Hogan's Alley
ホーガンズアレイ
- Year
- 1984
- Developer
- Nintendo R&D1
- Publisher
- Nintendo
- Platform
- FC / NES
- Hardware
- Family Computer (8-bit)
- Genre
- Light gun shooter
- Players
- 1-2 players (two Zappers)
- Controls
- Zapper light gun
- Series
- Nintendo light gun series

Gameplay Screenshots



About This Game
Hogan's Alley is one of the three Nintendo light gun games that defined the Zapper, and the one that asks you to think rather than just to shoot. The targets are cardboard cut-outs that pop up in a shooting range, and only some of them are supposed to be hit.
Three cut-outs stand in a row and flick up in sequence: an armed gangster, a policeman, and an innocent bystander. Shoot the gangster and you score; shoot either of the other two and you lose a life, so the game is really a reaction test with a decision attached, and it gets fast enough that the decision is the hard part. Two further modes fill out the cartridge - a Trick Shot round where you have to shoot a bullet in flight so it ricochets into a can, and a skeet round for straight aiming practice. With a second Zapper plugged in, two players can compete on the same targets, which made it the standard party cartridge of the 1985 launch window.
- Three target types - gangster, policeman, bystander - with only one that scores
- Trick Shot mode where you must shoot a bullet in mid-air to knock down a can
- Skeet shooting round for pure aiming practice
- Two-player mode on a single screen with a second Zapper
Version History
- Famicom Japanese version1984-06-12
Japanese release for the Famicom with the Beam Gun light gun.
- NES US version1985-10-18
The version on this page, part of the NES launch window.
- VS. Hogan's Alley (arcade)1984
Nintendo's arcade version on VS. hardware.
Tips & Strategy
Never shoot the row you cannot read
Targets flick up in sequence. If two appear at once, wait for the second to resolve before firing instead of guessing.
Fire at the gangster position first
The gangster always appears in one of the three slots. Committing your aim to those slots early beats sweeping the whole row.
Keep the gun still between rows
The Zapper reads a fixed point. Re-aiming between waves costs the fraction of a second you need on the next pop-up.
Use the skeet round to warm up
It is the only mode with no penalty for a miss, so it is where you calibrate aim before a scoring run.
Download Resources
Resource packs for this game are provided through the button below.
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