo VS. System. It became a launch game for the NES in North America in October 1985, and was re-released in Europe two years later.

<span class="mw-page-title-main">Joystick</span> Control lever used in aircraft and video games

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<span class="mw-page-title-main">NES Zapper</span> Video game light gun accessory

The Zapper is an electronic light gun accessory launched within the Nintendo Entertainment System (NES) in North America on October 18, 1985. It is a cosmetic redesign by Nintendo of America's head designer Lance Barr, based on Gunpei Yokoi's Video Shooting Series light gun (光線銃シリーズガン), which had been released in Japan for the Famicom on February 18, 1984. The Zapper requires compatible NES games, such as Duck Hunt, Wild Gunman, and Hogan's Alley. Its internal optical sensor allows the player to aim at a television set and accurately shoot at in-game targets.

<i>Hogans Alley</i> (video game) 1984 video game

Hogan's Alley is a light gun shooter video game developed and published by Nintendo. It was released for the Family Computer in 1984 and then the arcade Nintendo VS. System and Nintendo Entertainment System in 1985. It was one of the first hit video games to use a light gun as an input device, along with Nintendo's Duck Hunt (1984). The game presents players with "cardboard cut-outs" of gangsters and innocent civilians. The player must shoot the gangs and spare the innocent people. It was a major arcade hit in the United States and Europe.

<i>Operation Wolf</i> Arcade video game

Operation Wolf is a light gun shooter arcade game developed by Taito and released in 1987. It was ported to many home systems.

<i>Gun Fight</i> 1975 video game

Gun Fight, known as Western Gun in Japan and Europe, is a 1975 multidirectional shooter arcade video game designed by Tomohiro Nishikado, and released by Taito in Japan and Europe and by Midway in North America. Based around two Old West cowboys armed with revolvers and squaring off in a duel, it was the first video game to depict human-to-human combat. The Midway version was also the first video game to use a microprocessor instead of TTL. The game's concept was adapted from Sega's 1969 arcade electro-mechanical game Gun Fight.

<i>Wild Gunman</i> 1974 video game

Wild Gunman is a light gun shooter game developed and published by Nintendo. Originally created as an electro-mechanical arcade game in 1974 by Gunpei Yokoi, it was adapted to a video game format for the Famicom console in 1984. It was released in 1985 as a launch game for the Nintendo Entertainment System (NES) with the Zapper light gun.

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<i>Terminator 2: Judgment Day</i> (arcade game) 1991 video game

Terminator 2: Judgment Day or T2 is a light gun shooter based on the film of the same name, produced by Midway Manufacturing Company as an arcade video game in 1991. Developed in tandem with the movie, several actors from the film reprise their roles for the game and are featured as part of the game's photorealistic digitized graphics. The game's plot largely follows that of the film, casting up to two players as the T-800 "terminator" cyborg, sent back in time to protect John Connor from assassination by the T-1000 terminator. A success in arcades, home conversions of the game were released by Acclaim Entertainment for various platforms under the title of T2: The Arcade Game to avoid confusion with the numerous tie-in games also based on the movie.

<i>Tank</i> (video game) 1974 arcade game

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The Laser Clay Shooting System (レーザークレー射撃システム) is a light gun shooting simulation game created by Nintendo in 1973. The game consisted of an overhead projector which displayed moving targets behind a background; players would fire at the targets with a rifle, in which a mechanism of reflections would determine whether or not the "laser shot" from the rifle hit the target.

<i>Sea Wolf</i> (video game) 1976 video game

Sea Wolf is an arcade video game designed by Dave Nutting and released by Midway in 1976. It is a video game update of an electro-mechanical Midway game, Sea Devil, itself based on Sega's 1966 electro-mechanical arcade submarine simulator Periscope. The game was released in Japan by Taito. In Sea Wolf, the player, piloting an unseen submarine, launches torpedoes vertically in an attempt to sink ships moving horizontally across the screen before time runs out. The screen is viewed through a faux periscope mounted on the cabinet.

Light-gun shooter, also called light-gun game or simply gun game, is a shooter video game genre in which the primary design element is to simulate a shooting gallery by having the player aiming and discharging a gun-shaped controller at a screen. Light-gun shooters revolve around the protagonist shooting virtual targets, either antagonists or inanimate objects, and generally feature action or horror themes and some may employ a humorous, parodic treatment of these conventions. These games typically feature "on-rails" movement, which gives the player control only over aiming; the protagonist's other movements are determined by the game. Games featuring this device are sometimes termed "rail shooters", though this term is also applied to games of other genres in which "on-rails" movement is a feature. Some, particularly later, games give the player greater control over movement and in still others the protagonist does not move at all. On home computer conversions of light-gun shooters, mouse has been often an optional or non-optional replacement for a light gun.

<i>Thunder Blade</i> 1987 video game

Thunder Blade is a third-person shoot 'em up video game released by Sega for arcades in 1987. Players control a helicopter to destroy enemy vehicles. The game was released as a stand-up arcade cabinet with force feedback, as the joystick vibrates. A helicopter shaped sit-down model was released, replacing the force feedback with a cockpit seat that moves in tandem with the joystick. It is a motion simulator cabinet, like the previous Sega Super Scaler games Space Harrier (1985) and After Burner (1987). The game's plot and setting was inspired by the film Blue Thunder (1983).

<i>Freedom Force</i> (1988 video game) 1988 video game

Freedom Force is a video game developed and published by Sunsoft for the Nintendo Entertainment System in 1988. The player takes the role of a sharpshooter in a counter-terrorist organization. This is one of the few games to require the NES Zapper light gun accessory. The game was released in arcades on the Nintendo VS. System as VS. Freedom Force that year.

Electro-mechanical games are types of arcade games that operate on a combination of some electronic circuitry and mechanical actions from the player to move items contained within the game's cabinet. Some of these were early light gun games using light-sensitive sensors on targets to register hits, while others were simulation games such as driving games, combat flight simulators and sports games. EM games were popular in amusement arcades from the late 1940s up until the 1970s, serving as alternatives to pinball machines, which had been stigmatized as games of chance during that period. EM games lost popularity in the 1970s, as arcade video games had emerged to replace them in addition to newer pinball machines designed as games of skill.

<i>Shootout</i> (1985 video game) 1985 video game

Shootout is a 1985 arcade target shooting game developed and published by Data East.

<i>Shoot Away</i> 1977 video game

Shoot Away is a 1977 electro-mechanical (EM) light gun shooter arcade game developed and published by Namco. Players use the shotgun-shaped light guns to fire at clay pigeons, represented as flying white dots on a projector screen. There are two that must be shot down in each round, and players only get two bullets to hit them. Bonus points are awarded for shooting the pigeons as soon as they appear, or by destroying both of them with a single bullet. The game was a critical and commercial success, maintaining a presence in arcades into the 1980s.

References

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  2. Ashcraft, Brian, (2008) Arcade Mania! The Turbo Charged World of Japan's Game Centers, p. 133, Kodansha International
  3. Periscope at the Killer List of Videogames
  4. Steven L. Kent (2000), The First Quarter: A 25-Year History of Video Games, p. 83, BWD Press, ISBN   0-9704755-0-0
  5. Missile at the Killer List of Videogames
  6. Killer Shark at the Killer List of Videogames
  7. History of Nintendo – Toys & Arcades (1969–1982) (archived), Nintendo Land
  8. Wild Gunman (1974) at the Killer List of Videogames
  9. Balloon Gun at the Killer List of Videogames
  10. Bullet Mark at the Killer List of Videogames
  11. 1 2 Teger, Daniel; Rogowski, Scott; Dinerman, Julie; Ramkishun, Kevin (May 13, 2011). "DuckFeed: An Embedded Take on Duck Hunt Columbia University, Spring 2011 CSEE 4840: Embedded System Design" (PDF). p. 5. Archived from the original (PDF) on June 23, 2018. Retrieved Jan 21, 2015.
  12. "Wiimote". WiiBrew. 2011-04-26. Retrieved 2011-06-01.
  13. Yin-Poole, Wesley (January 6, 2008). "Resident Evil: Umbrella Chronicles Review". Video Gamer. Retrieved February 11, 2022.
  14. Ashcraft, Brian (2007-06-13). "Reload: How The Time Crisis 4 Light Gun Works". Kotaku.com. Archived from the original on 2010-02-12. Retrieved 2011-06-01.
  15. "Sinden Lightgun". Lightgun Gamer. Retrieved 12 March 2019.
  16. Silent Scope at the Killer List of Videogames
  17. Space Gun at the Killer List of Videogames
  18. Revolution X at the Killer List of Videogames
  19. Morgan McGuire & Odest Chadwicke Jenkins (2009). Creating Games: Mechanics, Content, and Technology. A K Peters, Ltd. p. 408. ISBN   978-1-56881-305-9 . Retrieved 2011-04-03. Light guns, such as the NES Zapper or those used in the House of the Dead series, are distinctly different from positional guns used by arcade games such as SEGA's Gunblade NY. ... Light guns differ from positional guns, such as in Gunblade NY (bottom), that are essentially analog joysticks. ... Positional guns are essentially analog sticks mounted in a fixed location with respect to the screen. Light guns, in contrast, have no fixed a priori relationship with a display.
  20. Yo-Sung Ho & Hyoung Joong Kim (November 13–16, 2005). Advances in Multimedia Information Processing-PCM 2005: 6th Pacific-Rim Conference on Multimedia, Jeju Island, Korea. Springer Science & Business. p. 688. ISBN   3-540-30040-6 . Retrieved 2011-04-03. The two routes to conventional gun control are light guns and positional guns. Light guns are the most common for video game systems of any type. They work optically with screen and do not keep track of location on the screen until the gun is fired. When the gun is fired, the screen blanks for a moment, and the optics in the gun register where on the screen the gun is aimed. That information is sent to the computer, which registers the shot. ... Positional guns are mounted stationary on the arcade cabinet with the ability to aim left/right and up/down. They function much like joysticks, which maintain a known location on screen at all times and register the current location when fired.
  21. Sea Devil at the Killer List of Videogames
  22. Attack at the Killer List of Videogames
  23. Cross Fire at the Killer List of Videogames
  24. Battle Shark at the Killer List of Videogames
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