The New Zealand Story - Overview & Gameplay (Commodore Amiga 1989)
#retrogaming, #retrogames, #c64, #thenewzealandstory, #amiga, #commodore. I play and provide an overview of the Commodore Amiga port of The New Zealand Story, published by Ocean Software in 1989.
The Amiga version features Five main zones (Auckland, Rotarus, Waitomo Caves, Strait Cook & Mt.Cook) each with four rounds, the fourth round featuring a boss fight at the end
The goal of each level is to safely get Tiki through the level, avoiding enemies, 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.
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