Like an Opera Singer with a Chastity Belt*
13
Mar
I decided a short time ago to “dust off” some video games I remember sniffling through as a kid, partly to satiate my desire to weave some kind of internal magnum opus about my personal gaming history, but also because I’ll use any excuse that I can to revisit an old title and scrutinize whether they hold steadfast today or knock my rose-tinted glasses clean off my face. Unfortunately, most of the time they are the latter, but sometimes you get a nice a surprise. Case in point: Gumshoe (1986) for the NES.

I know that my horrible dime-store Hammett post title indicates that the game isn’t very accessible, and trust me, I certainly don’t like it by any means. Gumshoe is a “zapper” light-gun controlled game that also happens to be a platformer, and that is every bit as oblique and frustrating as it sounds. You actually have to shoot the main character—hard-nosed and scraggly bearded FBI agent turned detective Mr. Stevenson—to make him jump as he automatically moves from left to right through four stages of various locales. Enemies like dive-bombing crows, moths and, uh, liquor bottles impede your path; cars try to furtively sneak up behind you and run you over (too bad their horns seem to be stuck); and there are glowing instant-death boxes EVERYWHERE, complete with skull and crossbones plastered on the outside of them. Considering that you only have a limited supply of ammo (although there is a constant stream of red balloons that replenish bullets and shooting your character does not deplete their number, fortunately) and that the poor sleuth cannot keep his perpetual motion in check, this game can be brutally difficult. There’s just no way to stop Stevenson, unless you run him into a ledge or wall at juuuust the right angle. Even then, that’s a fruitless technique, as all it does is briefly change his direction; as soon as Stevenson hits the ground, he promptly continues his suicide march. Not even the attract mode can save him, since without any light gun input from the player, the first obstacle encountered on-screen will end the demo.
Let’s go back to those death boxes for a minute. When I say they are everywhere, they literally are, peppering the sky and forcing Stevenson to clumsily pick his way through this mine-field, often in mid-air. Imagine my surprise when, in the second level, I accessed a secret area in which there were skyscrapers made up entirely of these boxes…and you could walk on them without taking any damage! Was this some sort of practical joke on Nintendo’s part? Were they trying to frighten you into thinking that you now couldn’t touch ANYTHING for the rest of the game, only to pull the rug out from under you and force you to question what actually qualified as a “death brick” and what wasn’t? Playing through this area in Gumshoe is one of the more surreal moments in a videogame that I’ve ever experienced, as it was a sort of self-referential jab at the very confines of game semiotics: “Death boxes don’t necessarily mean death…but you sure thought they did, didn’t you? Also, this next box will kill you. Think about that.”
So yes, Gumshoe is a maddening game, relentless with its auto-scrolling construct and failing miserably to marry a 2D platformer with twitch shooting, especially since you have to be keeping track of both genre mechanics SIMULTANEOUSLY. That wasn’t the pleasant surprise that I discovered.
The soundtrack, though, is a different story.
What a glorious score this game has! For a 1986 NES title, the music has an amazing amount of depth and verisimilitude. In fact, the game’s dirty jazz tunes (which, admittedly, only make up a fraction of the score) are the only ligature holding the game’s gritty detective narrative together. Without it, it’s just a fever dream hodgepodge of raining boulders, giant armadillos, jumping swordfish, and other mid-80’s videogame idioms designed to kill you as quickly as possible instead of fleshing out the environment. Take, for example, the music at the beginning of the game, when you receive a ransom note detailing how to save Jennifer, Stevenson’s kidnapped daughter. Or the moments when you receive hints via anonymous phone calls at booths placed throughout the game. Even the music that accompanies the death animation has a Henry Mancini big band feel to it, with slippery horns that punctuate Stevenson’s horrific open-mouthed death yawn. Believe it or not, but Gumshoe, at times, successfully draws me into the seedy world of the private eye, and it’s all thanks to the thoroughly engaging chip-tunes. You listen to these sloppy traps and try to tell me otherwise:
Click here to download Ransom Note.mp3
Click here to download Phone Booth.mp3
Click here to download Death Cue.mp3
But, while these gnarly vamps are brilliant in their own way, the rest of the score also rises above standard NES fare. Complex in their harmonies but rhythmically inviting, these pieces make Gumshoe almost worth playing through. Almost. Unfortunately, I couldn’t find much information on who may have composed it, but I have a sneaking suspicion that Hirokazu “Hip” Tanaka had a hand in its creation, as there are definitely some “Tanakisms” present, like the persistent lack of an overarching melody or main theme, the stark minimalism, the incorporation of strange sound effects, even the use of bongos (or “bongo-like” sounds at least), which eventually found its way into the beboppin’ battle music of Earthbound (1995), which Tanaka collaborated on with Keiichi Suzuki.
Click here to download Gumshoe Level 1.mp3
Click here to download Gumshoe Level 2.mp3
Click here to download Gumshoe Level 4.mp3
It’s pretty clear that whomever composed the music for Gumshoe appreciated the nuances of jazz and knew how to create simple yet precise compositions with the NES sound chip, which is why I’ve got my money on Tanaka, but if anyone out there has the knowledge and is willing to share, please do so. In any event, it’s a fantastic score for a wholly unique but flawed 8-bit game, and it deserves your ears’ attention.
*Hard to get into but sounds great. I apologize retroactively.
Gameplay Footage (skip to 5:30 in the second clip to see the hidden “death-skyscraper” section):
Posted by Kurt Shulenberger on March 13th, 2009 :: Posts :: Tags : Earthbound, Gumshoe, Hirokazu Tanaka, Music, NES, Nintendo, Review, Video
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