Gumshoe box art

See more on IGDB

Gumshoe

Remove Ads with Grouvee Gold

Gumshoe

Jun 6, 1986

Main game

2.88 average rating based on 24 ratings

5
0
4
7
3
10
2
4
1
3
Jennifer's been kidnapped! Now's your chance to prove you're a sharp-shooting detective by helping Jennifer's father find the five diamonds that will pay her ransom. You'll use your Zapper light gun to blow away anything that gets in your way. But even with the Zapper, this case will be hard to crack. Because not only are the diamonds hard to find, but you only have 24 hours to find them! What's more, you'll have to think fast and shoot even faster, because ferocious monsters, diving airplanes and hungry man-eating sharks will stop at nothing to prevent you from getting to … More
Jennifer's been kidnapped! Now's your chance to prove you're a sharp-shooting detective by helping Jennifer's father find the five diamonds that will pay her ransom. You'll use your Zapper light gun to blow away anything that gets in your way. But even with the Zapper, this case will be hard to crack. Because not only are the diamonds hard to find, but you only have 24 hours to find them! What's more, you'll have to think fast and shoot even faster, because ferocious monsters, diving airplanes and hungry man-eating sharks will stop at nothing to prevent you from getting to the diamonds. Think you're a sharp-shooting detective? Well, you better be. Because if you're not, it's curtains for you in this quick-on-the-trigger Nintendo Light Gun game! A direct port of the game was released for the Nintendo VS. System arcade machine in 1987. Less
Developers
Nintendo R&D1
Publishers
Nintendo
Series
Light Gun Series
Platforms
Arcade, Nintendo Entertainment System
Genres
Arcade, Platform, Shooter
Themes
Action
Release Dates
Jun 06, 1986 (North_America)
Nintendo Entertainment System
Jun 15, 1988 (Europe)
Nintendo Entertainment System
Remove Ads with Grouvee Gold
User Stats
73
In Collection
5
Wish Listed
0
Playing
14
Backlogged
How Long Is Gumshoe?
100% completion: 44.1 hours
Total completions: 1
Related Content
ApramPepo
ApramPepo gave Feb 15, 2022
ApramPepo gave Feb 15, 2022
A platformer that's working your hands.

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.

scoopings
scoopings gave Jun 20, 2022
scoopings gave Jun 20, 2022
Surprisingly Addictive, Like Elevator Action But With A Bigger Level And Continuity

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 …

Read More

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! enter image description here

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 enter image description here

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

Read Less