Gimmick 2 wasn’t on my radar, which is minorly disappointing as it’s a respectable game enthusiasts of difficult platformers should enjoy. The high challenge, coupled with some curious design choices, makes it something of an acquired taste, but the polish is there.
I haven’t played the original Gimmick on either NES (where it was an import) or Switch (where it got re-released). However, I am something of PN’s NES guy, owning hundreds of carts and still playing the console weekly. That should make me an appropriate choice to look at this sequel.
I’m compelled to touch briefly on the original game’s noteworthy history. Gimmick! wasn’t successful for a couple of reasons. The first was its high difficulty, which carries over into this sequel (more on that later). The second was its limited release. It launched in Japan with the Super Famicom fresh off its second holiday season. But had it launched stateside, could it have joined other NES games like Yoshi’s Cookie or Kirby’s Adventure in crossing the million-sales mark despite being later releases? After all, the SNES had only been out for a few months in the U.S. (still unreleased in most regions) and was struggling initially with flicker and slowdown. By January 1992, the NES was still the better-selling console.
Decades-old history aside, let’s jump into the game. The stiff intro sets up the tale, with Yumetaro (a doll come to life) setting out on your classic simple damsel in distress rescue mission. It uses familiar tropes and is lacking in creativity, especially as it seems to mirror the original game. While the start is dull, thankfully, plot isn’t vital for a platformer. Also, things improve when you get into the game proper.
There’s a learning curve, though. “Star Physics” take a while to get a handle on, even more so if you haven’t played the game’s predecessor. As you’ll be using the star for attacking, platforming, and solving puzzles, the sooner you come to grips with it, the better. However, the aggressive enemies won’t just let you sit around and practice, even chasing you through checkpoints and screen transitions. Even on the opening level, don’t expect the game to start lighter and mild. If this challenge is true to the original, I can see why it received criticism back in the day. I suspect only ample checkpoints will keep the bulk of players from moving on to other games early. I’m genuinely happy to report that Gimmick 2! has no checkpoint issues.
Once you settle into the fact that this isn’t the kids’ game it looks like, you’ll begin to appreciate it for what it is. A “familar patformer” this is not. The star control takes (once accustomed to its imprecise nature) is fresh and fun. The challenge can be fierce (even borderline cruel) occasionally, but practice makes perfect—or at least, practice makes progress. Planning and timing are your allies. Flinging a star and watching it bounce like a pinball, taking out multiple enemies, and triggering a platform in a single throw will surely bring a smile to your face.
While some will find this a lively experience from the get-go, there is an assisted mode to ease one into the game and introduce a bit more difficulty curve (think “Normal” in Mega Man 2). I’m not entirely clear on all the exact differences, but an increased life bar is the most obvious. A few stretches of less brutal platforming and a slight reduction in enemy count also seem to be the case. In any event, it’s a smart feature to have.
Another smart feature is the addition of a soundtrack from David Wise. As an NES player, I grew up enjoying his tunes before game composers were even on my radar. To call the music enjoyable is to undersell it. A stand-out inclusion! I wish Gimmick 2! had retained the timeless pixel art of the prior game, though. It’s one thing updating chiptunes, but another to overhaul the art in a way that might not click with this game’s audience. My main aesthetic gripe is that the game seems too quiet, even when the music is adjusted in the settings. Some locales even have it dipping in and out, as if less David Wise is actually more. Nope.
However, sometimes less is more. Each level has hidden treasure, ideally making for a fun replay incentive. And to some extent, that is true. But I thought nine in the opener was a lot. By the time I reached the third level and saw there were 17, I mostly stopped caring. The levels are long enough as it is, and that just seemed like padding. Even though levels can overstay their welcome, the game itself isn’t too long, depending on your skill. The higher price ($24.99) must be considered, especially as good platformers aren’t in short supply on the Nintendo Switch.
In certain respects, Gimmick 2! feels like a dated platformer. But, as it takes inspiration from a game released over 30 years ago, you could say that’s what it aimed for. Its difficulty is appropriate for an NES-style game. Even better, it’s entertaining. I’ve enjoyed playing this while my wife watches, pointing out potential hidden areas as I focus on enemies. It makes me hold my breath slightly less during the toughest of stretches. If the series continues, I hope the next entry adds co-op play.
As someone who grew up with NES platformers, Gimmick 2! feels like having a favorite dish at a new restaurant where they’ve tweaked the recipe by adding one or two new ingredients. I know I’ve had better, but it’s still tasty. While this challenging game doesn’t earn the broad recommendation I hoped for, it’s worth a long look for skilled platformer enthusiasts. You might want to grab the first game and wait for this sequel to go on sale, but it manages to make an impression with its NES DNA, unique gameplay, and David Wise’s soundtrack.
Review: Gimmick! 2 (Nintendo Switch)
Good
As someone who grew up with NES platformers, Gimmick 2! feels like having a favorite dish at a new restaurant where they’ve tweaked the recipe by adding one or two new ingredients. I know I’ve had better, but it’s still tasty. While this challenging game doesn’t earn the broad recommendation I hoped for, it’s worth a long look for skilled platformer enthusiasts.