How the Nintendo Zapper worked in Slow Motion - 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
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
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
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 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
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
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
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.