Super Scope

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The Super Scope, or Nintendo Scope in Europe[citation needed], is the official Super Nintendo light gun. It was released in the European and US markets, with a limited release in Japan due to a lack of consumer demand. It is a wireless gun and uses an infrared receiver which plugs into the right port of the console, comparable to the Menacer for the Sega Mega Drive/Genesis. It has two action buttons, a pause button, a power switch and is powered by six AA batteries. [1]

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[edit] Physical description

The gun body is a bazooka-shaped device, just under 2 ½ feet long. Located about midway on top of the barrel are two buttons, the purple "Fire" button and the pink "Pause" button, and a switch used to turn the Super Scope off or select regular or turbo mode. 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 grip with another button labeled "Cursor".

On the end is the infrared transmitter and the 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. One end, which faces toward the shoulder mount end, 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 sensor is a small box, 2 ½" by 2 ½" by 1 ", with a standard SNES controller cord attached. On the front is an oval-shaped black area, receding back from the two sides to a red sensor 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.

[edit] Detecting a target hit

The Super Scope makes use of the scanning process used in cathode ray tube monitors, as CRTs were the only affordable TV monitors until the late 1990s. 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 to 0. At the end of the frame, the game software can retrieve this stored position to determine where on the screen the gun was aimed. All licensed Super Scope games include a calibration mode to account for both electrical delays and maladjustment of the gunsight.[2]

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.[2] Since the Super Scope depends on the short persistence of CRT pixels, it will not function with modern displays (such as plasma screens or LCDs) that continuously light each pixel.

[edit] Games compatible with the Super Scope

[edit] Criticism

The Super Scope was never very successful commercially. Critics[who?] see it as a bulky and cumbersome device that was difficult to use, especially in comparison to the lightweight NES Zapper. Consumers were also frustrated by the Super Scope's quick battery consumption.[citation needed] In addition, the device was hurt by a lack of compatible software, although it is difficult to ascertain whether a lack of software can be blamed for the Super Scope's unpopularity, or if its unpopularity deterred software developers.[original research?]

Due to the clunky design scheme, many players who played the Super Scopes for prolonged periods of time would sometimes suffer eye strain or nagging pain in the arms due to how the Super Scope is played.[citation needed]

[edit] Appearances in games and other media

  • An enemy named Sniper Bill in Mario & Luigi: Superstar Saga on the Game Boy Advance is armed with a Super Scope.
  • A modified Super Scope appears in the Hollywood film Super Mario Bros. as a weapon called the "Devo Gun".
  • A Super Scope has been used as a defensive weapon in the Halloween review by The Angry Video Game Nerd. Recently The Nerd reviewed the scope & a number of other accessories that are compatible with the NES & Super NES, though he did bash it due to its battery consumption & lack of calibration to shoot properly on the screen.

[edit] In the Super Smash Bros. series

In Super Smash Bros. Melee and Brawl, the Super Scope is a shooting item and can shoot using the A button repeatedly, which makes the target helpless and unmoveable. It can also be charged up by holding the A button to fire more powerful projectiles. When charging up it can be canceled by any opponent by just a normal attack. Note that none of the characters holds it as described in the Super Scope instruction manual.

As with most shooting items in Brawl, players have now gained the ability to move and even jump when shooting.

[edit] References

  1. ^ Super Scope. Retrieved on 2007-05-11.
  2. ^ a b Nintendo (1995). Super Nintendo Entertainment System Development Manual. 

[edit] See also

  • BatterUP - The baseball bat controller for the Super Nintendo Entertainment System
  • Menacer - The lightgun accessory for the Sega Genesis/Megadrive