Light Gun - Use in Video Games

Use in Video Games

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. The first gun for a home console was in fact a big rifle, the Magnavox Odyssey's Shooting Gallery, which looked very lifelike and even needed to be "cocked" after each shot.

Light guns are very popular in arcade games, but had not caught on as well in the home video game console market until after the Nintendo Entertainment System (NES), Sega Master System (SMS), Mega Drive/Genesis, Super Nintendo Entertainment System (SNES) systems and Atari XEGS. Nevertheless, many home 'Pong' systems of the 70s included a pistol or gun for shooting simple targets on screen. Nintendo's NES Zapper for the NES, is arguably the most popular example of the light gun

Traditional light guns cannot be used on the newer LCD and plasma screens, and have problems with projection screens.

There are also light guns for Sega Saturn, Xbox and several other console and arcade systems. Recent light gun video games include Resident Evil: The Umbrella Chronicles, Time Crisis 4, Virtua Cop 3, and The House of the Dead: Overkill.

In 2007, Nintendo released the Wii Zapper for the Wii. A peripheral which is actually a plastic shell that houses both the Wii Remote and nunchuk for gun-style video games. While it does not contain any traditional light gun technology, the peripheral makes use of the Wii Remote's built-in infrared tracking system to shoot targets that correspond on-screen. Its name is a reference to the classic NES Zapper for the Nintendo Entertainment System. Sony have also released attachments that house the PlayStation Move motion controller in the form of a pistol and rifle, the latter named the Sharp Shooter.

Namco's GunCon 3 also uses an infrared optical sensor system similar to the Wii Remote.

Read more about this topic:  Light Gun

Famous quotes containing the words video games, video and/or games:

    It is among the ranks of school-age children, those six- to twelve-year-olds who once avidly filled their free moments with childhood play, that the greatest change is evident. In the place of traditional, sometimes ancient childhood games that were still popular a generation ago, in the place of fantasy and make- believe play . . . today’s children have substituted television viewing and, most recently, video games.
    Marie Winn (20th century)

    We attempt to remember our collective American childhood, the way it was, but what we often remember is a combination of real past, pieces reshaped by bitterness and love, and, of course, the video past—the portrayals of family life on such television programs as “Leave it to Beaver” and “Father Knows Best” and all the rest.
    Richard Louv (20th century)

    Criticism occupies the lowest place in the literary hierarchy: as regards form, almost always; and as regards moral value, incontestably. It comes after rhyming games and acrostics, which at least require a certain inventiveness.
    Gustave Flaubert (1821–1880)