Nation Vs Zombies: The Pictures!

500 Players Descend on Missouri State University for Nation Vs Zombies: An Invitational
Vas The Stampede

https://photos.gstatic.com/media/slideshow.swf

THE GALLERY

600 Registered. Approximately 400-500 players. That was this past weekend at Nation Vs Zombies… the first (I think?) attempted event of this scale where players from all over North America (and beyond) were invited to come to Missouri State University and play a game of “Human Vs Zombies”, mixing roleplay gaming elements, tag, and Nerf/toy blaster games in a two-day test of survival, planning, and cardio. More on the game later, but for now enjoy the gallery posted above!

Weekend Update: Nation Vs Zombies

Heading to Nation Vs Zombies this weekend! Not as player, but in a press/media capacity, I leave tomorrow for what looks to be an HvZ of a different scale. They aim to have players from every corner of the United States (and what looks to be the continent, given players from Canada seem to be arriving as well) joining in the fight against the zombie infection. If you’re going, drop a comment! I’ll be doing interviews, taking pics, talking to players, and seeing how the action goes down.

Also make sure to check the action on my social:

Instagram
Facebook: #roadtoNvZ with the other players
Twitter
Periscope (hopefully, depends on the connection I have)

Also running for Open Play, The Thunderdome -I’ve checked out the arenas in Colorado and Detroit, this will be a little different, but all roads lead to flinging foam.

Nerf Mega Mastodon: Postgame Writeup/Review

Nerf Mega Mastodon Postgame Writeup
Vas The Stampede

Testing if the Mega Mastodon gets 100′ – 

Note: I will eventually add in-game footage using the Mastodon here. Watch this space for a future edit.

Basics:
Range: 80′-100′
MSRP: $79.99
Capacity: 24 Mega Darts
Includes: strap, blaster, ammo

Full Auto firing capability
 

 https://photos.gstatic.com/media/slideshow.swf

Took the Nerf Mega Mastodon out for some gameplay this past weekend, and had some thoughts:

Nerf went big with the Mega Mastodon, without a doubt. Pretty sure this is the highest capacity Mega blaster to date, full auto, and definitely the one of the biggest builds probably for any other Nerf blaster I’ve seen. It has a big handle to hold it on top, two tactical rails along the top as well, and one more under the muzzle. The 6 D batteries sit in the rear part of the blaster, with the trigger, the accelerator trigger, and the handle. There are a couple of obvious attach points for the strap, and the “cage” on the underside also doubles as a stand of sorts to help rest the Mastodon upright. The top handle moves back and forth, pivoting on the insertion point for the post it is attached to. It’s wide, mainly due to the drum. But the blaster itself doesn’t seem too unwieldy, all things considered. I had no problem transitioning from running/moving/to firing position, or even letting the blaster sit at my hip off the sling. It was surprisingly easy to conform to a comfortable position on my body.

From Mega Mastodon

Mechanics:
 
The Mastodon is big, really big. So big in fact, I wonder how little kids may find using the blaster. From the bottom the cage on the underside of the blaster to the highest extension of the handle on top, the Mastodon measures at about 14″. For me at 5’7″ as an adult, I have no problem with that. The average US child maybe measures approximately 4′ (source), so I don’t know how easy a time they would have with this blaster, even with the strap (and factoring in the 6 D batteries). Having to hold the Mastodon at the hip also makes aiming challenging, if you are used to aiming down your sights or being able to angle a blaster down over cover trying to bunker someone, this takes some adjusting. Also, it goes without saying revving your motors before firing is a good practice to have, but the rev time seems a bit faster with the Mastodon. Also, with the nature of this blaster I didn’t work too much on trying to find a range with the Mastodon parallel to the ground (flat), most of the time I had the blaster angled in game so my ranges reflect as such. 

It’s also probably one of the more accurate Mega firing blasters I’ve used to date. The Mega Mastodon will hit close to 100′, but the accuracy at that range isn’t guaranteed (I say that with anything, and in the firing video above you can see the spread of the darts to the sides, in addition to the range.) Within 30-40, even 50′, I was able to get hits reliably though! It required a bit of leading my target and I did have to use a couple of shots to dial in, but a little practice can go a long way with this blaster both in firing mechanics and reloading.

Naturally, as a right-handed person, I hold the Mastodon in my right hand and the rotation mech goes to my right. As such, I needed to stop periodically to reload the Mastodon either by trying to cross my body with my left hand and reload that way into the empty chambers, orient the blaster vertically, or reload the empty chambers in from left to right, starting with the chambers feeding into the Mastodon first from the left side of the blaster and trying to get into the chambers on the right. One trick I want to work on with this blaster is reloading empty chambers as they cycle around (using the strap to act as the stabilizing hand while firing, and my free hand to reload.) Still a work in progress, to say the least. Also, make sure you have a large ammo pouch! Mega darts already are big, and with the 24 dart capacity you’ll eat through a lot of ammo using the Mastodon, for sure. Be prepared to carry enough to keep the Mastodon spitting.

With the strap, the Mastodon handles similarly to the RhinoFire and the Vulcan. The difference is the grip needed because of the accelerator trigger setup on the Mastodon versus the push button on the RhinoFire and the traditional trigger on the Vulcan. As a result, I found myself with my wrist on a weird angle sometimes while firing. I held the Mastodon typically at the waist, but with the handle and trigger a little past my back, which led to a touch of soreness after extended games. This was addressed by just keeping my handle hand in line with my torso. In a way, it reminded me of a Colonial Marine’s posture holding a smartgun, with some obvious differences. This might make a lot more sense after you hold one.

Stay frosty, Nerfers.

Needless to say, the Mastodon needs 6 D batteries to run so the strap and using the top handle might be a necessity. While trying to one hand it might be hilarious, it can also do a number on your wrist. Between rounds, everyone made attempts to hold the Mastodon like a pistol, to hilarious effect. Personally, I’m going to use two bandoliers if ever I want to dual wield. The Mastodon didn’t seem to eat batteries either, but my testing happened at a 4 hour Nerf war. The batteries I used were from the Dollar Store, and they held up fine during the day and even for my testing days before.

Running and gunning isn’t incredibly easy with the this blaster, if that’s surprising (which it shouldn’t be) not like with more rifle and pistol oriented blasters like the Rapidstrike or Firestrike, for obvious reasons. I found myself doing more of the “stalk and shoot” approach, dodging darts as I could or crouching. Trying to aim the Mastodon well while in full sprint was not the particularly efficient I thought or effective. The volley of darts was usually enough to make folks hide and move, but I always had to keep in mind to keep cover in mind and run for a teammate if I needed to reload, assuming I even had a team. Otherwise, I’d run and hope no one noticed while I fed darts back into this monster. If I needed to move faster, I stopped aiming and just picked up the blaster and ran, it was just more efficient that way.

Left-handed? I went with the righty oriented handle placement with the pivot on the left side of the blaster, and I’m not sure if the peg to the top handle fits in the other way. It looks like it might be able to accommodate lefties in the other direction, but I don’t guarantee that. If I get another Mastodon, I’ll see if that works, or hopefully I can get an answer out of the design team. My left-handed friend didn’t find it supremely comfortable trying to use the Mastodon the right-hand oriented way, though. I thought maybe since the rotation mech goes to the right while shooting then reloading might be easier, but she didn’t find it that way. And yes, reloadi

Don’t misunderstand me though! This is a SOLID build of a blaster. The raised “Mega” lettering, the top handle, the trigger, everything about it feels pretty strong. The rotation mech for the drum spins pretty easily too, but there are some caveats.

The most common issue I had with the Mastodon was trying to shoot in controlled bursts. If you go for a full 24 dart shower, the Mastodon functions wonderfully. But if you try to do groups of 3-4 shots, you might run into some jamming. What happens is the firing action, the rotation, and the feed gets out of sync if you try to group your shots and don’t time a stop right, you will stop the cycle mid-feed of a dart, or in between the chambers of the blaster, so you’ll suffer a misfire. I ended up having double feeds a few times trying to shoot a few darts at a time, and had to dig through the jam door to rip out a dart or push it back into the chamber. Other times, the rotation mech would be in mid-reset and would get stuck, I could not manually rotate it to load until after I resumed firing the blaster and heard it “click”. With a little practice I could see this becoming less of a problem, the more someone learns about the firing cycle of the Mastodon. These instances of locking and dart jamming were on the minimal end of the scale too, not to the point where using the blaster was frustrating. But like I said, this blaster is full auto and truly excels when you rock and roll with that 24 dart payload.

All that being said, is it worth the $80? A lot will be said of its “war practicality” and “usefulness” in a stock Nerf war, but I liked it just fine. It turned me into a big(ger) moving target, cut my mobility a bit, and made aiming a bit of a challenge, but the range, the capacity, the full auto, and the aggro (people made sure to keep an eye on where I was, or if they heard my motors whirring to make sure I wasn’t near them) was worth the tradeoff for me, and gosh darnit I just had a lot of fun with it! Of all the high-end items I saw at Toy Fair, this was definitely a “buzz-worthy” blaster in my book, and the one I came away wanting the most of the whole lineup from that trip. At this price it might make you cringe, but in this case I’d endorse the cost as being worth it for this foam launching monstrosity.

Questions? Comments? Did I miss something you’d want feedback on? Leave me a comment!

And don’t forget to check out my social media:
Instagram: blasterbot1984
Twitter: @VasTheStampede
Facebook: “Foam From Above”
YouTube: “FoamFromAbove”

Precision RBS – Part 2! Exclusive Q&A with the Inventor

F2A Exclusive: Q&A with Ben Stack, Inventor of the Precision RBS
Vas The Stampede

Many thanks again to Super Impulse and Precision RBS for the samples, and this Q&A with Ben Stack, the inventor of the Precision RBS Launchers! I met Ben at New York Toy Fair, and followed up in email with a series of questions. I thank him for the time he took to answer them. His responses are in bold.

Ben on the right, at New York Toy Fair

– What did you study? Feel free to share a little info about yourself such as hobbies and experience in toy industry.

I most recently went to school for product design, but I had a bit of a background before that in engineering from various hobbies and jobs making things. I’ve dabbled in robotics, carpentry, soft goods, and yes, many years of projectile launchers and other homemade entertainment.

– How long was RBS  in development?

It’s hard to say when Precision RBS as a potential product line really started. I’ve been launching rubberbands since I was about 6 when my brother and I made clothespin launchers with my father. That’s when I accidentally discovered the “rifling” or “spinning” technique that Precision RBS still uses today.

In high school, after making dozens of launchers in middle school, I set out to really perfect a modular, high performance series of launchers. In college, I took the concept to a more finished state as my thesis project, where I was connected to SI and we then spent another busy few months converting the line to a robust injection moldable ABS design. Taking out the off years in between, I’d say there’s at least 5 years of my own development work in these 3 products we have now.

The core pistols of Precision RBS launchers

– Can you talk about what inspiration you drew on for the look of the RBS shooters?

Precision RBS from the start was conceived as a skill toy that you could actually use safely in public without any worries. This meant throwing the visual concept of a “gun” out the window and really striving for something cool that wasn’t threatening. Science fiction and sports equipment was the only place you could find that. I went through hundreds of renderings, color combinations, and graphical applications before settling on what we have today.

– Why rubber band ammo? What advantages do you find there vs other mediums, and how is RBS different from what is out there currently, including among other rubber band shooters? 

The Hyperion: note the included pack of all three rubber band sizes.

Rubber bands are cheap, plentiful, multi-use, accessible to anyone anywhere, versatile, but most of all accurate! What fun is trying build your skills launching projectiles if you’re not going to reliably hit what you’re aiming at? Rubber bands are just the most amazing indoor target practice ammo. Rubber bands don’t bounce and roll away into dark corners either, to be forever lost. Rubber bands don’t get crushed if you step on them. They actually are affected by wind less than foam too, as the cross section density is higher.

The main thing holding back rubber bands all these years has been accuracy and range, and I think we’ve finally cracked it. When properly “rifled”, 117 rubber bands can reach out to 50 ft with a shot grouping well inside a standing silhouette. Inside of 30 feet, the grouping gets down to about 6 inches across. Fly hunting starts happening at around 8 feet.

Finally, and this is one that tends to get overlooked, escapement rubber band launchers basically act like a beautiful hybrid between flywheel and springer launchers: high rate of fire without any rev-up time or pumping. Your ROF is practically unlimited, it’s however fast you can pull the trigger. Just like flywheel blasters, you never have to readjust your sight picture until your launcher is empty.

I want to emphasize: Rubber bands shine when the target is behind cover and the window of opportunity is short.

As for other rubber band launchers out there, we’re committed to using all standard sized rubber bands so you have the option of refilling in bulk at office supply stores. On top of that, we’ve packed in just so many features unique to my rubber band launchers I’ve designed over my life, like the ability to always launch and store multiple sizes of rubber band, and the modular “barrel” lengths (wow, a barrel that actually does something?).

– Do you recommend certain shooters for certain ages?

Not really! It’s the band size that makes the difference. All of our precision RBS launchers are safety tested for ages 8+ and have been play tested by all ages, but loading size 117 bands can be more difficult for young kids. It’s not that it takes a great amount of force to draw the band back, but more that it is a long draw length, almost 24 inches. It usually just means younger kids have to brace the launcher against the ground to load it.

What’s really awesome with rubber bands is the size of the band really makes a performance difference.

Size 117 bands reduce the number you can load at one time down to 6, but increase range out to 50 feet with high accuracy. The size 33 is the sweet spot for indoor play in the middle, giving medium range, about 35 feet, and around 8-10 in loading capacity. Size 16s are for quantity over quality, giving you up to 12 shots with around 30 feet of range and close-in accuracy.

– How many designs do you have in mind past the launch?

Oh wow, so many. I have a lifetime of folders for this stuff. These first 3 are the basic, “standard issue” series, and we’re starting to get more specialized in next year’s line.

– I noticed a holster, will those be available as well in the future?

I definitely had holsters in mind when I designed the core “pistol” style launcher, but we’re not sure how it would fit in the line yet. It might be soon, it might be later. We’ll see how it works out.

– What is your favorite feature about any of the blasters?

The Chiron

I have a soft spot for Chiron in general as it was the first Precision RBS launcher that I concepted in high school for high speed play. It’s designed to be versatile, able to take on both long ranged Hyperion and high capacity dual wielders by maximizing size 33 reload rate with the Quick Loader, and able to launch the 117 bands with the hand launcher. Masters of the hand launcher should be able to pickup, load, and launch 117 bands in a single motion, which can overwhelm the slower-to- load Hyperion, and out-range the smaller two bands.

Lots of info and insight, thanks again to Ben for taking the time to answer my questions! I’ll be updating this post later today with some additional video on the Precision RBS launchers, but until then see you next time. If you haven’t already, don’t forget to check out Part 1 here.

Precision RBS Firing video playlist here:

BatMonday – Air Hogs Batmobile Toy Review (something completely different)

Air Hogs Batmobile Review 
VasTheStampede

Thanks to Spin Master for the sample of this product, as always my opinions remain my own.

Batman Vs Superman: Dawn of Justice opened this weekend! And with that, comes the merchandise. This review isn’t of a blaster, but another type of action toy, the R/C car. Air Hogs, a brand under Spin Master toys, did the honors for this version of the Batmobile.

https://photos.gstatic.com/media/slideshow.swf

First, let’s talk stats:
– MSRP: $59.99
– Includes:
  Batmobile x 1
  USB Charging cable x 1
– Range: 2.4 GHz signal = 200′ of control radius
– Features: Front LED lights, rear thruster lights
– Needs 2 x AA batteries
– The Batmobile itself has an integrated battery (the Batmobile uses the USB charge cord), and the drive time may vary, it depends on the batteries used and the driving style implemented (going full blast with the car the whole time driving vs. a few times at full speed or using the lower speeds).

The Batmobile itself drives way better than I thought it would. The handling is tight, making pretty decent tight turns than I thought to expect. The LED lights on the front and the rear thruster are nice accents in low light, and add to the feel of the Batmobile. The car is super light too though, and I notice after some collisions with the curb there the bumpers are a bit scratched and some scrapes, so just be ready to know your Batmobile will show battle damage early. It’s super light and compact though, very easy to transport so taking this indoors or outdoors is a simple matter, unlike larger RC cars.

//platform.instagram.com/en_US/embeds.js
(driving video from my instagram feed)

Now, I am not by any stretch an RC car hobbyist, and I do acknowledge that this is a basic, low remote range vehicle. BUT, it’s a sweet looking replica-level Batmobile in its latest incarnation. It also drives well I think, some nice additional touches to add to the Batman feel, and is a nice diversion indoors or out. $60 might be a little much, but when you account that this car can offer a lot in the way of playability (the size allows it to be driven indoors with little issue, and less material would be necessary to build an obstacle course, for instance) it might balance out the expense. I do have some questions about durability, but I think marks like those add character to my own Batmobile.

One oddity I encountered was if I left the batteries in the controller after turning off the Batmobile, they would keep going once I turned the car and remote back on again. This was remedied by removing the batteries from the remote as well between driving sessions. Not a terribly big deal and easily remedied, but still a weird thing to encounter. Now this didn’t change the fact that I had a good time driving the Batmobile at all, and that zipping it under cars and inches from the curb was a lot of fun all the same. All in all, a pretty fun purchase if you can get past the price. If you’re a little late on a present for Easter, or you know a Batman fan who really likes tearing up the streets of Gotham in their mind, you wouldn’t be wrong going with this Air Hogs R/C Batmobile.


Don’t miss out, Air Hogs has a pretty awesome contest (Grand Prize is a trip to L.A.!) going on right now. Ends April 30, don’t miss your chance to enter!

Friday 5: Five Must-See Places Outside the U.S. for Nerf Enthusiasts

Friday 5: Five Must-See Toy Blaster Hot Spots Outside the U.S.
Vas The Stampede

Early on in my blogging life, I quickly learned that Nerf games are not just for U.S. backgrounds, but organized games are an international phenomena. Nerf/Hasbro being a worldwide brand and a top toy maker, that should not have surprised me. Thanks to the advent of the internet and social media though, I see posts from communities abroad and it is a pretty amazing thing to think about. Taken from my analytics and personal observations, let’s look at 5 places outside the U.S. where Nerf blasters have very active player communities and play their games regularly.

Keep in mind, this list is in no particular order! The 5 selected are taken mainly from my own experiences and the amount of activity I see on my website analytics.

SINGAPORE

Some basics about Singapore (info taken from Google’s search engine entry:

“Singapore, an island city-state off southern Malaysia, is a global financial centre with a tropical climate and multicultural population. In circa-1820 Chinatown stands the red-and-gold Buddha’s Tooth Relic Temple, Little India offers colorful souvenirs and Arab Street is lined with fabric shops. Singapore is also known for eclectic street fare, served in hawker centres such as Tiong Bahru and Maxwell Road.
Currency: Singapore dollar
Population: 5.399 million (2013) World Bank
Official languages: English, Tamil, Malay, Mandarin Chinese, Standard Mandarin”
The Singapore community is one of the first international Nerf communities I encountered. Once upon a time, there was a blog, SGNerf, and he was one of the first other bloggers I ever communicated with. Other bloggers/YouTubers from there, including Psyk from PWND, Blaster Shogun, the modder Ahtanie, and so many others. I used to frequent their forums, and had many a good conversation with this group. From what I’ve seen, this group has regularly scheduled games and even larger events. I think the group’s been running for at least 6-7 years (2015 was their 6th anniversary, I believe) and is definitely one of the more active communities out there anywhere. Without getting bogged down in details, they do have some very strict gun laws which extends to paintball/airsoft as well, so Nerf blaster games seem to serve as an alternative. I’ve seen a LOT of different events come out of Singapore, from tournaments held in malls, to games in a variety of environments – woods, suburban areas, numerous historical military spots, and parks like this:


Obviously, one of these days I have to go visit. Somehow. But between the locations and the consistency of the players, Singapore definitely seems a must-see place if you’re interested in Nerf/toy blasters on an international scale.

GERMANY

Country in Europe
Germany is a Western European country with a terrain of vast forests, rivers and mountain ranges, and 2 millennia of history. Berlin, its capital, is home to thriving art and nightlife scenes, iconic Brandenburg Gate and many sites relating to WWII. Munich is known for its Oktoberfest and cavernous beer halls, including 16th-century Hofbräuhaus. Frankfurt, with its skyscrapers, houses the European Central Bank.
Population: 80.62 million (2013) World Bank

Admittedly, there’s very little I know about Germany’s Nerf/toy enthusiast community, but I see enough posts on the net to make me notice! Between the number of hits I get from there and the posts I see crop up, along with news from the Nuremberg International Toy Fair, AND home to both dartblaster.de and the OWL Community. (whew!) I see a number of LARP related posts on modifications/blaster paintjobs from German hobbyists as well, of astounding work. All that leads me to qualify Germany on this list.

ENGLAND (UK)

Country in Europe
The U.K., made up of England, Scotland, Wales and Northern Ireland, is an island nation in northwestern Europe. England – birthplace of Shakespeare and The Beatles – is home to the capital, London, a globally influential centre of finance and culture. England is also site of neolithic Stonehenge, Bath’s Roman spa and centuries-old universities at Oxford and Cambridge.
Population: 64.1 million (2013) World Bank
Currency: Pound sterling


The UK also showed a strong level of activity on my site hits, and with good reason. The BritNerf forums are pretty active still from the looks of things, along with various other social media outlets out there. Let’s also not forget that one of the first Nerf-sponsored/branded arenas anywhere popped up here:

AUSTRALIA

“Australia is a country, and continent, surrounded by the Indian and Pacific oceans. Its major cities – Sydney, Brisbane, Melbourne, Perth, Adelaide – are coastal, but its capital, Canberra, is inland and nicknamed the “Bush Capital.” The country is known for its Sydney Opera House, Great Barrier Reef, the vast Outback (interior desert wilderness) and unique animal species including kangaroos and duck-billed platypuses.
Population: 23.13 million (2013) World Bank
Currency: Australian dollar

The land down under, home of the kangaroo, Australian Outback, Aborigines, Dream Time, and another of the biggest (and I believe oldest) consistent Nerf communities I’ve seen. The other places I’ve mentioned you can say are countries… Australia however is a Nerf-heavy CONTINENT that stands alone. I’ve heard of groups in Canberra, Wagga Wagga, Riverina, and so many more on their forums. New Zealand is off the southeast coast and has a steady group in Canterbury. In the past, I’ve heard that toy blaster interest really takes off in Australia (especially when the Nerf Dart Tag blasters released in their black and yellow colors. Needless to say, the place is not lacking for active players, albeit they may be spread out.

CANADA

“Country in North America
Canada, stretching from the U.S. in the south to the Arctic Circle in the north, is filled with vibrant cities including massive, multicultural Toronto; predominantly French-speaking Montréal and Québec City; Vancouver and Halifax on the Pacific and Atlantic coasts, respectively; and Ottawa, the capital. It’s also crossed by the Rocky Mountains and home to vast swaths of protected wilderness.
Population: 35.16 million (2013) World Bank
 
 Canada! Oh, I heard about Canada. There is a pretty strong group (groups?) up there from what I remember, and used to hold some pretty massive events (I think they still do) like Massacre. The groups I do remember were heavy into modifying blasters, but they got together to fling darts as much as anyone. I believe most of the connecting is done over Facebook, but chances are if you wanted to get in with the Canadian toy blaster scene, by the time you’ve read this you’re already in it.
 
 
 
And that’s all, folks! As I stated before, I looked at my site data for my spotlights. If you want me to revisit or think I overlooked your country/continent, let me know! And abundant apologies to the countries I did name if I got anything wrong about your fair landmass – again just let me know so I may make the appropriate corrections. Hope this info was useful to you, and see you next time! 
I’ll have another post up this weekend, “Super” related (and not a blaster product, but a fun toy all the same.)

 

Toy Fair 2016 – Testing Paper Shooters

Paper Shooters at Toy Fair 2016
Vas The Stampede

After a bit of press for the last year or so, Paper Shooters is finally ready for the U.S. shores! I’ve been following the brand ever since they approached me some time ago, and it was good to finally see and shoot a finished product. I went for the GoPro POV while aiming and shooting. Note the priming between shots and the shell ejection.

The basic kits will run $29.99 and may include the following (pulled this from their website, I assume it will be the same in the U.S. during release:)

“Your 138 piece kit contains :
– All plastic components, screws and springs to create your PaperShooters™ base model
– 8 highly detailed A4 die cut cardboard pieces that contain all the individual pieces to create your awesome Zombie Slayer camo skin

Also included :

– 50 ‘Soft- splat’ paper pellets. Just dip them in water for 20-30 seconds, load them into shells and blast away!
– A mould to create endless amounts of ammo from ordinary paper. Got paper,? Got ammo!
– 6 shells that eject with every shot!”

I will have a more in-depth look at this when the samples come in and will give more of my thoughts then. Already, I know that it’s supposed to be a pretty involved build and I am looking forward to taking a crack at it. It’s not going to be the usual blaster out of the box experience, but I am definitely taken with the look and feel of the product.

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Friday 5 – 5 Nerf Features I wish would come back

Friday Five: 5 Nerf Features that I wish would Make a Comeback
VasTheStampede

  1. The Blast Button
  2. Semiauto spring blasters
  3. Integrated clips (the black and yellow Dart Tag line)
  4. Integrated “Secret” Barrels
  5. Non-slamming Air Pump Blasters

With the new Nerf Rebelle Cornersight coming out later this year, I was reminded of the old school Nerf Sneakshot. What other old school features would I want to see come back? The list above, and the explanations… are below.

BLAST BUTTON – Many years ago, Nerf made a blaster called the “Blast Fire” or “Blast Fire DX” (depending on which version you got) which had a neat little feature: you would prime the blaster, pump the air (5-6 times, maybe more), and you had either 5 shots in quick succession or could hit the “blast” button on top of the blaster to shoot all/remaining darts at once. It was a cool shotgun effect, and one I wish they would explore again, even though in the current line I’m not sure it will. Nerf did multishot a couple of years ago, but it wasn’t quite the same as this, or the Hornet that followed, and the Lightning Blitz which didn’t even bother with a single shot function.

Picture from SG Nerf, the Blast Fire in all its glory. Blast Button is on top.

The successor, the Hornet. Blast Button is on the side. Picture from NerfWikia.com

SEMIAUTO SPRING BLASTERS – During the Nerf Dart Tag line (black and yellow incarnation) there was a really cool pistol called the Sharpfire (yep, same name as the modular pistol out now) with a semiauto/power selection option. Yep, true semiauto trigger pull fun! No priming, no pumping, no accelerator trigger, just squeeze the trigger. The blaster could go from a higher power/slower trigger pull to a weaker setting/faster Rate of Fire setting, but it made dual wielding easy, and quiet (no motors, ma!) Nothing else has come out since then with a true semiauto function again though, and that’s kind of a shame as I thought it was a really fun blaster. Unfortunately, one of the ones I bought didn’t have the same power as the other no matter what setting, so there were some manufacturing issues it looks like on this blaster and given the mechanics involved I’m not terribly surprised. Still though, I would love to see something along these lines again.

INTEGRATED CLIPS – Yes, yes, I know the Han Solo blaster is out now, the Rey blaster, the Mega Magnus, etc. but the integrated clips from the black and yellow Dart Tag line (on the Speedload 6, Quick 16) were really interesting and I found them to be a lot of fun. For starters, the Speedload and the Quick didn’t have to prime before loading. A lot less clumsy of a mechanic than the other current blasters. You could load the blaster, prime it, and even get an extra shot out of it (much like you can with the Fusefire, if you have one). I got to the point where I could feel the breech and just load the blaster without even looking at the clip while running; with half the blaster pulled out for the Magnus and co., that’s a bit more fumbling around if you ask me. The dart tag blasters of this line were much considerably bigger and thicker because of the clip and the positioning, and the clip had jam issues (the best darts were blue tipped dart tag darts, even the older dart tag darts had issues loading with these new blasters), so hopefully if Nerf went back to this design it would come back stronger than ever.

INTEGRATED “SECRET” BARRELS – Nerf made a couple of “Secret Shot” blasters waaayyyyyyyy back, which had the main shooting barrel, but also a hidden second barrel either in the handle or on top. The first Secret Shot was a spring pistol, the main barrel in front and the version with the handle in the bottom. If you didn’t know what it was, it looked easily like an ammo holder. But then if you were in a game and went with the “I surrender” well, much hilarity was to be had if you made the shot. 🙂 The Secret Shot II was an air blaster that had a flip-down barrel on top that you could use after firing the first shot, but had to pump the blaster again between shots as opposed quickly pulling a priming arm. There’s the Rebelle Secret Shot now, but there’s no hidden barrel, just the flip-out function of the blaster itself. And I don’t consider blasters like the Modulus stock blaster as part of this classification because it functions as a separate blaster, and has to be removed before shooting. Especially the Secret Shot I, this function was fun, but also pretty sneaky, and I like that.

(old school video review from Ahtanie, a Singapore Nerfer)

The Secret Shot I. The ammo holder on top also worked as a selector for whichever barrel you were using, and you had to flip it in place.

PUMP BLASTERS (non-slamming air blasters) – There used to be plenty of these, blasters you would pump, and then pull the trigger to fire, and I already mentioned a couple (see the beginning for the Lightning Blitz). Air pump blasters were slower because of the pumping action needed between salvos or shots, but they were super satisfying in some cases, too. Hearing the “pop” from an airtech blaster as you shot was nice (the 2000 was a popular one) and you almost felt like you got some real range stock. The Super Maxx 3000 was another good entry with this functionality, and for awhile was a primary of mine until wear and tear got the better of it. Nerf gave the fans what it wants in speed though, and possibly reliability (air bladders and seals were problems for these blasters as they got used) with the current spring/flywheel lines, and so the only real air blasters they use are those that “slam” function, like the Demolisher missile launcher, the Thunderblast, and one of the attachments on the upcoming Tri-Strike. Gone are the days of shooting 20 darts from a Wildfire, then scrambling to reload WHILE pumping the air back into the blaster. At least, from Nerf blasters.

Buzz Bee still has their “Air Warriors” line full of new air pump blasters, including the “Destiny” as featured below. Previously, they also made blasters like the Range Master and even the popular Panther which utilize air pumps in their play pattern. Hope for air blasters like this are not gone, just elsewhere.

Questions? Comments? Do you want to see animal-shaped blasters again like the Manta? Comment below!

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