Resurrecting Duckhunt
hackaday.com
hackaday.com
It's funny that they mentioned this because my first memory of the NES was when a kid in my neighborhood got one for his birthday soon after they came out in the US. This was the kid who got every cool toy and we were all a bit jealous. At his birthday party we hooked up his NES Deluxe set (the one with the console, the light gun, and the robot that you used for Gyromite) and spent the afternoon messing with it and fighting over turns.
At some point, we found that pointing the light gun at the lamp in the room really did register as an automatic "hit" every time. Maybe this was one of these early versions or maybe it was something else. I just remember distinctly seeing the "bug" because it pissed off all the other kids when birthday boy started doing it to get the high score.
So, it's really not much of a "myth". Most light guns worked that way. The zapper is an outlier.
Edit: some high-hz TVs can have 2 or even 3 frames of lag, due to having frame interpolation algorithms that take a 23.97/24/25/30/etc signal and interpolate it to the native 144hz. The frame interpolation algorithm needs to know 2 or 3 frames in advance, so it buffers up those.
Meanwhile, a CRT shows the frame as it's still being transmitted, while the source computer is streaming each line out from the video buffer, with only a negligible delay (analog electron beams are fast!). This means a maximum of a 1/60-second delay even if the source is composing the whole frame beforehand (double buffering).
If the source is doing computation between the scan lines (very common and even necessary on old systems, like the Atari VCS) that delay can be shrunk even further.
If you don't like the postprocessing the TV does, which I often don't, "game" mode is often a good solution.
The linked to video (of one working on an LCD) has been hacked to work with an LCD and is not stock, per the comments on the video.
Interesting!
They do mention in the article that early versions of the game may not have had this protection, so that could be the case with OP.
* Intercept the video output from the NES.
* Place a camera on the end of the zapper.
* Use static images such as the trees to determine the coordinates of where the camera is currently pointing.
* Use LEDs directly in front of the zapper's sensor adjust the light to what those coordinates would be based on the intercepted output of the NES.