Gimmick!

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This article is about the 1992 video game. For the unrelated manga, see Gimmick! (manga). For other uses, see Gimmick (disambiguation).
Gimmick!
Gimmick boxart.PNG
Japanese Family Computer box art
Developer(s) Sunsoft
Publisher(s) Sunsoft
Distributor(s)
Director(s) Tomomi Sakai
Composer(s) Masashi Kageyama
Platform(s) NES, PlayStation
Release date(s) NES
  • JP: 31 January 1992
  • SCN: 19 May 1993
PlayStation
  • JP: 21 November 2002
Genre(s) Platform
Mode(s) Single-player

Gimmick!,[a] known outside Japan as Mr. Gimmick, is a platform video game developed and published by Sunsoft, and originally released in Japan for the Family Computer on 31 January 1992. The story follows a small green character named Yumetaro who was given to a young girl as a birthday present. One night, the girls' other toys become jealous of the attention he is receiving, and whisk the girl away to another dimension. Playing as Yumetaro, the player must maneuver through a variety of levels, using the protagonist's star-shooting power to defeat enemies and progress through the game.

In order for Gimmick! to surpass the quality of games on the new Super Nintendo, director Tomomi Sakai required a large staff and used innovative techniques to create high quality graphics and sound. The graphics were handled using advanced tileset algorithms which freed processing power so more detailed graphics could be drawn on the screen. The game uses an expanded sound chip which provided more sound channels than the standard Famicom game. With this special chip, composer Masashi Kageyama was able to create a more advanced score. The soundtrack crosses multiple genres, with Kageyama describing it as a "compilation of game music".

Gimmick! received mixed reviews and a lack of interest at release. Distributors were more interested in games for the new 16-bit systems, so Sakai found difficulty in getting the game localized outside Japan. Sunsoft of America did not approve of the game for a North American release due to its quirky character design. Ultimately, the only distributor that imported the game was Swedish distributor Bergsala, which released it in 1993 in small quantities across the Scandinavian market. Critics both praised and criticized the game for its challenging difficulty, and some thought the game was designed exclusively for children due to its character design. In retrospective reviews, Gimmick! has received more praise, even seeing a re-release in Japan in 2002 for the PlayStation.

Synopsis[edit]

Gimmick! is a platform game that places the player in control of a small green blob named Yumetaro.[b][1] The story begins during an unnamed young girl's birthday. Her father is normally busy with work but he is able to spend time with his family for the special occasion. Earlier, he had went to the store to purchase a new toy for his daughter. Yumetaro had been wandering the toy store and became confused when the father came in. He hid with stuffed toys that looked like him, but was picked up by the girl's father. When the girl opens the Yumetaro gift, she is delighted. Yumetaro becomes the girl's favorite, and so her other toys no longer feel loved. One night, the toys suddenly come alive and take the girl to another dimension. The only one left is Yumetaro, who follows the toys into the other dimension in search of the girl.[2]

Yumetaro's star attack can be used as a platform to reach otherwise inaccessible areas.[1]

The player, as Yumetaro, must venture into the alternate dimension to rescue his new owner. The player character can jump and spawn stars above the horn on his head. The star is a central mechanic to the game, being necessary to defeat enemies found while also doubling as a platform, capable of being ridden to reach otherwise inaccessible areas. The player must make their way through six stages and six bosses to complete the game. Once the sixth boss is defeated, it is revealed that the girl is still missing and the game restarts from the beginning. To truly complete Gimmick!, the player must find a hidden area in each stage where a magic item resides. If one can obtain each all the magic items without losing every life (i.e. using no continues), a secret stage will appear in which an extra boss must be beaten. Only after this boss is defeated is the game completed in full, with a cutscene showing Yumetaro rescuing the girl and leading her back to the real world.[1]

Development[edit]

Gimmick! was conceived by lead designer Tomomi Sakai, who put a variety of ideas into the programming of the game.[3] The game may have been developed with a MicroVAX minicomputer or a Sophia In-III, but Sakai claims he could have made the game how he wanted regardless of what equipment was used.[4] In order to surpass the quality of SNES games, a large staff was required. He had always thought about developing his own game with Yoshiaki Iwata and Hiroyuki Kagoya, who were involved in designing Blaster Master, a previous Sunsoft title.[3] The two, however, were paid very little for their involvement in making Gimmick!.[4] Sound programmer Naohisa Morota, who had left Sunsoft shortly before development of Gimmick!, would work for Sakai as an "outsourcer".[3]

The process of using the 256 graphics tiles on the NES was handled with special programming techniques. The team streamlined the process by dividing the number of tiles into 2 groups of 128 and separating them into enemy characters and protagonists. By further dividing the tiles into 4 groups of 64, they were able to reduce graphical processing and switch out tilesets to use as background cogs and floor animations.[3]

Music[edit]

Sakai and Gimmick!'s composer Masashi Kageyama held meetings over telephone regarding the music, the latter being in Tokyo and the former in Nagoya at the time.[5] With the two having similar musical interests, and Kageyama being able to plug his Macintosh synthesizer into the phone, it was easy for Kageyama to share with Sakai how the music sounded.[5] Even though Kageyama had already felt comfortable with the musical layout and controls he used for two PC Engine games, OUT LIVE and Benkei Gaiden, Sakai provided him with extended sound sources. Sakai encouraged Kageyama to push the limits of the sound chips, and so Kageyama used the maximum amount of sound channels possible. He jokingly described composing the music for Gimmick! as feeling more like "putting a puzzle together than actual music composition."[5]

Gimmick!'s soundtrack ranges in several different genres, from pop music to bass-driven acid jazz, fantasia, dramatic hard rock and jazz fusion, a style not commonly heard in games released for the NES/Famicom.[6] The other staff members' love for music was the most influential aspect for Kageyama. Some requested a pop sound for the music, while others requested music ranging from a designer who was a fan of techno and minimalist music to a programmer who enjoyed classical music.[6][7] Since players will often listen to game compositions more than once, he did not want the stage tracks to become grating and wanted the opening and ending compositions to sound dramatic, overall being "careful to make sure [he] was writing music that just felt good."[7] Sakai was fixated on designing the perfect controls for Gimmick!, the feel of these controls also influenced Kageyama's score.[7]

Describing the game's soundtrack as a "compilation of game music", Kageyama said that making it was a test in trying to "take what people generally considered to be the sound of the Famicom, and kick it up a notch."[6] Naohisa Morota handled the sound programming, and Kageyama described his contributions as "profound"[5] and helpful in one of his goals in making the tracks sound more like a live performance than just compositions.[7] The Famicom version uses a variation of Sunsoft's FME-7 memory management controller known as "SUNSOFT 5B", which, in addition to the functionality provided by the stock FME-7, features a Yamaha YM2149 PSG audio chip to provide three additional channels for music and sound. Since the NES only uses five sound channels, the extra sound channels were excluded from the European release.[1]

Release[edit]

Sunsoft of America did not localize Gimmick! because they felt the characters were too "strange or quirky" compared to American cartoon characters.[8]

Gimmick! was released in Japan on 31 January 1992, and plans for an international release were underway.[8][9] The game was reviewed by Electronic Gaming Monthly in the United States, but soon plans for a North American localization were canceled. Sunsoft of America's former vice president of development, David Siller, claimed that the company's managers felt the game's characters were too "strange or quirky" compared with cartoons by The Walt Disney Company and Warner Brothers. Ufouria: The Saga suffered this same fate. However, Siller said that the two titles most likely could have been commercial successes.[8]

The international version was imported by Bergsala AB into Scandinavian countries in small amounts and was re-titled Mr. Gimmick.[1][10] Unlike its Japanese counterpart, this version features nine lives instead of four to counter the game's extreme difficulty. The game also contains downgraded music due to the lack of an expanded sound channel chip. Since the European cartridge is encoded for PAL region, it will not work in a North American NTSC NES, but the NTSC prototype ROM has been leaked online.[1]

Gimmick! was also ported to the PlayStation in Japan as a part of Sunsoft Memorial Collection: Volume 6 along with Super Spy Hunter. This version contains some sound differences from its Famicom counterpart.[1][11] This collection package was made available on the PlayStation Network in Japan on 22 December 2010.[11]

Reception[edit]

Reception
Review scores
Publication Score
EGM 5/10[12]
5/10[12]
4/10[12]
8/10[12]
Famitsu 26/40[16]
Famimaga 18.5/30[13]
Nintendo Magazine System 91/100[14]
Nintendomagasinet 6/10[15]

Gimmick! initially garnered lackluster interest and mixed reviews from publications like Famitsu, Electronic Gaming Monthly, and Nintendomagasinet.[3][12][15] This lack of popularity was blamed on casual players being unable to handle the difficulty, and the industry's transition to newer 16-bit consoles like the Super NES and Mega Drive. When Gimmick! was exhibited at places like the Tokyo Toy Show, Sakai recalled that he was hoping a dealer would see Gimmick! as a next-generation title developed for the original Nintendo and distribute it, only for them to lose interest once they learned it was an NES game. In retrospect, he joked that "the game took 10 years for people to appreciate it.”[3]

Electronic Gaming Monthly reviewed the game in their July 1992 issue, providing a release window of "2nd half" of 1992, although the release was canceled. Three reviewers gave the game scores of 5, 5, and 4 (out of 10). These reviewers overwhelmingly noted that the game seemed geared towards children, and generally found it mediocre. A fourth reviewer gave the game an 8 out of 10, stating "you get a very challenging game that requires a great deal of technique. It starts off easy, but that is only practice. Get farther into the game and you'll have quite a challenge. Definitely a sleeper. Give this one a try!."[12] The most favorable review at the time came from Nintendo Magazine System, where the magazine called it "one of the hottest titles for the NES in a long while." The reviewers highly praised the visuals, sound and difficulty of the game, with one reviewer saying that "the craving to beat this crazy game wins any such problems over convincingly."[14]

In a retrospective analysis, GameSpot's Jonathan Toyad highlighted Gimmick! as an underrated platform title from the 1990s. He praised the physics and unique level design. Regarding the graphics, he stated: "if this game isn't the prettiest and most detailed game on the Nintendo I've seen within that era, then I don't know what is." Toyad's only negative comment was regarding the extreme difficulty in reaching the final stage and good ending. He concluded that Gimmick! was a "labor of love" from developers, and found it a shame it was not released in North America.[17]

Notes[edit]

  1. ^ Gimmick! (Japanese: ギミック! Hepburn: Gimikku!?)
  2. ^ Yumetarō (Japanese: ゆめたろー?)

References[edit]

  1. ^ a b c d e f g Kurt Kalata (28 August 2011). "Hardcore Gaming 101 - Gimmick!". Hardcore Gaming 101. Archived from the original on 11 May 2016. Retrieved 8 October 2015. 
  2. ^ ギミック取扱説明書 (in Japanese). ファミコン: SUNSOFT. 1992. 
  3. ^ a b c d e f "世界のミヤモトが認めた名作ゲーム『ギミック!』を生んだプログラマー・酒井智巳インタビュー!". Cyzo (in Japanese). 19 August 2011. Archived from the original on 11 December 2016. Retrieved 12 October 2015. 
  4. ^ a b "Gimmick!". DF Mag (in Russian) (5): 10–15. July 2015. Retrieved 12 December 2016. 
  5. ^ a b c d Greening, Chris (20 July 2015). "Masashi Kageyama Interview: There and Back Again". VIdeo Game Music Online. Archived from the original on 4 March 2016. Retrieved 15 October 2015. 
  6. ^ a b c "「とにかく既存のファミコンの音を壊したかった」影山雅司"音のサンソフト"を支えた男". Cyzo (in Japanese). 29 June 2011. Archived from the original on 11 December 2016. Retrieved 15 October 2015. 
  7. ^ a b c d Translation of Gimmick! – 2011 Composer Interview. Rom Cassette Disc in SUNSOFT (liner notes). Archived from the original on 13 September 2016. Retrieved 11 December 2016. 
  8. ^ a b c Strangman, Rob (2014). Memoirs of a Virtual Caveman. Lulu.com. p. 396. ISBN 9781312104839. Retrieved 12 October 2015. 
  9. ^ "バトルフォォーミュラー ギミック! メモリアル★シリーズ サンソフト Vol.6". www.sun-denshi.co.jp (in Japanese). Archived from the original on 3 March 2016. Retrieved 11 December 2016. 
  10. ^ Mr. Gimmick (PAL instruction manual). Scandinavia: Sunsoft. 1993. 
  11. ^ a b "メモリアル☆シリーズ サンソフト Vol.6 | ソフトウェアカタログ | プレイステーション® オフィシャルサイト". www.jp.playstation.com. Archived from the original on 2 March 2016. Retrieved 17 December 2016. 
  12. ^ a b c d e f "Mr. Gimmick". Electronic Gaming Monthly: 130. July 1992. 
  13. ^ Famimaga. 15 April 1998, p. 34.
  14. ^ a b "Mr. Gimmick!" (8). Nintendo Magazine System. May 1993: 36–39. Archived from the original on 30 December 2011. 
  15. ^ a b "Mr. Gimmick". Power Player. Sweden: Atlantic Förlags AB. May 1993. 
  16. ^ "Cross Review". Famitsu (164). 1992. 
  17. ^ Toyad, Jonathan (18 October 2012). "Revisiting Gaming's Lost Heroes". YouTube. GameSpot. Retrieved 11 December 2016. 

External links[edit]