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:

Precision RBS: Rubber Band Shooter Rundown – Part 1!

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Super Impulse’s Precision RBS – Rubber band launching system

EDIT: updated with firing video playlist – 

The fine folks at Super Impulse provided samples of their latest offering, a rubber band shooting system called the Precision RBS. All opinions remain my own.
I first ran into Precision RBS at New York Toy Fair in February 2016. It was a new type of rubber band launcher, not to be confused with a previous brand the year before. Precision RBS offered something different from that previous toy in a variety of differences. It used normal rubber bands you could find at any major retailer, didn’t need a magazine, and most importantly HAD A FUNCTIONING TRIGGER. I saw 3 different models, each offering a little twist on rubber band launching. Aesthetically, I found the Precision RBS models elegant, with the smooth lines and round shape of the each shooter very different from many of the angular toys on the market today, adopting an alien/futuristic look, and the colors really stood out as well.
The Basics:

TALOS
“The lightweight Talos holds up to 20 rubber bands in two sizes, launches up to 30 feet and includes a built-in extender for even more power when you need it. It’s perfect for quick, smooth action.
MSRP: $14.99
Age: 8+”
CHIRON
“The Chiron has storage for up to 100 rubber bands, so you’ll never run out of ammo! Other features include the quick-loading design and a release option to separate into 2 completely different RBS Shooters, including a hand launcher. You’ll dominate your opponent with tons of ammo power!
MSRP: $19.99
Age: 8+”

HYPERION
“Nothing surpasses the Hyperion: with pinpoint accuracy and extended range! Capacity to hold three different band sizes, with extra side storage. Plus Hyperion has an unbelievable BURST feature and can launch 14 bands at once!
MSRP: $24.99
Ages: 8+”
Right away, the entire line is a relatively low cost offering, and with easily available rubber band ammo in large packs (and a secondary use as a tool around the house), there are a few perks before even talking about the toys themselves.
I mentioned my favorite parts of the aesthetics of the Precision RBS shooters. Besides the looks, the Talos has a very comfortable grip, and each toy makes uses of the body of the launcher, removing the necessity for attachments and accessories. The ammo holders are built INTO the body of the launcher, but by no means do they take away from the structure or the solid feel of the toys. Depending on the model, the ammo storage ranges from “adequate” on the Hyperion to “overwhelming” on the Chiron. But it’s these differences that really make for a compelling case at buying either model past the Talos.



The Talos acts as the “base” model of the line, while the Chiron and Hyperion are attachments onto the Talos that add another dimension to how you play with the launcher. The Chiron adds a humongous amount of ammo storage, along with the ability to shoot larger ammo and split into the Talos and a manually fired frame to shoot rubber bands from. For parents, this could easily be considered a two-player pack where one can use the pistol form and the other the hand launcher. The manual frame of the Chiron is easy to reload with practice, and can fire any size rubber band without an attachment, unlike the other models that can only fit one of the three standard sizes at any time. Here are the features among each launcher:
  • The Talos has an “extender arm” which allows it to shoot two different sized bands.
  • The Chiron adds an additional ammo holder and essentially a second manual shooter to go with the included Talos. Larger rubber bands may be shot on the Chiron as well when connected or separate from the Talos
  • The Hyperion can use small, medium, and large rubber bands, has an ammo holder for each type, and an undermounted shooter that sprays rubber bands or can shoot a massive clump of them at once.
The Talos pack is comprises of the Talos and two different sizes of rubber bands. The Chiron includes the Talos and the Chiron attachment/frame to shoot rubber bands by hand (and it protects your hand from being spiked by the rubber band upon launch). The Hyperion comes with all three different sizes of rubber bands as well as a Talos and the attachment for the Hyperion.
The rubber band ammo is pretty cool! Here’s how you load a Precision RBS launcher.
Why rubber bands? I’ll post an interview in part 2, but here’s a quote from the inventor, Ben Stack:
“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.
The rubber bands aren’t a perfect solution, though. The smaller sizes are particularly hard to see and find again, even at close range. I’d be hesitant to use them in a park area with wildlife. I am not sure I would use the line at all outside in a park, given how difficult it might be to gather the rubber bands up again. Maybe a concrete outside structure, but I’m too worried about the local woodland creatures. Also, the rubber bands in windy weather lose a lot of “oomph” and are very hard to aim, if they even reach their target. Not unlike other similar toys shot in the wind, but rubber bands are especially vulnerable to the elements. These toys excel indoors, and given the amount of cover in a home and/or office, Precision RBS would definitely offer a very intense play experience. And if you’re worried about pain, it’s minute and extremely temporary. The worst I ever felt was shooting my palm point blank with the Talos, and taking a hit 10’ away from the Hyperion. Otherwise, most of the energy is dispersed seconds after launching the rubber bands, and contact doesn’t hurt a lot, if at all. Considering the “pain scale” nurses might use, it goes from a 6 to a 1 in a matter of seconds of flight. My biggest recommendation is eye protection, because accidents do happen.

Edit: I wanted to capture a few more thoughts I had on this toy after the initial review – 5/4/16

One really neat trick about the rubber bands is the ability to “shotgun” them on a single nock, or in the case of the Hyperion one big clump of rubberbands instead of a stream of them. You can also shotgun load them onto the ammo holders, which makes restocking your reserve ammo elementary in practice. While shotgunning is possible with other toys, it’s not quite like this, and it’s pretty cool!

I found the launchers in Precision RBS very comfortable to hold, it didn’t feel built for small hands as some toys in the 8+ range are. And even if something like the Talos is oversized, there’s always the Chiron, probably the most versatile toy in the bunch because of the manual firing option. I almost wish the Hyperion had a stock, but it’s unnecessary. Its omission also probably helped keep costs low on the line, and again I find the prices a winner. Even moreso because of the lack of inherent costs in restocking a proprietary ammo, since the rubber bands are available everywhere.

Ammo holders on the Hyperion
And don’t let the various types of ammo dissuade you! I’ve found that with practice you can load multiple types of rubber band ammo onto the RBS, and as I mentioned with the Chiron frame it doesn’t matter.
It’s ingenious how the Precision RBS launchers are designed. The shooters barely have any moving components, outside of the nock wheel, the extender arm, and the slide on the Hyperion. The rubber band ammo is a self-contained propulsion projectile. I see those factors eliminating needs for maintenance to the toys, leaving not as many chances for a launcher to fail or misfire during a game. No fiddling with gears or wondering if your plunger is damaged, no spring tension or air bladders to worry about. Everything about the launcher is right there in front of you. It’s that simplicity of the Precision RBS that I really like, combined with the cost and ease of use this is a good buy for anyone looking to add something new to their arsenal or activities. 
Stay tuned for Part 2 tomorrow, where I release exclusive F2A Q&A I had with Ben, the inventor of the RBS launchers. I’ll also update with videos on these launchers tomorrow as well. Thanks!

5 Tips to be a Gracious Nerf Game Host (Friday 5, well, it’s Friday somewhere still)

5 Tips to Being a Good Nerf Game Host
Vas The Stampede

Once again, I asked Hummer from the M.A.N.O (Milwaukee Area Wisconsin Nerf Out) Group for his thoughts on what it takes to be a good Nerf game host. A lot of games I’ve attended all started (for better or worse) from someone saying, “This day, this time, here are the rules…” and so on. Hummer’s held and attended his own fair share of Nerf blaster/Dart Tag games in a variety of settings, so if I have to bounce ideas off anyone, it’s him. The events he runs keep blasters minimally modded (if at all), using a community bin of store bought elite darts (no one really has to bring any, and a few other aspects that make the game accessible for first timers and folks who don’t heavily mod their blasters.
His system works for me, and the group he runs with.Whether you agree with his tips or not, that’s up to you.

  1. Have fun. You are playing with toy blasters, act like it.
  2. Don’t have a schedule. Play what your group wants to play.
  3. Don’t be afraid to try out new gametypes or variants of ones you already play.
  4. Downtime/resting is good to keep your players socialized and keeping their energy up throughout the day, but have the next game announced during that downtime & be ready to kick your players into action.
  5. Be the first one there/last one gone. Get there about 15 minutes early to get yourself setup/take a glance at the field for anything you don’t want to be there while you’re playing (Broken glass, sticks, Squirrels, ect.) And leave last and cleanup trash around the field, even if it isn’t yours. 

 #1 is my favorite out of this list, because at the end of the day we want to go to a Nerf enthusiast meetup and have fun, make some friends, and toss some foam around. It’s too easy to get caught up in group politics, ego, and competition (just like in anything) and forget why we picked up blasters in the first place. I will add a few other tips out of my own experience as well:

F2Addendums:

  • While you don’t want a schedule, a written list of gametypes to select from doesn’t hurt.
  • Duct tape. This rule should also apply to life.
  • Have a tool kit and extra batteries handy.
  • A method to divide people into teams quickly (a deck of cards, a handful of darts, flagging tape, whatever).
  • DO NOT FORGET TO HYDRATE.

Now get out there and Rule #1!

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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F2A Friday Five – Five Gametypes For Small Groups!

Thanks to Hummer, a blaster game runner from Wisconsin I game with regularly, on the help for this one! He runs his games with a Milwaukee area crew in Wisconsin, check out M.A.N.O. for their shenanigans. Nerf games don’t always have to be groups of 20-40 people running around (though that’s a lot of fun, and these games types tend to work well in small groups of 10 or less (5 v 5 ultimately, or even less.)

Hummer in action during a game


Gametypes:

1. Zombies. Zombies can be added into many gametypes in addition to being played with variations (Dismemberment, chopper, ect.) (Stampede chiming in here) Zombies are players who would normally be considered “out” but instead find a new life as a facilitator of game play, marching around the field and tagging players who are still alive. I like instituting this facet because it means people don’t have to sit out during a game, and zombies help prevent standoffs/camping. The rules we usually play with this game are there is an OZ or two, and they start off unknown (like HvZ), tagging players. Getting hit with a dart means a 7-15 second stun for the player to get away. This can be altered as noted above with variations, including large ammo.

2. Catch ’em all/blob – best played with 6+ people, but not above about 15. (Everyone starts with unlimited lives, 15 second respawn. Free for all. When you get tagged, you respawn on that persons team. Play until everyone’s on the same team).

3. Free for all – Make sure you set boundaries, otherwise, you’ll get the one camper who’ll come in mostly fresh on lives. Adding zombies helps with campers 😉

4. Freeze tag – getting hit with a dart/projectile/weapon results in the victim being frozen in place. A teammate may release/revive the tagged player with a touch to the frozen player’s person (BE NICE. DON’T BE RUDE ABOUT REVIVING YOUR TEAMMATES.) Frozen players may be used as cover, with hilarious results.

5. Royal rumble
Royal rumble: Start off with one person in the field, with everyone else lined up on the sidelines. add a person every 15-30 seconds. One life. Go until there’s noone left or keep cycling in the dead players ’til tired. Alternatively, you could try to enforce a lives system, where you have to get back in line every time you die.

Some gameplay video from a recent game he organized, taken by CrissWolfNerf.

Questions? Comments? Hopefully these game types or some variant will be useful to you!

F2A Friday Five: 5 Toy Fair 2016 Blaster Favorites

Five Takeaways from Toy Fair 2016
VasTheStampede

note: there was so much great stuff at Toy Fair! The Five involved with this list are by no means representative of the whole experience.

Edit: previous version of the article incorrectly listed the company for RBS as Super Impact, that has been corrected as of 2/29.

1. Nerf – I’m cheating a bit here. (See the full gallery of images here) The Nerf booth had a ton of things that I felt will be huge in 2016. Heck, the Nerf brand in general is going HUGE in 2016 and beyond, from what I could tell. Even the Platinum Bow from Rebelle is a huge offering and regardless of it being Rebelle I intend to own one. Other blasters, like the BattleScout and the HyperFire, offer new twists on previous features, like the stripper clip (seen on the Magstrike and Powerclip, mainly) and a new camera, while the HyperFire has an increased Rate of Fire. The Nerf Rival Khaos is a ridiculous beast, and while the magazine compatibility is lacking, that is a seriously hilariously large blaster and magazine.

The Nerf blasters this year are incredibly eye catching, but with that comes a level of functionality in some blasters that may change the blaster landscape over the next year. Not just because the Tri-Strike makes most available ammo types usable in a single game play, or that the Hyperfire may arguably be the fastest Rate of Fire for a stock blaster to date, but because Nerf is showing confidence in its brand to try some crazy, oversized ideas. The Brainsaw is evidence the Zombie Strike line continues to produce some fun toys (yes, TOYS) while the Double-Dealer is another massive eye catching piece with its double mag setup. (The Double-Dealer was a non-functioning prototype when I was at the booth, so sadly no firing video. But the stock is in fact a magazine holder, if you haven’t see it yet.) My main concern though is the main blasters are going anywhere between $30 to $80, and to a family that can add up, even to an enthusiast collector. But the fans have wanted bigger and better, and this year, Nerf served that up in spades.

2. Buzz Bee gets “The Walking Dead” license

 In addition to continuing to offer a low cost alternative to Nerf, Buzz Bee has the license for “The Walking Dead”, which I can see a lot of people getting excited about. Especially the rifle at the bottom, which does not seem to use an ammo belt like the last rifle of this style I saw (not from Buzz Bee, I believe). It looks like the license is more for the comics than the TV show, but at this point it’s  still “Hey! The Walking Dead!” There were some other prototypes at the booth (a blaster reminiscent of the Magstrike/Powerclip, air powered and still very cool) but this is what really caught my eye and has gotta be one of the most telling things for me that Buzz Bee has some serious plans for the future and bears watching even more than before.

3. The Precision RBS system (from Super Impulse) –

This wouldn’t be the first time I’ve been taken with a new type of blaster and ammo, but there was something so elegant about the Precision RBS system it deserves a callout here. These are rubber band shooters. And not some specialty rubber band ammo, but every day standard rubber bands (three different sizes) which makes getting the ammo easy in a pinch. The larger models have integrated ammo holders, an integrated second blaster, multiple round firing (and the RoF is semiauto, in case you’re curious). The guys who invented this really did their homework about rubber band shooters, and what players look for (even a separate firing mode) in general from a user standpoint, they really thought of a lot of things for this line. I look forward to seeing more from this blaster, that’s for sure.

4. Paper Shooters

Finally! After years of communication, I finally met the owners behind Paper Shooters, and they look ready to hit the American market. Now, these aren’t your typical blasters- it’s a model kit first (so there is some build time to invest) and a functional blaster second. These are some pretty pieces of kit when you’re done, judging by what I saw at their booth, and when you finally get the blaster built it’s very satisfying shooting them. The shell ejection, the pullback lever, it all feels very cool (for lack of a better term) when shooting them. Even moreso cause this is a blaster you build from the ground up with the kit, so it’s a very different offering from when you have a blaster and modify it, now it is your own you built from basically scratch.

5. K’Nex

K’Nex continues the K-Force line – now we have magazines, motors, and turrets to add into the mix. The beast pictured above is a custom build, but it’s three linked triggers to fire three darts at once. I used the initial kits and found the build times a little long, but I attribute that to my unfamiliarity with using K’Nex pieces. All the same, I am glad this line is still kicking because of the customizability it offers, and really want to sink my teeth into some custom builds this year.

Questions? Comments? Did you want to add anything? More galleries and more in-depth writeups to come, thanks for tuning in!

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Toy Fair Day 1 preview, found them! (Zuru, Buzz Bee, and so on….)

This little gem from Buzz Bee, the destiny. This is just the beginning! More on the way so watch this space.

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Then some Zuru –

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And Buzz Bee with the Walking Dead!

A photo posted by Humanoid Typhoon (@blasterbot1984) on Feb 13, 2016 at 1:48pm PST

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K’Nex K-Force Blasters Continue at New York Toy Fair (ICYMI)…

K’Nex K-Force continues into 2016! The construction set blasters introduce turrets and motorized blasting with the new crop of blasters coming out later this year.

K-10V Building Set
Build your own K-FORCE Build and Blast K-10V blaster that fires up to 75 feet! Set features 83 pieces including, K’NEX rods and connectors, 1 blaster chamber, 1 quick fit grip, 1 preload ring and 5 foam darts. Customize and create your own K-FORCE blaster or combine with the K-FORCE Build and Blast Mini Cross Building Set (set sold separately) for an awesome downloadable combo build! All K’NEX rods and connectors are made in the USA. Suggested retail price is $14.99. Ages 8+. Available Spring 2016.


 K-25X RotoShot Blaster Building Set

Get ready for rotating blaster action with the new K-FORCE K-25X RotoShot Blaster

Building Set from K’NEX! The K-25X RotoShot blaster allows you to construct an incredible blaster, and then fire off 5 shots without reloading! Set includes 1 NEW RotoChamber, 5 foam darts, 1 quick fit grip, 1 preload ring and downloadable instructions for 4 additional custom blasters and targets. Models can be built one at a time. Compatible with the entire K-FORCE Build and Blast line. All K’NEX rods and connectors are made in the USA. Suggested retail price is $39.99. Ages 8+. Available Fall 2016.

Super Strike RotoShot Blaster Building Set 

Rotating blasting fun is what you will get with the new K-FORCE Super Strike RotoShot Blaster Building Set from K’NEX! The Super Strike RotoShot blaster allows you to build an amazing blaster, and then fire off 5 shots without reloading! Set includes 1 NEW RotoChamber, 5 foam darts, 1 quick fit grip, 1 preload ring and downloadable instructions for 4 additional custom blasters and targets. Compatible with the entire K-FORCE Build and Blast line. Models can be built one at a time. All K’NEX rods and connectors are made in the USA. Suggested retail price is $39.99. Ages 8+. Available Fall 2016.

Flash Fire Motorized Blaster Building Set

Blast darts as fast as you can with the K-FORCE Flash Fire Motorized Blaster Building Set! Build your blaster and then load the clip with up to 10 darts, and the new motorized rapid fire chamber will fire darts as fast as you can pull the trigger! Set includes 1 motorized rapid fire chamber, a 10 dart clip, 10 foam darts, 1 quick fit grip and downloadable instructions for 6 additional custom blasters and targets. Compatible with the entire K-FORCE Build and Blast line. Batteries required, but not included. Most models can be built one at a time. All K’NEX rods and connectors are made in the USA. Suggested retail price is $49.99. Ages 8+. Available Fall 2016.






 
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