Claim set · data/claims/wild-gunman-history.yaml

Wild Gunman (history and reception)

Game: Wild Gunman.

A retrospective catalog of Famicom software gives 18 February 1984 as the date Nintendo released Wild Gunman for the Famicom in Japan. wild-gunman-history/release-japan

Book懐かしファミコン パーフェクトガイド (Perfect Guide of Nostalgic Family Computer) · PDF p. 123, ファミコンソフト完全目録, 1984 column, no. 012 — the text layer's reading of the row; it misreads the title brackets 『』. The lead checked the row on the page image (the PDF's 600 dpi text mask): "012 1984/02/18 『ワイルドガンマン』 任天堂". The catalog lists ROM cartridges in order of release0121984/02/18 I■ワイルドガンマンJ任天堂Our translation012. 18 February 1984. Wild Gunman. Nintendo.Checked by a second AI model, 2026-11-06.

The catalog is an unattributed retrospective mook that names no source for its dates. No Nintendo or period source for the Japanese date has been found, and no scan of the Famicom booklet was found in the Internet Archive.

Cited by: Wild Gunman

The same catalog dates Wild Gunman, 18 February 1984, before Nintendo's Duck Hunt (21 April 1984) and Hogan's Alley (12 June 1984). wild-gunman-history/famicom-order

Book懐かしファミコン パーフェクトガイド (Perfect Guide of Nostalgic Family Computer) · PDF p. 123, ファミコンソフト完全目録, 1984 column, no. 0120121984/02/18 I■ワイルドガンマンJ任天堂Our translation012. 18 February 1984. Wild Gunman. Nintendo.懐かしファミコン パーフェクトガイド (Perfect Guide of Nostalgic Family Computer) · PDF p. 123, ファミコンソフト完全目録, 1984 column, no. 0130131984/04/21『ダックハントJ任天SOur translation013. 21 April 1984. Duck Hunt. Nintendo.懐かしファミコン パーフェクトガイド (Perfect Guide of Nostalgic Family Computer) · PDF p. 123, ファミコンソフト完全目録, 1984 column, no. 0150151984/06/12 rホーガンズアレイjOur translation015. 12 June 1984. Hogan's Alley.Revised after a check by a second AI model, 2026-11-06: Gives the three catalog dates, without "light-gun games" or a month count.

The catalog lists ROM cartridges in order of release.

Cited by: Wild Gunman

Wild Gunman came out for the NES in North America in October 1985. wild-gunman-history/release-na

PublisherNES Games (Nintendo of America release list) · PDF p. 14 — one row of the list's Title, Licensee, and Released columns; it gives a month, not a dayWild Gunman Nintendo October 1985Checked by a second AI model, 2026-11-06.

No period document found gives the North American day.

Cited by: Wild Gunman

In February 1986 Computer Entertainer counted Wild Gunman among the 15 games it listed as available with the NES in the markets the system had reached, one of two Light Gun Series games at $35 with Hogan's Alley. wild-gunman-history/na-launch-games

MagazineComputer Entertainer, Vol. 4, No. 11 (February 1986) · p. 13, Nintendo Updateis accompanied by 15 games in the markets where it is availableComputer Entertainer, Vol. 4, No. 11 (February 1986) · p. 13, Nintendo UpdateHOGAN'S ALLEY and WILD GUNMAN (Light Gun Series at $35)Revised after a check by a second AI model, 2026-11-06: "Listed as available with" for "sold with".

Cited by: Wild Gunman

Wild Gunman is a quick-draw game for the Zapper light gun. The North American booklet sets it in a western showdown against the most wanted outlaws, then against the whole gang at once. wild-gunman-history/premise

ManualWild Gunman NES instruction booklet (North America) · p. 2 (PDF p. 2) — the text layer reads "2apper" for "Zapper"; the line ends "ment"This game requires the 2apper'TM Light Gun Attach-Wild Gunman NES instruction booklet (North America) · p. 2 (PDF p. 2), Object of the Game/Game DescriptionPut yourself in the middle of a western showdown, Armed with the Zapper,Wild Gunman NES instruction booklet (North America) · p. 2 (PDF p. 2), Object of the Game/Game Description — the text layer reads "Weet" for "West"; the line before ends "Draw against the", the next reads "Whole gang at once!"most wanted outlaws in the Weet Then, if you're brave enough, take on theWild Gunman NES instruction booklet (North America) · p. 2 (PDF p. 2), Object of the Game/Game Description — reads "it takes a quick hand and dead-eye to earn your reward. Draw against the"it takes a quick hand and doad-eye to earn your reward. Draw agiinst thieWild Gunman NES instruction booklet (North America) · p. 2 (PDF p. 2), Object of the Game/Game DescriptionWhole gang at once!Revised after a check by a second AI model, 2026-11-06: Quoted the quick-hand and whole-gang lines.

Cited by: Wild Gunman

In Game A the player draws against a single gunman. When his eyes flash and he says "Fire," he draws and fires, and the player must shoot first; a shot anywhere on the TV screen counts. Shooting before he says "Fire" is a FOUL, and the player loses. Later gunmen shoot faster, down to 0.4 second. wild-gunman-history/game-a

ManualWild Gunman NES instruction booklet (North America) · p. 7 (PDF p. 5), Game A — of "In this game, you draw"; the text layer garbles the line, which reads "In this game, you draw against a single gunman."agaiingt a single quewar.Wild Gunman NES instruction booklet (North America) · p. 7 (PDF p. 5), Game A — reads "When the gunman's eyes flash and he says 'Fire,'""Whon the quoman's ayes flash and he says “Fire,"Wild Gunman NES instruction booklet (North America) · p. 7 (PDF p. 5), Game Ahe'll draw his gun and fire.Wild Gunman NES instruction booklet (North America) · p. 7 (PDF p. 5), Game A — reads "The hit range is the entire TV screen.""The hit range is he entire TY screen,Wild Gunman NES instruction booklet (North America) · p. 7 (PDF p. 5), Game A — reads "If you shoot before the gunman says 'FIRE,' 'FOUL' appears on the screen and you lose the" (the next word is illegible in the layer)“POUL appears on the screen and you lore theWild Gunman NES instruction booklet (North America) · p. 7 (PDF p. 5), Game A — reads "As the game proceeds, faster shooting gunmen appear (maximum speed 0.4 second)."appigar [maximum speed 0.4 second,Wild Gunman NES instruction booklet (North America) · p. 8 (PDF p. 5), Rules, Games A and B — reads "The player loses if the gunman shoots first."3) The playier boges if the gunman shoots first,Revised after a check by a second AI model, 2026-11-06: Quoted the rule that the player loses if the gunman shoots first.

Cited by: Wild Gunman

Game B puts two gunmen against the player. It plays like Game A, except that sometimes only one of them says "Fire," and then the player must shoot only that one; shooting the gunman who did not say it first is a FOUL. wild-gunman-history/game-b

ManualWild Gunman NES instruction booklet (North America) · p. 7 (PDF p. 5), Game B — reads "In this game you draw against two gunmen."you craw againet tyes qurierin,Wild Gunman NES instruction booklet (North America) · p. 7 (PDF p. 5), Game B — reads "Play just like Game A, except that sometimes only one gunman will say 'FIRE.' When this happens, shoot only"like Gane A, axeept that sometimes only one gunman will say “PIR EL When this happens, shoot onbyWild Gunman NES instruction booklet (North America) · p. 7 (PDF p. 5), Game Bthe gunman whe says “FIRE,”Wild Gunman NES instruction booklet (North America) · p. 8 (PDF p. 5), Rules — reads "It is also a 'FOUL' in Game B to shoot the gunman who did not say 'FIRE' first."“Tt is also a “POUL” in Game B to shoot the quoman who did not say “FIRE”Checked by a second AI model, 2026-11-06.

Cited by: Wild Gunman

In Games A and B the player loses a duel by being shot first or by drawing before the gunman's "Fire," and the game ends after three losses. wild-gunman-history/rules

ManualWild Gunman NES instruction booklet (North America) · p. 8 (PDF p. 5), Rules, Games A and B — reads "The player loses if the gunman shoots first."3) The playier boges if the gunman shoots first,Wild Gunman NES instruction booklet (North America) · p. 8 (PDF p. 5), Rules, Games A and B — reads "If you shoot and hit the gunman before he says 'FIRE,' it is a 'FOUL' and you lose."AL I? you shoot & hit the gunman before ha says “FIRE,” it isa “FOUL and youWild Gunman NES instruction booklet (North America) · p. 8 (PDF p. 5), Rules, Games A and B — reads "The game ends after three losses."5} The game ends alter threc lasses,Checked by a second AI model, 2026-11-06.

Cited by: Wild Gunman

Game C is a shootout at a building: gunmen appear one after another from its windows and door, up to two at once, and the player must shoot them before they shoot. A wave is 10 gunmen, to be beaten with 15 bullets; the player loses when a gunman shoots first, and the game ends after three losses. wild-gunman-history/game-c

ManualWild Gunman NES instruction booklet (North America) · p. 8 (PDF p. 5), Game C — reads "Point the gun toward the screen and wait. The gun-"Point the gun toward the screen and yveait, The quiWild Gunman NES instruction booklet (North America) · p. 8 (PDF p. 5), Game C — reads "men appear one after another from the windows and"men appear one after another fram vie wondews andlWild Gunman NES instruction booklet (North America) · p. 8 (PDF p. 5), Game C — reads "Beat 10 gunmen to clear a wave.""Beat 10 quemen to clear a wave.Wild Gunman NES instruction booklet (North America) · p. 9 (PDF p. 6), Rules, Game C1) Shoot 10 gunman with 15 bullets,Wild Gunman NES instruction booklet (North America) · p. 9 (PDF p. 6), Rules, Game C — reads "Two gunmen may appear at the same time."*Tven qUunman may aepear al the same time.Wild Gunman NES instruction booklet (North America) · p. 9 (PDF p. 6), Rules, Game C2) The player loses if a guncrian shoots first, ane the game ands after three losses,Wild Gunman NES instruction booklet (North America) · p. 8 (PDF p. 5), Game C — reads "door of the building. Shoot them before they shoot you."; the layer sets "doer" (door) apartof the Exui lefirng. Skhaot then before they shot you,Revised after a check by a second AI model, 2026-11-06: Quoted the shoot-before-they-shoot line as the text layer reads it; dropped the 16/15 todo, since the scan has 15.

Cited by: Wild Gunman

In Games A and B the beaten gunman's reward becomes the score, with a bonus for the seconds left after beating him: the quicker the win, the higher the bonus. In Game C each beaten gunman's score is shown and added up as the game goes on. wild-gunman-history/scoring

ManualWild Gunman NES instruction booklet (North America) · p. 9 (PDF p. 6), Scoring, Games A and B — reads "When the gunman is beaten, the reward becomes the score."the raward beromes the seore.Wild Gunman NES instruction booklet (North America) · p. 9 (PDF p. 6), Scoring, Games A and B — reads "In addition, bonus points are awarded, depending on the number of seconds left after beating the gunman."the number of seconds Ieét after beating theWild Gunman NES instruction booklet (North America) · p. 9 (PDF p. 6), Scoring, Games A and B — reads "The quicker the win, the higher the bonus."Ther quicker thea win the higher the bees,Wild Gunman NES instruction booklet (North America) · p. 9 (PDF p. 6), Scoring, Game C — reads "After beating a gunman, the score is displayed. These are added up as the game proceeds."; the layer sets "After beating a gunman," and "proceeds" apartthe seer is displayed. These are added uo as the gameRevised after a check by a second AI model, 2026-11-06: Quoted Game C's adding-up line as the text layer reads it, with the reading in a note.

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Nintendo's 1987 guide gives Wild Gunman a Light Gun Series entry on the page it shares with Duck Hunt and Gumshoe: the player picks a gunfight with one outlaw, two outlaws, or the whole gang, lets them move first, and shoots it out in the desert or at the saloon on Main Street. wild-gunman-history/players-guide

PublisherThe Official Nintendo Player's Guide (1987) · contentsDUCK HUNT-GUMSHOE-WILD GUNMAN . . .152The Official Nintendo Player's Guide (1987) · p. 152, Wild GunmanGUNFIGHT IN THE WILD WESTThe Official Nintendo Player's Guide (1987) · p. 152, Wild GunmanYou pick your gunfight— one outlaw, two outlaws, or the whole wild gang.The Official Nintendo Player's Guide (1987) · p. 152, Wild GunmanLet them make the first move, then come out shooting!The Official Nintendo Player's Guide (1987) · p. 152, Wild GunmanWhether it’s out in the desert or at the Saloon on Main StreetThe Official Nintendo Player's Guide (1987) · p. 152, Wild Gunman — the entry's logo (the OCR reads "Gunmnn"), series label, and headingGunmnn LIGHT GUN SERIES GUNFIGHT IN THE WILD WESTRevised after a check by a second AI model, 2026-11-06: Quoted the page's LIGHT GUN SERIES banner.

Cited by: Wild Gunman

Computer Entertainer reviewed Wild Gunman in April 1986 as a humorous look at the Wild West. It noted that the first game needs no aimed hit on the gunman, so it suits the youngest players, that each gunman's reaction time shows above him and the fastest draw in 0.4 second, that in the second game one gunman may not draw at all, and that the saloon game gives 15 bullets for a wave of ten outlaws. It called the cartridge easy to learn and rated it Recommended, at a suggested $34.95. wild-gunman-history/review-computer-entertainer

MagazineComputer Entertainer, Vol. 5, No. 1 (April 1986) · p. 13, Wild Gunman — the OCR runs "a humorous" together and cuts the first letters of many lines in this columnahumorous look at the Wild West in a group of games thatComputer Entertainer, Vol. 5, No. 1 (April 1986) · p. 13, Wild Gunman — of "Because there is no need to actually"; the OCR reads "shilly" for "actually"hit the figure of the gunman--anywhere on the TV screenComputer Entertainer, Vol. 5, No. 1 (April 1986) · p. 13, Wild Gunmanthis game works well even for very young players.Computer Entertainer, Vol. 5, No. 1 (April 1986) · p. 13, Wild Gunmanto the draw, up to the maximum speed of 0.4-secondComputer Entertainer, Vol. 5, No. 1 (April 1986) · p. 13, Wild Gunman, Second Game More Challengingsince one gunman may not even draw.Computer Entertainer, Vol. 5, No. 1 (April 1986) · p. 13, Wild Gunman, Shootout at the Saloon — of "Each wave consists of ten gunmen"; the OCR cuts "gu" from "gunmen"and you get 15 bullets to send them to their just reward.Computer Entertainer, Vol. 5, No. 1 (April 1986) · p. 13, Wild GunmanIt's easy to learn, full ofComputer Entertainer, Vol. 5, No. 1 (April 1986) · p. 13, Wild Gunman — the OCR reads "tec mmended" for "Recommended"; the line before reads "(Solo play; Zapper.)"mmended. (MSR $34.95)Checked by a second AI model, 2026-11-06.

The review's graphics and game-play ratings, printed beside its title, are garbled in the OCR.

Cited by: Wild Gunman

David Sheff's Game Over (1999) writes that Nintendo's Wild Gunman of 1974, one of the variations on its Laser Clay shooting ranges, used a 16-mm movie projector to show film of a gunman on a screen at the end of an alley; a sensor on the screen detected a player who shot him before he fired. The projection games were sold to a trading company that exported them to America and Europe. wild-gunman-history/wild-gunman-1974

BookGame Over, Press Start to Continue (1999 edition) · "In Heaven's Hands", p. 26 — on leaf 36 of the Internet Archive scan; leaf 35 carries the running head "IN HEAVEN'S HANDS 25"variations on the original theme. In 1974 came "Wild Gunman."Game Over, Press Start to Continue (1999 edition) · "In Heaven's Hands", p. 2616-mm movie projector showed actual film footage of a "homicidal maniac" on a screen at the end of an alley.Game Over, Press Start to Continue (1999 edition) · "In Heaven's Hands", p. 26wild gunman before he fired, the sensor on the screen detected it and the player scored.Game Over, Press Start to Continue (1999 edition) · "In Heaven's Hands", p. 26The image-projection-system games were sold to a trading company, which exported them to America and Europe.Game Over, Press Start to Continue (1999 edition) · "In Heaven's Hands", p. 26 — the sentence goes on "ning's entertainment in many Japanese cities, and soon there were" before the line aboveNintendo's Laser Clay Ranges became the hip spot for an eve-Revised after a check by a second AI model, 2026-11-06: Quoted Sheff's "In 1974 came" line and the Laser Clay Ranges line.

Sheff does not mention the Famicom or NES game.

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Chris Scullion's NES Encyclopedia credits Nintendo R&D1 and Intelligent Systems as Wild Gunman's developers and Nintendo as its publisher. wild-gunman-history/developer

BookThe NES Encyclopedia: Every Game Released for the Nintendo Entertainment System · Wild Gunman entry — the entry's headerYear 1985 Publisher Nintendo Developer Nintendo R&D1 / Intelligent SystemsRevised after a check by a second AI model, 2026-11-06: Quoted the entry's whole header, publisher with developer.

The NES booklet names no developer or staff; no Nintendo source or interview naming the makers has been read. Scullion gives no source for the credit.

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Chris Scullion notes that an NES Wild Gunman that never existed appears in the "future" of Back to the Future Part II, and that Nintendo added the game to the Wii U Virtual Console "on that day in real life", the day of the film's "future"; the entry gives no date. wild-gunman-history/later-appearances

BookThe NES Encyclopedia: Every Game Released for the Nintendo Entertainment System · Wild Gunman entry, Fact — the OCR line before ends "NES"Wild Gunman (which never existed) appears in the ‘future’ in Back to the Future Part 2.The NES Encyclopedia: Every Game Released for the Nintendo Entertainment System · Wild Gunman entry, FactOn that day in real life, Nintendo added Wild Gunman to the Wii U Virtual Console service.Revised after a check by a second AI model, 2026-11-06: Says what "that day" is, the film's future, and that the entry gives no date.

No Nintendo source for the Virtual Console release has been read.

Cited by: Wild Gunman