Mike12 recently got a hold of an NES Zapper and did some sprites. Being the giant Nintendo fanboy I am, I jumped on the opportunity to both code a weapon reminiscent of the ol' toy and make a quick level to demonstrate it in action.
I'm not a very good mapper, but I think it gets the point across nicely--do what every 80s kid wanted to do and wield the gun as an actual weapon!
Inside of the .pk3 is a full set of sprites and a sample application of the weapon. Some of the sprites aren't used, but were included for the sake of posterity anyway, as well as for the sake of people who want to nick the sprites for their own usage.
- Enemy sprites and sounds modified by JANRELA and IMX for Doomtra.
- Zapper sprite by Mike12.
- D_RUNNIN music is "Do or Die!" by Norrin Radd.
- D_DM2TTL music is "Skip n' Slide" by Repo Man.
- BOSS music is "Progressively Condemned" by Repo Man.
- Synthfire code by Xaser.
- BLMSWAL1/2 and BLMTILE1/2/3/4/5/6/7/8/9 taken from Blaster Master.
- PROPA0 taken from Super Pitfall.
- DWWATER1 taken from Dragon Warrior.
- DRWTILE1/2/3/4/5/6 taken from Dragon Warrior 4.
- NESSKY edited from Duck Hunt.
- ZELDOOR1/2, PROPB/C, and ZELTILE1/2 taken from the Legend of Zelda.
- BLUTILE, REDTILE, and YELTILE edited from the Legend of Zelda.
^- FUN FACT: REDTILE does not fit within the confines of an NES palette!
- MEGTILE1/2/3/4/5 and PROPD taken from Mega Man 2.
- DRITILE1 taken from Driar.
- SLBTILE1 taken from Soul Blazer.
- PROPE taken from Kid Icarus.
Enjoy, and have fun!
Last edited by TerminusEst13 on Thu Jul 27, 2017 3:21 am, edited 7 times in total.
On Christmas Eve I coded a Zapper for my Mario mod, Duck Hunt was released on the Wii U Virtual Console today, and apparently this also happened. I never thought my holidays would have so much Zapper in them.
XanderK9 beat me to those nitpicks that I also noticed. The boss was pretty creative, and you got that arcade-y feel down pretty well. Shots sound and look satisfying when they connect, but the thing it's missing is the satisfying feeling of plowing through enemies with only or two hits. It feels more like a struggle this way, as opposed to the incredible power that lightguns gave in their games. They were very rewarding of accuracy and reflexes. It's just my opinion that I think fast and easy-to-kill enemies would feel better to me than slow and sturdy ones.
Yessss. I love this, I love how you even have the "hit-check" flashing going on and that awesome springy noise when the trigger is pulled. It's a little on the difficult side, though, since even a basic Imp takes four shots to kill, and the dual Zappers don't always seem to respond when I pull the trigger.
well, except major big enemies including hell knights and boss archvile are don't explode like a spam-the-explosion like super contra, but other than that, i'm much hella satisfied that term and mike12 actually made zapper really awesome!