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Talk:Arizona Sunshine

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To serve as a WIP version of the article until it is finished.


Arizona Sunshine
ArizonaSunshineBoxArt.jpg
Official Box Art
Release Date: December 6, 2016
Developer: Vertigo Games

Jaywalkers Interactive

Publisher: Vertigo Games
Platforms: Microsoft Windows

Oculus Rift
Oculus Quest
PlayStation VR
Windows Mixed Reality
HTC Vive
Valve Index

Genre: VR Action Zombie Shooter


Developed by Vertigo Games and Jaywalkers Interactive, Arizona Sunshine is an action-focused virtual reality (VR) zombie shooter. Released on December 6, 2016, the game follows a nameless, wisecracking protagonist (the player) on his post-apocalyptic expedition through the zombie-infested American southwest in search of rescue. The game features a main campaign and a wave-based "horde" mode and can be played in single-player or cooperatively with up to 3 other players. Arizona Sunshine is notable for being one of the first major VR releases to feature realistic manually-operated firearms, with the game requiring players to draw, aim, fire, and reload their weapons with their physical hands as opposed to simply pressing buttons on a controller or keyboard. A sequel titled Arizona Sunshine 2 was released on December 7, 2023.


The following weapons appear in the video game Arizona Sunshine:


Overview

In the interest of keeping the game accessible to a playerbase which was, at the time, unaccustomed to realistic virtual guns, many of the game's weapons are one-handed only. An update in December 2019, aptly titled the "Two-Handed Weapons Update", however, added several new two-handed rifles and carbines to diversify the game's weapon offerings. All guns feature a universal, simple reloading procedure. This consists of pressing a button to eject the magazine and moving the (now empty) firearm to the player's "ammunition belt", which is located roughly near their belly button, to reload the weapon instantly. This also allows for easy dual-wielding reloads. Ammunition is stored on the player and can be looted throughout the game. It is split into four types, each of which is used by a different type (or types) of weapon:

  • Pistol ammunition - used by handguns
  • Submachine gun ammunition - used by submachine guns, machine pistols, rifles, and carbines
  • Shotgun ammunition - used by the shotgun
  • Grenade launcher ammunition - used by the grenade launcher

Handguns

Handguns are the most common class of weapon in Arizona Sunshine. They utilize "pistol ammunition", always kill a zombie in a single headshot, and are one-handed only.

Beretta M9

A Beretta M9 can be found in the "Refinery" level. It has an incorrect 12-round magazine capacity and has relatively clear, easy-to-use iron sights. It deals average damage on bodyshot, killing a zombie in 3 shots when not aiming for the head.

Beretta M9 - 9x19mm
Having stolen borrowed a military-issue Beretta, the player inspects his newest toy.
The other side of the handgun. Seriously, I'll give it back! Probably.
Fred, this is not a situation you want to put yourself in. We can work this out, maybe grab a coffee?
Sorry, Fred. Finger slipped. Happens to the best of us.

Colt Anaconda

A Colt Anaconda with a stainless finish, black Pachmayr grips, and a 6" barrel can be found near the end of the game. It is depicted as single-action only, with the revolver's hammer cocking itself after every shot.

Colt Anaconda with 6" barrel and Pachmayr grips - .44 Magnum
The Anaconda as it appears in-game. While it can be difficult to tell this revolver from its younger brother, the Python, the in-game revolver's shorter hammer and distinctive screw above the trigger guard, for example, designate it as an Anaconda.
Taking a look at the other side of the Anaconda. As this is a largely symmetrical revolver, there's nothing much to note.
Anacondas, and, for that matter, Pythons, are not native to the deserts of Arizona. Someone clearly didn't get the memo.
In a helpful yet mystifying turn of events, the Anaconda's cylinder will auto-magically spring open after its ammunition is exhausted.
Pretending to hit the ejector. The spent casings are actually ejected from the revolver when the "release magazine" button on the controller is pressed. Note that the rounds remain coupled together, as though fitted to an invisible moon clip, and that they defy the laws of physics by clipping straight through the frame of the pistol.
Dispensing some justice with the Anaconda.

Colt M1911A1

A Colt M1911A1 with an oversized hammer and tritium glow sights is the player's starting weapon. It can hold 7 rounds and deals somewhat low damage (despite its caliber), meaning that it is best replaced by almost any other sidearm. It correctly fires in single-action only.

Colt M1911A1 - .45 ACP
Although its magazine may be small, the M1911A1 is still a serviceable firearm. It's certainly better than not having a gun at all.
Taking a look at the other side of the classic Colt.
Taking aim at another Fred.
Kaboom.
Ejecting a magazine causes the slide on the M1911A1 (and any other handgun) to lock open. It automatically closes again when the weapon is reloaded.

Glock 17 Pro (Converted to Full-Auto)

A Glock 17 Pro (as indicated by the tritium night sights and threaded barrel) appears in the "Caves" level. It has been converted to fire exclusively in full-auto, making this handgun a potent yet incredibly wasteful weapon. It holds a correct 17 rounds per magazine.

Glock 17 Pro (3rd Generation) - 9x19mm Parabellum
Trapped in the dank confines of an abandoned roadside attraction, the player investigates his newfound Glock.
The other side of the Glock.
Aiming down the Glock's handy-dandy night sights, which are invaluable in the poorly-lit depths of the caves.
Blasting away at the glass of an exhibit. The river of cartridge casings flying from the gun provide a good representation of this Glock's obscenely high rate of fire.

IMI/Magnum Research Desert Eagle Mark XIX

A Desert Eagle Mark XIX with a grey finish can be found near the end of the game. Having been modeled after the .50 AE version of the weapon, the in-game Desert Eagle can hold a correct 7 rounds per magazine. It is one of the few handguns in the game that can kill a zombie with 2 bodyshots instead of 3, granting increased ammunition efficiency at the cost of having to reload more frequently. Unlocking the "Hard Boiled" achievement (which can be done by beating the game on the hardest difficulty, Apocalyptic) grants a gold-plated skin for the Desert Eagle.

IMI/Magnum Research Desert Eagle Mark XIX - .50 AE
The mighty Desert Eagle as it appears in-game.
Taking a look at the other side of the handgun. Yes, it really is that big.
Aiming down the Desert Eagle's iron sights.
Ejecting an empty magazine from the magnum handgun.
Bringing down the hammer on a swarm of Freddies with a Desert Eagle in one hand and a Colt Anaconda in the other.
Magnum Research Gold-plated Desert Eagle Mark XIX - .50 AE

Ruger Blackhawk

A Ruger Blackhawk (an older model "flat top" model, to be specific) is the first of two revolvers available in Arizona Sunshine. It somehow fires in double-action only and, despite lacking the hardware to do so, has a swing-out cylinder for reloading.

Ruger Blackhawk - .44 Magnum
Inspecting the Blackhawk, which is designated as the "Fuger Blackhawk" on in-game plaques.
The other side of the six-shooter.
Now, Fred, this town's not big enough for the two of us...
Dispensing some frontier justice.
This Blackhawk is full of surprises, however. Six shots of .44 later and the revolver's cylinder, having been animated by a particularly feisty spirit, dislodges itself from the frame to be reloaded.
Unbothered by the clearly broken revolver, the player dumps the empty casings from the gun. This task is presumably performed telepathically, although the casings do tumble quite nicely as they fall.

Tokarev TT-33

A Tokarev TT-33 can be found near the end of the first level. It serves as an ever-so-slight upgrade to the starting M1911A1 (as it correctly holds 8 rounds to the 1911's 7), although its iron sights are slightly harder to use than the 1911's.

Tokarev TT-33 - 7.62x25mm Tokarev
The Tokarev TT-33 as it appears in-game. For a late 1930s vintage handgun, it is in pretty good condition.
That last caption wasn't an exaggeration; markings on this handgun indicate that it was produced in 1939. Either way, it has zero issues putting the dead back to rest.
Drawing a bead on a rock formation. This also highlights the TT-33's hammer, which is properly primed (as the Tokarev is single-action only).
Firing the handgun.
Ejecting an empty magazine. This TT-33 has been well-maintained, if the sparklingly-clean barrel is any indication.

Walther PPK

A Walther PPK can be found near the beginning of the first level in an abandoned car. It is the second weapon given to the player (after their starting M1911A1) and proves invaluable as a backup gun or for dual-wielding. It holds a correct 8 rounds per magazine.

Walther PPK - .32 ACP
Taking a closer look at the pint-sized German handgun.
Ditto.
Preparing to cram a new magazine into the handgun. While it is possible to reload most handguns like this (as opposed to bringing an empty gun to the player's belt for an instant reload), it's mostly for show.
Dual-wielding the PPK alongside the M1911A1 in a decidedly un-Bond fashion. So, anyway, I starting blasting.

Submachine Guns/Machine Pistols

Submachine guns and machine pistols compose the second main class of weapon in Arizona Sunshine. These weapons fire in full-auto and use "submachine gun ammunition", which is distinct from standard pistol ammunition.

Ingram MAC-11

An Ingram MAC-11 is the first machine pistol that can be found in the campaign. It fires very quickly and only holds 16 rounds per magazine despite having been modeled with a 32-round magazine, a combination of traits that results in frequent reloads.

Ingram MAC-11 - .380 ACP
Investigating the MAC-11. Like a child's drawing of a gun, it appears no more complex than two connected boxes with a barrel poking out.
Turning over the rectangular machine pistol. Note that the bolt is incorrectly not locked back.
The MAC-11, with its poor iron sights and high recoil, does not lend itself well to traditional aiming. Firing the weapon this way is much cooler, or so they say.
Dumping an empty magazine.

Sa vz. 61 Skorpion

A Sa vz. 61 Skorpion can be found just after the aforementioned MAC-11. It holds a correct 20 rounds per magazine and, thanks to its comparatively low firerate, is more controllable than most of the game's other automatic weapons.

Sa vz. 61 Škorpion - .32 ACP
Inspecting the left side of the Czech machine pistol.
Flipping over the weapon. It seems right at home; after all, where better to spot a scorpion than the sun-baked landscapes of Arizona?
The Skorpion has rather usable iron sights, although the joys of capturing VR gameplay make this difficult to see.

Shotguns

Arizona Sunshine features one shotgun. This weapon, predictably, utilizes shotgun shells.

Remington 870 MCS Masterkey

A Remington 870 MCS Masterkey can be found in the "Caves" level. It comes fitted with a second-generation Knoxx SpecOps stock, a combination three-shell side saddle and top Picatinny rail, and a custom forend. Despite being a pump-action shotgun, it is one-handed only and fires semi-automatically. The Masterkey holds a correct 3 rounds, with the side saddle serving as a representation of the shotgun's magazine tube: the 3 shells vanish one at a time as the weapon is fired and reloading the Masterkey is as simple as cramming a new set of shells into the saddle.

Remington Model 870 MCS Masterkey with Knoxx SpecOps stock - 12 gauge
Basking in the Arizona sunshine with the Masterkey.
Taking a look at the other side of the shotgun.
Pointing the shotgun at an approaching Fred. The MCS Masterkey lacks any sights to speak of, but the shotgun's excessively wide spread renders this a non-issue.

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