Take on the NES Library

An 8-bit Extravaganza!

police

APR
05
2019
1

#115 – Street Cop

Just your everyday police officer.

Street Cop is a good cop.

To Beat: Reach the ending
Played: 2/27/19 – 3/2/19
Difficulty: 5/10
My Difficulty: 4/10
My Video: Street Cop Longplay

We are dipping back into the world of Power Pad games for this one. Street Cop by name alone would not provide any indication that this is meant for the Power Pad. It seems to me like it would be some kind of action or adventure game instead. It turns out that’s exactly what it is! There is nothing else like this game on the NES and I’m excited to share it with you today.

Family Trainer: Manhattan Police is the sixth game in the Family Trainer series of Power Pad games on the Famicom. The game was developed by Sonata (later known as Human Entertainment) and published by Bandai. The Famicom version came out in August 1987. The NES version, renamed Street Cop, was released in June 1989. The NES versions of the Bandai Power Pad games did not appear in the same order of release as Japan. Super Team Games, for instance, was the next game in the Family Trainer series in Japan but appeared on NES several months before Street Cop debuted.

Street Cop is an action/adventure game that uses the Power Pad controller. You play the role of “Little Ben,” a new police officer fresh out of the academy. He always hoped from a young age to be a detective, and you get to help make his dreams come true. In this game, you take to the streets of Manhattan. There are six stages in the game, each one featuring a bad guy on a wanted poster. You beat the game once you arrest all six main criminals.

Gonna take a walk in the park real quick.

Before we get into the game description, let’s recap briefly on the setup for this game. You will plug a standard controller into the first controller port on the NES. Then plug in the Power Pad to the second controller port. This game uses Side B of the Power Pad. In this configuration, there are three rows of four buttons each. All buttons are numbered from 1 to 12. The first row contains buttons 1 to 4, the middle row is 5 through 8, and the last row is 9 to 12.

Here is how you control Little Ben with the Power Pad. The neutral position is standing on buttons 6 and 7, right in the middle of the Power Pad. Alternate presses by either walking or running on those buttons to move forward. There are three different running speeds depending on how quickly you move. If you jump in place, Little Ben will jump, but you need to be standing on both buttons before you jump and sometimes it doesn’t respond like you would expect. You face either left or right and you are locked into that direction. To turn around, step once on either 10 or 11 in the bottom row. To move sideways, step on either 5 or 8 to sidestep one time in that direction. You will move in or out on the screen depending on the direction you are facing. If you need to walk into a building or down an alleyway, turn right by standing on 3 and 7 or turn left by standing on 2 and 6. The idea is you need to turn your body and face in the direction you want Little Ben to turn. The corner buttons are for using items. Thrown items can be tossed by pressing 1. Little Ben wields a baton at the bad guys by stepping on 4. Either 9 or 12 is used for any secondary items you may be holding. You also have the option to use the controller for a couple of options. Press B to use throwing items and press A to swing the baton.

Not sure throwing bombs is legal, but whatever.

All six levels have similar structure. In each stage, you see a wanted poster with the main bad guy you need to arrest. At the bottom of the wanted poster are images of some cohorts of the criminal along with a count. First you need to track down and capture all the cohorts. Then you will be able to track down the primary baddie. Some levels have two different types of cohorts. Each stage has a different layout you must explore.

The bottom of the screen shows information you need. On the left is the stage timer and Little Ben’s health meter. You get ten minutes to clear each stage. In the middle is the map of the level. Your position is represented as a blue dot, while an X appears where a bad guy is located. The right side shows how many cohorts are left to track down, as well as ammo for any items you find.

Capturing criminals can prove to be a little tricky. You can only go after one at a time. If his or her position shows up on the map, you first have to chase them down. When you catch up and see them, then you have to line yourself up with the criminal. The city streets have three running lanes. You can do the sidestep maneuver to change between those lanes at any time. The bad guys also switch lanes frequently. Once you get lined up with them, then you need to draw close enough to use either your throwing items or your baton. While enemies move relatively slowly, it’s tough sometimes to get everything to line up while navigating the controls. An easier way to catch a criminal is to knock them down by running into them at full speed. It doesn’t always trigger, but it works often enough that I found it to be the preferred method of fighting. Many enemies take more than one hit to defeat. Sometimes it works out where I can run into them once, and when they get up they walk right into me so I can baton them.

There is some straight up platforming here.

Each stage has a unique criminal to capture as well as some minor differences in the gameplay. In Stage 1, you capture Snatcher Joe. This is a basic level with only one strip of street to explore. This is a great introduction to the controls with plenty of time to meet your goal and get acquainted with the movement. As you walk through the city, there will be other pedestrians walking around, but you don’t interact with them and just walk right past them. It should be clear enough who is good and who is bad. Along the way you may find soda cans. Just walk into them to collect them, then press 1 to throw them. This simple stage does have one little trick to it. You might meet up with the enemy on the map but don’t see him walking around. In that case, he is hiding in one of the trash cans on the top row. Go up to the trash can and smack it with the baton to lure the bad guy out. He won’t hide again unless he goes off screen. Once all the cohorts are gone, then track down Snatcher Joe. He takes several hits to capture.

Stage 2 has you looking for Speedy Louis. This stage is more expansive than the first one, with a larger map connected with various alleyways. You will need to learn the turning controls to proceed down those paths. Another thing you need to learn is watching yourself on the map to make sure you are going the way you expect. When on the top row of the map, if you run to the right for example, your position on the map moves left instead. Just something to be aware of. This stage introduces a couple of new elements. There are some sewer entrances as holes on the street. Avoid them. Falling into one is always a setback and there is nothing down there for you to find at all. If you get stuck there, you need to move all the way to the right, jump onto the rightmost step, and then jump again to get out of the sewer. This level also introduces some other powerups. A clock adds one minute to the stage timer, up to the initial ten minutes. Picking up a can with a heart on it refills a portion of your health meter. Specific to this stage, you will find throwable bombs used as projectile weapons. One guy also holds a V-Max Turbo Drink. Just having this in your possession lets you run fast enough to chase down Speedy Louis.

You can just walk in and take the mustard.

In Stage 3, you must locate and capture Animal S. This stage consists of two long streets connected by a warehouse. If the enemy shows up on the other side of the street, then you need to cross through the warehouse. That section is a pure side-scrolling area with a single lane through to the other side. You’ll have to jump over boxes to get across. This stage has oranges you can pick up for throwing weapons. You also find a hyper drink useful for capturing Animal S. Animal S is one tough character. He has a charge attack that knocks you down on contact. He is very tough in a straight up fight. Here you will want to press 9 or 12 to use the hyper drink. You will turn red for a short time and Animal S can’t hurt you. Throwing items are also effective, especially when the drink effects wear off.

In Stage 4, you go after Big Burger. He can be found at the top of a skyscraper under construction and you will need to climb up after him one floor at a time. This level features stores that you can enter. Go inside and look for useful items. Mustard is the throwing item of choice in this stage. You can also find dog whistles in pet stores. Pressing one of the rear corner buttons blows the dog whistle, calling a dog on screen that attacks any bad guy in sight.

Stage 5 features Bloody Betty. She likes to shop so you will find her in one of the stores. You’ll need to explore all the doors here looking for items and her cohorts. The special items in this stage are throwing bombs and dog whistles. This level also features the subway. If you find Bloody Betty but let her get away, she will escape to another town. In that case, you will use the subway to travel over there, but you’ll have to search for her and defeat more cohorts all over again.

Bosses can be hard to find and tricky to beat.

The final stage squares you off against Don Mayonecheese. This level is a tricky one. There are three separate towns in this stage connected by the subway. Each town has a hideout where you might find the final boss. First you need to defeat the baddie that holds the key to the hideout. Then you can enter the hideout and search for Don. Of course, you have to defeat all the cohorts first per usual, both on the streets and in the hideout. You’ll be able to find bullets for your gun in case of a shootout as well as dog whistles in the stores. However, neither of those are effective against Don Mayonecheese. You’ll have to use all of your skills plus a little luck to finish the game.

There are no passwords, saving, or lives in this game. You can run out of health or run out of time, and then it’s Game Over. The good news is that you have unlimited continues. The bad news is that, if you are like me, you will need a rest break in between attempts. This is a more cerebral game than the other Power Pad games I’ve played so far, but it can still wear you out with all the footwork needed.

This was my first time playing through Street Cop. I didn’t bother testing out any of the Power Pad games beyond making sure they booted to the title screen. I remember watching TheMexicanRunner play this game so I already had an idea of how it works. This is an uncommon game that sells for around $20-$25. The only copy I’ve ever seen in person was the one I bought. I think I snagged it for around $8. This was at a game store where the owner didn’t yet understand how to value games using the Internet, so I ended up buying several uncommon games there for great prices before he caught on.

This is why he really wanted to be a cop.

I am glad that this ended up being a Power Pad game that I didn’t have to completely exhaust myself to play. I can’t help but break a sweat playing these games, but Street Cop took longer for me to get to that point. I even played it while I was a little bit sick and that seemed to have no effect on me. Once you get a handle on the controls, this game isn’t too difficult. You are free to pause with Start at any time to take a quick break. The enemies move slower to compensate for your lack of reaction time. The only real danger was running out of time, which happened a few times. I only had to continue at most twice per level before I cleared it. When I recorded my video longplay, I didn’t need to use any continues and only took small pause breaks in between levels. The only blemish on the run was skipping a cohort in the fourth stage. I was able to find the final boss in the second building I tried. Quite a solid run overall. I noticed I have the best completion time for this game (I can’t imagine that many people would try speedrunning it) so I have submitted it to speedrun.com as a new world record! I wonder how many more accidental speedruns I am going to get out of this project.

Street Cop is a basic action game. The graphics are simplistic but carry the idea well. The music is fine, nothing special. The controls work well and are more responsive than I would have guessed. The only tricky move is jumping which doesn’t always trigger. The gameplay is simplistic, but that’s what you want when playing a game with your feet. This is a notable game because this is the only game on the NES, and maybe one of the only games ever, with this kind of control scheme and gameplay merged together. There is strategy and exploration in what amounts to a fitness game. I think the developers did a great job of varying your goals and designing the stages. Sure, combat is usually the same, repetitive action, but there’s just enough variance and some clever boss encounters to make this game worthwhile. Good on the developers to try something different while getting it to work well. While it is tough to recommend any of the Power Pad games today, if you happen to own one and are looking for something that’s a little bit different, I think you might have fun with this game.

#115 – Street Cop

 
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)