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The Super Scope makes use of the scanning process used in [[cathode ray tube]] monitors, as CRTs were the only widely-used TV monitors until the early 2000s. 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 makes use of the scanning process used in [[cathode ray tube]] monitors, as CRTs were the only widely-used TV monitors until the early 2000s. 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]]. |
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The Super Scope takes advantage of this in a fairly simple manner: it simply outputs a {{code|0}} signal when it sees the television [[raster scan]] and a {{code|1}} signal when it does not. Inside the console, this signal is delivered to the [[ |
The Super Scope takes advantage of this in a fairly simple manner: it simply outputs a {{code|0}} signal when it sees the television [[raster scan]] and a {{code|1}} signal when it does not. Inside the console, this signal is delivered to the [[Super Nintendo Entertainment System#Video|PPU]], which notes which screen [[pixel]] it is outputting at the moment the signal transitions from {{code|1}} to {{code|0}}. At the end of the [[Film_frame#Video_frame|frame]], the game software can retrieve this stored position to determine where on the screen the gun was aimed. Most licensed Super Scope games include a calibration mode to account for both electrical delays and maladjustment of the [[Sight (device)|gunsight]].<ref name="snesdev">{{cite book |author=Nintendo |author-link=Nintendo |title=Super Nintendo Entertainment System Development Manual |year=1995}}</ref> |
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The Super Scope ignores red light, as do many guns of this type because red [[phosphor]]s have a much slower rate of decay than green or blue phosphors.<ref name="snesdev"/> Since the Super Scope depends on the short persistence and scan pattern of CRT pixels, it will not function with modern displays (such as [[Plasma display|plasma screens]] or [[Liquid crystal display|LCDs]]) that continuously light each pixel. |
The Super Scope ignores red light, as do many guns of this type because red [[phosphor]]s have a much slower rate of decay than green or blue phosphors.<ref name="snesdev"/> Since the Super Scope depends on the short persistence and scan pattern of CRT pixels, it will not function with modern displays (such as [[Plasma display|plasma screens]] or [[Liquid crystal display|LCDs]]) that continuously light each pixel. |
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* ''[[Metal Combat: Falcon's Revenge]]'' |
* ''[[Metal Combat: Falcon's Revenge]]'' |
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* ''[[Operation Thunderbolt (video game)|Operation Thunderbolt]]'' |
* ''[[Operation Thunderbolt (video game)|Operation Thunderbolt]]'' |
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* ''[[Revolution X ]] |
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* ''[[Sugoroku Ginga Senki]]'' (optional bonus for some boss fights) |
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* ''[[Super Scope 6]]'' (bundled with the hardware) |
* ''[[Super Scope 6]]'' (bundled with the hardware) |
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* ''[[Terminator 2: Judgment Day (arcade game)|T2: The Arcade Game]]'' |
* ''[[Terminator 2: Judgment Day (arcade game)|T2: The Arcade Game]]'' |
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==See also== |
==See also== |
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*[[BatterUP]] – A baseball bat controller for the Super NES and |
*[[BatterUP]] – A baseball bat controller for the Super NES and Genesis |
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*[[Konami Justifier]] – A light gun peripheral for the Super |
*[[Konami Justifier]] – A light gun peripheral for the Super NES and Genesis for use with ''[[Lethal Enforcers]]'' |
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*[[Super Nintendo Entertainment System]] |
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==References== |
==References== |
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[[Category:Light guns]] |
[[Category:Light guns]] |
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[[Category:Nintendo controllers]] |
[[Category:Nintendo controllers]] |
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[[de:Zubehör zum Super Nintendo Entertainment System#Super Scope]] |
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The Super Scope (Japanese: スーパースコープ, romanized: Sūpā Sukōpu), known as the Nintendo ScopeinEurope and Australia,[1][2] is a first party light gun peripheral for the Super Nintendo Entertainment System. The successor to the NES Zapper, the Super Scope was released in North America and the PAL region in 1992, followed by a limited release in Japan in 1993 due to a lack of consumer demand. The peripheral consists of two devices: the wireless light gun itself, called the "Transmitter", and a "Receiver" that connects to the second controller port of the Super NES console. The Transmitter has two action buttons, a pause button, a power switch and is powered by six AA batteries.[3]
The Transmitter is a bazooka-shaped device, just under 2 ft (61 cm) long. Located about midway on top of the barrel are two buttons, the purple "Fire" button (colored orange in Japanese and European models) and the gray "Pause" button, and a switch used to turn the Super Scope off or select regular or turbo fire. In the middle on either side are two clips for attaching the sight. On the far end of the gun, on the bottom, is a six-inch (15-cm) grip with another button labeled "Cursor".
On the end is the infrared receiver lens, approximately 1 inch (25 mm) in diameter, which picks up the light from a TV. The sight mount is shaped like a wide, very shallow "U", about five inches long. The end that faces toward the shoulder mount end of the Super Scope has a round open cylinder holder, where the eyepiece goes. The other end has a short, narrow tube, which forms the sight when one looks through the eyepiece that is in-line across from it. The end of the eyepiece is very simple: it is a cylinder with the diameter of a quarter, with a removable rubber piece through which the shooter looks. The sight is designed so that the aim will be correct at a distance of 3 metres (10 ft). The Receiver is a small box, 2.5 in × 2.5 in × 1 in (6.4 cm × 6.4 cm × 2.5 cm), with a standard Super NES controller cord attached. On the front is an oval-shaped black area, receding back from the two sides to an infra-red transmitter about the size of a dime.
All of the Super Scope games made by Nintendo have a soft-reset to the game's main title. This is accomplished by pausing the game, then, while holding CURSOR, the FIRE button must be pressed twice.
The Super Scope makes use of the scanning process used in cathode ray tube monitors, as CRTs were the only widely-used TV monitors until the early 2000s. 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
to0
. At the end of the frame, the game software can retrieve this stored position to determine where on the screen the gun was aimed. Most licensed Super Scope games include a calibration mode to account for both electrical delays and maladjustment of the gunsight.[4]
The Super Scope ignores red light, as do many guns of this type because red phosphors have a much slower rate of decay than green or blue phosphors.[4] Since the Super Scope depends on the short persistence and scan pattern of CRT pixels, it will not function with modern displays (such as plasma screensorLCDs) that continuously light each pixel.
Media related to Super Scope at Wikimedia Commons
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Known in Japan as the Super Famicom and in South Korea as the Super Comboy | |||||
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Preceded by Nintendo Entertainment System • Succeeded by Nintendo 64 |
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