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Crosswicking

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* PlotCoupon: The game tasks the player to collect amethyst gems that serve as power cells to refuel the airplane that got stranded in the island where the kiwi and a friendly pilot are now. The ''Doomsday'' campaign has differently-shaped gems that are instead used to dispel the barrier that blocks the entrance to the final level.
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Crosswicking example from Kill Enemies To Open.

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* KillEnemiesToOpen: One of the PlotCoupon crystals in the Wild West level of the ''Doomsday'' campaign is guarded by a group of mechanical sheriffs that roam the haystack yards. Defeating them all is necessary to reclaim the crystal.
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Just one more trope example, at least for now. =)

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* FinalBossNewDimension: The FinalBoss fight against Melon King in the ''Doomsday'' campaign takes place within an abstract location that is defined as the gap between realities.

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Massive example crosswicking


* FractionalWinningCondition: There are 50 amethyst gems in the game, but only 40 are needed to refuel the main character's airplane and fly back home to finish the adventure.

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* BigBoosHaunt: The third and final level of the ''Doomsday'' campaign takes place within a haunted dimension whose passageway is decorated with blue candles, spooky fences that provide a view of outer space, and skeletons. Along the way are swinging axes and shaking plant branches that have to be avoided.
* CompanyCameo: Some of the announcements placed in City 64 (the first level of the ''Doomsday'' campaign) feature the logo of Creator/{{Siactro}}, the developers of the game.
* FractionalWinningCondition: There are 50 amethyst gems in the game, but only 40 are needed to refuel the main character's airplane and fly back home to finish the adventure. The trope is averted with the ''Doomsday'' campaign, as it has 20 energy crystals distributed across its two worlds but all of them are required to access the final level.



* PassThroughTheRings: All levels except the fifth feature gold rings the kiwi pass through in order to earn a gem. They are scattered through the levels, and can be passed through in any order.

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* PassThroughTheRings: All levels except the fifth feature gold rings the kiwi pass through in order to earn a gem. They are scattered through the levels, and can be passed through in any order. In the case of the levels from the ''Doomsday'' campaign, the rings are colored silver, but serve the same purpose.



** Extra: The gold medals obtained by breaking the levels' time records in TimeTrial.



* ShiftingSandLand: The third and fourth levels take place within a wide, scorched desert with some ancient buildings and functional furnaces. The former level has a furnace with a switch that floods much of the level with lava, but there's another whose switch reverts the flood.

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* ShiftingSandLand: ShiftingSandLand:
**
The third and fourth levels take place within a wide, scorched desert with some ancient buildings and functional furnaces. The former level has a furnace with a switch that floods much of the level with lava, but there's another whose switch reverts the flood.flood.
** The second level of the ''Doomsday'' campaign aims for TheWildWest instead of the Middle East motifs seen in the base campaign's desert levels. It's a scorched land whose features include cacti, crystal statues shaped like bird necks, a pair of rails where a train does an endless WrapAround trip, some saloons, small plateaus that can be climbed, and more uniquely a set of floating cubic devices that can be used by the kiwi to gain extra height while gliding (with them, it's even possible to go through the whole level without ever touching the ground).
* ShoutOut: In the ''Doomsday'' campaign, there are some cardboards modeled after the main character of ''VideoGame/Macbat64JourneyOfANiceChap''.


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* {{Tomorrowland}}: The first level of the ''Doomsday'' campaign takes place within an enclosed urban rainy area called City 64, which has a futuristic motif. Many neon lights, including some written in Japanese, can be seen, as can various luminescent green orbs that come from the pool of water at the bottom. The level is very tall, being divided into vertical sections that have to be traversed with the help of moving platforms as well as some billboards the kiwi can climb with its beak.
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I apologize for not having factored in the Doomsday campaign, as I hadn't played it yet when I first wrote the article. I'll add tropes about it in a later edit. =)


* MooksButNoBosses: None of the levels have any bosses (there's NoAntagonist). And half the levels don't have ''mooks'' either. ''Doomsday'' however does have a boss battle against the Robot Melon King.

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* MooksButNoBosses: None of the levels in the base campaign have any bosses (there's NoAntagonist). And half the levels don't have ''mooks'' either. However, the extra campaign ''Doomsday'' however does have a boss battle against the Robot Melon King.

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* MooksButNoBosses: None of the levels have any bosses (there's NoAntagonist). And half the levels don't have ''mooks'' either.
* NoAntagonist: There isn't a BigBad in the game. The driving conflict of the game revolves around the kiwi and his buddy (the pirate parrow) beign stranded in a remote island and needing gems that act like energy cells to refuel the airplane that will take them back home.

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* MooksButNoBosses: None of the levels have any bosses (there's NoAntagonist). And half the levels don't have ''mooks'' either.
either. ''Doomsday'' however does have a boss battle against the Robot Melon King.
* NoAntagonist: There isn't a BigBad in the game. The driving conflict of the game revolves around the kiwi and his buddy (the pirate parrow) beign being stranded in a remote island and needing gems that act like energy cells to refuel the airplane that will take them back home.home, with the only "enemy" being non-sentient robot guardians. The ''Doomsday'' storyline does have a villain in the form of the Robot Melon King.



** Secondary: The gold-colored gears. Collecting them all yields a gem.

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** Secondary: The gold-colored gears.gears, and the five rings. Collecting them all yields a gem.


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* {{Retraux}}: This game takes a lot of aesthetic influences from later-era Platform/Nintendo64 platformers, particularly those developed by Creator/{{Rare}}, with simplistic low-polycount characters, low-resolution texture work, and baked lighting.

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Reflecting the changes made to the Hub Level example in the trope page. Also added a new example


* HubLevel: The secluded area where the airplane landed grants access to all levels in the game (which can also be entered in any order). Interestingly, it has no music on its own; instead, when the kiwi approaches the entrance to a level pair, their shared music will play (by default, the music that plays is that of the first two levels).

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* HubLevel: The secluded area where the airplane landed grants access to all levels in the game (which can also be entered in any order). Interestingly, it has no music on its own; instead, when the kiwi approaches the entrance to a level pair, their shared music will play (by default, the music that plays is that of the first two levels).


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* PortalEndpointResemblance: The HubLevel not only shows the thematic features of the levels it grants access to, but when the kiwi approaches the entrance to a level pair, their shared music will play as well before the kiwi goes through them.
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* HailfirePeaks: The third level is, at heart, a ShiftingSandLand location (with it being a sandy landscape with some ruins and machinery). However, pressing a switch next to a large furnace near the top will flood the level with lava, thus making it transition into LethalLavaLand. Pressing a switch located near another furnace will refert the flood.
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General clarification on works content


* PassThroughTheRings: All levels except the fifth feature gold rings the kiwi pass through in order to earn a gem.

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* PassThroughTheRings: All levels except the fifth feature gold rings the kiwi pass through in order to earn a gem. They are scattered through the levels, and can be passed through in any order.
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I didn't know Siactro had its own page. =P


''Super Kiwi 64'' is a 3D CollectAThonPlatformer developed by Siactro for Platform/{{Steam}} and Platform/NintendoSwitch, and released on December 2022. It was conceived as a {{Homage}} to the 3D platformers that were released during MediaNotes/TheFifthGenerationOfConsoleVideoGames, particularly ''VideoGame/SuperMario64'', ''VideoGame/BanjoKazooie'' and ''VideoGame/SpyroTheDragon''.

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''Super Kiwi 64'' is a 3D CollectAThonPlatformer developed by Siactro Creator/{{Siactro}} for Platform/{{Steam}} and Platform/NintendoSwitch, and released on December 2022. It was conceived as a {{Homage}} to the 3D platformers that were released during MediaNotes/TheFifthGenerationOfConsoleVideoGames, particularly ''VideoGame/SuperMario64'', ''VideoGame/BanjoKazooie'' and ''VideoGame/SpyroTheDragon''.

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''Super Kiwi 64'' is a 3D CollectAThonPlatformer developed by Siactro for Platform/{{Steam}} and Platform/NintendoSwitch, and released on December 2022. It was conceived as a {{Homage}} to the 3D platformers that were released during MediaNotes/TheFifthGenerationOfVideoGameConsoles, particularly ''VideoGame/SuperMario64'', ''VideoGame/BanjoKazooie'' and ''VideoGame/SpyroTheDragon''.

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''Super Kiwi 64'' is a 3D CollectAThonPlatformer developed by Siactro for Platform/{{Steam}} and Platform/NintendoSwitch, and released on December 2022. It was conceived as a {{Homage}} to the 3D platformers that were released during MediaNotes/TheFifthGenerationOfVideoGameConsoles, MediaNotes/TheFifthGenerationOfConsoleVideoGames, particularly ''VideoGame/SuperMario64'', ''VideoGame/BanjoKazooie'' and ''VideoGame/SpyroTheDragon''.


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* HubLevel: The secluded area where the airplane landed grants access to all levels in the game (which can also be entered in any order). Interestingly, it has no music on its own; instead, when the kiwi approaches the entrance to a level pair, their shared music will play (by default, the music that plays is that of the first two levels).

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Oops


''Super Kiwi 64'' is a 3D CollectAThonPlatformer developed by Siactro for Platform/{{Steam}} and Platform/NintendoSwitch, and released on December 2022. It was conceived as a {{Homage}} to the 3D platformers that were released during the MediaNotes/FifthGenerationOfVideoGameConsoles, particularly ''VideoGame/SuperMario64'', ''VideoGame/BanjoKazooie'' and ''VideoGame/SpyroTheDragon''.

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''Super Kiwi 64'' is a 3D CollectAThonPlatformer developed by Siactro for Platform/{{Steam}} and Platform/NintendoSwitch, and released on December 2022. It was conceived as a {{Homage}} to the 3D platformers that were released during the MediaNotes/FifthGenerationOfVideoGameConsoles, MediaNotes/TheFifthGenerationOfVideoGameConsoles, particularly ''VideoGame/SuperMario64'', ''VideoGame/BanjoKazooie'' and ''VideoGame/SpyroTheDragon''.



* TogglingSetpiecePuzzle: The fifth level features crystal switches that swap the states of various contraptions like color-coded barriers (green and red), the level
of a toxic liquid in one pool, the height of solid platforms in another, and the respective positions of a room's floor and ceiling. The switches, by default, are colored green when they're toggled off, and red when they're toggled on. Working around the contraptions and their states will be necessary to reach the most treasured part of the level, where ''five'' [[PlotCoupon gems]] await.

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* TogglingSetpiecePuzzle: The fifth level features crystal switches that swap the states of various contraptions like color-coded barriers (green and red), the level
level of a toxic liquid in one pool, the height of solid platforms in another, and the respective positions of a room's floor and ceiling. The switches, by default, are colored green when they're toggled off, and red when they're toggled on. Working around the contraptions and their states will be necessary to reach the most treasured part of the level, where ''five'' [[PlotCoupon gems]] await.
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It costed me 3$ to get this game and only 90 minutes to clear it (at least the standard campaign), so I thought that making a TVT page on it would make it a little more worthy, haha


* TheLostWoods: The first and second levels take place within a dense, sprawling forest where flora has reclaimed what seemed to be an ancient city (there are some ruins and monuments). There are many large mushrooms that can be used as springs.

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* TheLostWoods: The first and second second levels take place within a dense, sprawling forest where flora has reclaimed what seemed to be an ancient city (there are some ruins and monuments). There are many large mushrooms that can be used as springs.
Is there an issue? Send a MessageReason:
It costed me 3$ to get this game and only 90 minutes to clear it (at least the standard campaign), so I thought that making a TVT page on it would make it a little more worthy, haha

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/kiwi64.jpg]]

''Super Kiwi 64'' is a 3D CollectAThonPlatformer developed by Siactro for Platform/{{Steam}} and Platform/NintendoSwitch, and released on December 2022. It was conceived as a {{Homage}} to the 3D platformers that were released during the MediaNotes/FifthGenerationOfVideoGameConsoles, particularly ''VideoGame/SuperMario64'', ''VideoGame/BanjoKazooie'' and ''VideoGame/SpyroTheDragon''.

It follows the journey of a round, brown-colored kiwi who plans to embark on an adventure around the world, so it boards an airplane alongside an older, experienced parrot beyond the horizon... and then a sea storm causes them to appear adrift in a mysterious island. The parrot tells the kiwi that he'll need some amethyst-colored gems that act as energy cells to refuel the airplane so both can return back home. So the kiwi explores the main regions of the island to look for the necessary amount of gems and help in the airplane's refueling process.

In January 2024, Slactro released a free update for the game, which not only adds an extra story campaign, but also improves the original one by adding story cutscenes, save files and a TimeTrial.

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!! The game provides examples of:

* FractionalWinningCondition: There are 50 amethyst gems in the game, but only 40 are needed to refuel the main character's airplane and fly back home to finish the adventure.
* GangplankGalleon: The seventh level takes place in a tall pirate island with a big, skull-shaped sculpture; the island is played during night, so several port lamps are lit. After the kiwi climbs the island's top and presses a switch, a massive ship is unveiled; it has some marked targets the kiwi has to hit in order to get a gem. There's also a treasure chest that can be opened after gathering a stray key and unlock another gem.
* InconvenientlyPlacedConveyorBelt: The first desert level and the second coastal one have conveyor belts in various areas, with some of them hanging mid-air and thus increasing the risk for the kiwi to fall down.
* {{Irony}}: The kiwi originally wanted to embark on an adventure around the world. Due to a sea storm, it and the old pirate parrot accompanying him end up being stranded in a remote island. Now the kiwi has to embark on an adventure... so it and its buddy can return home.
* TheLostWoods: The first and second levels take place within a dense, sprawling forest where flora has reclaimed what seemed to be an ancient city (there are some ruins and monuments). There are many large mushrooms that can be used as springs.
* MooksButNoBosses: None of the levels have any bosses (there's NoAntagonist). And half the levels don't have ''mooks'' either.
* NoAntagonist: There isn't a BigBad in the game. The driving conflict of the game revolves around the kiwi and his buddy (the pirate parrow) beign stranded in a remote island and needing gems that act like energy cells to refuel the airplane that will take them back home.
* PassThroughTheRings: All levels except the fifth feature gold rings the kiwi pass through in order to earn a gem.
* PickupHierarchy:
** Primary: The amethyst gems that serve as energy cells to refuel the airplane.
** Secondary: The gold-colored gears. Collecting them all yields a gem.
** Tertiary: The keys that open doors in certain levels.
* PortTown: The eighth and final level takes place within a coastal city with buildings in the shore and some submarines in the surrounding waters. Located in various parts are color-coded keys that open the doors leading to a grotto hiding a gem.
* ShiftingSandLand: The third and fourth levels take place within a wide, scorched desert with some ancient buildings and functional furnaces. The former level has a furnace with a switch that floods much of the level with lava, but there's another whose switch reverts the flood.
* SpringySpores: The forest levels feature giant mushrooms that bounce the kiwi up when landing on them.
* TempleOfDoom: The fifth and sixth levels are set within ancient ruins filled with traps and obstacles like green boulders, swinging axes, purple-colored flames, and pools of toxic liquid. And in the sixth level, some of the gems are encased within sarcophagi that have to be opened by pressing switches.
* TimeTrial: A post-release update adds a feature to replay the levels completed, but now with an ongoing chronometer so the player can attempt to collect everything as quickly as possible.
* TogglingSetpiecePuzzle: The fifth level features crystal switches that swap the states of various contraptions like color-coded barriers (green and red), the level
of a toxic liquid in one pool, the height of solid platforms in another, and the respective positions of a room's floor and ceiling. The switches, by default, are colored green when they're toggled off, and red when they're toggled on. Working around the contraptions and their states will be necessary to reach the most treasured part of the level, where ''five'' [[PlotCoupon gems]] await.
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