Jump to content
 







Main menu
   


Navigation  



Main page
Contents
Current events
Random article
About Wikipedia
Contact us
Donate
 




Contribute  



Help
Learn to edit
Community portal
Recent changes
Upload file
 








Search  

































Create account

Log in
 









Create account
 Log in
 




Pages for logged out editors learn more  



Contributions
Talk
 



















Contents

   



(Top)
 


1 Design  





2 Hit detection  





3 Compatible games  





4 See also  





5 References  





6 External links  














Super Scope: Difference between revisions






Español
Français

Simple English
Suomi
Svenska
 

Edit links
 









Article
Talk
 

















Read
Edit
View history
 








Tools
   


Actions  



Read
Edit
View history
 




General  



What links here
Related changes
Upload file
Special pages
Permanent link
Page information
Cite this page
Get shortened URL
Download QR code
Wikidata item
 




Print/export  



Download as PDF
Printable version
 




In other projects  



Wikimedia Commons
 
















Appearance
   

 





Help
 

From Wikipedia, the free encyclopedia
 


Browse history interactively
 Previous edit
Content deleted Content added
Unsourced and empty section
 
(11 intermediate revisions by 8 users not shown)
Line 21: Line 21:

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]].



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 [[Physics processing unit|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>

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>



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.

Line 35: Line 35:

* ''[[Metal Combat: Falcon's Revenge]]''

* ''[[Metal Combat: Falcon's Revenge]]''

* ''[[Operation Thunderbolt (video game)|Operation Thunderbolt]]''

* ''[[Operation Thunderbolt (video game)|Operation Thunderbolt]]''

* ''[[Revolution X ]]

* ''[[Sugoroku Ginga Senki]]'' (optional bonus for some boss fights)

* ''[[Super Scope 6]]'' (bundled with the hardware)

* ''[[Super Scope 6]]'' (bundled with the hardware)

* ''[[Terminator 2: Judgment Day (arcade game)|T2: The Arcade Game]]''

* ''[[Terminator 2: Judgment Day (arcade game)|T2: The Arcade Game]]''

Line 44: Line 42:


==See also==

==See also==

*[[BatterUP]] – A baseball bat controller for the Super NES and Sega Genesis.

*[[BatterUP]] – A baseball bat controller for the Super NES and Genesis

*[[Konami Justifier]] – A light gun peripheral for the Super Nintendo Entertainment System and other consoles used for [[Lethal Enforcers]].

*[[Konami Justifier]] – A light gun peripheral for the Super NES and Genesis for use with ''[[Lethal Enforcers]]''

*[[Super Nintendo Entertainment System]]



==References==

==References==

Line 61: Line 58:

[[Category:Light guns]]

[[Category:Light guns]]

[[Category:Nintendo controllers]]

[[Category:Nintendo controllers]]


[[de:Zubehör zum Super Nintendo Entertainment System#Super Scope]]


Latest revision as of 18:23, 8 June 2024

The Nintendo Super Scope (without its sight)
European model with orange firing button

The Super Scope (Japanese: スーパースコープ, romanizedSūpā 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]

Design[edit]

The inside of the Super Scope

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.

Hit detection[edit]

The receiver box that plugs into controller port, meant to sit on top of the TV

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 1to0. 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.

Compatible games[edit]

Per GamePro:[5]

See also[edit]

References[edit]

  1. ^ "French page that states "Nintendo Scope" as name". Archived from the original on 2009-03-19. Retrieved 2009-02-27.
  • ^ "an image of the boxart retrieved by an Australian page, which states "Nintendo Scope" and "Pal Version"". Archived from the original on 2009-03-04. Retrieved 2009-02-27.
  • ^ "Super Scope". Archived from the original on 2007-09-28. Retrieved 2007-05-11.
  • ^ a b Nintendo (1995). Super Nintendo Entertainment System Development Manual.
  • ^ "Buyers Beware". GamePro. No. 98. IDG. November 1996. p. 24.
  • External links[edit]

    Media related to Super Scope at Wikimedia Commons


    Retrieved from "https://en.wikipedia.org/w/index.php?title=Super_Scope&oldid=1227958103"

    Categories: 
    Super Nintendo Entertainment System accessories
    Light guns
    Nintendo controllers
    Hidden categories: 
    Articles with short description
    Short description is different from Wikidata
    Articles that may contain original research from November 2011
    All articles that may contain original research
    Articles needing additional references from November 2011
    All articles needing additional references
    Articles with multiple maintenance issues
    Articles containing Japanese-language text
    Instances of Lang-ja using second unnamed parameter
    Commons category link from Wikidata
     



    This page was last edited on 8 June 2024, at 18:23 (UTC).

    Text is available under the Creative Commons Attribution-ShareAlike License 4.0; additional terms may apply. By using this site, you agree to the Terms of Use and Privacy Policy. Wikipedia® is a registered trademark of the Wikimedia Foundation, Inc., a non-profit organization.



    Privacy policy

    About Wikipedia

    Disclaimers

    Contact Wikipedia

    Code of Conduct

    Developers

    Statistics

    Cookie statement

    Mobile view



    Wikimedia Foundation
    Powered by MediaWiki