Take on the NES Library

An 8-bit Extravaganza!

gunman

JAN
17
2020
1

#139 – Wild Gunman

A Wild Gunman appears!

Title text is a little funky but it works.

To Beat: Win 0.4 Round in Game A, Win 0.6 Round in Game B, Win 20 rounds in Game C
What I Did: Beat Game A, Maxed out score in Game B, Beat Game C
Played: 11/2/19 – 11/6/19
Difficulty: 4/10
My Difficulty: 4/10
My Video: Wild Gunman All Modes Longplay

It’s time for another Black Box game!  This iconic set of early NES titles is 30 games long, and I have now completed five of them.  Considering I’m just over 20% of the library completed, that’s pretty close to average pace.  Four of the Black Box games are Zapper games, and this is the second one of those I’ve played, the first being Hogan’s Alley.  The Black Box Zapper games are distinct from one another in playstyle, though I find it interesting that both Hogan’s Alley and Wild Gunman carry one major similarity between them.  To know what I’m talking about, you will have to read on!

Wild Gunman originally was an electro-mechanical arcade game released by Nintendo in 1974.  The game featured projection video on film of a gunslinger that you shoot when his eyes flash.  Depending on how quick you are to the draw, you will see another video of the outcome.  This version was brought to America by Sega (yes, Sega) in 1976.  The home version was released in a different year in four territories: Japan in February 1984 on Famicom, October 1985 in North America, February 1986 in Canada, and February 1988 in Europe.  This was the first Zapper game released on the Famicom, while it was released in North America alongside Hogan’s Alley and Duck Hunt.  There is a big box Famicom version of Wild Gunman that comes with a revolver-shaped Zapper gun and a holster to put it in for the most authentic experience.  Nintendo knew they could not get away with a light gun that looks like a real gun in America, so instead we received the futuristic looking Zapper light gun we all know and love.

Wild Gunman is a timed shooting game designed to play like an old wild west style shootout.  The first thing you’ll do is hook up your Zapper.  If you want to read more about how the Zapper works, I wrote up some information in my Operation Wolf review.  When you turn the game on there are three modes to choose from.  You can press Select on the controller to toggle between the modes, or you can fire your Zapper off-screen to adjust the cursor.  When you are ready to play, either press Start or fire at the screen.  The only other use of the controller is to pause the game.

I don’t believe I shot his belt off…

Game A is the standard mode most people think of when they know of Wild Gunman.  You are presented with a single gunslinger as he moseys his way to the middle of the screen.  Each gunman has a specified amount of time between when he draws and when he fires, as displayed at the top of the screen.  You have a timer as well that ticks up from 0.0s at the draw.  You wait until the gunman’s eyes light up and he says the word “FIRE!” in a speech bubble.  Then you draw your weapon and shoot.  You will knock him over if you fire first, then you can see how quick you were and how much time you had left to shoot.  Each gunman gives you reward money listed on the bottom of the screen as points.  You also get a thousand bonus points for every tenth of a second remaining.  You have three lives in this mode.  You lose a life if you get shot or if you shoot too early and cause a foul.  One interesting tidbit about this mode is that the game does not check to see if you shot at the screen, only when you pulled the trigger.  I don’t think any other NES Zapper games of the era worked that way, so you can play this mode on your modern TV if you want.

In Game B, you have to fend off two gunmen at once.  The same rules apply as in Game A.  Each bad guy has his own timer for shooting.  You wait until one of them yells “FIRE!” and then you shoot them both in the allotted time.  This go-around you must aim at the gunman you wish to shoot.  Sometimes only one gunslinger fires as you, so you will need to hesitate ever so slightly so you are sure to fire at just the one.  You lose a life if you shoot an unarmed gunman.  Both gunmen have reward money for points and you get the same time bonus as before for each shooter.

Game C is a different mode altogether.  This is a shooting gallery game that is very similar to Hogan’s Alley.  You are facing a saloon that has five entrances where gunmen appear.  One at a time a gunman will appear from a window or door and you need to shoot him as quickly as possible.  In each wave there will be 10 gunmen to deal with.  You get up to 15 bullets as shown on the bottom of the screen.  For each gunman you shoot, you will see a point total appear behind him that is added to your score.  The quicker the gunman shoots, the higher number of points you get, up to a maximum of 5000 points for the fastest shooter.  If you miss and get shot, you lose a life and must replay that wave from the beginning.  As in both the other modes, you get three lives for this one.

Uhhh, I think his head is gone.

This was my first time playing through Wild Gunman.  I’m pretty sure I was too lazy to test this cart out with the proper Zapper setup.  I knew what the game was pretty much, though having a shooting gallery mode did catch me by surprise.  (This is why I enjoy digging into these games, you never know what will surprise you.)  This cart was a tougher one to track down.  I know a local store had a poor condition copy for a decent price that I passed on.  I am pretty sure I snagged this one in a random eBay lot.  This is one of those games where complete-in-box copies are worth far more than just the cartridge.  Expect to pay around $15 for a loose cart and around $100 for CIB.

Wild Gunman does not have a proper ending in any mode.  The game keeps looping for as long as you can last.  When this happens, I get to determine my own winning condition.  I don’t like rolling the loop counter like the NES Ending FAQ suggests.  The high scores for this game are also very low and don’t feel suitable either.  TheMexicanRunner had the best idea for considering Wild Gunman beaten in NESMania, so a modified version of that is what I went with.  In Game A, the gunman with 0.4s timer is the quickest draw, so beating that wave is the requirement.  Similarly, the wave in Game B where the higher timer of the two gunman is 0.6s is the requirement.  It can either be 0.4s/0.6s or 0.6s/0.6s, both are virtually the same if you have to shoot both men.  Both Games A and B are randomized so you just have to play until you get the hardest wave.  Game C has the most proper ending of the three modes.  The text on the saloon sign changes when the wave is beaten.  Normally it says “Good,” however it displays “Nice” when Wave 10 is cleared and “Master” when Wave 20 is cleared.  That’s as far as it goes, so beating Wave 20 is the winning condition for Game C.

For my playthrough, I took things a bit further.  In Game A, I cleared 20 waves before intentionally losing.  Typically, the hardest wave comes after completing 10-15 waves.  I will note that I started off playing this game by attempting to treat the Zapper like a revolver on my hip, just like a traditional wild west shootout.  I was able to clear Game A that way but wasn’t fast or accurate enough for Game B.  For my longplay I pointed the Zapper toward the screen in all modes like I normally would. In Game B, I ended up rolling the high score past one million points before letting it go.  The hardest wave in Game B comes much later, and at that point it isn’t much of a stretch to just go for the million mark.  I stuck with clearing Wave 20 for beating Game C.  I had to record my longplay video for this game in a couple of stitched-together parts.  It may not be noticeable in my longplay video, but it is not a single-segment run.  I was able to clear Games A and B back to back with no trouble, but Game C needed several attempts to get right.  I also had to re-record Games A and B because I forgot to put my name tag on the pictures I took after Game Over.  I want the scores in the pictures to match the scores in the video.

You gotta be ready to handle two gunmen at a time.

Games A and B were pretty easy for me, but Game C really threw me for a loop in how difficult it was.  Some of the gunman in later waves appear to work on the same 0.4s timing as the quickest shooters in the other modes, and that is tough to handle when you also need to aim unpredictably.  But actually, that isn’t true because I realized that the gunmen in Game C do indeed appear from the same locations every time.  There are a few different patterns where the gunmen appear from the windows and doors in the same order for a full wave.  Furthermore, these patterns are tweaked when they reoccur in later waves so that the timing of when a gunman appears from his location is slightly changed.  As an example, there is a pattern where the last two gunmen appear from the lower-left window and upper-right window respectively.  In later waves using that same pattern, the gap in time between the final two gunmen appearing may either increase or decrease.  It was necessary to pay attention to these nuances to beat this mode.  When you have to defeat ten gunmen in each of the twenty waves, mistakes are amplified when you only have three lives to manage.

Some of you know that Wild Gunman made an appearance in the movie Back to the Future Part II.  In the film, Marty jumps ahead in time to October 21st, 2015 and enters an ’80s café where he finds and tries out a Wild Gunman arcade game.  While they nailed the look of the characters in the game footage, the game play looks quite a bit more advanced than the actual game.  Plus, there was never a dedicated arcade cabinet for the Wild Gunman video game, aside from its appearance on Nintendo’s Play Choice 10 system.  Anyway, many people had fun reminiscing and celebrating the Back to the Future series on 10/21/2015, and Nintendo got in on the fun themselves.  Nintendo of Europe released the Wii U Virtual Console version of Wild Gunman on Back to the Future Day where you can use the Wii remote as a makeshift Zapper.  Nintendo of America held back Wild Gunman’s Virtual Console release until early 2016.  NOE got this one right.

Wild Gunman is a simple NES light gun game with some charm.  This has nice graphics for an NES launch game with large, detailed gunman sprites full of personality.  The music is simple in this one, but I think more fondly about the sound effects.  They help carry the gameplay and get you ready to shoot when the time is right.  The Zapper controls are nice and responsive.  I did have a little trouble with certain shots in Game C, but I kind of think that was more my fault anyway.  The gameplay, while novel for its time, is both simple and repetitive.  However, Game C kept me on my toes with its combination of memorization and twitch timing.  I was not expecting to have to develop strategies for this game.  I consider that a nice surprise, even if it meant I needed a couple additional days to clear this game.  I am glad I played the game, but considering the simplicity of it along with the required Zapper setup, I think Wild Gunman is more of a collector piece today.

#139 – Wild Gunman (Game A)

#139 – Wild Gunman (Game B)

#139 – Wild Gunman (Game C)

 
FEB
10
2017
0

#35 – Hogan’s Alley

Do you have what it takes to shoot cardboard targets?

Take a shot at any mode!

To Beat: Finish Game A Round 30, Game B Round 4, and Game C Round 10
What I Did: Reached Game A Round 41, Game B Round 6, and Game C Round 11
Played: 10/17/16
Difficulty: 3/10
My Difficulty: 3/10

Today we have another Zapper game! It’s not just a Zapper game, but one of the revered “Black Box” NES games as well. The game box features a menacing looking gangster that you just want to blast away! Hogan’s Alley is an early game with some surprising history behind it for a game based on target shooting.

Hogan’s Alley was created in 1984 as a standalone arcade cabinet. The game featured a light gun peripheral attached to the machine that players use to shoot at targets. Hogan’s Alley was ported to the Famicom later in June 1984 and was the third light gun game on the system behind Wild Gunman and Duck Hunt. All three of those games were launch titles when the NES was first released in October 1985. Hogan’s Alley was eventually re-released on Wii U Virtual Console in Europe in October 2015 and in North America a few months later in January 2016.

The name Hogan’s Alley originated from an American comic strip of the same name way back in 1895. Hogan’s Alley is portrayed in the comic as a run-down neighborhood full of odd people. In the 1920s, the FBI opened a rifle training ground at the Special Police School and named it Hogan’s Alley. The school was shut down during World War II. In 1987, a couple of years after the release of the video game, Hogan’s Alley was established in Quantico, Virginia and it is used for tactical training by the FBI and other government organizations. This facility was designed to look and feel like a real small town with a huge fake crime problem. The FBI themselves claim that they chose the name Hogan’s Alley because the rough neighborhood in the original comic strip resembles the style of their training area. I’m just speculating, but possibly the old facility was named after the comic strip and they just carried the name over to the current facility. It is also pretty likely that this was the same reason why Nintendo chose Hogan’s Alley as the name for the video game.

Visual recognition is just as important as trigger speed.

Hogan’s Alley is a light-gun target game that requires the NES Zapper. There are three game modes selectable from the title screen. Game A is called Hogan’s Alley and looks like it takes place inside of a shooting gallery. In each round, three panels will scroll into view sideways so that you cannot see the face of the panels. Once all three come into view they will turn and face you. The object is to shoot each of the gangsters and avoid shooting the innocent bystanders. There are six different people that can appear. Three of them are gun-wielding gangsters that you should shoot, and the others are a lady, a professor, and a police officer that you must leave alone. You only get a short amount of time to fire before the panels flip back to the side. Afterward, the next round begins with three new panels. Each successive round changes the amount of time that the panels face you and this timer gets shorter the longer you play. If you fail to shoot a gangster or fire at an innocent bystander, this you get a miss. The game is over when you accumulate ten misses.

Game B is also called Hogan’s Alley but this time it takes place in what I can only assume is the location Hogan’s Alley. Here you face buildings in the alleyway and the panels emerge from the scenery one or two at a time. The objective is the same. Shoot the bad guys and leave the good people alone. After five panels are revealed, the view will scroll forward to reveal new scenery as well as five more panels. Each round has five different sections of five panels each before looping back to the beginning. Just like in Game A, each successive round has a shorter timeframe for active panels, you accumulate misses when you make a mistake, and the game ends after ten misses.

Keep out! You mean keep the bad guys out!

Game C is called Trick Shot and this game is different from the other two. Cans will emerge from the right side of the screen moving to the left while falling. Shoot the cans to bounce them upward in the air a bit. The goal is to prevent the cans from falling down off the bottom of the screen. On the left side of the screen are three ledges. You want to navigate the cans onto one of those ledges to earn points. The top ledge gives you 300 points, the middle ledge gives you 800 points, and the bottom ledge gives you 5000 points. The lower you go, you get more points at a higher risk of losing the can off the bottom of the screen. The cans will also ricochet off the sides of the ledges keeping them in play longer. There is a tiny safety platform toward the middle of the screen that the cans can land on as well but you only get 100 points for that. Each round has five cans. You get a miss if a can falls off the bottom of the screen and ten misses means the end of the game.

Hogan’s Alley does not have an ending in any of the game modes, so this one has an unclear winning condition. There are a range of potential choices. The easiest condition would be to break the high score of 12,000 in one or all of the modes, but that is a rather low bar to achieve in any mode. The most difficult one would be to loop the round counter. The game can go up to Round 99 before looping back to Round 0. I don’t think this is good either since the difficulty flattens out long before getting that high.

The winning condition I chose has to do with the periodic victory messages that Hogan’s Alley displays on screen. After winning so many rounds, the game will play a little melody and display the phrase “SHARPSHOOTER!” on screen. Play even further and you’ll eventually get the message “SUPER SHARPSHOOTER!” to appear. This is the best possible message you can get and you can see it over and over as long as you keep playing. Obtaining the “SUPER SHARPSHOOTER!” message is what I consider to be mastery of the game for that particular mode. To get this message, you have to complete Round 30 in Game A, Round 4 in Game B, or Round 10 in Game C. I wanted to achieve that in all modes.

Shooting an actual can has to be much more difficult.

My family never owned Hogan’s Alley growing up but I do remember playing it at some point during my childhood. My grandfather likes to hunt and he got into playing several Zapper games at one point, so that is probably where I remember playing it casually. I remember enjoying Trick Shot but that’s the only mode I remember playing.

It didn’t take me very long to beat Hogan’s Alley. I had a much easier time here than when I beat Operation Wolf so that experience probably helped. It did take me two attempts to clear Games A and B and I beat Game C on the first try. I ended up playing until I ended naturally. I reached Round 41 in Game A and Round 6 in Game B before failing out. Unfortunately I wasn’t able to capture the picture properly when I ended Game C and all I got was the high score. I didn’t take notes either and I’ve already forgotten exactly what I did from several months ago. I did capture an image of the end of Round 10, so I can say I made it to Round 11 for sure.

Hogan’s Alley is a fun Zapper game that doesn’t really offer much once you’ve mastered each mode. It was definitely neat for a launch game and having the novelty of shooting the bad guys (or cans) on the TV. Today, it’s a pretty good game as an introduction to using the Zapper, and that’s about it. I guess it could be fun if you want to chase high scores or compete against someone else. At best it is an average game, but there’s nothing wrong with that in my book.

#35 – Hogan’s Alley (Game A)

#35 – Hogan’s Alley (Game B)

#35 – Hogan’s Alley (Game C)