
Embark on a sparkling journey in this long-awaited sequel to SUNSOFT’s legendary 8-bit platformer Gimmick! Solve puzzles, trick enemies, and explore a physics-based playground. Yumetaro is back!
Modeled estimate, not a reported figure. How we estimate →
Media

About

Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Simplified Chinese, Traditional Chinese
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
A challenging and fun platformer. Finishing the main game is not that hard but going for 100% is very tough. You need to ride the star to get all the collectables, which is a technique the game doesn't really explain at any point, as it is not needed to get the normal ending. There are not that many levels, but each has plenty of secrets to find. The soundtrack is excellent and everything about the game feels polished. Highly recommended.
The dark souls of puzzle platformer. It does feel frustrating at times on first playthrough but you do get better the more you play. Some puzzles can be solved if you know how to make good use of your star power. I like the soundtrack. Nuff said. Great game to play if you're serious for a challenge and you played the original. (Played on Gimmick! difficulty).
이 게임 기믹이 대단하다
show this to your kids and tell them it's kirby you won't regret it
比起30年前的初代,2代完全变成了个解谜游戏,而且难度不仅远不如1,甚至连这个时代的同类游戏都比不上,哪怕不选辅助难度你也感觉玩下来就是闲庭信步(光是无限命,存档点回血,星星可以立刻蓄不用等消失这几点就已经不知道比30年前的1代要亲切多少了),而且流程极短,基本就是个只属于老玩家的情怀作了,冲着美术和音乐的话,史低可入 通关后感想,流程基本都是平推,除了几个隐藏道具不好拿,然而BOSS个个都比起1代强化了不少,尤其真结局隐藏BOSS那叫一个又臭又长,谁玩谁知道 https://steamcommunity.com/sharedfiles/filedetails/?id=3647011443 顺便我去找Gemini问了问这游戏的开发幕后,还挺感人的,建议看看 《吉米克!2》(Gimmick! 2)能够时隔 30 多年重新立项,几乎全靠一位**“死忠粉”长达 10 年的执着追求**,以及一次近乎奇迹的商务运作。以下是其幕后感人且波折的故事: ### 1. 源于粉丝的“十年一梦” 《吉米克!2》的诞生核心人物是 **Niklas Istenes**(瑞典游戏工作室 Bitwave Games 的创始人)。 * **儿时情结:** 原作《吉米克!》当年在海外只在斯堪的纳维亚地区(包括瑞典)发行,因此他在童年时期就深受这款游戏的震撼。 * **立项初衷:** Niklas 创办 Bitwave Games 的初衷之一就是为了**做出《吉米克!》的续作**。早在 2013 年,他就开始在脑海中构思这款续作,并多次尝试联系 Sunsoft 寻求授权。 ### 2. 三次碰壁与“被嘲笑”的推销 立项过程并非一帆风顺,Niklas 曾经历过极其尴尬的低谷: * **初次尝试:** 当他第一次向 Sunsoft 提出续作提议时,由于 Bitwave 还是个名不见经传的小作坊,缺乏开发大型商业游戏的履历,他的提案甚至在会议室里遭到了**嘲笑和无视**。 * **曲线救国:** 2022 年,Bitwave 成功并入 Embracer 集团。有了大集团的背景支撑,Niklas 再次敲开 Sunsoft 的大门,并承诺会优先负责原作的复刻版(即 2023 年推出的《吉米克!特别版》)。通过展示对原作物理特性的完美还原,他终于赢得了 Sunsoft 的信任,拿到了续作的开发授权。 ### 3. 开发中的“生死考验” 就在游戏终于立项并进入开发阶段时,又遭遇了两次毁灭性的打击: * **集团大重组:** 2023 年,母公司 Embracer 陷入财务危机,进行大规模裁员和工作室关闭。Bitwave 团队面临解散风险,项目险些中途夭折。 * **核心开发者回归:** 关键时刻,曾因职业倦怠(burnout)离开团队的主程序员 Olof Karlsson 在得知项目危机后,出于对这款游戏的纯粹热爱选择回归,带领团队在动荡中完成了开发。 ### 4. 独特的幕后合作 * **大卫·怀斯的加盟:** 团队成功邀请到了《大金刚国度》的传奇作曲家 **David Wise**。他在听到初代那具有“超前意识”的 8-bit 音乐后备受鼓舞,决定为续作创作管弦乐风格的曲目。 * **缺席的“亲生父亲”:** 令人遗憾的是,原作制作人**酒井智巳**并未参与 2 代的开发。他在 2 代公布之初甚至表示自己并不知情。随后 Bitwave 团队公开致歉,解释称由于酒井先生已退圈多年且联系极难,他们未能及时与其沟通,但强调 2 代是作为粉丝向原作致敬的礼物。 --- ### 总结 《吉米克!2》之所以能跨越 30 年立项,不是因为商业上的“大IP收割”,而是一个**瑞典粉丝靠着 10 年的坚持,硬生生从日本老牌厂商手里把授权“磨”了下来**。它是一部典型的“由粉丝制作、写给粉丝的情书”。
Cute, but deceptively challenging platformer. A worthy successor to the original NES/Famicom game.
Es un plataformas original y entretenido.
yumetaro gimmick'd all over the place TWO!!! As for an actual review, pretty good! I'm very happy that there's a modern version of this game, because the gimmick (haha) of the star is insanely cool, and having a current-day game utilize it is just so nice. Not to harp on the NES version, it's a great game on its own, but the present-day tweak of not having lives makes it infinitely better, considering how much I was dying when first learning all the levels. I also love all the art and animations of the characters and enemies, the art style is quite cute, and the music is quite good too! It almost feels like I'm seeing what the first game was really meant to look and sound like without its 8-bit limitations. I just love moving around with the star, it feels so good, even when I'm not accomplishing much by doing it. But when I AM accomplishing stuff by grooving with the star, it feels even better. Any time there's some challenge I have to do in order to get a chest or one of the trinkets, it's routinely satisfying when I complete it. Speaking of the trinkets, I especially liked the difficulty provided to collect them (or sometimes even just reach them!) Getting to them was sometimes the best part, because the game lets you do mostly anything as long as you could reach it, in the Ice and Magma Level I managed to get one to one of the trinket portals in reverse of where the devs intended me to go. I will say, two of them were a bit too hard for me to find - In the Magma portion of the level I wasn't really paying that close attention and probably should've found it on my own, but the first trinket in the Pirate/Port Level is definitely too cryptic, nothing else in the game is randomly a wall that you can pass through, it seems far too much like there's a different way to get to it. Other than that though, trinkets were great, chests were a fair bit easier to come across and I didn't have any troubles that I needed to tend to the internet for. I wish there were more scenarios in the game that needed you to do cool and unique things with the star, even if I found a ton of stuff on my own just fiddling around with it in levels to try and go quicker. I think some type of proper challenge mode to JUST be you and the star against the world would've been incredible to have for those who might be interested, but that won't take my rating down any notches since that would be unfair. Overall, great game! It's one that definitely deserved a modern sequel, and I believe it took extensive advantage of that second chance by just making itself greater. I would absolutely recommend this to people who want an interesting platformer, because it's unlike anything else out there without being incredibly technical or complicated to understand. It's difficult because it's difficult, not because anyone lacks some external skill beforehand.
除圣游戏
Gimmick! 2, developed by Bitwave Games and published by Clear River Games in collaboration with SUNSOFT, is the kind of sequel that feels almost improbable—arriving decades after the original yet carrying forward its design philosophy with remarkable clarity. Rather than reinventing itself to match modern platforming trends, the game leans into what made its predecessor distinctive: a tightly focused mechanical identity built around physics, precision, and deliberate control. This decision gives the sequel a strong sense of purpose from the very beginning, presenting itself not as a nostalgic cash-in, but as a careful continuation of a very specific design lineage. The foundation of the experience lies in its central mechanic, the star ability, which once again defines how players interact with the world. This isn’t just a projectile or a simple tool—it’s a multifaceted system that demands thoughtful use. The star can be thrown, ridden, bounced, and manipulated through environmental interactions, all governed by consistent physics that reward experimentation. What sets the game apart is how much depth is extracted from this single idea. Success depends less on quick reflexes and more on understanding momentum, positioning, and timing. Each encounter feels like a small puzzle layered within a platforming challenge, encouraging players to think before they act. Level design plays a crucial role in bringing this mechanic to life. Stages are constructed with a clear sense of intentionality, where obstacles feel carefully placed rather than arbitrarily difficult. The game steadily escalates its demands, introducing new variations on familiar challenges without overwhelming the player. There is a satisfying rhythm to progression, as each level builds on previously learned skills while subtly pushing players to refine their technique. Even when the difficulty increases, it rarely feels unfair; instead, it reinforces the idea that improvement comes through mastery rather than luck. Visually, Gimmick! 2 adopts a modernized look while retaining a playful charm that echoes its origins. The shift away from strict retro pixel art allows for smoother animations and more expressive environments, yet the overall aesthetic remains grounded and cohesive. Colors are vibrant without being distracting, and character movements feel fluid and responsive. The presentation does not aim for spectacle, but it succeeds in creating a world that feels lively and inviting. Complementing this is a thoughtfully composed soundtrack that enhances the experience with melodic, understated themes that fit naturally with the game’s tone. Where the game may divide players is in its commitment to simplicity. By focusing so heavily on a single core mechanic, it avoids the layered systems and constant novelty found in many modern platformers. For some, this results in a refreshingly pure experience that emphasizes skill and consistency. For others, it may feel somewhat limited, especially over longer sessions where the lack of mechanical variety becomes more noticeable. The game’s deliberate pacing and measured approach can also feel slower compared to more fast-paced or spectacle-driven titles in the genre. Even so, this restraint is ultimately one of the game’s defining strengths. Gimmick! 2 understands exactly what it wants to be and rarely strays from that vision. Every element—mechanics, level design, visuals, and sound—works in harmony to support a focused and cohesive experience. It respects the player’s intelligence, asking for patience and engagement rather than offering constant rewards or shortcuts. The result is a game that feels carefully crafted, where each success is earned and each failure serves as a lesson. In the end, Gimmick! 2 stands as a confident and thoughtfully executed sequel that honors its roots while refining its ideas for a modern audience. It may not appeal to everyone, particularly those seeking variety or accessibility above all else, but for players who appreciate precision platforming and tightly designed systems, it offers a deeply satisfying journey. It is a reminder that even in a genre crowded with innovation, there is still value in perfecting a single, well-executed concept. Rating: 8/10
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Twilight Manor: Roguelite FPS | $6.9K | 133 | 86% | $2.49 |
| The Catacombs of Solaris Revisited | $6.9K | 273 | 93% | $1.99 |
| Image | $6.9K | 51 | 51% | $9.99 |
| Klifur | $6.9K | 62 | 98% | $4.99 |
| Late Night Drift | $6.9K | 111 | 86% | $1.99 |
| Bomb Defense | $6.9K | 117 | 18% | $2.49 |