Super Kiwi 64 Switch Review
Super Kiwi 64 bills itself as “a 3D-Platformer and Collect-a-Thon, in a low poly late 90s console look.” It is obviously trying to be like the classics like Banjo-Kazooie, except it misses. First off, its $2.99, which should send warning sirens off. Cheap 3D games almost always stink, because they simply don’t have the budget. I’ll give the developers credit, they tried, but simply did not make it.
Super Kiwi 64 features 8 short levels where you collect 6 jewel thingies, and a certain number of gear tokens, which get you one of the jewels when you collect them all. In the beginning things are easy, very easy:
You start off in a mushroom forest for two levels, then you move to “Nazi desert ruins” where enemies are introduced. Don’t worry, they are very easy to dispatch as they are slow.
From the desert ruins, you move to underground ruins, where you have these fetus switches:
It was at the point, I turned Super Kiwi 64 off as I ceased to care. I only got to level five of eight through sheer force of will. Things do get more complicated, sure. Like in level three, you can flood the entire level in lava for some reason. But there’s no explanation for anything. There is a story, I think, but its not told very well. The levels are short and easy. There’s just nothing compelling here. I’m not going to give it a YMMV as I don’t the game is solid enough that somebody will enjoy it. Its not broken, just has no reason to play it. Glyph this is not.
Overall: Super Kiwi 64 wanted to be a classic N64 platformer on a budget. It fails miserably because it’s simply boring.
Verdict: Not Recommended