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NES box art for Wild Gunman, the cover of NEStalgia episode 16

016 · WILD GUNMAN

▶ Game info
May 4, 2018 · 25 min · transcript available

In this episode of NEStalgia break out your holster, BUT not too soon. You'll need great reflexes for Wild Gunman! For more NEStalgia visit NEStalgiacast.com where we host every episode and offer in depth reviews!

Our verdict: Skip it

Wild Gunman is the last of the Zapper games from the launch lineup, and the one that feels most American, with its saloon, a Monument Valley-style rock in the background and cheesy but fitting Western music. It came out in February 1984, a few months before Hogan's Alley, and that is the whole problem. We kept saying it is Hogan's Alley in a cowboy hat.

What it gets right

  • The setting does a lot of work. In Hogan's Alley you are at FBI training. Here it is an actual shootout, and the saloon, the scenery and the music make it feel more exciting. We also liked the tune that plays when you get shot, with its counter melodies.
  • A voice. The synthesized "Fire" is a step beyond Kung Fu's laugh, which was the other voice sample we had run into.
  • Three modes. One outlaw, two outlaws, and Gang, the saloon shootout. In the two-outlaw mode they draw at slightly different times and sometimes one never fires, so you can't just listen for the first shot. Gang, with five windows and smaller targets, is the only one that really tests you, and we rarely made it to round ten.
  • Fast draws. Joe hit a 0.00 reaction time, which he insists was a total accident (we preferred the theory that he could see the future). Later came 0.09 and 0.06, and drawing the Wiimote from the belt added maybe 0.1 to 0.15 seconds. We decided the game needs holsters.

Where it falls apart

  • Aim doesn't matter. In the one-on-one duel you only have to hit the rectangle where the enemy walks, anywhere in it, at the right time. It is reflex alone, and the reflexes are not hard. The computer tells you its reaction time in advance, from 1.2 seconds down to 0.4, and we averaged around 0.32.
  • It never ramps up. After about ten rounds we expected it to get harder, and it didn't.
  • Slow and repetitive. The first round of waiting for a guy to walk on builds anticipation. By the 30th it is boring. There are only about five outlaws, and the only reactions are a hat falling off or pants dropping, no matter where you hit. It is tempting to think you shot his hat off by aiming near his head, but it is simply the only animation there is.
  • No innocents. Hogan's Alley made you avoid bystanders, and we kept wishing for a hostage here, since that is a decision this game never asks for.

Beyond the game

Wild Gunman turns up in the diner scene in Back to the Future Part II, which we thought was a big deal for an NES game, though it was the earlier system's version. It was also released in Japan before Duck Hunt and Hogan's Alley, and we heard it did better there, possibly because of the over-the-top American feel.

The bottom line

Skip it. Joe's reason was Duck Hunt, which is on our list because your aim counts and so the Zapper matters. This game could almost be played with the A button. Hogan's Alley didn't make the list either, so we went 0 for 4 again. If you want a Western duel, play the one in Red Dead Redemption, which is a more complete game. Our one joke for improving it was to hand the shooting to R.O.B.

Written from our conversation in this episode.

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