But there's a reason to be excited for Super Bowl even if you're none of those thing, for it brings with it the trailers for the newest big budget movie sequels - and there ain't nothing like a sequel! Yeah, Hollywood! Sequel Town! Sequels! Sequels! Sequels! "We're gonna make a sequel, kid!"
Of course, the games industry isn't much better; wholly original games are thin on the ground, in comparison to the sequels and franchise instalments we get nowadays. Indeed, there have been so many sequels to great games that it's rather difficult to keep track of them all.
Here are ten you might've forgotten.
Series' creator Matthew Smith planned a third game in the legendary ZX Spectrum series - Miner Willy Meets The Taxman (quite possibly a joke inspired by Matthew Smith himself meeting the Taxman) - but it never happened.
Instead, Smith spent some time living in a Dutch commune, then - aside from working on the Game Boy version of Scrabble. and a few documentary appearances - he went off the radar. Consequently, he has become something of a legendary figure, a lost icon, akin to Syd Barrett or that bloke out of Manic Street Preachers.
Despite featuring as a playable character, Smith had nothing to do with Jet Set Racing, a kart-style drive 'em up released for mobile phones in 2005. It officially licensed characters - Willy himself, his housekeeper Maria, and an expanded roster of friends and relations - as well as locations from the earlier Miner Willy games.
It wasn't all that good. Nobody really played it. But, well - there you go. The important thing to note is that it exists, and you probably didn't know about it until now.
So, you'd probably expect it to build on the original, and be set in a maze, with Pac eating power pills and avoiding ghosts. Nothing so ordinary or logical. While ghosts and power pills both featured, The New Adventures may go down as the single most misguided and unlikely game sequel of all time.
In fact, you didn't even have direct control over Pac-Man; you controlled a cursor, and would act as a disembodied observer while Pac-Man - now rendered as a coward, who quivered when confronted with anything in the least bit scary - went about his day. By clicking on objects and characters in the game - ostensibly firing a catapult at them - you could remove the terrifying obstacles in Pac-Man's path.
As if that wasn't weird enough, you also had to manage Pac-Man's moods. You could make him happy, by dropping apples in his path, for example. However, make him too happy and Pac-Man became smug and arrogant and less co-operative.
I'm not even making this up.
The thing the majority of people remember about Outrun is its evocative sense of driving through America with the radio on. So... of course you'd release a version set in a dystopian future featuring a high-tech rocket car and a tinny electro soundtrack.
It started life as a Mega CD game called Cyber Road, before Sega switched development to the Mega Drive and decided to make it an official part of the Outrun franchise. To be fair, the gameplay wasn't drastically removed from the original - and, indeed, it wasn't all cityscapes, as many of the tracks took on something of an international flavour. However, what it did lack was the one thing everyone remembers about Outrun: the chilled, laid-back, music.
Also worth bearing in mind that we're only one year away from the rocket car-filled future depicted here.
And anyway... Dinosaur Planet then became Starfox Adventures - a spin-off of Nintendo's classic Super NES shoot 'em up.
When Starfox gets mentioned these days rarely does Starfox Adventures get acknowledged. Which is a shame, as it wasn't that bad. It just wasn't anything like Starfox - more a sort of Zelda-ish third-person action game, with on-rails shooting sections set in your Arwing space ship.
Though it sold well at the time, and was relatively well received, its stark departure from the core gameplay of the Starfox series appears to have consigned it to the dustiest cranny of most people's memories.
By 2004, when Rogue Agent was released, Electronic Arts had picked up the game rights to the Goldeneye movie, and sought to capitalise on the legendary status of the original N64 game. It was all fairly shameless, as the plot of Rogue Agent has virtually no connection to either the movie or the previous title. Whereas Goldeneye had been a killer satellite, here the protagonist - who isn't even James Bond - is fitted with a golden cybernetic eye, and blamed for the death of 007.
As bizarre as that all was, the biggest complaint levelled at Rogue Agent was its generic FPS gameplay. If there's one thing Goldeneye wasn't it was this: mediocre. Rogue Agent was less sequel and more a cynical attempt to cash in on a better designed game.
The gameplay remained essentially the same, but there were a few tweaks; two types of flying saucers now appeared at the top of the screen, which in later levels would occasionally drop reinforcement Invaders. Plus, the enemies could sometimes split into two. Also, it was commonly found with a coloured mylar overlay to make its monochrome graphics look prettier.
Here's a sweet life hack: try livening up the outside world by doing the same thing to all the windows in your house.
Prior to this proper numerical sequel, the game's creator Alexei Pajitnov developed Welltris, Hatris, and the awkwardly-named Faces...Tris 3 (yes: the ellipsis and the 3 were part of the title - nobody knows why). Then came Super Tetris, Bombliss, and - eventually, in 1993 - the supposedly definitive Tetris 2.
It was a relatively worthy follow-up - albeit created without the input of Pajitnov - but tinkered with the original by starting levels with fixed colour blocks already in place. Whereas Tetris was about making solid lines, this was about matching colours. You know: like all those other falling-block games.
It was fine for what it was, but it's fair to say that it failed to achieve the same level of ubiquity as its predecessor.
Also: let us once again ponder upon the mystery of Faces... Tris 3.
Supposedly, all of this was considered sufficient to declare this a "deluxe" version of its peerless predecessor.
It played almost identically to the arcade original. The few new elements were the locations - in one memorable moment you could stop a petrol station robbery by flinging newspapers at the robbers. You could also prevent runaway prams from crashing into traffic or walls - both scenarios resulting in some happy headlines at the end of the levels.
Very little in the way of new ideas were featured, merely the proverbial "more of the same".
Only a handful of games were ever made compatible with the goggs - including Outrun 3D, Space Harrier 3D, and this: Zaxxon 3D.
Whereas the original Zaxxon used an isometric viewpoint, to make the most of the 3D effect in Zaxxon 3D, Sega opted for an into-the-screen perspective. In purely graphical terms, it was rather basic - most of the levels were played against a featureless outer space backdrop, thus lacking the visual appeal of the original.
Though you didn't have to be wearing the goggles - after all, they reduced the frame rate drastically - doing so meant you lost the one element this limp sequel had going for it.