Though the peak years of the 3D platformer genre were in the late '90s and early 2000s, there’s been a bit of a resurgence in interesting new genre entries in recent years. Titles such as Glyph and Lunistice have shown that smaller platforming projects can be just as compelling as the more well-known examples, and now we have BogoSoft's Corn Kidz 64 continuing that trend with something decidedly retro. Following the adventures of a spunky goat named Seve, this title aims to emulate the spirit of an N64 platformer as accurately as possible. It largely succeeds; Corn Kidz 64 actually feels like a lost game from this era, and even though it has some notable shortcomings, this is overall an enjoyable and fun retro romp.
Corn Kidz 64 is a true collectathon at heart, tasking you with picking up various doodads squirreled away in every imaginable corner of these modestly-sized playgrounds. Your main collectible is a large collection of cubes that grant you “XP” for each one you grab—after getting enough of them, you’ll be able to unlock doors that gate access to harder challenges that hide even more cubes. Additionally, there are other things to do, like knocking over all the trash cans in a level or finding a small collection of bottle caps to exchange for corn syrup, which raises your max health.
Though you’re ultimately funneled down a relatively linear route, you’re given a lot of leeway in each area over what to focus on. Much like in Banjo-Kazooie or Donkey Kong 64, there are things to snatch up all over the place, so it’s really a matter of just seeing something interesting and climbing or running over to figure out what's hidden around it. This approach feels natural and we appreciate that it allows you to decide what you want to challenge yourself with—if navigating those jumps is too frustrating, just wander off somewhere else and come back to try again later.
Seve’s moveset isn’t nearly as versatile as Mario’s, but he manages to get a lot of mileage out of a homing strike and ground-pound move. The homing strike can be used to loosen screws or to snag bomb birds to toss at vulnerable walls. There are plenty of gimmicks littered throughout the environment to help augment his abilities, too, such as a line of floating rings that let you use your homing strike multiple times without touching the ground, or certain types of walls that can be wall-jumped infinitely.
With the way everything’s organized, Corn Kidz 64 feels well-paced, never wasting any space or needlessly padding out the experience as some platformers are notoriously guilty of. Every level is packed with stuff to do without feeling tedious, and there are regularly new gimmicks and challenges presented to keep things feeling fresh. A complete run should only take you about eight to ten hours, but Corn Kidz 64 makes the most of every minute.
For its presentation, Corn Kidz 64 looks like it’s straight out of 1997, even going as far as giving you the boxy 4:3 aspect ratio and fuzzy scanlines. You can go into the settings to tune these display options to resemble something more modern, but we preferred the lo-fi approach and felt that it fit quite well with the art direction. The art style itself features all the blocky models and blurry textures you’d expect out of an N64 platformer, but we appreciated the darker, almost menacing, vibe to the visuals. Something about these worlds is just off in a delightfully creepy and whimsical kind of way, which creates an interesting atmosphere as you explore deeper.
The soundtrack similarly has that old-school MIDI feel, with a short collection of cartoonish tracks that also do a good job of feeding into that ominous atmosphere. It’s not a particularly memorable collection of tracks, but it fits the aesthetic perfectly and helps add that extra layer to the retro immersion.
There were a few notable issues we ran into that dampened the experience, however. For one thing, there’s some pretty noticeable input lag in this Switch version, which lends the gameplay a sluggish and unresponsive feeling. You adjust to the lag a bit with practice, and the challenge of the level design is overall kept relatively low, but we experienced plenty of times where more precision was required and the controls just weren’t up to the task, leading to some frustrating missed jumps and wasted efforts.
Additionally, the camera is another issue, making Corn Kidz 64 perhaps a little too reminiscent of the retro games it clearly channels. There are many times where camera control is limited or fixed, and the perspective often fails to give you a comfortable view of the platforming challenge. Even when you do have more control over placement, there’s an unwieldy clunkiness that makes it feel like you’re fighting to get it in the right spot. You could say the poor camera is almost charming considering how it’s right on-brand for the era, but all the same, we would’ve liked to see this aspect improved.
Conclusion
Corn Kidz 64 feels like a genuine title from the N64 era and we commend the developer for their ability to successfully recreate that retro experience. A perfect length, good pacing, and varied design all work in this game’s favor, though its sluggish controls and awkward camera hold it back from greatness. All the same, it’s only seven bucks—we’d give this one a recommendation to anyone looking for a decent new 3D platformer for their library.
Comments 32
I got Corn Kidz 64 and yeah, this review seems about right. It's really meant for hardcore N64 platformer fans first and foremost, especially the 100% route. The platforming is very unforgiving, some of collectibles are very deviously hidden, and you kinda have to figure everything out on your own. It's the kind of game that'll probably only land with people who live and breathe this genre of games, and frankly it might even be too hardcore for me.
Thanks for the review!
I was on the fence about this one, but it sounds pretty good to me; I might pick this up! Although I like the concept of bringing back 32-bit/64-bit aesthetics, my main concern with the raft of these N64/PS1 throwback games is---with very few exceptions (e.g., Toree, Lunistice)---that they're all incredibly short and easy, to the point where they barely feel worth playing.
Sounds like this one goes against the grain in that respect, so that's good!
Very excited to get this as I grieve the port of Wrath: Aeon of Ruin..
@StarryCiel that sounds incredibly cool. I appreciate the perspective.
“The camera could use some work” lol, that is a perfect 1997 game then.
"camera could use some work"
So basically if it came out on the actual N64, it would be a 10?
I could probably live with the camera issues, but the lag concerns me. I’ve been spoiled by solid platformers over the last several console generations, so I expect a lot from the controls.
I recently played Lunistice and really enjoyed it. I’d love to see a ranked list of retro 3D platformers on Switch to figure out which one to try next. I intend to grab the first Toree, and for the time being, I’ll keep Corn Kidz on my wishlist.
As someone who was still playing n64 games up until covid (upon I bought a switch) I’m game for this one…!
@NINTELDRITCH If it was from Nintendo it would’ve gotten that score lmao
Fingers crossed they can improve the technical aspects through patches, but will eventually get this game for sure regardless as I'm a sucker for N64 platformers (not their potential difficulty as some comments mentioned, but I can look past it for their exploration, vibe etc.) and this one sounds like an overall pretty good one!
Even if I think a 7 is too low for this game or some of the games you guys review I’m glad this is getting attention nontheless.
@JohnnyMind It’s pretty challenging in some parts (mainly near the end) but it feels great when you do overcome said challenges.
@World Yeah, I was disappointed with Macbat 64 for that reason. It felt like a demo.
You say Toree (by Siactro, the studio/guy who did Macbat) is an example of a meatier game? HowLongToBeat shows that it's really short, but is there a lot of challenge/replay value, or what?
@tobsesta99 I'm not the biggest fan of high difficulty in games, but obviously it's welcome for those who enjoy it and it certainly won't deter me from playing this game - maybe from completing it, but I'll definitely give even the biggest challenges it has to offer at least a try!
Shame to hear the Switch port has input lag issues. Hopefully that can be patched soon, because this game deserves better!
Given how difficult the final challenges are, I'd hate to imagine how frustrating input lag would be.
@JohnnyMind my two cents, the toree games are very short but also very cheap. They put up a good challenge and have great atmosphere. I felt the same about macbat’s atmosphere, but toree is definitely the better game. Lunistice is great too, that was a good shout
I've been curious about this one. The N64 aesthetic looks particularly nailed here.
I'm nervous about the mentioned input lag issues, though. That stuff can be game ruining for me. Might take a shot anyway or hope for an eventual patch.
@Wizpig17 Already have all of those, just haven't played them yet but still, thanks for the recommendation!
@flighty Had no idea before this review. Definitely hoping a patch can resolve it because otherwise I'm hesitant to play it now
@StarryCiel Loved these games as a kid...might grab this next week. Thanks for the added insight ✌️
if there's one thing I don't want from the N64 era platformers, it's the camera.
from the screenshots it reminds me more of Jersey Devil and Earthworm Jim 3D, than Banjo or Super Mario 64.
for £6 I might give it a go though.
@smoreon No, not in that sense unfortunately! Toree is not long and neither is its sequel. However, I think it makes up for it in being more challenging and having some additional replay value in that there are collectibles and letter grades in the stages. I'd compare the platforming to something like Sonic Adventure; overall fairly kinetic, and rewards additional runs. Still not as long as I'd like, but more substance than something like MacBat 64 for sure.
@Solomon_Rambling Lunistice is definitely towards the top of my list for these old school 3D platformers! One I'd recommend that I don't see talked about too much is Mail Mole. It was a student project from some Spanish game design students that they later fleshed out into a whole game--pretty short and simple overall, but I really enjoyed the aesthetics and the digging mechanic. The devs later did Koa and the Five Pirates of Mara, which was really a spiritual sequel, but I think Mail Mole was the slightly better game of the two.
@World Thanks for clarifying! That still sounds like a step in the right direction.
@SwitchVogel
I remember an article for that game way back when! Thank you for the recommendation; I’ll try it out!
Was the input lag fixed?
@Yaycandy
That's what I was thinking too. Fits perfect with a third-party N64 game vibe!
I saw "Corn Kids 64" and naturally could only think of this:
https://tenor.com/s0tnWJjaPAw.gif
@flighty @Thesharkfromjaws @MirrorFate2 Can't confirm from experience, but someone on Reddit claimed that turning off the retro filters helped reduce input lag considerably. https://www.reddit.com/r/cornkidz64/comments/1c86wgs/switch_game_feel/
@PikaPhantom i ended up buying it last night (and the lag is indeed noticeable but not unplayable) I tried messing with the filters today and I think any of the "no scan" settings maybe do make it feel at least a slight bit better.
I'll try the widescreen 1080 setting next time I try and see if it is even better. Would be kind of a shame since I love the way it looks in 240 4:3 with the first filter.
I've always maintained that sprite artwork still holds up in this day and age, but the jagged polygons of the '90s are just more reminiscent of technical limitations of the time rather than a valid stylistic choice. I'm a big fan of Mario 64, Banjo etc and I loved A Hat in Time, so I'm still open to this kind of game, I'm just not really a fan of deliberately making it look like this.
@AndyMcDonald At the time, sprite graphics were also just born of technical limitations. If they could have done more realistic graphics, they would have done so.
No difference, really. Just, you happen to prefer one over the other.
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