Hogan's Alley (video game)

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Hogan's Alley
Hogan's Alley Cover.jpg
Developer(s) Intelligent Systems[1]
Nintendo R&D1[citation needed]
Publisher(s) Nintendo
Composer(s) Hirokazu Tanaka
Platform(s) Arcade, Nintendo Entertainment System
Release date(s) NES
  • JP June 12, 1984
  • NA October 18, 1985
  • EU December 15, 1987
Arcade
  • JP March 1985
Genre(s) Retro/Shooter
Mode(s) Single Player
System requirements

Nintendo Entertainment Software

Display Horizontal raster, standard resolution

Hogan's Alley is a 1984 video game by Nintendo. It was one of the first games to use a light gun as an input device.

Contents

[edit] Overview

"Hogan's Alley" is the FBI's training camp tool to train new recruits. The game flashes "cardboard cut-outs" of innocent civilians and thugs in front of the player and the player must react quickly to "take down" the bad guys and spare the innocents.

The first round of Hogan's Alley

[edit] Description

The game flashes three "cardboard cut-outs" of a mixture of bad guys and innocent civilians. The player needs to react quickly and shoot the thugs while sparing the bystanders and other friendlies (such as police officers). The game gets more difficult and faster as it progresses.

The player never escalates to shooting "real" thugs and gangsters, but the scenery changes from a blank wall to a city scene with the cardboard cutouts.

The game is available only as a standard upright. The controls consist of a single light gun. This was a rather novel input device for a game of its time and added to its appeal.

The arcade version of Hogan's Alley was commonly found in Fuddruckers establishments across the USA.

[edit] The real Hogan's Alley

Hogan's Alley was a shooting range on the grounds of the Special Police School at Camp Perry, a training facility for the National Guard of the United States. The Special Police School closed during World War II.

In 1987, approximately three years after the release of the video game Hogan's Alley, the FBI Academy in Quantico, Virginia established a small, simulated city called Hogan's Alley to serve as a venue for training operations.

[edit] Legacy

Digital artist Cory Arcangel hacked the Hogan's Alley game to produce "I Shot Andy Warhol," an art piece that replaces the game's targets with images of Andy Warhol.[2]

[edit] Ports

Hogan's Alley was ported to the Nintendo Entertainment System in 1985 for home use. In the United States, it was one of the original 18 launch titles for the system. Here, there are three modes: "Hogan's Alley A" (the blank wall), "Hogan's Alley B" (the town), and "Trick Shot" (shooting soda cans to bounce them onto ledges).

It was also an April Fools joke on IGN that the game would be ported to the Nintendo DS as part of the Classic NES Series using the touch screen as a substitute for the light gun. The announcement was only a prank. Parts of the game do, however, appear in form of touch screen-controlled microgames in WarioWare: Touched!, one of which is a longer microgame, and the game soundtrack is also unlockable for listening.

[edit] Cameos

[edit] WarioWare, Inc. Series

  • WarioWare, Inc.: Mega Microgame$: One of 9-Volt's classic Nintendo microgames is based on Hogan's Alley. Shoot the villains, but spare the innocents.
  • WarioWare, Inc.: Mega Party Game$: This cameo is also same as the cameo in the original WarioWare, Inc.: Mega Microgame$ (above)
  • WarioWare: Touched!:
    • One of 9-Volt's classic Nintendo microgames is based on Hogan's Alley. Tap the crooks to defeat them, but don't shoot the innocents.
    • The boss of 9-Volt's microgames is based on the Trick Shot mode of Hogan's Alley. Keep the cans up in the air until they land on the small platforms. When the big oil cans appear, hit them until they explode, revealing classic Nintendo hardware.
    • One of the unlockable Toy Room toys is a record player. One of the songs is Hogan's Alley Trick Shot music, that turns into a remixed version.

[edit] References

  1. ^ "Engaged Game Software". Intelligent Systems. http://www.intsys.co.jp/english/software/index.html. Retrieved 14 September 2009. 
  2. ^ "Interview with Cory Arcangel". Seeing Double: Emulation in Theory and Practice. Guggenheim Museum and Langlois Foundation for Art, Science, and Technology. 2004-01-01. http://variablemedia.net/e/seeingdouble/index.html. Retrieved 2012-01-27. 

[edit] External links

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