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 wasn't long before the technology began appearing in arcade shooting games, beginning with the Seeburg Ray-O-Lite in 1936. These early light gun games 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 -- light guns can only work with standard CRT monitors.
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 have never caught on in the home video game console market after the NES, Master System, Genesis/MegaDrive, and SNES systems. This may be because people are reluctant to buy more than one extra controller for their system, let alone a special-purpose and often expensive peripheral, or because light guns are less satisfactory to use with the small television screens in peoples homes than on the large screens in arcade game cabinets.
The most popular example of the light gun is Nintendo's Zapper Gun for the Nintendo Entertainment System, though there are also light guns for Sega Master System, Sega Saturn, Sony PlayStation, Sega Dreamcast, Microsoft Xbox, Magnavox Odyssey and several other console and arcade systems. Recent light gun video games include Time Crisis 3, Virtua Cop 3, and The House of the Dead III.
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 very short.
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 by not using the first target for anything.
The trick to this method lies in the nature of the cathode ray tube inside the video monitor (it does not work with LCD screens, projectors, etc.). 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 game brightens the entire screen for a split second, and the computer (often assisted by the display circuitry) times how long it takes the electron beam to excite the phosphor at the location the gun is pointed at. 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).
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 angles and 3D position are infered, not calculated.
Other variants include 3 or more emitters with different wavelength 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 positionate the gun.
Sometimes, sensors are placed around the screen and the emitter on the gun, but calculations are similar.
This family of methods are used on Wii and modern arcade systems.
A game that uses more than one gun reads both triggers continuously and then, when one player pulls a gun's trigger, the game polls that gun's diode until it knows which object was hit.
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.
Game controllers | Computing input devices | Pointing devices | Light guns
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