NEStalgia

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NES box art for Duck Hunt, the cover of NEStalgia episode 4

004 · DUCK HUNT

▶ Game info
February 8, 2018 · 37 min · transcript available

In this episode, we're breaking out the Ol' CRT in order to play some NES Zapper Goodness. Does it still hold up in 2018? For more on Duck Hunt and EVERY NES game be sure to check out NEStalgiacast.com. At our website you can find detailed information about every game we play, our ESSENTIAL GAMES LIST, and links to our Twitch, YouTube, and more!

Our verdict: Essential

Duck Hunt is the first game on the show that you play by pointing a plastic gun at the TV, and it turns out that still works. Joe joined this episode remotely from his parents' house, and with a host missing it was a three-person panel: Mike, Sean and Joe. We started out split on it and ended up agreeing.

What makes it essential

  • Shooting things at a screen never ages. Because you really aim, it doesn't date the way a D-pad and two buttons do. Joe expected his childhood memory to let him down and was instead shocked at how well an old light gun game worked.
  • The Zapper is clever. When you pull the trigger the screen goes black for a frame, then the ducks turn into white squares, and the gun counts a hit only if it sees the black frame first and then the white. That is an anti-cheat trick, and it is why the game fails on HD TVs, where lag spoils it. With two ducks, each one lights up on a different frame so the gun knows which you hit. Line the sights up and a miss is your miss, a hit is earned. The American Zapper is a futuristic orange gun that belongs to the system, where the Japanese one looked like a revolver and came with a holster.
  • Two ducks is the real game. One duck is a learning mode, and it gets interesting with a second player steering the duck. That player can't change the speed, only the direction, and sabotages your score by hiding behind the tree or staying at the top so it flies off sooner. Joe and his friend got to round 17 and played for hours. Two ducks adds the learning curve of tracking both with three shots, and the red and brown ducks leave the screen fastest, so you start choosing which to shoot first.
  • Clay discs. Hardly anyone remembers this mode. Joe loved it as a different test: not reflex but accuracy, because the target shrinks as it flies away. The firework burst and the shrinking distance give it a deadline the ducks lack.

Where it's thin

  • Standing distance matters. Too far and it won't register, too close and it is easy mode, and holding the gun against the screen makes you unmissable. The Zapper never felt as rewarding to our skeptic as a gamepad, and a hit didn't always feel earned.
  • Little variety. More scenery, more obstacles, or more behavior from the ducks would have helped. It can feel more like an activity that happens to need an NES than a game you beat.
  • A pile of hardware. You need the cartridge, an NES, a CRT and an official Zapper.

Beyond the game

Duck Hunt reached America three times before the NES: as a projector game, then on the arcade VS. System, and its success there helped convince Nintendo the NES was worth sending over. It came from Gunpei Yokoi, who also made the Game Boy. The Wii U re-release adds a crosshair and turns it into point and click, which we called sacrilege.

The bottom line

Essential. In the Essential Games List vote, Joe said yes right away because he couldn't put it down, and Sean followed. The third vote started out lukewarm, but came around on the argument that Duck Hunt is an essential part of the NES experience, because no other game gives you the Zapper in the same way. It went in unanimously, 3 to 0. If you can track down the gear, it is worth playing with company.

Written from our conversation in this episode.

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