Information about Light Gun



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The NES Zapper, Nintendo´s light gun and regarded as the quintessential device of this nature. In early manufacturing runs, the barrel and grip were dark gray; the color was changed to orange in later runs due to supposed similarities with real arms.


A light gun is a pointing device for computers and a control device for arcade and video games. The first light guns appeared in the 1930s, following the development of light-sensing vacuum tubes. It was not long before the technology began appearing in arcade shooting games, beginning with the Seeburg Ray-O-Lite in 1936. These early light gun games, like modern laser tag, used small targets (usually moving) onto which a light-sensing tube was mounted; the player used a gun (usually a rifle) that emitted a beam of light when the trigger was pulled. If the beam struck the target, a "hit" was scored. Modern screen-based light guns work on the opposite principle - the sensor is built into the gun itself, and the on-screen target(s) emit light rather than the gun. The first light gun of this type was used on the MIT Whirlwind computer.

The light gun, and its descendant, the light pen, are now rarely used as computer pointing devices, because of the popularity of the mouse and changes in monitor display technology - traditional light guns can only work with standard CRT monitors.

Light guns in video games



The video game light gun is typically modeled on a ballistic weapon (usually a pistol) and is used for targeting objects on a video screen. With force feedback, the light gun can also simulate the recoil of the weapon.

Light guns are very popular in arcade games, but had not caught on as well in the home video game console market until after the Nintendo Entertainment System (NES), Sega Master System (SMS), Sega Mega Drive, and Super Nintendo Entertainment System (SNES) systems. Nevertheless, many home 'Pong' systems of the 70s included a pistol or gun for shooting simple targets on screen.

Traditional light guns cannot be used on the newer LCD and plasma screens, and have problems with projection screens.

The following are famous example of light guns: There are also light guns for Sega Saturn, Microsoft Xbox, and several other console and arcade systems. Recent light gun video games include Time Crisis 4, Virtua Cop 3, and The House of the Dead 4.

The Wii Remote can be seen as a successor to this technology, and it can be used relatively accurately with CRT, LCD, plasma, and projection screens. Like the NES Zapper, it is "bundled" with the system, but unlike traditional light guns, the Wii Remote serves as a primary controller. If coupled with the Nunchuk attachment, the Wii Remote allows for a potentially seamless union between first-person shooter gameplay and "light gun" implementation.

A prototype gun-shaped shell for the Wii Remote was shown at E3 in 2006,[1] which would allow for a more traditional light-gun feel for future games. The shell for the Wii Remote is called the Wii Zapper.

How light guns work

The "light gun" is so named because it uses light as its method of detecting where on screen the user is targeting. The name leads one to believe that the gun itself emits a beam of light, but in fact most light guns actually receive light through a photodiode in the gun barrel.

There are two versions of this technique that are commonly used, but the concept is the same: when the trigger of the gun is pulled, the screen is blanked out to black, and the diode begins reception. All or part of the screen is painted white in a way that allows the computer to judge where the gun is pointing, based on when the diode detects light. The user of the light gun notices little or nothing, because the period in which the screen is blank is usually only a fraction of a second (see persistence of vision).

Sequential targets

The first detection method, used by the 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), that is the target the gun is pointed at. Essentially, the diode tells the computer whether or not you hit something, and for n objects, the sequence of the drawing of the targets tell the computer which target you 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).

An interesting side effect of this is that on poorly designed games, often a player can point the gun at a light bulb, pull the trigger and hit the first target every time. Better 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.

Cathode ray timing

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Photograph from 2007 depicting the GunCon (gray; top) and the GunCon 2 (orange; bottom) for the PlayStation and PlayStation 2, respectively.
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Photograph from 2007 depicting the blue and pink Justifiers made for the Super Nintendo Entertainment System and the green one made for the PlayStation.
The second method, used by the Super Nintendo Entertainment System's Super Scope and computer light pens is more elaborate but more accurate.

The trick to this method lies in the nature of the cathode ray tube inside the video monitor. (CRTs were the only affordable TV monitors in the late 1980s and early 1990s, when this method was popularized.) The screen is drawn by a scanning electron beam that travels across the screen starting at the top until it hits the end, and then moves down to update the next line. This is done repeatedly until the entire screen is drawn, and appears instantaneous to the human eye as it is done very quickly.

When the player pulls the trigger, the computer (often assisted by the display circuitry) times how long it takes the electron beam to excite the phosphor at the location at which the gun is pointed. It then calculates the targeted position based on the monitor's horizontal refresh rate (the fixed amount of time it takes the beam to get from the left to right side of the screen). Either the computer provides a time base for the horizontal refresh rate through the controller's connector (as in the Super Scope), or the gun reads the composite video signal through a T-connector on the A/V cable (as in the GunCon 2). Once the computer knows where the gun is pointed, it can tell through collision detection if it coincides with the target or not.

Many guns of this type (including the Super Scope) ignore red light, as red phosphors have a much slower rate of decay than green or blue phosphors. As a result, some (but not all) games brighten the entire screen somewhat when the trigger is pulled in order to get a more reliable fix on the position.

Display timing is useless with plasma, LCD, and DLP, which refresh all pixels at the same time.

Combining the methods

Some light guns designed for sequential targeting are not timed precisely enough to get an (X, Y) reading against the video signal, but they can use a combination of the two methods. First the screen is brightened and the response time is measured as in cathode ray timing, but the computer measures only which scanline was hit and not which horizontal pixel was hit. This does not need nearly as fast a timer that pure cathode ray timing uses, on the order of 15 kHz for Y vs. 5 MHz for (X, Y) on a standard resolution display. Then using sequential targets, the game cycles among those targets on the line.

Infrared emitters

A new method was developed to compensate for display technologies other than CRT. It relies on one or several infrared light emitters placed near the screen, and one IR sensor on the muzzle of the gun. When the trigger is pressed, the gun sends the intensity of the IR beam it detects. Since this intensity depends upon both distance and relative angle to the screen, angle sensors are located in the gun. This way a trigonometric equation system is solved, and the muzzle's 3D position relative to the screen is calculated. Then, by projecting the muzzle on the screen with the measured angles the impact point is determined. An early example of this technology (though not using IR) can be seen in the NES Power Glove Accessory, which used three ultrasonic sensors serving the same function as the IR emitters used in some lightguns.

A simpler variant is commonly used in arcades, where there are no angle detectors but 4 IR sensors. However, this can prove inaccurate when shooting from certain distances and angles, since the calculation of angles and 3D position has a larger margin of error.

Other variants include 3 or more emitters with different infrared wavelengths and the same number of sensors. With this method and proper calibration three or more relative angles are obtained, thus not needing angle detectors to position the gun.

Sometimes, the sensors are placed around the screen and the emitter on the gun, but calculations are similar.

This family of methods are used for the Wii Remote, Guncon 3,[2] and modern arcade systems.

Multiplayer

A game that uses more than one gun reads both triggers continuously and then, when one player pulls a gun's trigger, the game reads that gun until it knows which object was hit.

Positional guns

Positional guns are fairly common in arcades. A positional gun is a gun mounted to the cabinet on a swivel that allows the player to aim the gun. These are often confused with light guns but work quite differently. These guns may not be removed from the cabinet like the optical counterparts, which are tethered and stored in a mounted holster. They are typically more expensive initially but easier to maintain and repair. Games that use positional guns include Operation Wolf, Silent Scope, the arcade version of , Space Gun, "Revolution X" and . The console ports used light guns.

A positional gun is effectively an analog stick that records the position of the gun to determine where the player is aiming. The gun must be calibrated, which usually happens after powering up. Some games have mounted optical guns, such as Exidy's Crossbow.

See also

References

1. ^ E3: The Wii Zapper prototype revealed at Joystiq.com. Published May 10, 2006; accessed January 27, 2007.
2. ^ [1]

External links

L118 Light Gun is a 105 mm towed howitzer, originally produced for the British Army in the 1970s and widely exported since, including to the United States, where a modified version is known as the M119A1.
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The term pointing device most commonly refers to a kind of computer input device; see that article for discussion.

A "pointing device" can also refer to a special "stick" (sometimes telescopic, to reduce the length when not in use), or a lamp with a narrow light beam that is
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computer is a machine which manipulates data according to a list of instructions.

Computers take numerous physical forms. The first devices that resemble modern computers date to the mid-20th century (around 1940 - 1941), although the computer concept and various machines
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Controller can refer to several things:
  • Microcontroller, a computing device
  • Memory controller, logic which manages the flow of data in a computer system
  • Game controller, a device used for video games

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An arcade game is a coin-operated entertainment machine, typically installed in businesses such as restaurants, pubs, video arcades, and Family Entertainment Centers. Most arcade games are redemption games, merchandisers, video games or pinball machines.
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video game console is an interactive entertainment computer or electronic device that manipulates the video display signal of a display device (a television, monitor, etc.) to display a game.
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vacuum tube, electron tube (inside North America), thermionic valve, or just valve (elsewhere); is a device used to amplify, switch, otherwise modify, or create an electrical signal by controlling the movement of electrons in a low-pressure space, often not
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video arcade (also known as an amusement arcade in the United Kingdom or a game center in Japan) is a place where people play arcade video games.

Video arcades typically have subdued lighting to inhibit glare and enhance the viewing of the game's video display.
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The Seeburg Ray-O-Lite was the first light gun game. It was made in January 1936 by Seeburg. Gameplay involved shooting a flying duck which would then drop when hit.

See also

  • Duck Hunt

External links

  • 1936 Seeburg Ray-O-Lite

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19th century - 20th century - 21st century
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Year 1936 (MCMXXXVI
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Laser tag is a team or individual sport where players attempt to score points by engaging targets, typically with a hand-held infrared-emitting targeting device. Infrared-sensitive targets are commonly worn by each player and are sometimes integrated within arena in which the game
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A rifle is a firearm designed to be fired from the shoulder, with a barrel that has a helical groove or pattern of grooves ("rifling") cut into the barrel walls. The grooves are known as "rifling", and produce raised areas called "lands," which make contact with the projectile (for
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trigger is a mechanism that actuates the firing of firearms. Triggers almost universally consist of levers or buttons actuated by the index finger. Rare variations use the thumb or weak fingers to actuate the trigger.
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The Whirlwind computer was developed at the Massachusetts Institute of Technology. It is the first computer that operated in real time, used video displays for output, and the first that was not simply an electronic replacement of older mechanical systems.
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light pen is a computer input device in the form of a light-sensitive wand used in conjunction with the computer's CRT monitor. It allows the user to point to displayed objects, or draw on the screen, in a similar way to a touch screen but with greater positional accuracy.
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A computer display monitor, usually called simply a monitor, is a piece of electrical equipment which displays viewable images generated by a computer without producing a permanent record.
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1. Electron guns 2. Electron beams 3. Focusing coils 4. Deflection coils 5. Anode connection 6. Mask for separating beams for red, green, and blue part of displayed image 7.
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Ballistics (gr. ba'llein, "throw") is the science of mechanics that deals with the motion, behavior, and effects of projectiles, especially bullets, gravity bombs, rockets, or the like; the science or art of designing and accelerating projectiles so as to achieve a
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Recoil, in common everyday language, is considered the backward kick or force produced by a gun when it is fired. In more precise scientific terms, this force is equal to the derivative of the backward momentum resulting when a gun is fired.
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video game console is an interactive entertainment computer or electronic device that manipulates the video display signal of a display device (a television, monitor, etc.) to display a game.
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JPN July 15, 1983
USA October 18, 1985
CAN February 1986
EUR September 1, 1986[1]
EUR/AUS 1987<ref name="eur_regions" />
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Sega Master System or SMS for short (1986 - 2000), is an 8-bit cartridge-based video game console that was manufactured by Sega. Its original Japanese incarnation was the SG-1000 Mark III.
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JPN October 29 1988
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Online service Sega Meganet, Sega Channel, XBAND
Units sold Worldwide: 29 million[1][2][3]
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liquid crystal display (commonly abbreviated LCD) is a thin, flat display device made up of any number of color or monochrome pixels arrayed in front of a light source or reflector.
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plasma display panel (PDP) is a type of flat panel display now commonly used for large TV displays (typically above 37-inch or 940 mm). Many tiny cells located between two panels of glass hold an inert mixture of noble gases (neon and xenon).
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Projection screens are installations consisting of blank surface and a support structure used for displaying a projected image for the view of an audience. Projection screens may be permanently installed as in a movie theater, painted on the wall [1]
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