N-ZAP '89

From Inkipedia, the Splatoon wiki

The N-ZAP '89 is a main weapon in the Splatoon series. It is a N-ZAP '85 with a different color scheme and a different sub and special weapon. It is modeled after the NES Zapper after its redesign in 1989 due to a law requiring that all toy guns have an orange tip or exterior.

Appearance

The N-ZAP '89 is similar in appearance to the N-ZAP '85. However, the N-ZAP '89 has an orange barrel and handhold instead of gray and a black trigger instead of red.

Splatoon

Retired.
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N-ZAP '89

N-ZAP '89

Basic information
Category Main
Class Shooter
Sub Sprinkler
Special Inkstrike
Special points
Special depletion Special gauge 40%
Range
50 / 100
Damage
27 / 100
Impact
Fire rate
75 / 100
Charge speed
Ink speed
Mobility
Durability
Handling
Obtainable at
Level 8
Cost Cash 4,200
Requirement
Added in 18 July 2015
Specifications
Weight
Base damage 28
Base duration
Ink consumption 0.8%
Base range
Rate of fire
Muzzle velocity
Base accuracy

MPU effect
SPU effect
SPU effect
Other variants N-ZAP '85 N-ZAP '85
N-ZAP '83 N-ZAP '83

The N-ZAP '89 was released on 18 July 2015 at 02:00 UTC.[1] It comes in a set with Sprinklers and the Inkstrike.

Data

  • The N-ZAP '89 is a middleweight weapon.
  • Each shot consumes 0.8% of the ink tank capacity.
    • This allows players to fire 125 shots before needing to refill the ink supply.
    • This stat can be changed with Ink Saver (Main).
  • When firing continuously, it shoots a bullet every 5 frames (12 shots per second).
  • When firing while moving, the player's movement speed is set to 0.8 units per frame.
  • After firing, there is a 20 frame cooldown before the ink tank starts refilling.
  • Each shot has a base damage of 28.
  • Shots travel straight for 4 frames. After that, they may lose damage. A shot will lose damage until it reaches 14 damage at frame 15.
  • Shots have a radius of 2 units.
  • The angle its shots can deviate while on the ground is 6 degrees.
  • The angle its shots can deviate while in the air is 15 degrees.
  • The outer reticle immediately expands after jumping. The outer reticle will finish shrinking after 60 frames.
  • The chance to shoot towards the outer reticle instead of the inner reticle increases by 2% per shot, and maximizes at a 25% chance to shoot towards the outer reticle.
    • This means that it takes 13 shots to reach minimum accuracy.
  • When jumping, the chance to shoot towards the outer reticle instead of the inner reticle is immediately set to 40%.
  • Accuracy starts recovering 5 frames after the player stops shooting.
  • Shots initially travel straight at a rate of 22 units per frame for 4 frames. Shots travel straight for 88 distance units.
  • Ink droplets occur every 100 units.
  • The frequency at which ink drips from a shot occurs at a rate of 1.65 droplets per shot.
  • There are a total of 11 different droplet patterns that can be created while firing this weapon.
  • Droplets that occur within 11 units of the player have a radius of 19.2 units.
  • Droplets that occur when they travel past 200 units of the player have a radius of 18 units.
  • All other ink droplets have a radius of 12.8 units.

[2]

Version history

Version Adjustments
2.2.0
  • Walk speed while firing increased by 11%.
2.7.0
  • The radius of the droplets that fall before the shot hits has been increased by about 7%.
  • Intervals between the droplets that fall before the shot hits have been reduced.
  • Special gauge loss: 50% → as low as 40%

Quotes

Sheldon's Introduction

Ah yes, the N-ZAP '89. This is quite simply an N-ZAP '85 that was redesigned for... legal reasons. It includes a Sprinkler to rapidly increase your turf, allowing you to fire off remarkably fast Inkstrikes! This set is excellent at striking where the foe least expects it. Good for lone wolves!(NA)[a]

Sheldon's Introduction

Ah yes, the N-ZAP '89. This is simply a redecorated version of the N-ZAP '85. It includes a Sprinkler to rapidly increase your turf, allowing you to fire off remarkably fast Inkstrikes! Overall, this set is excellent at striking where the foe least expects it. Perfect for lone wolves!(EU/OC)[b]

A follow-up to the N-ZAP '85, now with a sleek orange paint job. The sub and special have changed too, but its popularity remains as high as ever.
— In-game Description
Ah yes, the N-ZAP '89. This is quite simply an N-ZAP '85 that was redesigned for... well, definitely not legal reasons. No siree. Nothing to see here. Lawyers definitely did not have anything to do with this. It includes a Sprinkler to rapidly increase your turf, allowing you to fire off remarkably fast Inkstrikes! This set is excellent at striking where the foe least expects it. Good for lone wolves and those nostalgic for the good ol' days! The N-ZAP '89 is available now!
Complete your retro style with an N-Zap. What's your pick, 85 or 89?
— SplatoonUK[3]
Notes
  1. North America
  2. Europe and Oceania

Gallery

Demonstration

Splatoon 2

N-ZAP '89
Basic information
Category Main
Class Shooter
Sub Autobomb
Special Tenta Missiles
Special points 180p
Special depletion
Range
50 / 100
Damage
22 / 100
Impact
Fire rate
75 / 100
Charge speed
Ink speed
Mobility
Durability
Handling
Obtainable at
Level 11
Cost Cash 8,800
Requirement
Added in 9 December 2017
Specifications
Weight
Base damage 28
Base duration
Ink consumption 0.8%
Base range
Rate of fire
Muzzle velocity
Base accuracy

MPU effect
SPU effect
SPU effect
Other variants N-ZAP '85 N-ZAP '85
N-ZAP '83 N-ZAP '83

The N-ZAP '89 was released on 9 December 2017 at 02:00 UTC.[4] It comes in a set with Autobombs and the Tenta Missiles.

Data

  • The N-ZAP '89 is a lightweight weapon.
  • The matchmaking range is 125. The game's matchmaking system looks at a team's average matchmaking range value, and matches them against a team with a similar average.
  • The ink consumption of 0.8% and ink tank capacity of 100% allows players to fire 125 shots before needing to refill the ink supply.
  • When initially firing the weapon in humanoid form, the first shot takes 3 frames to come out.
  • When firing from swim form, the first shot takes 11 frames to come out.
  • The interval between firing and when the player is able to enter swim form or use a sub weapon is 3 frames.
  • When firing continuously, it shoots a bullet every 5 frames (12 shots per second).
  • When firing while moving, the player's movement speed is set to 0.84 units per frame.
  • After firing, there is a 20 frame cooldown before the ink tank starts refilling.
  • Each shot has a base damage of 28.
  • If a shot is in the air for more than 8 frames after being fired, it loses 0.875 damage per frame until it reaches 14 damage at frame 24.
  • The bullet hitbox has a radius of 2 units.
  • The angle its shots can deviate while on the ground is 6 degrees.
  • The angle its shots can deviate while in the air is 12 degrees.
  • The outer reticle immediately expands after jumping. After 25 frames, the outer reticle will start shrinking, and will finish shrinking after 70 frames.
  • The N-ZAP '89 starts off having a 1% chance to shoot towards the outer reticle instead of the inner reticle.
    • This chance increases by 1% per shot, and maximizes at a 25% chance to shoot towards the outer reticle, meaning that it takes 24 shots to reach minimum accuracy.
  • When jumping, the chance to shoot towards the outer reticle instead of the inner reticle is immediately set to 40%.
  • Accuracy starts recovering 5 frames after the player stops shooting. The chance to shoot towards the outer reticle decreases by 0.5% per frame, if the chance is not already at the minimum, meaning that it takes 53 frames to reach maximum accuracy. (83 after shooting while jumping.)
  • Shots initially travel straight at a rate of 22 units per frame for 4 frames. Shots travel straight for 88 distance units.
    • After that, the shot's velocity is set to 14.495 units per frame if it is not already lower than the listed value, and decreases further as it travels.
  • Ink droplets occur every 110 units.
  • The frequency at which ink drips from a shot occurs at a rate of 1.4 droplets per shot.
  • There are a total of 11 different droplet patterns that can be created while firing this weapon.
  • Droplets that occur within 11 units of the player have a radius of 18 units, and a width of 10 units.
    • These droplets have their radius multiplied by a value ranging from 1.2 if they fell from a height above 100 units to 1.48 if they fell from a height below 30 units.
  • Droplets that occur when they travel past 200 units of the player have a radius of 16 units.
  • All other ink droplets have a radius of 11.6 units.
  • Droplets that are far from the player and all other droplets have their radius multiplied by a value ranging from 1 if they fell from a height above 100 units to 1.2 if they fell from a height below 30 units.
  • If no ink droplets have occurred within 11 units of the player for 4 shots, the next shot the player makes will force a paint droplet to appear at the player's feet.

[5][6]

Version history

Version Adjustments
Base game
  • Shot deviation angle while jumping: 15 degrees → 12 degrees
  • Changed to match the faster movement speed and swim speed when not shooting of weapons like the Sploosh-o-matic and Splattershot Jr.
    • Weight class: middleweight → lightweight
  • Increased movement speed while shooting by roughly 5%.: 0.8 → 0.84
  • Made it easier to ink the area around your feet.
    • If a paint droplet has not fell within 11 units of the player for 4 shots, the next shot will force a paint droplet to appear at the player's feet.
  • Increase in chance to shoot towards the outer reticle per shot: 2% → 1%
  • Droplet rate: 1.65 → 1.4
  • Distance between droplets: 100 units → 110 units
  • Near droplet paint radius: 19.2 units → 18 units
  • Far droplet paint radius: 18 units → 16 units
  • Droplet paint radius: 12.8 units → 11.6 units
4.2.0
  • Reduce the interval between firing and when you're able to become a squid or use sub weapon by 3/60 of a second.
4.4.0
  • Reduced the time to shoot from squid form by 1/60 of a second.
4.6.0
  • Painting radius around your feet increased by 6%.
  • Main Power Up effectiveness increased with less gear slots.
4.7.0
  • When equipped, the Main Power Up gear ability will now also lessen shot spread variance when firing while on the ground, in addition to the benefits it previously provided.
  • Points to fill special gauge: 190 → 180
5.0.0
  • Increased damage dealt to the Booyah Bomb armor by roughly 17%.

Quotes

Sheldon's Introduction

The N-ZAP '89 is a later model of the N-ZAP '85. Same features, different color! At first glance, the included Autobombs and Tenta Missiles make this look like the perfect support set for smoking out enemies. And that's not wrong, but you can also use this set to push forward aggressively! So I'd recommend this for players that like to adapt their style to the state of the battle!

Gallery

Demonstration

Splatoon 3

N-ZAP '89

N-ZAP '89

Basic information
Category Main
Class Shooter
Sub Autobomb
Special Super Chump
Special points 170p
Special depletion
Range
50 / 100
Damage
29 / 100
Impact
Fire rate
75 / 100
Charge speed
Ink speed
Mobility
Durability
Handling
Obtainable at
Level 11
Cost
Requirement
Added in Fresh Season 2023 (3.0.0)
Weight
Base damage
Base duration
Ink consumption
Base range
Rate of fire
Muzzle velocity
Base accuracy

MPU effect
SPU effect
SPU effect
Other variant N-ZAP '85 N-ZAP '85

The N-ZAP '89 returns in Splatoon 3, with an unchanged design. It has the Autobomb and the Super Chump. It was released as part of the Fresh Season 2023 update. It was first teased in the Fresh Season poster released on 16 February 2023, with its official announcement coming on 17 February 2023. It released on 28 February 2023.

Data

  • The N-ZAP '89 is a lightweight weapon.
  • The matchmaking range is 12.5. The game's matchmaking system looks at a team's average matchmaking range value, and matches them against a team with a similar average.
  • The ink consumption is 0.8% per shot, allowing the user to fire for 10.42 seconds on a full ink tank.
  • When firing continuously, it shoots a bullet every 5 frames (12 shots per second).
  • When firing from humanoid form, the first shot takes 3 frames to come out. When firing from swim form, the first shot takes 11 frames to come out.
  • The interval between firing the weapon and being able to enter swim form or use a sub weapon is 3 frames.
  • When firing while moving, the player's movement speed is set to 0.084 units per frame.
  • After firing, there is a 20 frame cooldown before the ink tank starts refilling.
  • Each shot has a base damage of 30 and minimum damage of 15.
  • If a shot is in the air for more than 8 frames after being fired, it will lose about 0.94 damage per frame until it reaches 15 damage at frame 24.
  • The bullet hitbox for collisions with players has a radius of 0.2 units.
  • The bullet hitbox for collisions with the environment has a radius of 0.2 units.
  • The angle its shots can deviate while on the ground is 5 degrees.
  • The angle its shots can deviate while in the air is 12 degrees.
  • The outer reticle immediately expands after jumping. After 25 frames, the outer reticle will start shrinking, and will finish shrinking after 70 frames.
  • The weapon starts off having a 1% chance to shoot towards the outer reticle instead of the inner reticle.
    • This chance increases by 0.5% per shot, and maximizes at a 25% chance to shoot towards the outer reticle, meaning that it takes 48 shots to reach minimum accuracy.
  • When jumping, the chance to shoot towards the outer reticle instead of the inner reticle is immediately set to 40%.
  • Accuracy starts recovering 5 frames after the player stops shooting. The chance to shoot towards the outer reticle decreases by 0.5% per frame, if the chance is not already at the minimum, meaning that it takes 53 frames to reach maximum accuracy. (83 after shooting while jumping.)
  • Shots initially travel straight at a rate of 2.2 units per frame for 4 frames. Shots travel straight for 8.8 distance units.
    • After that, the shot's velocity is set to 1.4495 units per frame if it is not already lower than the listed value, and it loses 36% of its speed every frame (including the first frame after it stops traveling straight). Once the shot velocity decreases below a certain threshold, it will begin to be slowed less and fall faster.
  • The effective range is about 10.94 units.
    • This number may vary at different firing angles.

[7]

Version History

Version Adjustments
4.1.0
  • Reduced the scatter of shots while on land by approximately 17%: 6 degrees → 5 degrees.
    • This also includes midair shot-scatter reduction from the Intensify Action gear ability. The midair ink scatter will now be closer to the effect while shooting on land.
6.1.0
  • Maximum damage has been increased from 28.0 to 30.0.
7.2.0
  • Points required for special: 180 → 170.
7.2.0
  • Increased the time it takes for the chance of shots scattering, which increases when firing continuously, to reach its maximum.

Quotes

Sheldon's Introduction

Is the N-ZAP '89 faster, better, or more powerful than the N-ZAP '85? No, but it comes in a new color! And this one comes with Autobombs to help you secure the area before launching an offensive. Sniff out enemies, and point your team in the right direction! Now, if your opponents think they're clever and keep camping near your Super Jump spots, this set allows you to hit 'em with the Super Chump! It'll fire decoys that look like Super Jump landing spots...but are in fact ticking ink bombs that will explode within a few seconds. Try this set if you want to be the one playing chess while your enemies play checkers!

We're not done yet! Check out the N-ZAP '89, a "modern" version of the N-ZAP '85. In addition to the classic late '80s color scheme, this version of the N-ZAP comes with the Autobomb sub and Super Chump special. It's a loadout that's designed to move fast and splat faster!
— @SplatoonNA on Twitter[8]

Badges

Main article: Badge#Weapon freshness

Reaching certain Freshness levels with the N-ZAP '89 will reward the player with special badges that they can use on their Splashtag.

N-ZAP '89 Badges
4★ N-ZAP '89 User
5★ N-ZAP '89 User

Gallery

Trivia

  • Along with the N-ZAP '85, the N-ZAP '89 is based on the American version of the NES Zapper. The original accessory was made orange in May 1989 after the Federal Energy Management Improvement Act of 1988 was passed, requiring toy guns to look drastically different from real guns. This is referenced in Sheldon's description of the weapon, stating the design had to be changed due to "legal reasons."
  • The N-ZAP '89's textures include the same text as the N-ZAP '85, including the copyright year still saying 1985.

Etymology

N-ZAP '89 is a shortened form of NES Zapper 1989. 89 is based on the year the second, orange NES Zapper model was released.

The N-ZAP '89 has the same name origin in all regions.

Names in other languages

Language Name Meaning
Japan Japanese N-ZAP89 Shortened form of "NES Zapper 1989"
Netherlands Dutch N-ZAP '89 Same as English name
CanadaFrance French N-ZAP 89 -
Germany German N-ZAP89 Same as Japanese name
Italy Italian N-ZAP89 Same as Japanese name
Russia Russian N-ZAP 89 -
SpainMexico Spanish N-ZAP 89 -
China Chinese N-ZAP89 Same as Japanese name
South Korea Korean N-ZAP89 Same as Japanese name
 Internal Shooter_QuickMiddle_01[9]

References