VaultGames

Hogan's Alley

ホーガンズアレイ

Year
1984
Developer
Nintendo R&D1
Publisher
Nintendo
Platform
FC / NES
Hardware
Family Computer (8-bit)
Genre
Light gun shooter
Players
1-2 players (two Zappers)
Controls
Zapper light gun
Series
Nintendo light gun series
Hogan's Alley cover
⬇ Coming soon

Gameplay Screenshots

Hogan's Alley gameplay
Hogan's Alley gameplay
Hogan's Alley gameplay

About This Game

Hogan's Alley is one of the three Nintendo light gun games that defined the Zapper, and the one that asks you to think rather than just to shoot. The targets are cardboard cut-outs that pop up in a shooting range, and only some of them are supposed to be hit.

Three cut-outs stand in a row and flick up in sequence: an armed gangster, a policeman, and an innocent bystander. Shoot the gangster and you score; shoot either of the other two and you lose a life, so the game is really a reaction test with a decision attached, and it gets fast enough that the decision is the hard part. Two further modes fill out the cartridge - a Trick Shot round where you have to shoot a bullet in flight so it ricochets into a can, and a skeet round for straight aiming practice. With a second Zapper plugged in, two players can compete on the same targets, which made it the standard party cartridge of the 1985 launch window.

  • Three target types - gangster, policeman, bystander - with only one that scores
  • Trick Shot mode where you must shoot a bullet in mid-air to knock down a can
  • Skeet shooting round for pure aiming practice
  • Two-player mode on a single screen with a second Zapper

Version History

  • Famicom Japanese version1984-06-12

    Japanese release for the Famicom with the Beam Gun light gun.

  • NES US version1985-10-18

    The version on this page, part of the NES launch window.

  • VS. Hogan's Alley (arcade)1984

    Nintendo's arcade version on VS. hardware.

Tips & Strategy

Never shoot the row you cannot read

Targets flick up in sequence. If two appear at once, wait for the second to resolve before firing instead of guessing.

Fire at the gangster position first

The gangster always appears in one of the three slots. Committing your aim to those slots early beats sweeping the whole row.

Keep the gun still between rows

The Zapper reads a fixed point. Re-aiming between waves costs the fraction of a second you need on the next pop-up.

Use the skeet round to warm up

It is the only mode with no penalty for a miss, so it is where you calibrate aim before a scoring run.

Download Resources

Resource packs for this game are provided through the button below.

⬇ Coming soon