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NES box art for Hogan's Alley, the cover of NEStalgia episode 8

008 · HOGAN'S ALLEY

▶ Game info
March 9, 2018 · 28 min · transcript available

In this episode we reloaded the NES Zapper for our second foray into light gun games: Hogans Alley. For more on HOGAN'S ALLEY 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: Skip it

Hogan's Alley is the second Zapper game we've played, released alongside Duck Hunt, and the box asks if you're tough enough to join the FBI. Mike, Sean and Joe were on this one, with Joe dialing in remotely. It's a police training simulator, which the packaging never hinted at, and it does something quite different from Duck Hunt. We split on how much that is worth.

What it gets right

  • Mode B is the charmer. You stroll through a little town to a bouncy jingle and clear bad guys out of windows and doors. The time allowed is shown before each round and falls from about two seconds to 0.6 or 0.8, so two bad guys on screen is a real scramble, and sometimes only a gun pokes into view.
  • Trick Shot is the best part. It isn't even called a mode: tin cans fall, you shoot them back up in an arc and try to land them on platforms. The top platform is worth 5,000, and the little 100-point one sits right in the way of that shot. You feel cocky until you try it. It's also the one place where aiming mattered.
  • The framing. Each round names its cast (the Professor, the Lady, the Duchess), and a few bad guys look close enough to the innocents that we shot the wrong person until we found a strategy.

Where it falls apart

  • Mode A is thin. Three people step out, one or two are bad, and you shoot them. It's billed as a reaction test, yet it never tells you how fast you were. With six or seven characters it ran dry quickly.
  • The Zapper barely matters. In Modes A and B you mostly pick a side of the screen. Play it with a normal controller and little changes. Duck Hunt kept getting harder and made you aim, whereas the only real decision here is whether someone is a gangster.
  • Three mini games. No story and no clue who Hogan is (we looked it up mid-show: an FBI training facility of more than ten acres). Trick Shot plays out against a black night sky with the power out, and we'd had enough after a few 5,000s.
  • Gear. Like Duck Hunt, it needs a CRT.

The bottom line

Skip it. Nobody put it on the Essential Games List. If you followed our advice and already own a Zapper and CRT for Duck Hunt, it makes a fine bonus, and when we were asked, the answer leaned toward "worth playing, not essential," since you'll see everything in about 25 minutes. For anyone not already set up, it offers much less than Duck Hunt, and it's a shame the two launched together. Our post show wandered off into a Hogan's Alley 2 movie pitch involving voodoo cardboard gangsters.

Written from our conversation in this episode.

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