It’s fair to say that Gimmick! 2 was a sequel not on many people’s bingo cards before its surprise announcement in June 2024. Its 1992 predecessor, a retro gem and Sunsoft’s take on a mascot platformer, enjoys a cult reputation as one of the rarest games for the Famicom/NES owing to its limited release in Japan and, oddly enough, Sweden.
It certainly made an impression on Gothenburg-based Bitwave Games, the studio behind 2022’s Gimmick! Special Edition — a rerelease of the notoriously difficult original for modern consoles — and its unlikely sequel. Not only is the story behind the IP’s revival an interesting one, but we’re happy to report that Gimmick 2 lives up to and arguably outshines its 8-bit forbear.
Bitwave’s sequel manages to be faithful to the essence of the original while also carving out its own identity with a modern hand-drawn visual style, refined control scheme, and improved level design. It also makes generous use of checkpoints and infinite continues to encourage players to have “one more go” getting past its many high-difficulty challenges.
Gimmick 2 may look like a breezy, child-friendly outing owing to its brightly coloured world and adorable green mascot, Yumetaro, but make no mistake, this game is hard, and reaching its “true ending” requires mastery of its primary physics-based, star-slinging mechanic. At the same time, it’s also accessible enough to test your mettle without excessive frustration.
The story is set without a single line of dialogue, with players quickly thrust into a magical world to rescue a young girl kidnapped by a malign wizard. Yumetaro’s moveset remains incredibly simple and consists of moving, jumping, and conjuring a star projectile, which serves as a versatile tool for solving puzzles, defeating enemies, and well-timed traversal. Learning how to properly utilise the star is critical to progression, and trial and error is essential. When thrown, the star bounces around with realistic physics, meaning players will have to skillfully lob it against surfaces to activate otherwise inaccessible switches and figure out how to use it as a platform to reach well-hidden collectibles, cosmetic items, and secrets.
Once you get the hang of the controls and the game’s approach to momentum, Gimmick 2 feels brilliantly fluid. Gameplay is often fast-paced despite Yumetaro having no ability to sprint. You gain speed by taking advantage of sloping terrain to clear gaps, allowing you to easily wipe out groups of enemies by sliding, rather than bouncing, the star projectile.
Gimmick 2 excels at presenting complex problems with simple – though not easy – solutions. Its six worlds are meticulously designed with spikes to avoid, pipes to enter, platforms to activate, and bosses to slay. While it doesn’t reinvent the wheel, sequences involving running from a giant snowball and hitching a ride on a whale add novel unpredictability to the outing.
Players can switch difficulty settings on the fly with a friendlier “Assisted” mode or a true-to-the-original “Gimmick!” mode with fewer hit points, narrower platforms, and more frequent enemy encounters. With skill and practice, the game can be beaten in around 90 minutes, but a first-time clear can easily take 3 to 4 hours or more to complete if you include exploration and trial and error.
To be clear, “Assisted” mode is not "Easy" mode. While it doesn’t diminish the game’s difficulty, it’s the better mode to grasp the dexterity required to surmount the game’s many challenges while offering a buffer to frustration over perceived “cheap deaths”, priming a player for future playthroughs, speedrunning, and mastery that Gimmick 2 is clearly built for.
The game boasts a highly polished presentation with a clean, hand-drawn art style reminiscent of Cut The Rope and a mellow soundtrack from former Rare composer David Wise, which adds ambience and immersion without being intrusive, an important design factor since looped music can potentially get annoying when attempting a sequence over and over.
Though early Steam reviews had flagged some latency issues, Gimmick 2 controls flawlessly on Switch and we experienced only minor framerate drops here and there on occasion, nothing that negatively impacted our playthrough. Overall, it’s a title that stands out for its polish and fluidity with no load times or penalties for death, sending players back to the last checkpoint to try again.
While we came away without confronting glaring issues or having major complaints, though more enemy variety would be nice. Some are divided over the game’s art style; we found it well-executed though understandably it is not to everyone’s taste. The only barrier to broad recommendation is that a “higher than casual” skill ceiling is needed to see the game through.
Conclusion
Gimmick! 2 is an easy recommendation for fans of retro platformers and a no-brainer for lovers of the original. Its cutesy, feel-good vibes belie a trove of super-tough but cleverly crafted challenges that are surmountable with practice, precision, and patience. What’s clear is the absolute reverence that developer Bitwave Games has for the source material. Dispel any notion of this being a retro cash grab; this is the sequel that the underappreciated and ahead-of-its-time NES classic has always deserved.
Comments 24
I played the original a few months ago and enjoyed it so I'll definitely snag this game at some point. I'm glad it turned out good.
I've tried the original. While I got on with some of the challenge, I generally didn't enjoy my time, so I'll pass on this one too. There's a great game there, make no mistake, but you have to like challenging platformers first and foremost to get the MOST out of it-- It just wasn't for me.
I’m happy this turned out well, but I can wait for a sale since it is pretty pricey.
Plain soundtrack by David Wise? What is this madness?
I blame LRG for why we don't have a release for the physical yet. They're a bad influence on the rest of Freemode.
For me it completely suffers because it has the whole "Flash/smartphone/GameMakerTutorial" look to it, which I honestly just do not like for the most part. There's a way to do old-school pixel art in modern high-res 2D that still works despite the technical upgrade--and actual sticking with proper pixel art but just having it either multiple scaled or viewed in a larger screen estate can also work very well too--but this isn't it imo. So, for me, it's a no go.
I was wondering where the review for this game was. I quite enjoyed my romp through it and completed it fully. My only true complaint with the game is its length, especially when the price tag is considered. But, I don’t regret paying for it.
Thanks for the review, glad to hear this turned out well, will eventually give it (and also the original Gimmick) a shot for sure despite the difficulty considering all the ways to make it less frustrating!
Finally a review for this one! Will be grabbing it soon.
Oh wow! Great review! I was expecting this to be terrible, based on the trailer and seeing some of the behind-the-scenes stuff (like where they didn't tell the original creator about it). Great that it's good, as I really like the original game.
Just finished my 100% playthrough last night and loved every second of it. The path to unlocking and beating the true final boss gauntlet is definitely a hearty challenge, so even though the game is technically not that long, I easily put 10+ hours combing thru the levels and mastering the intricacies of the mechanics (and REALLY enjoying the soundtrack, which understandably gives off some Tropical Freeze vibes at times).
A far superior game to the original imo and will likely be a top 5 of the year for me.
"and a no-brainer for lovers of the original."
Gonna have to strongly disagree with you on that. I'm a diehard fan of the OG game and find this sequel to be inferior in nearly every aspect. There's nothing offensively bad about it, but the entire game just feels, for a lack of a better descriptor, soulless.
"Forbearer" isn't a word. You mean "forebear."
Soundtrack is so important for a 2D platformer.
I watched thabeast play a bit of this on twitch. Looks great.
Short and difficult listed as a con….
Interesting.
I was worried about this one. Glad it actually turned out well.
@B3RTAY Most reviewers for this site don’t seem to be very good at games.
Nothing wrong with that, just something to keep in mind.
@RetroGames I have to agree, the art style is horrid, I'm sending micro transactions where there are none 😄
@B3RTAY
Right? Why would high difficulty be a con? It could go either way for people, and the same thing applies to a game being on the short side. I always crave a good challenge. If the game is easy, than what's the point?
Can’t work out if it is a green Kirby or a green New Zealand Story character.
surprised at such a positive review given how much negativity I've seen around the game re: music, graphics, performance, level design, and it being a cash-grab.
But hey, if it's fun, it's fun.
@Inaroomalone Neither.
@gojiguy I haven’t seen any negativity about the game. In fact, I’ve seen nothing but positive reviews and comments. And great positivity around David Wise conducting the soundtrack for the game. Nothing but good stuff.
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