NES Zapper Gun Games Collection

The NES Zapper, also known as The Light Gun[citation needed] or Beam Gun in Japan, is an electronic light gun accessory for the Nintendo Entertainment System (NES) and the Japanese Famicom. It was released in Japan for the Famicom on February 18, 1984, and alongside the launch of the NES in North America in October 1985.

The Zapper allows players to aim at the television set display and "shoot" various objects that appear on the screen such as ducks, clay pigeons, targets, cowboys, and criminals. The Zapper is used on supported NES games, such as Duck Hunt and Wild Gunman. The Zapper could also be used on the title screens of games to move the cursor (by pulling the trigger while not pointing at the screen) or starting the game (by pulling the trigger while pointing at the screen).

And the most famous game is Duck Hunt, I believe you must have played it! 

What??? You do not ever play it? Oh, you must be a Martian!

 Duck Hunt
 North American NES box art of Duck Hunt.
North American box art
Duck Hunt is a shooter game in which the objective is to shoot moving targets on the television screen in mid-flight. The game is played from a first-person perspective and requires the NES Zapper light gun, which the player aims and fires at the screen. It also requires a CRT television screen since the Zapper gun will not work with LCD or HDTVs. Each round consists of a total of ten targets to shoot. Depending on the game mode the player selects prior to beginning play, one or two targets will appear on the screen at any given time, and the player has three attempts to hit them before they disappear.

 

 The Adventures of Bayou Billy
 Bayou Billy box.jpg
North American cover art
The majority of the game follows a side-scrolling beat-'em-up format in which the player character (Billy) must engage in hand-to-hand combat against every enemy he encounters in order to proceed from one area to the next until reaching the end of each stage before his health runs out. Billy's basic attacks consists of a punch, a kick and a jump kick performed by pressing the A and B buttons simultaneously. The player can also arm Billy with one of three melee weapons dropped by certain enemies: a throwing knife, a club and a whip. If the player picks up a new weapon while Billy is still in possession of a previous one, the new weapon will overwrite the previous one. Billy can also pick up guns, which the player can draw or withdraw at any time by pressing the Select button (when Billy is using a gun, the number next to the "bullet" indicator on the top portion of the screen will start flashing). Other power-ups in these stages include a chicken drumstick that refills Billy's health and a body armor that protects Billy from enemy bullets and reduces the damage he takes from other attacks. While the majority of the enemies in the beat-'em-up stages are human bad guys, the player will occasionally fight animals as well such as crocodiles, eagles and guard dogs.

 

 Barker Bill's Trick Shooting
 BB TS NES.PNG
Cover art of Barker Bill's Trick Shooting
Barker Bill's Trick Shooting consists of four carnival-type game modes in which the player uses a Zapper to shoot various objects with your Zapper for points. Higher scores are given for more daring shots: those on the verge of disappearing or breaking award the most points.

 

 Day Dreamin' Davey
 Day Dreamin' Davey is a role-playing action-adventure game with elements of puzzle-solving. The player controls Davey on a top-down perspective, moving up, down, left, and right on the screen.

It takes place on one day of Davey at school, which involves him going through seven daydreams[5] of himself being in three historic locations:[4] ancient Greece, Medieval times, and the Old West, with stopovers in "Outer Worlds" such as Winterland, a quicksand area, and a "Cloud City" filled with strong titans along the way.

The levels contain mazes and dead-ends.

 

 Freedom Force
 Freedom Force
NES cover art
Players assume the role of an anti-terrorist gunman who must kill terrorists without shooting any of their hostages. The game has different levels, including an airport that has been taken over by the terrorists and a city street. The game does have some blood, but it lacks gore; a small red splotch will appear on the chest of the targets that are hit.

The screen scrolls from left to right, with terrorists or hostages popping out of windows and doors. Unlike other shooters, the powerups (being either energy, ammo or weapons) are obtained by shooting the lower-right box when an item appears there.

 

 

 Gotcha! The Sport!
 Gotcha!: The Sport
Cover art
The player's mission is to get through the level, capture the enemy flag by shooting it, and return it to your base. This is while simultaneously trying not to get shot by the other team, run out of ammo, or run out of time. A light gun is necessary for this game, but one needs to also use the controller. The directional pad will move the screen left and right. Ammo boxes can be found sitting on the ground or carried by enemies in the background. It seems that only misses cost you ammo, so if one's aim is precise, they will receive a significant bonus for leftover ammunition.

 

 Gumshoe 
 Gumshoebox.jpg
North American box art

Mr. Stevenson walks continuously to the right and will jump if shot with the NES Zapper. The player must also shoot enemies as they appear on screen. Shooting Mr. Stevenson to make him jump will not subtract from the player's ammunition. Shooting obstacles, or an empty area, however, will subtract one bullet from the total. Grabbing red balloons will add bullets to Mr. Stevenson's arsenal.

 Hogan's Alley
 Hogan's Alley Cover.jpg
REV-A boxart
The game begins with three cardboard cutouts moving into position against a blank wall and turning to face the player. The cutouts display a mixture of gangsters and innocent/friendly people; the player must react quickly and shoot only the gangsters. In later rounds, the backdrop changes from the blank wall to a city block, with some cutouts already exposed as they emerge into view. The player is confronted with five cutouts in each of these latter rounds.

 Laser Invasion
 Laser Invasion Coverart.png
North American cover art
The game is composed of four missions with three different playing styles. The first is to come to the enemy area with an upgraded AH-64 Apache.

Before each mission begins, the player will receive a mission briefing from their commanding officer, who will explain the player's next mission objective. In all of the game's missions (with the exception of Mission 3, which takes place entirely in the air), the player must land their helicopter into enemy heliports and then infiltrate the enemy bases in order to fulfill a certain objective. After fulfilling their mission, the player must escape from the enemy's base.

 The Lone Ranger
 The Lone Ranger
Box art
There are a total of eight areas in the game, where the player must accomplish a different objective on each one before moving to the next one. Each area begins at a large overhead map with the Lone Ranger's partner Tonto giving him advice on where to go next. On the map, the player can the move the Lone Ranger to various towns, caverns, mountains, bridges, and other locations, as well as run into wandering gangs of outlaws who will attack the Ranger. Sometimes new locations will be revealed by a blinking Sheriff's star on the map after the player has fulfilled certain achievements. The locations in the game vary between top-down, side-scrolling, or even first-person exploring segments.

 Mechanized Attack 
 MechanizedAttack.jpg
Arcade flyer art
It has a Easter egg:
On the System Construction Screen in the NES version, the player can cause a female figure to undress by certain inputs. The player can continue to make certain inputs following the undressing of the female figure, but it also will show a hexagram which will cause the game to freeze up.

 Operation Wolf 
 Operation Wolf Poster.png
Arcade flyer
Assuming the role of Special Forces Operative Roy Adams, the player attempts to rescue five hostages who are being held captive in enemy territory. The game is divided into six stages, each of which advances the story when completed. For example, after the Jungle stage is completed, Adams interrogates an enemy soldier and learns the location of the concentration camp where the hostages are being held. This was one of the first shooter games to feature a storyline.

 Shooting Range
 Shooting Range
Cover art

This video game involves mini-games resembling the Old West; with the exception being the moon level because people did not land on the moon until the 1960s. The objective is simple: shoot the red and white targets on the character's heads and watch your energy level. It also includes a carnival-style game where you shoot glass bottles in a saloon. The game uses the NES Zapper for controls.

 To the Earth
 To the Earth
North American cover art
The object of the game is to destroy incoming enemy spacecraft, bombs, missiles, asteroids, etc. without destroying friendly vessels. Due to the very quick speeds of the enemy ships and asteroids, the game is considered to be one of the most challenging Zapper games for the NES. The shield of the spacecraft players are in command of constantly goes down each time they shoot at an enemy and miss. Players also can use a powerful bomb to destroy everything on screen, shoot a comet power-up that grants temporary protection from a limited number of hits, as well as a shield-repairing item dropped off by a friendly spacecraft. Game bosses are fought at the end of each level as the player moves through the Solar System. When the player reaches the Earth level, the player must battle and destroy the final boss, who is an alien named Nemesis. The goal is to retrieve vials of medicine and deliver them to the Earth while preventing Nemesis from passing through the planet's atmosphere.

 Track & Field II
 Track and Field 2 cover.jpg
Cover art
A common problem players had with the game was that many of the events required a power meter to be built up by rapidly pressing the A button, then releasing it with the B button. Many players could not press the A button fast enough to build up enough power, though it could be done with a turbo controller, or using a method similar to stringing a guitar, by holding the controller against the player's chest or a flat surface and using the thumb and index finger together, running them rapidly across the A button.

 Wild Gunman

 Wild Gunman Coverart.png

The original version of Wild Gunman is one of Nintendo's electro-mechanical arcade games created by Gunpei Yokoi and released in 1974. It consists of a light gun connected to a 16 mm projection screen. Full-motion video footage of an American Wild West gunslinger is projected onto the screen. When this enemy character's eyes flash, the player draws and fires the gun. If the player is fast enough, the projection changes to that of the shot gunman falling down; otherwise it shows the gunman drawing and firing his gun. A victorious player faces off against several more gunslinger opponents. This version of Wild Gunman was released in North America by Sega in 1976.

The second version has a plastic gunman figure mounted on top of a plastic battery box called Custom Gunman, which later became one of the microgames in the Game Boy Advance title, WarioWare, Inc.: Mega Microgames!