NEStalgia

← All episodes

NES box art for Gumshoe, the cover of NEStalgia episode 25

025 · GUMSHOE

▶ Game info
July 13, 2018 · 32 min · transcript available

Mr. Stevenson is about to have a crazy 24 hours as his daughter has been kidnapped by King Dom...and be shot at by the player more than a thousand times. For more NEStalgia as well as the show notes for this episode, head over to NEStalgia.com

Our verdict: Skip it

With Joe traveling, this one was just Mike, Sean and Sam. Sean was the hyped one, having pictured a detective adventure about hunting criminals on the street. What Gumshoe actually is: a Zapper game where your hero, Mr. Stevenson, walks right across an endless scroll, can't stop, and only jumps when you shoot him. The villain King Dom has kidnapped his only daughter Jennifer, and you have to bring over five "black panther diamonds" to get her back. It is also the first NES game we've covered that never came out in Japan.

What it gets right

  • The concept is interesting. Someone read that it mashes up Wild Gunman's reflexes, Duck Hunt's aim and Hogan's Alley's judgment about what is worth shooting. Sean said he isn't as skeptical of "shoot him to jump" as the rest of the game makes it sound. He called it an abstraction that could add depth.
  • A story in a light gun game. Pay phones ring with clues, a clock claims six hours but runs about six minutes, and Mr. Stevenson eventually breaks the fourth wall to thank you, the person who has been shooting him all game.
  • It's fair about ammo. Balloons refill your bullets, shooting him costs nothing, and the manual says jumps use no ammo. We never got close to running out anyway.

Where it falls apart

  • Too many things on screen at once. Bombs, planes, hammers, birds, bottles, sharks, a rhino you can't shoot, and squares that kill you instantly, all while you keep shooting your own guy to get over walls. He'll climb a wall in front of him but fall into a small gap.
  • The light gun is almost beside the point. You have to hit a small sprite, and sometimes we shot him and he didn't jump, maybe because the Zapper's light flash lands on the wrong frame. We figured it would still be hard on a controller alone.
  • It plays as a blur. The levels look the same, checkpoints send you back, and Sean's best run was about three and a half minutes with no diamond in sight.
  • The boss. Sam finished it, but only on an emulator with a rewind button, hitting rewind after almost every hit. The monster in the jungle needs around 20 shots in an eye roughly two pixels wide while blasts keep coming. Sam also said nobody seems to have beaten it on a real CRT with a real gun, since every ending video online is emulated.
  • A silly payoff. King Dom hands you a machine gun at a pay phone, you shoot his hat off with it, and the ending flashes black and white for about 20 seconds before cutting to "later that same day," with Stevenson still needing the same five diamonds.

Beyond the game

Sakamoto designed this, and we noticed that he never mentions it in any interview. Our theories for why Japan skipped it were the film noir subject matter, or Nintendo simply not expecting it to sell. We also floated a fix: one player jumps on a controller while the other handles the Zapper.

The bottom line

Skip it. All three of us voted no; Sean called it a mess and Mike said it was a no from him. The difficulty wasn't the reason, because we have let hard games in. The game is too busy to be rewarding, and Sam beating it didn't make anyone want to keep playing. We called it one of the early NES duds.

Written from our conversation in this episode.

← BALLOON FIGHTMACH RIDER →