Main game
2.88 average rating based on 24 ratings
That is a very well made game, I had so much fun playing this like it was Duck hunt, but unlike Duck hunt, Gumshoe works your hands and arms too much you would get tired in about 10 minutes or so, and you had to take a break every once in a while.
It's not a bad game, it's just frustrating and tiring.
Look: 7/10 Giving me Elevator Action feels, but was nervous since this is a home computer game instead of arcade game. Besides the Elevator Action feels, the Look is overall quite plain and redundant--your usual basic Commodore 64 affair. I gave it a slight boost just for the nostalgic feel of the Commodore 64 colors (maybe they're growing on me as I get more and more immersed in the era) and that they are precisely functional, no way to complain about them or find any unclear aspect. Even though the financial screen is text, I consider it a positive part of the Look, since they didn't go the pictograph route, like having images for the different stats. Because then comes in the headache of the era's graphics.
Sound: 6/10 Very very basic sound effects, which is quite disappointing considering how complex some of the gameplay elements are.
Play: 8/10 I had read that there's no end to this, not sure if that's true or not. I wish there were an end, so I had a clear goal to set. I had to concoct my own goal (which I later determined to be finding the Girl). Really interesting/advanced that there's a …
Look: 7/10 Giving me Elevator Action feels, but was nervous since this is a home computer game instead of arcade game. Besides the Elevator Action feels, the Look is overall quite plain and redundant--your usual basic Commodore 64 affair. I gave it a slight boost just for the nostalgic feel of the Commodore 64 colors (maybe they're growing on me as I get more and more immersed in the era) and that they are precisely functional, no way to complain about them or find any unclear aspect. Even though the financial screen is text, I consider it a positive part of the Look, since they didn't go the pictograph route, like having images for the different stats. Because then comes in the headache of the era's graphics.
Sound: 6/10 Very very basic sound effects, which is quite disappointing considering how complex some of the gameplay elements are.
Play: 8/10 I had read that there's no end to this, not sure if that's true or not. I wish there were an end, so I had a clear goal to set. I had to concoct my own goal (which I later determined to be finding the Girl). Really interesting/advanced that there's a whole financial component to this action game, funny to see that bullets cost (which wasn't readily apparent at first until I saw this screen haha). I like that running into an enemy isn't necessarily a guaranteed death (tho it felt like one), and I like how responsive the controls are, especially for an early microcomputer game. I felt like I could shoot right when I clicked Fire. I am grateful that falls don't mean death (turns out you can die, but has to be a drop over multiple floors), but not so grateful you can find yourself trapped with no where to go (unless I'm missing something, but some platforms seem to have escalators that only lead to them, nothing to get away..... Welp, indeed, scratch that, turns out the escalators change directions every so often). As I got more used to the game, the duck feature really became the thing I'm most grateful for heh. That and, if I did keep pushing through the game till I ran out of funds/lives, the fact you can save heh. One of the many advanced features for its time.
Feel: 7/10 In the end, this felt like how I was worried it would: a microcomputer Elevator Action. I will say, it's decidedly more ambitious and complex, but that's not always such a positive in my eyes. For things I love, I love that the enemies have friendly fire against each other and I love the advanced but not overly complex financial system (see here for an explanation of how much a bullet costs vs. how much you gain for killing an enemy etc). I just wish the game had a set ending, I kept wanting to just reach for the highest floor or something and then realized that's not how it works heh
Attachment: 8/10
As it increasingly felt repetitive and tacky as I kept climbing and venturing without dying (was impressed with myself heh), I decided on a potential goal of simply rescuing the girl one time since I still hadn't. And at last! 
Not that I loved loved it, but the fact I pushed through for my goal says quite a lot about this silly, fun, advanced-for-an-early-microcomputer action platformer. And indeed, since it felt like I was right to want to go to the farthest/highest part of the map, and that it "ended" the level so to speak, it made me want to keep playing! Maybe there is, in fact, an ending? Plus, I was quite proud of the "Score" I got to with lives remaining 
But indeed, after a few more minutes, I confirmed that it was just the same basic format stretched out, purportedly infinitely. What is cool, though, is that the financial component and the save feature make it very replayable, and make the infinity aspect more appealing: I can save and try to just keep accruing more funds, or try different challenges/limitations. Due to the repetitive nature, though, I don't know how regularly I would return to this, but it's def one to show my brothers and one that, if I were young when it was released, this would be really special and playable over and over and over again.
Completion: Found the Girl once, Score 6, 457 Playtime: ~2 hours