The NewZealand Story
|The NewZealand Story|
Arcade flyer of The NewZealand Story
|Developer(s)||Taito, Software Creations (port NES)|
Yasuhisa Watanabe (Arcade)
Geoff Follin (NES port)
|Platform(s)||Arcade, Nintendo Entertainment System, Amiga, Commodore 64, Amstrad CPC, Atari ST, Master System, ZX Spectrum, Sega Mega Drive, PC Engine, FM Towns, X68000, Virtual Console|
|Mode(s)||Up to 2 players, alternating turns|
|CPU||2x Z80 (@ 6 MHz)
I8X41 (@ 400 kHz)
|Sound||YM2203 (@ 3 MHz)|
|Display||Raster resolution 256×224 (Horizontal) Palette Colors 512|
The NewZealand Story (ニュージーランドストーリー Nyū Jīrando Sutōrī) is a 1988 arcade game developed and published by Taito. The player controls Tiki (ティキ), a kiwi who must save his lover Phee Phee (ピューピュー) and several of his other kiwi chick friends who have been kidnapped by a large blue leopard seal. The player has to navigate a scrolling maze-like level, at the end of which they release one of Tiki's kiwi chick friends trapped in a cage. Finally, the game's concept and setting comes from a holiday trip in New Zealand by one of Taito programmers.
The goal of each level is to safely get Tiki through the level, avoiding enemy fire and spikes (Tiki dies in one hit), and rescue one of his kiwi friends at the end. The weaponry starts out as an endless supply of arrows, but pickups can change these into bombs, lasers or bouncing fireballs. These act a little differently, and what is useful depends upon the player's location. A distinctive feature of this game is the ability to ride a variety of flying vehicles, including balloons, blimps and UFOs. Vehicles can be found ready for use or can be stolen from an enemy.
The levels Tiki has to explore are quite expansive. Instead of single screen levels, they scroll along with the player and extend in all directions, encouraging the player to explore and navigate to find the exit and the many secrets hidden about the maze. On the lower left corner of the screen, there is a mini-map which shows Tiki's position and the location of his caged kiwi friend, which is also the exit of each stage. Often, the vast size of the stages requires that Tiki get some means of transportation, often from enemies, to explore the stage and reach the exit. Though Tiki dies by enemies' weapons and projectiles, he is not harmed by them directly.
The game features four main zones, each with four rounds, the fourth round featuring a boss fight at the end. Other features include the many secret areas and shortcuts hidden throughout the game, accessed using special hidden "warp" portals. On certain later levels, if the player loses their last life due to being killed by a projectile weapon, they will be sent up to a special "Heaven" round. Here, they can either receive a special ending or find the secret route out of Heaven and continue playing the game.
Each stage has an invisible time limit in which the player should take to reach the exit. If the player takes too long to find it, a warning "Hurry Up!" message appears, after which a little red devil will appear onscreen to chase down Tiki and kill him instantly if it catches up to him.
The game shares several elements with previous Taito games (such as collecting letters to spell out "EXTEND", from Bubble Bobble).
Ports and releases
After the release of the original arcade game in 1988, the game was converted to most of the game consoles and home computers of the time. Most home releases came in 1989, with some arriving later through 1990–1992. The home computer versions were published by Ocean Software, and their home computer versions refer to Wally as a walrus on the packaging; however, the original arcade version specifically mentions him as being a leopard seal during the closing credits. The NES version was developed by Software Creations and published in the PAL regions by Ocean. In North America the NES version was published by Taito as Kiwi Kraze, instead of The NewZealand Story. The game received more publicity due to being included in the Amiga 500 Batman Pack, which was launched in September 1989 and sold over 2 million units. Home conversions generally received good reviews in video game magazines. The game was also converted for the Japanese FM Towns and Sharp X68000 systems, providing arcade-perfect conversions, but released exclusively in Japan since both computers were only available there.
The Sega Mega Drive version (again, only released in Japan) had its levels based on the prototype version of the arcade game.
The Taito Legends pack includes an emulated version of the original arcade version of The NewZealand Story, allowing it to be played on the Xbox, PlayStation 2, PlayStation Portable and any PC. On October 14, 2008, the PC-Engine version was released for the Wii Virtual Console in Japan.
On January 25, 2007, Rising Star Games published the Taito-developed Nintendo DS remake titled New Zealand Story Revolution in Australia and in Europe on February 2, 2007. In North America, it was published by Ignition Entertainment on February 13, 2007. On May 31, 2007, it was published in Japan by CyberFront as New Zealand Story DS (ニュージーランドストーリーDS). This version combines the use of both screens for action on the top screen and a map on the bottom screen. During certain instances, the game utilizes the touchscreen, such as opening a door, finding a secret button or flicking Tiki to safety. It also introduces a four-player wireless mode, Normal and Expert game modes, and improved graphics and BGM over the original arcade version. Also, unlike in the original, Tiki can receive multiple hits before losing a life, and can shoot at an angle.
The ZX Spectrum conversion of The NewZealand Story, published by Ocean in 1989, achieved critical success. CRASH awarded 91%, Your Sinclair 93%, and Sinclair User 82%. On the conversion from arcade to an 8-bit platform, Your Sinclair accepted the "disappointing" monochrome display for the sake of smoother play. CRASH commented on the accuracy of the character graphics and animation describing it as "an arcade conversion masterpiece", but found the multi-load cassette version to be awkward. The gameplay was deemed "addictive", with the variety of weapons and modes of transport being particular highlights. By November, The NewZealand Story was number 2 in the Spectrum full-price games chart. The Spectrum version was voted number 34 in the Your Sinclair Readers' Top 100 Games of All Time. The game was ranked the 19th best game of all time by Amiga Power. Mega placed the game at #40 in their Top Mega Drive Games of All Time.
The Nintendo DS remake Revolution received average critical reception. IGN awarded Revolution a "mediocre" score of 5.9, and Eurogamer gave 6/10. While reviews highlighted the challenging and fun retro gameplay, they criticized the touch-stylus and spot-the-difference events as poorly implemented, and the level design sometimes seen as spiteful.
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- "The New Zealand Story | Your Sinclair #45, September 1989". ysrnry.co.uk. Retrieved 2015-09-04.
- "The New Zealand Story". ysrnry.co.uk. Retrieved 2015-09-04.
- MegaTech rating, EMAP, issue 5, page 78, May 1992
- "Sega Master Force Issue 2" (2). September 1993: 13. Retrieved November 19, 2015.
- "The New Zealand Story Review". CRASH. Newsfield (68). September 1989.
- "The New Zealand Story Review". Your Sinclair. Dennis (45). September 1989.
- "The New Zealand Story Review". Sinclair User. EMAP (90). September 1989.
- "Top Ten Games". Your Sinclair. Dennis (47): 6. November 1989.
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- Amiga Power magazine issue 0, Future Publishing, May 1991
- Mega magazine issue 1, page 76, Future Publishing, Oct 1992
- Burman, Rob. "New Zealand Story Revolution UK Review". IGN. Retrieved 2009-05-31.
With a little more thought about level design and a more thorough graphics overhaul, Revolution could have easily stood its ground alongside New Super Mario Bros. As it is stands Tiki's deserves to go the same way as another famous flightless bird — the dodo.
- Reed, Kristen (7 February 2007). "New Zealand Story Revolution". Eurogamer. Retrieved 2009-05-31.
... in small doses, it's a game that finds its own old-school groove, and an enjoyable one for the most part. The touch-screen nonsense does it little favours, though, but luckily doesn't completely ruin the fun.