What’s the best NES sport of all time? Tremendous Mario Bros 3? Maybe it’s Mega-Man 2, or The Legend of Zelda? There’s virtually actually no definitive reply to the only finest sport on the console, however what If I instructed you considered one of its best video games was one which not solely shattered the notion of what you would obtain on the NES, however was additionally a sport you’ve (in all probability) by no means heard of?
Gimmick!, developed by Japanese studio Sunsoft, was a Nintendo Leisure System masterpiece. However regardless of vital acclaim – together with reward from trade legends Shigeru Miyamoto and Masahiro Sakurai – it was virtually instantly forgotten, in no small half because of the very fact it was solely ever launched in Japan and one small Scandinavian pocket of the West. Regardless of its obscurity, although, one Swedish fan not solely liked Gimmick!, he obsessed over it. This was greater than a mere passion, too, as he arrange his personal studio with the lifelong objective of making the sequel Gimmick! deserved and eventually exposing it to the world.
However the journey wasn’t simple. From being laughed out of a pitch assembly to mass layoffs threatening the studio’s existence, the trail to Gimmick! 2 has been as difficult as its notoriously tough predecessor.
That is the Inside Story of Gimmick!, the best forgotten NES sport and its surprising 2024 sequel.

Regardless of its relative obscurity, Gimmick! is appreciated. It’s commonly talked about in high lists by hardcore NES fanatics and authentic copies commerce on eBay for ungodly quantities of cash. Iconic Nintendo sport director Shigeru Miyamoto mentioned it was “enjoyable”, extraordinarily excessive reward from somebody who not often (if in any respect) praises different folks’s video games. Kirby and Tremendous Smash Bros visionary Masahiro Sakurai has been much more enthusiastic, saying Gimmick! was “a technical marvel”.
However what’s it about Gimmick! that’s so revered? Why do hardcore followers and trade legends worship a sport a few inexperienced, star-throwing blob known as Yumetaro?
“It simply did quite a lot of issues to face out,” says Illusory Wall, a Darkish Souls YouTuber and large fan of Gimmick! “It was providing an expertise that was distinctive.” That uniqueness was exemplified by Gimmick!’s star mechanic, a charged projectile that additionally may function a platform to leap off – a uncommon characteristic by even as we speak’s requirements, however in 1992 it was revolutionary.
“I can’t consider one other platformer on the NES that has something near the mechanics of this sport,” says Pat the NES Punk, retro Nintendo fanatic, YouTuber and Gimmick! obsessive. “What’s superb concerning the star assault is that it’s based mostly seemingly on practical physics. It deflects off objects and enemies, it bounces and dissipates.”
Gimmick! was greater than its star mechanic, although. Not solely was it a good, vibrant, and enjoyable platformer equal to lots of its friends, however Gimmick! additionally set new requirements for selection and element. In an period the place Tremendous Mario video games continuously reused sprites and tile units, Gimmick! was filled with environmental variety. Every degree was distinctive and likewise loaded with bespoke one-off moments; moments that always weren’t required, however simply added an unprecedented degree of depth to every house.
“There’s these two sprites at first of degree six that don’t exist anyplace else within the sport and it’s principally a man enjoying together with his canine,” explains Illusory Wall. “The canine will get excited for you holding onto the star, it treats it such as you’re holding onto a ball – It’ll wag its tail and are available after you. The man is tepid, he doesn’t need to be in your online business. The truth that they’re not even attempting to assault you provides an additional layer. They really feel like these dwelling creatures within the sport, they’re not simply obstacles.”

“Within the second stage, you’ll be able to knock over the spiny turtle enemy. In case you then leap on the legs of the character it’ll kick you in the wrong way, it’s realistically pushing you off the enemy,” explains Pat the NES Punk. ”There’s no gameplay cause for that to exist within the sport. It’s only a cute little contact that different video games [of the era] wouldn’t have.”
Gimmick! is jam-packed with these moments. Its second degree even contains a Metallic Gear Strong-like second the place the end-level boss may be discovered asleep when you attain him too shortly. Every degree is filled with element reserved for less than essentially the most bold video games of as we speak. “I firmly consider that Gimmick! would at all times be on [anyone’s] high 5 NES sport had it been launched [beyond Japan and Scandinavia]” claims Pat the NES Punk.

Gimmick! followers realize it’s particular, however regardless of being a vital hit, the sport by no means reached an viewers massive sufficient to realize business success. Gimmick! (or Mr. Gimmick! in Sweden) was by no means launched outdoors of Japan and Sweden. And even within the two international locations the place it did make it to cabinets, its availability was restricted. A lot in order that most of the Swedish builders engaged on the sequel hadn’t heard of it earlier than they joined the mission.
“I first heard of Gimmick! by a Swedish retro gaming YouTube channel,” says Olof Karlsson, Lead Programmer on Gimmick! 2. ”I grew up enjoying Nintendo video games, and I by no means performed Gimmick! It is like Kirby’s Journey within the high quality degree, besides that nobody actually is aware of about it. How?”
So why was Gimmick!, regardless of its obvious high quality, by no means extensively launched within the West? Maybe it arrived too late into the NES’s lifecycle, or was an unlucky sufferer of cost-saving measures. In response to Sunsoft’s former vp of growth in America, David Siller, the corporate’s managers felt the sport’s characters had been too “unusual or quirky”. For a sport geared toward kids, this – paired with the elevated problem degree – maybe didn’t current properly for its audience. That’s proper, Gimmick! Is difficult. REALLY onerous.
“It is a sport that appears cute and vibrant – in all probability most analogous to Kirby on the NES. However Kirby was extra cheap to get by,” explains Illusory Wall. “Regardless of its cute seems to be [Gimmick! is] extra of a Castlevania than a Kirby.”
“The problem of Mr. Gimmick was considered one of its promoting options,” remembers Pat the NES Punk. The truth is, an ominous warning was even on the again of the unique field: “Each sport you performed earlier than has solely ready you for this final problem. You’ll name on many expertise, methods and methods you’ve discovered to assist Mr. Gimmick survive the evil onslaught. Solely the sturdy will survive and solely the perfect will expertise the key ending.”

Regardless of the optimistic vital reception Gimmick has acquired over time, its inevitable lack of business success by no means offered a chance for a sequel. Gimmick!, like many forgotten gems of its period, light into obscurity, with Sunsoft leaving Yumetaro to assemble a long time price of mud. 30 years later, although, one hardcore Swedish fan had completely different concepts…
“I did not personal Gimmick!, I [only] performed it at a buddy’s home, however I really bear in mind the characters within the sport. They had been a lot alive in comparison with [other] video games,” says Niklas Istenes, the CEO and founding father of Bitwave Video games and creator of Gimmick! 2. “[Later on] once I began to gather video games I lastly purchased the cart and I remembered I liked it. I watched speedruns, I watched folks highlighting the secrets and techniques, I used to be so intrigued by what number of particulars there are on this sport. It was my go-to title when folks came visiting and noticed my retro assortment. I at all times introduced out my Gimmick! [cartridge] first.”

It’s clear that Istenes is a brilliant fan of Gimmick!, and that was strengthened when IGN visited the Gimmick!-filled Bitwave workplace in February of 2023. However the dots nonetheless wanted connecting. How had this small, Swedish developer –- who on the time had solely launched one sport known as Pictoparty on the Wii U – been allowed to create the sequel to a forgotten, Japanese, Nintendo cult basic?
“I had no concept if Sunsoft was nonetheless round, perhaps they’re bankrupt or one thing?” shares Istenes. “Perhaps they do not care anymore about their outdated IPs? So I wrote… not even a pitch, it was extra of like, ’Hey, do you continue to have this IP? We’re desirous about doing a sequel. What is the royalty price, yada, yada, yada.’”
“My proposition was round $10,000. They’re like, ‘No, that is small fry for us. You are a no one. You made a celebration sport on Wii U. No manner you are getting considered one of our most cherished IPs.’ I do not know what I anticipated. It was a shot in the dead of night.”
Istenes’ try was daring and positively naive. He defined that Bitwave Video games (beforehand often called Retroid Interactive) was constructed on a basis of his love for Gimmick!. He would usually wax lyrical concerning the forgotten platformer to his colleagues, and now it appeared his dream of creating a sequel was now lifeless. However a couple of years later, proper within the eye of the Covid pandemic storm – an occasion that threatened the studio’s very survival – there was a glimmer of hope…
“It was a really low interval, and there was quite a lot of speak of whether or not we must always simply shut down” remembers Istenes. “I did not know what I used to be purported to do. So I reached out to a buddy known as Martin Lindell. Martin got here again and he was like, ‘I began at Embracer. May you pitch your organization to us?’ The imaginative and prescient of my firm was to do the sequel Gimmick!, so that is what I pitched.”

Embracer Group is a big Swedish sport licensing firm that, at one time, was making an unfathomable variety of acquisitions, Bitwave being considered one of them. Embracer not solely appreciated what Bitwave needed to supply, however was on board with attempting to get the rights to a Gimmick! sequel. It instantly started working placing Istenes in entrance of Sunsoft to pitch the idea after an undisclosed, however little question considerably improved supply.
“I could not see how they reacted as a result of it was a really small window in Microsoft Groups, they usually had been all carrying face masks,” remembers Istenes, describing his awkward videocall pitch to Sunsoft. “The translator additionally had a problem together with her digital camera, so she needed to flip it off. Then her default picture was a cat, so it was like a cat was translating it. It was simply bizarre. They might really feel my ardour for the sport, although, and I believe that is what really nailed it ultimately.”
Lastly, a lifelong dream may very well be realised. Bitwave Video games may now create a sequel to the long-forgotten masterpiece. There was only one drawback… they now needed to make a sport that not solely honoured the unique, however one which surpassed it…

“We wished it to face by itself. We would like it to be a enjoyable platforming sport that appeals to everybody,” explains Lead Programmer Olof Karlsson. “ We would like it to be accessible, but additionally a real sequel. We do not need [fans of the original] to really feel like we have massacred their boy. It needs to be like, ‘Wow, they actually took this to a brand new route nevertheless it’s nonetheless Gimmick!.’”
The eagerness for Gimmick! 2 on the Bitwave workplace throughout our go to was plain, nevertheless it was all constructed on the inspiration of their love of the unique. Istenes is pleased with the house, notably his treasured retro assortment. And naturally, the gadgets that took pleasure of place had been his priceless authentic editions of Gimmick!.
“I purchased the PAL model first. It was $250,” remembers Istenes. “The man who offered it had no concept what he had on his palms. He was cleansing his mom’s basement, discovered a bunch of NES video games he performed when he was younger, and determined to promote them on Tradera [Scandinavia’s eBay equivalent]. He was [very confused about] why this was so particular.”
He wasn’t the one particular person struggling to know the second-hand worth of this long-forgotten cartridge. Gimmick! not too long ago featured on the Swedish TV present, Bytt är bytt, A.Ok.A Trash or Treasure. It’s a present that duties contestants to estimate the worth of vintage objects. Not solely had the contestant, regardless of being a self-proclaimed NES fan, by no means heard of Gimmick!, however the host additionally brazenly declared it “The sport that no one wished”. However Istenes wished it. And he didn’t simply need the Swedish version, he wished the definitive launch.

“The Japanese model is the model you want as a result of it has an additional sound chip,” reveals Istenes, mentioning that solely the Famicom version featured the revolutionary YM2149 sound processor, a bit of {hardware} that doubled the sport’s audio channels. And when Istenes lastly acquired his very personal Japanese model, contained in the collector’s merchandise’s case was extra than simply an enhanced Gimmick! cartridge. The vendor had included a secret notice…
“Hello, Niklas, my title is Takumi Hamada. Thanks bid. I am very joyful. I need to be associates with folks world wide on eBay. Please contact bullshit. I at all times need to Japanese merchandise. I make it easier to anytime. Arigato.”

“He wished to be associates with me on eBay,” says Istenes, smiling from ear to ear. “In case you’re on the market, thanks very a lot for this superb product, which doesn’t include any bullshit in any respect!”
Gimmick! was greater than a sport to Istenes. It was nostalgia in its purest type, reminding him of the time he spent having fun with the sport together with his childhood buddy. A long time later, Gimmick! was nonetheless serving to him forge friendships. “Once I joined, it was simply Niklas and Gustav and each of them had been consultants,” explains Karlsson. “I used to be the one one working in-house. The explanation I joined this firm was as a result of I wished to work with Niklas.”
The Gimmick! 2 staff was shortly being assembled, however by the point manufacturing of the lengthy overdue sequel was in full swing Istenes obtained maybe his best coup: “I reached out to a composer I used to work with, however he was too busy for the mission,” says Istenes, “He instructed me to shoot for the celebs although. Which composer would I need to work on a sport like this? I believed it might be cool to work with somebody like David Sensible.”
It was clear that Istenes had no drawback taking pictures for the celebs. After already efficiently getting the rights to his dream sport, he boldly reached out to the long-lasting David Sensible; the online game composer well-known for soundtracks akin to Donkey Kong Nation and Battletoads. He was Istenes’ dream composer. And, maybe to his shock, Sensible instantly mentioned ‘sure’.
”I really like [classic] Nintendo video games and dealing on the platform,” says Sensible. “It was a straightforward ‘Yep, I need to be concerned.’”
The pair instantly started working on discovering Gimmick! 2’s distinctive musical tone, searching for the candy spot between the unique and the sequel’s two international locations of origin. “I’ve made positive I’ve used this glorious instrument known as the Nyckelharpa,” explains Sensible, referring to a Swedish instrument whose title interprets to ‘key harp’. “It’s like a violin, nevertheless it’s obtained these little wood switches on them. It is obtained its personal ethereal sound and I used to be very eager to get that into the soundtrack.”
“I bear in mind enjoying Donkey Kong Nation and listening to the aquatic theme that he made and doing fan drawings once I was at school,” says Istenes. “It was simply so superb to be working with him.”
Not solely had Istenes obtained the rights to make his dream sequel, however he had additionally struck a take care of his dream composer. Gimmick! 2’s manufacturing was progressing properly. So properly, the truth is, that it was solely a matter of time till catastrophe struck…

In June 2023, Embracer Group introduced a restructuring program, making vital cuts to all the workforce throughout all of its acquired studios. Sadly, employees at Bitwave Video games had been among the many many casualties, shedding half of their colleagues in a single fell swoop. Gimmick! 2 was instantly put in jeopardy.
“When the information hit it was scary,” explains Istenes. “I did not know precisely how it might have an effect on the studio. It wasn’t like I had an inventory of those that I knew must go away. However since it is a financial scenario, it wanted to occur quick.”
“It was one of many darkest days within the historical past of our firm,” says Senior Recreation Developer, Hampus Lidin. “I do not suppose we’d had such an enormous setback earlier than.” It was a setback that precipitated Lead Programmer Olof Karlsson to really feel a bit of misplaced: “I used to be very confused about methods to deal with this. How do I really feel? What am I purported to really feel?”
“Individuals who needed to go away had been part of the corporate for 5 years, and there are some employees members that’d been part of the mission from the start,” shares Istenes. “You form of simply must shut off your human a part of the scenario.”
Understandably, this was a tricky tablet to swallow for the affected employees. However Istenes was additionally deeply troubled by the scenario, as he’d at all times considered Embracer because the studio’s saviour. In a single second, the whole lot was turned the other way up. “I am not blaming Embracer for what occurred,” says Istenes. “It is exterior forces and the way the trade is. My relationship with Embracer remains to be excellent. They’re simply pivoting as properly to only attempt to make one of the best out of a scenario. Some onerous calls wanted to be made.”

Six months had handed since we first visited the studio in February of 2023, and since then the Embracer cuts hadn’t been the one unhealthy information for the manufacturing of Gimmick! 2. Throughout that point, Lead Programmer Olaf Karlsson had stepped away from the mission as a consequence of burnout, solely to later return out of necessity after the layoffs.
“The truth that I solely lasted six months earlier than burning out was heartbreaking,” explains Karlsson. “I got here again because of the layoffs. Niklas approached me and mentioned, ‘I do know that you simply burnt out on this earlier mission and that you simply did not need to hear about it anymore, however may you think about coming again?’ And I used to be like, ’Sure, in fact.’”
Gimmick! 2 had stalled, and there was a real worry that this labour of affection may by no means make it to the end line. However there was nonetheless an underlying willpower from its chief to see it by, and that keenness emanated by all the studio. “I do not actually need to work on one thing except I really feel like everybody round me actually needs to do it,” says Karlsson. “To have the CEO need to do it this a lot [gives you] a degree of engagement that you simply in any other case would not actually get.”
Surprisingly, regardless of the hurdles, Gimmick! 2 obtained again on monitor quick, with Istenes – in a determined try to save lots of his dream – introducing a pivot into manufacturing.
“I need it to be one of the best sport ever,” says Istenes. ”I need each concept that I’ve to be within the sport, which makes it very, very onerous to design a sport like that. When the information broke, I knew we may nonetheless [finish] the sport, however we would have liked to pivot again to the roots and focus extra on gameplay. It was fairly clear from the start what we would have liked to chop within the sport to nonetheless make it nice and as lengthy and pleasing as we wished it to be.”
The pivot again to a gameplay focus allowed the Bitwave staff to refocus on their authentic imaginative and prescient, minimize out the pointless bells and whistles, and double down on the core expertise that made the unique so beloved. “It feels extra true. It feels extra like a sequel.” explains Karlsson. “It does not simply really feel like one thing carrying the outdated sport’s pores and skin. It looks like a real sequel to Gimmick!. We are able to truly end this nonetheless. That is doable.”
Gimmick! 2 is quick approaching. The truth is, there’s a very good probability it’s accessible so that you can play proper now. Regardless of the hardships, the entire mission has been constructed with constant ardour. Whether or not it was a love of the unique’s design, expertise, {hardware}, or simply plain nostalgia, Bitwave Video games has been constructed on the inspiration of Yumetaro, and that love bleeds by each body of the sequel.
“The chance to work on Gimmick! 2 was a once-in-a-lifetime expertise,” explains Karlsson.”I believe what’s going to make it particular is a mix of what we’re aiming for; a really tight, mechanically attention-grabbing and enjoyable platforming sport with superb visuals and a good looking soundtrack composed by f**king David Sensible of all folks. How did we get David Sensible? It is unbelievable.”
“I hope it captures the identical spirit of the unique,” says Pat the NES Punk. “ I hope it looks like a world of marvel with attention-grabbing enemies and characters you encounter alongside the way in which.”
“I hope folks will be taught extra concerning the authentic one,” says Istenes. “I believe this can be a significantly better sport in a couple of sense. However I hope folks will play this, benefit from the sport, after which return and play the unique sport. And, hopefully, we’ll make a sequel to this one as properly!”
For higher or worse, Gimmick! 2 fulfils a lifelong ambition. Time will inform if the sequel will create its personal lasting influence like its predecessor, or even perhaps exceed the unique’s legacy. We don’t know if Bitwave Video games will thrive or fall underneath the burden of an ever-evolving trade, and we don’t know if Gimmick! will ever really obtain all of the reward it so clearly deserves. What we do know is that Yumetaro began a dream. A dream that constructed a studio, helped craft a imaginative and prescient a long time within the making, and cast an assortment of gorgeous friendships.
Not unhealthy for a barely launched, forgotten ‘90s sport about an anthropomorphic, star-throwing inexperienced blob.
“This sport has at all times been a mission of the studio’s coronary heart,” says Istenes. “We did not choose this to be the sport that will make us the richest studio in Gothenburg. It’s to set a pattern of how we make high-quality video games, that is what we’re aiming for right here. So long as some folks take pleasure in enjoying the sport, and get a enjoyable participant expertise from it, then I am joyful.”

Thanks to Pat the NES Punk, Illusory Wall, Pekachow, David Sensible, Niklas Istenes, and everybody at Bitwave Video games for his or her time. Particular thanks to Jesse Gomez for manufacturing and Andréas Göransson for sharing the story.