Cite as
Hogan's Alley NES manual
Original
https://archive.org/details/NESManuals
sha256
b259c9c082e9e4be49224b9ea5d483185354931f86e140e63c13759f5e8d2bbf
Archived
https://archive.org/download/NESManuals/Hogan%27s%20Alley%20%28World%29_text.pdf
Accessed
2026-11-06
Licence
© 1985 Nintendo; scan hosted by the Internet Archive
Credit
Nintendo; scan in the Internet Archive's "NES Manuals" collection (file "Hogan's Alley (World)"), uploaded by job.steinbusch.
Notes
The booklet packed with the NES Game Pak: Nintendo of America's Redmond address on the back cover, "©1985 Nintendo" on p. 2, the FCC notice and the U.S. warranty at the end. The pinned copy is the Internet Archive's searchable derivative of the scan, eight two-page spreads: pp. 1-2 are on PDF p. 2, pp. 3-4 on PDF p. 3, pp. 5-6 on PDF p. 4, pp. 7-8 on PDF p. 5, and pp. 9-10 on PDF p. 6. Locators give the printed page, then the PDF page.

Cited on

Claims (10)

Hogan's Alley is a target-shooting game for the Zapper light gun. The North American booklet casts the player as a would-be agent and offers three quick-draw games: picking gangsters out of a line-up, a street where targets can appear anywhere, and the Trick Shoot.p. 2 (PDF p. 2)p. 2 (PDF p. 2), Object of the Game/Game Descriptionp. 2 (PDF p. 2), Object of the Game/Game Descriptionp. 2 (PDF p. 2), Object of the Game/Game DescriptionManual
The Zapper plugs into the NES's second controller port and can also pick and start a game from the title screen: a shot away from the screen moves the arrow, a shot at it starts the game. The booklet gives the Zapper's range as about 6 feet and says shots may miss unless the TV's contrast and brightness are set properly.pp. 3-4 (PDF p. 3)p. 6 (PDF p. 4), Operating the Zapperp. 6 (PDF p. 4), Adjusting the TV screenp. 6 (PDF p. 4), Selecting and starting games with the Zapperp. 6 (PDF p. 4), Selecting and starting games with the ZapperManual
The first controller only selects, starts, and pauses: its control pad and A and B buttons are not used. The top score is lost when the console is reset or switched off.p. 5 (PDF p. 4), 3. Names of controller partsp. 5 (PDF p. 4), 3. Names of controller partsp. 5 (PDF p. 4), Pausep. 6 (PDF p. 4)p. 5 (PDF p. 4), 3. Names of controller partsManual
In Games A and B the targets are panels with people drawn on them. Three are gangsters, to be shot as fast as possible; the lady, the professor, and the policeman must not be shot. Each gangster is worth a different score; the booklet's picture gives Gangster A 500 points, Gangster B 1,000, and Gangster C 2,000.p. 7 (PDF p. 5), 5. How to Playp. 7 (PDF p. 5), 5. How to Playp. 7 (PDF p. 5), 5. How to Playp. 7 (PDF p. 5), picture of the panelsp. 9 (PDF p. 6), ScoringManual
In Game A three panels appear side-on and turn to face the player together; the player shoots the gangster among them. Shooting anyone else, or letting a gangster go unshot, is a MISS. A display at the top of the screen gives the seconds the panels face forward, a time that shortens in later rounds, and the people and their places keep changing.p. 7 (PDF p. 5), Game A (Hogan's Alley A)p. 7 (PDF p. 5), Game A (Hogan's Alley A)p. 8 (PDF p. 5), Game A (Hogan's Alley A)p. 8 (PDF p. 5), Game A (Hogan's Alley A)p. 8 (PDF p. 5), Game A (Hogan's Alley A)p. 8 (PDF p. 5), Game A (Hogan's Alley A)p. 8 (PDF p. 5), Game A (Hogan's Alley A)Manual
Game B plays the same way on a street: panels appear in the windows of buildings or out of the shadows, five to a scene, in changing places and order. A round is five scenes, 25 panels when there is no MISS, and in later rounds the panels move faster and face forward for less time.p. 8 (PDF p. 5), Game B (Hogan's Alley B)p. 8 (PDF p. 5), Game B (Hogan's Alley B)p. 8 (PDF p. 5), Game B (Hogan's Alley B)p. 8 (PDF p. 5), Game B (Hogan's Alley B)p. 8 (PDF p. 5), Game B (Hogan's Alley B)p. 9 (PDF p. 6), Game B (Hogan's Alley B)p. 8 (PDF p. 5), Game B (Hogan's Alley B)Manual
Game C, Trick Shooting, throws cans in from the right. A hit knocks a can upward, and the player keeps shooting it to keep it in the air and steer it onto the scoring platforms at the left. A can that falls to the bottom is a MISS; the safety platform avoids a MISS but scores little. A round is five cans, thrown from various directions, and the cans move faster each round.p. 9 (PDF p. 6), Game C (Trick Shooting)p. 9 (PDF p. 6), Game C (Trick Shooting)p. 9 (PDF p. 6), Game C (Trick Shooting)p. 9 (PDF p. 6), Game C (Trick Shooting)p. 10 (PDF p. 6), Game C (Trick Shooting)p. 10 (PDF p. 6), Game C (Trick Shooting)p. 10 (PDF p. 6), Game C (Trick Shooting)p. 10 (PDF p. 6), ScoringManual
The Famicom booklet adds a line the North American one lacks for Game C, that a can knocked off the top of the screen does not come back down.pp. 9-10 (PDF p. 6), Game C (Trick Shooting)Manual
A game ends once the player has more than 10 MISSES; in Games B and C it ends then even in the middle of a round.p. 10 (PDF p. 6), Ending the gamesp. 10 (PDF p. 6), Ending the gamesManual
The arcade version's DIP switches let the operator set the coins per credit or free play, four difficulty levels from easy to hard, 3 or 5 misses per game, and a bonus miss at 30,000, 50,000, 80,000, or 100,000 points. The NES booklet's games instead end after more than 10 misses.p. 10 (PDF p. 6), Ending the gamesPublisher