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==Positional gun== {{anchor|Positional guns}} The positional gun is common in [[video arcade]]s, as a non-optical alternative to a light gun. The positional gun is permanently mounted on a swivel on the [[Video game arcade cabinet|cabinet]], as an analog joystick for aiming crosshairs onscreen. This is typically more expensive initially but easier to maintain and repair. Positional gun games include ''[[Silent Scope]]'',<ref>{{KLOV game|9544|Silent Scope}}</ref> the arcade version of ''[[Resident Evil Survivor 2]]'', ''[[Space Gun (video game)|Space Gun]]'',<ref>{{KLOV game|9659|Space Gun}}</ref> ''[[Revolution X]]'',<ref>{{KLOV game|9308|Revolution X}}</ref> and ''[[Terminator 2: Judgment Day (arcade game)|Terminator 2: Judgment Day]]''. [[video game console|Console]] conversions may use light guns. A positional gun is essentially an [[Analog stick|analog]] [[joystick]] that records the position of the gun to determine the player's aim on the screen.<ref>{{cite book|title=Creating Games: Mechanics, Content, and Technology|author=Morgan McGuire & Odest Chadwicke Jenkins|publisher=[[A K Peters, Ltd.]]|year=2009|isbn=978-1-56881-305-9|url=https://books.google.com/books?id=0G3PKwgvizEC|access-date=2011-04-03|page=408|quote=Light guns, such as the NES Zapper or those used in the ''House of the Dead'' series, are distinctly different from positional guns used by arcade games such as SEGA's Gunblade NY. ... Light guns differ from positional guns, such as in Gunblade NY (bottom), that are essentially analog joysticks. ... Positional guns are essentially analog sticks mounted in a fixed location with respect to the screen. Light guns, in contrast, have no fixed a priori relationship with a display.}}</ref><ref>{{cite book|title=Advances in Multimedia Information Processing-PCM 2005: 6th Pacific-Rim Conference on Multimedia, Jeju Island, Korea|date=November 13β16, 2005|author=Yo-Sung Ho & Hyoung Joong Kim|publisher=[[Springer Science+Business Media|Springer Science & Business]]|isbn=3-540-30040-6|page=688|url=https://books.google.com/books?id=z-KQDQ0BtG4C&pg=PA688|access-date=2011-04-03|quote=The two routes to conventional gun control are light guns and positional guns. Light guns are the most common for video game systems of any type. They work optically with screen and do not keep track of location on the screen until the gun is fired. When the gun is fired, the screen blanks for a moment, and the optics in the gun register where on the screen the gun is aimed. That information is sent to the computer, which registers the shot. ... Positional guns are mounted stationary on the arcade cabinet with the ability to aim left/right and up/down. They function much like joysticks, which maintain a known location on screen at all times and register the current location when fired.}}</ref> The gun must be calibrated, which usually happens after powering up. Early examples of a positional gun include [[Sega]]'s ''[[Light gun shooter#History|Sea Devil]]'' in 1972,<ref>{{KLOV game|10632|Sea Devil}}</ref> [[Taito]]'s ''[[Light gun shooter#History|Attack]]'' in 1976,<ref>{{KLOV game|6971|Attack}}</ref> and ''[[Light gun shooter#History|Cross Fire]]'' in 1977,<ref>{{KLOV game|7443|Cross Fire}}</ref> and [[Nintendo]]'s ''[[Light gun shooter#History|Battle Shark]]'' in 1978.<ref>{{KLOV game|7050|Battle Shark}}</ref>
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