Controls and Inputs · Volume 1

What a Light Gun Needs — Every Input, by Game, Genre and Platform

A trigger and a way to reload are the whole interface of most arcade light-gun games; everything else on a modern gun exists for menus, consoles, emulators and a handful of games. What each input is for, who needs it, and the input set for the printed MP7

Figure 1 — Namco's three GunCons. The first (1995) has two side buttons that do the same thing; the second (2000) adds a C button, Start, Select and a D-pad at the back of the barrel; the third (2007) adds tw…
Figure 1 — Namco's three GunCons. The first (1995) has two side buttons that do the same thing; the second (2000) adds a C button, Start, Select and a D-pad at the back of the barrel; the third (2007) adds two analog sticks and a grip under the barrel. Each generation added controls because console games, unlike the arcade originals, had menus to drive and no cabinet buttons to drive them with. Photo: Chinpokomon5, CC BY-SA 3.0, via Wikimedia Commons.

1.1 What This Dive Owns

The light gun in this category is being built as a working instrument, so every control on it has three lives: a human-interface life (what the player needs and where a finger finds it), a mechanical life (what switch, what force, what travel, how long it lasts) and an electrical and firmware life (which pin, which pull-up, what the firmware reports to the computer). This dive owns the first two. The third is owned elsewhere, and this dive links to it rather than repeating it:

The volumes of this dive run in the order a designer meets the questions: what inputs a gun needs (this volume), where they go on an MP7 (Volume 2), what switches to build them from (Volume 3), how the trigger should feel (Volume 4), how bounce and timing are handled (Volume 5), pumps and pedals (Volume 6), and feedback, accessibility and the final input map (Volume 7).

1.2 The Arcade Minimum: a Trigger and a Way to Reload

The arcade games that defined the genre were designed for a cabinet with a gun, a start button and sometimes a pedal. That is worth stating first, because it means the large majority of the light-gun library needs two inputs: something to fire and something to reload.

Namco’s operator manuals for its Time Crisis cabinets describe the whole player interface in three lines. From the Time Crisis II manual (section 7-2-1, “How to control”):

  1. Step on the pedal = attack position: At this position, you can shoot the enemy. You are also subject to an enemy attack.
  2. Release the pedal = defence position: At this position, you are hidden behind an object. You are not subject to an enemy attack. Releasing the pedal recharges the gun.

The Time Crisis 4 deluxe cabinet manual uses the same two states and then loads further functions onto them rather than adding buttons. Weapon selection is “releasing the pedal and pressing the trigger”; in a sniper event, “When the pedal is pressed, the screen zooms toward the target. When the pedal is released, the ammunition will be reloaded”; the special machine gun “shoots continuously, while the trigger is pressed”. A four-weapon game with zoom and cover, played with one trigger and one foot switch, is the clearest evidence that the arcade designers treated every extra control as a cost.

Games without a pedal reload with the gun itself. The common convention is the off-screen shot: point the gun away from the picture and pull the trigger. It needs no extra hardware at all, which is why the original GunCon could ship with two side buttons that, in Wikipedia’s description, both performed the same function. On a camera gun the off-screen shot is a computed state, not a sensor reading, and it has a known weakness at the edge of the screen (Aiming Maths and Calibration, Volume 7, §7.8). A dedicated reload button removes the geometry from the problem, which is the argument for one in Volume 2.

1.3 Every Input, One by One

OpenFIRE, the firmware the build runs (Open-Source Firmware), knows fourteen button functions, three hardware toggles and two analog axes (boardInputs_Strings in OpenFIREshared.h, read in Reference Electronics, Volume 4, §4.2). Taking them in the order a player meets them:

Table 1 — OpenFIRE, the firmware the build runs ([Open-Source Firmware](/light-guns/building-the-electronics/open-source-firmware/)), knows fourteen button functions, three hardware toggles and two analog axes (boardInputsStrings in OpenFIREshared.h, read in [Reference Electronics, Volume 4, §4.2](/light-guns/building-the-electronics/reference-electronics/vol-4/)). Taking them in the order a player meets them

InputWhat it is forWho needs itFirmware name
TriggerFire. Also the “OK” of every calibration step and many menusEvery gameTrigger
ReloadReload without leaving the screenGames that reload off-screen (any gun can), console games that read a button, players who want the edge problem gonenone; usually Button C or a pedal
A, BSecondary actions: grenade, weapon change, specialPC titles and console games; a few arcade portsButton A, Button B
CA third action; on GunCon 2 it sits at the bottom of the gripConsole games written for the GunCon 2Button C
Start, SelectStart a game, insert a credit, pauseEvery emulated arcade game (the cabinet had them), every console gameStart, Select
D-padMenus, map screens, cursor nudgingConsole games, front-ends, the firmware’s own pause menuD-Pad Up/Down/Left/Right
HomeEnter the firmware’s pause and calibration menuThe gun itself, not gamesHome Button
PumpA shotgun slide: reload, or cockShotgun games; Sinden users map reload to itPump Action
PedalCover (Time Crisis), or reloadCover shooters; any game as a reloadPedal
Alt pedalA second foot functionA few titles; rareAlt Pedal
Rumble, solenoid, autofire switchesHardware toggles that override the pause menuA gun handed to other peopleRumble/Solenoid/Autofire Switch
Analog stick X and YA thumbstickGunCon 3 gamesAnalog Stick X/Y

Three points from the table shape everything that follows.

The firmware has no “reload” function. A reload is whatever the game decides it is: an off-screen trigger, a mouse button, a key. OpenFIRE’s defaults send Button C as mouse button 4 and the pedal as mouse button 4 too (Open-Source Firmware, Volume 6, §6.3), so in mouse mode a magazine-release switch wired as Button C and a foot pedal arrive at the game as the same button. That is a useful default: one game binding covers both.

Start and Select are not optional on an emulated arcade game. The cabinet had start buttons and a coin slot. On an emulator they are keys, and OpenFIRE sends them as player-relative keys (1 and 5 for player 1). A gun without them forces the player back to the keyboard between every credit.

Home is for the gun, not the game. It enters OpenFIRE’s pause mode, where calibration, profiles and the toggles live (Open-Source Firmware, Volume 5). It should be reachable but hard to press by accident, a point Volume 2 returns to.

1.4 By Genre

Table 2 — 1.4 By Genre

GenreTypical titlesInputs usedNotes
Rail shooter, off-screen reloadVirtua Cop, The House of the Dead seriesTrigger; reload by off-screen shotThe whole game on one switch. A reload button is a convenience
Cover shooterTime Crisis seriesTrigger, pedalPedal held = out of cover; released = hide and reload (Namco manuals). Without a pedal, a button stands in (1.5)
Party and galleryPoint BlankTrigger, startNamco’s Point Blank operator’s manual names only the gun trigger and the 1- and 2-player start buttons
Shotgun gameshunting and shotgun titlesTrigger, pumpA pump is the realistic reload; any reload button works
Console games written for the GunCon 2PS2 titlesTrigger, A, B, C, Start, Select, D-padThe D-pad and C exist because these games had menus and extra actions
GunCon 3 gamesPS3 titlesTrigger, two sticks, six buttonsThe only common use for analog sticks on a gun
Modern PC light-gun gamese.g. RailbreakTrigger, reload, two or more side buttonsA Steam discussion of Railbreak with the Sinden maps front-left (or pump) to reload, rear-left to grenade, front-right to weapon switch
Emulator front-ends and the gun’s own menusRetroArch, MAME, OpenFIRE pause modeD-pad, Start, Select, Home, triggerThe reason a D-pad earns its place on a gun with a mouse cursor

Virtua Cop 3 is the edge case the firmware’s own release notes single out: OpenFIRE v5.2 added off-screen and low-button modes for it, “with a single button gun + pedal” (Open-Source Firmware, Volume 6).

1.5 By Platform

Arcade cabinets. Gun, cabinet start buttons, pedal where the game had one. The guns themselves were simple: Namco’s parts list for the Time Crisis SD cabinet gives the gun’s switch as one microswitch, an Omron SS-01GL2T (Volume 3 explains why that part matters), and the pedal as a plunger pressing a second microswitch.

PlayStation. Wikipedia’s account of the GunCon family gives the progression. The original GunCon had “buttons A and B, both performing the same function”, below the barrel on either side. When Time Crisis came home without a pedal, a button command replaced it; Wikipedia reports reviewers split between a joypad button under the foot and the GunCon’s own button, GameSpot preferring the latter “because it encourages a two-handed grip”. The GunCon 2 moved A and B rearward “to a position directly above the trigger”, added “two new smaller buttons, SELECT and START” on the left side, a D-pad at the back of the barrel and a C button at the bottom of the handle. The GunCon 3 added “an analog stick and two shoulder buttons” on a sub-grip under the barrel, a second stick at the rear with buttons B1 and B2, and C1 and C2 on the left of the barrel.

The Sinden Lightgun, the commercial border-tracking gun, has, in Time Extension’s review, “four buttons – two on either side of the barrel – as well as a D-pad”, and a “pump-action bar on the base of the gun”; reload in Time Crisis can be “the button on the side or the aforementioned pump-action bar”. Sinden sells a separate USB pedal (Volume 6).

Figure 2 — The Sinden Lightgun, as photographed in the owner's reference file: the cross-shaped D-pad and two round buttons on the left side of the frame, the trigger, and under the barrel the ribbed pump-act…
Figure 2 — The Sinden Lightgun, as photographed in the owner's reference file: the cross-shaped D-pad and two round buttons on the left side of the frame, the trigger, and under the barrel the ribbed pump-action bar. Two more buttons sit on the right side. The arcs are part of the image, not a feature. Image: Sinden Lightgun product photograph, from the owner's reference file; original source not recorded.

The open firmware. OpenFIRE’s default Pico map gives every one of its fourteen button functions a pin except Alt Pedal (Open-Source Firmware, Volume 3, §3.10). Its defaults are a close copy of the GunCon 2’s set plus a pump and a pedal. That is the right reading of it: a gun built to that list can play everything above except the GunCon 3’s stick games.

1.6 The Input Set for This Build

The first gun is a 3D-printed MP7 (decision D35, 2026-10-19), built on a Pico with a Hall-effect trigger (D2, D8). The set below is what this dive proposes for it. Volume 2 places each one on the gun, Volume 3 chooses each switch and Volume 7 assembles the final map.

Table 3 — 1.6 The Input Set for This Build

#InputOn the MP7Firmware functionRequired for
1Triggerthe trigger, Hall-effectTriggereverything
2Reloadthe magazine catchButton Cconsole and PC games; the edge problem
3Aleft thumb, above the gripButton Asecondary actions
4Bright side, above the grip (index finger, left-handed: thumb)Button Bsecondary actions
5–8D-padleft side of the receiver, thumb reachD-Padmenus
9Homecentre press of the same five-way switchHome Buttonthe firmware’s own menu
10, 11Start, Selectrear of the receiver, both hands off the gripStart, Selectevery emulated arcade game
12Pumpthe folding fore-grip, pulled backPump Actionshotgun games; a second reload
13Pedala 3.5 mm jack on the gun’s cable, to a floor pedalPedalcover shooters
14Alt pedalunassignedAlt Pedal
T1Autofirethe fire selector at its “burst” positionAutofire Switcha held trigger fires continuously
T2Recoil offthe fire selector at its “safe” positionSolenoid Switchquiet play; handing the gun over

Counted against the pin budget (Reference Electronics, Volume 2, §2.5), that is the analog trigger plus fourteen digital inputs: the thirteen the budget already carries (A, B, C, four D-pad, Start, Select, Home, Pump, Pedal and the Solenoid Switch) and one more, the Autofire Switch. The stopgap build’s one spare pin, GP15, takes it. The kit-camera build has 26 functions on 26 pins and no spare, so on that board autofire stays a pause-menu setting and the selector’s “burst” position does nothing until a pin is found. Alt Pedal is left unwired on both. Volume 7 counts it again against the final carrier.

1.7 Why This, and Why Not the Others

Table 4 — 1.7 Why This, and Why Not the Others

OptionVerdictReason
Trigger + off-screen reload only (arcade minimum)Rejected as the whole setPlays the arcade library, but not console games, front-ends or the firmware’s menus, and leaves the edge problem in every reload
The OpenFIRE default set (GunCon 2 + pump + pedal)Adopted, with Alt Pedal unwiredCovers every genre in 1.4 except GunCon 3 stick games; every function already exists in stock firmware
Analog sticks (GunCon 3)Rejected for the first gunTwo ADC pins; the Pico has one spare analog input after the Hall trigger and TMP36, and the kit-camera budget has none (Reference Electronics, Volume 2). Only GunCon 3 games use them
More side buttons (Sinden’s four)RejectedNo firmware function to send them as beyond A, B and C, and no pin for them
A second pedal on the same gunDeferredAlt Pedal exists in firmware; it is the cheapest addition if a game needs it, since a pedal is a jack and one pin
An IMU as a reload gestureComplement, not substituteThe owner chose an IMU on the carrier (D36). A point-down reload works with the camera blind (Positional and Inertial, Volume 6), but it is firmware work in the fork and cannot replace a button on day one

1.8 What Could Not Be Verified

  • The Sinden button list comes from a review and a Steam discussion, not from Sinden’s own documentation; Sinden’s site pages read on 2026-10-19 did not describe the controls.
  • Sinden’s reference image in the owner’s file has no recorded source.
  • The Railbreak mapping is one user’s configuration, quoted as an example of how side buttons get used, not as the game’s default.
  • No game-by-game survey of input use across the whole light-gun library exists; 1.4 is built from the manuals and sources named.

Sources

  1. Namco, Time Crisis II Operation Manual (arcade), §7-2-1 “How to control” and §8 maintenance. Central Library, namco-time-crisis-ii-operation-manual-arcade (read 2026-10-19).
  2. Namco, Time Crisis 4 DX Operators Manual, Issue 2 (part no. 90500167), “How to Play”. Central Library, namco-time-crisis-4-dx-manual-issue-2-arcade (read 2026-10-19).
  3. Namco, Time Crisis SD Operation Manual, §9-4 Pedal Assy and §9-5 Gun Assy parts lists. Central Library, namco-time-crisis-sd-operation-manual-arcade-gun-solenoid (read 2026-10-19).
  4. Namco, Point Blank Operators Manual (part no. 90500078), test-mode and setup sections. Central Library, namco-point-blank-operators-manual-90500078-arcade (read 2026-10-19).
  5. Wikipedia, “GunCon”, https://en.wikipedia.org/wiki/GunCon (read 2026-10-19).
  6. Wikipedia, “Time Crisis (video game)”, https://en.wikipedia.org/wiki/Time_Crisis_(video_game) (read 2026-10-19).
  7. Time Extension, “Sinden Light Gun” review, https://www.timeextension.com/reviews/sinden-light-gun-old-school-arcade-blasting-on-your-modern-day-tv (read 2026-10-19).
  8. Steam Community discussion of Railbreak with the Sinden Lightgun, https://steamcommunity.com/app/2587170/discussions/0/4031348734037664585 (search result, 2026-10-19).
  9. TeamOpenFIRE, OpenFIRE-Firmware v6.2, OpenFIREmain/OpenFIREprefs.h (button descriptor table), and OpenFIRE-Boards OpenFIREshared.h (read 2026-10-19).

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