< Background >

This project was something I put together for my Halloween haunt a few years back when Pokemon Go was at it's height of popularity.  Utilizing a USB LED sensor bar, and creating a "Pokeball Launcher" using a Wiimote, players would have to gauge the power level and launch pitch in order to capture the randomly selected Pokemon on the play field. The Wiimote emulated mouse movement and click, which allowed players to "aim".

It was fun to see kids give it a go, then put their minds into thinking what angles, and power levels were needed to launch a Pokeball successfully. The handouts that year were Pokemon cards, and I had a line up down the sidewalk for several houses from mine.  All in all a fun haunt for that year.

All images and sounds are copyright of their respective owners, I claim no ownership of any creative materials used in this fan project, it was just for fun!

< /Background >

< Credits >

This project would not of been possible without the awesomeness of open source code, royalty free assets, and the willingness of their creators to share their work online. 

The following assets were used as a foundation for this project:

< /Credits >
How to Play

The object it to catch the Pokemon!

Use the mouse to aim the reticle, when it turns green, it means you have a good line of sight.  Hold the left click to power up the launcher, and release to launch a Pokeball.  You have 5 chances to catch your target.

A random Pokemon will spawn on the play field, with it's distance from you and it's temperament shown above it's head.  There are 3 levels of temperament; Easy, Normal and Hard.  The more temperament the Pokemon has, the more accurate your launch has to be.

Previous attempts will show after a miss to help you gage your next attempt.  Don't let Team Rocket distract you from your perfect launch!

  • This game is designed to work on desktop computers only. 
  • This game can be played with a mouse.
  • Using third party software, you can map a USB sensor bar and Wiimote to a mouse.
  • There is no way to control Boo using a touch screen interface.
  • The game UI is also not optimized for mobile resolutions.

< My Other Projects >

< /My Other Projects >