How the Nintendo Zapper worked in Slow Motion - The Slow Mo Guys

The Slow Mo Guys

The Slow Mo Guys

5 min, 24 sec

The video delves into the mechanics of the Nintendo Zapper and how it detects targets on the screen using slow-motion footage.

Summary

  • The Nintendo Zapper, used with games like Duck Hunt, is examined to understand its precise target detection without additional equipment.
  • Slow-motion footage reveals how the Zapper detects a white box that appears around targets when the trigger is pulled.
  • The video explains the TV's frame drawing process and how the Zapper interacts with this process to register hits.
  • The Zapper's functionality during menu navigation is also demonstrated, showing how it uses screen flashes for selections.
  • The presenter marvels at the ingenuity of the Zapper, making it compatible with nearly all TVs from its era.

Chapter 1

Introduction to the Nintendo Zapper

0:00 - 39 sec

The presenter introduces the Nintendo Zapper and its historical significance.

The presenter introduces the Nintendo Zapper and its historical significance.

  • The Nintendo Zapper was a peripheral for the NES used with games like Duck Hunt from 1984.
  • The presenter expresses admiration for the Zapper's clever design for the time of its release.
  • A comparison is made between the Zapper and the design of the Super Nintendo in America.

Chapter 2

Understanding the Zapper's Detection Mechanism

0:38 - 50 sec

The Zapper's target detection mechanism is explained using slow-motion footage.

The Zapper's target detection mechanism is explained using slow-motion footage.

  • The Zapper can detect where it is pointed on the screen without additional equipment.
  • A white box appears around the duck target in Duck Hunt whenever the trigger is pulled.
  • The slow-motion footage at 10,000 frames a second shows how a TV draws each frame from top to bottom, line by line.

Chapter 3

How the Zapper Interacts with CRT Displays

1:29 - 47 sec

The interaction between the Zapper and the CRT display is explored in greater detail.

The interaction between the Zapper and the CRT display is explored in greater detail.

  • At 1.75 million frames a second, a second lasts almost 19 hours, and a line can be drawn at 24,500 mph.
  • The presenter explains that on a CRT display, one never sees an entire frame at once.
  • The concept of Persistence of Vision is mentioned, which allows one to perceive a complete image.

Chapter 4

The Zapper's Frame-by-Frame Reaction

2:16 - 1 min, 4 sec

The Zapper's reaction to a trigger pull is analyzed in slow-motion, showing its frame-by-frame process.

The Zapper's reaction to a trigger pull is analyzed in slow-motion, showing its frame-by-frame process.

  • The duck's position changes with each new frame, and the zapper is looking for a white box that coincides with the duck's sprite.
  • Upon pressing the trigger, the zapper looks for a black frame followed by the white box where the duck sprite was.
  • The presenter demonstrates a successful hit on the duck and the subsequent frames that reflect the game's response.

Chapter 5

Two-Duck Mode and Light Detection

3:20 - 52 sec

The video demonstrates the Zapper's functionality in two-duck mode and how it prevents cheating.

The video demonstrates the Zapper's functionality in two-duck mode and how it prevents cheating.

  • In two-duck mode, the game draws a white box for each duck on separate frames.
  • The Zapper must see a black frame before detecting white to register a hit, preventing cheating by pointing it at a constant bright light.
  • The slow-motion reveals that even during a black frame, the CRT's electron beam moves across the entire screen.

Chapter 6

Menu Navigation with the Zapper

4:12 - 38 sec

The video showcases how the Zapper can also be used to navigate menus using the same detection method.

The video showcases how the Zapper can also be used to navigate menus using the same detection method.

  • The entire screen flashes to change the menu selection, and detecting a flash confirms the selection.
  • This method allows for full menu control with just the Zapper and one button.

Chapter 7

Closing Thoughts and Future Slow-Mo Ideas

4:51 - 34 sec

The presenter concludes with admiration for the Zapper's design and invites suggestions for future slow-motion explorations.

The presenter concludes with admiration for the Zapper's design and invites suggestions for future slow-motion explorations.

  • The presenter is impressed by the Zapper's universal compatibility and engineering genius.
  • Viewers are encouraged to suggest other electronics that function in interesting ways for future slow-motion analysis.
  • The video ends with an invitation for viewers to subscribe and a final thought on the Super Nintendo's design.