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Contents

   



(Top)
 


1 Design  





2 Hit detection  





3 Compatible games  





4 Legacy  





5 See also  





6 References  





7 External links  














Super Scope






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This is an old revision of this page, as edited by Legrandrattrapage (talk | contribs)at15:23, 19 February 2024 (Compatible games). The present address (URL) is a permanent link to this revision, which may differ significantly from the current revision.
(diff)  Previous revision | Latest revision (diff) | Newer revision  (diff)

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

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

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

Per GamePro:[5]

Legacy

The Nintendo Switch game Splatoon 3 includes two weapons, which are heavily based on the Super Scope's design. The S-BLAST '92, which uses the originals gray and orange colors. And the S-BLAST '91, which uses gray and purple colors based on the North American Super Nintendo.

See also

References

  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

    Media related to Super Scope at Wikimedia Commons


    Retrieved from "https://en.wikipedia.org/w/index.php?title=Super_Scope&oldid=1208928231"

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    This page was last edited on 19 February 2024, at 15:23 (UTC).

    This version of the page has been revised. Besides normal editing, the reason for revision may have been that this version contains factual inaccuracies, vandalism, or material not compatible with the Creative Commons Attribution-ShareAlike License.



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