| 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 Description | Manual |
| 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 Zapper | Manual |
| 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 parts | Manual |
| 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), Scoring | Manual |
| 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), Scoring | Manual |
| 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 games | Manual |
| 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 games | Publisher |