The NewZealand Story

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The title screen displays "THE NEWZEALAND STORY" in large magenta letters centered against a blue sky with white clouds and a pixelated landscape featuring a clock tower on the left and buildings. Score and health values appear in the top-left corner showing "IP 0" and "HI 49000". Below the title, the copyright text "© 1988 TAITO CO.,LTD. JAPAN" and "ALL RIGHTS RESERVED" are visible. Orange flame graphics frame the bottom of the screen in a 8-bit pixel art style typical of 1988 arcade games.

The NewZealand Story

新西兰物语

4.3 (3.7K)
Arcade Action 615 plays

Released in 1988 by Taito Corporation, The NewZealand Story is a side-scrolling action platformer set across multiple worlds. Players control Tiki, a kiwi bird, on a mission to rescue fellow kiwis kidnapped by a leopard seal. Tiki moves through maze-like levels, collecting weapons such as arrows, bombs, and lasers to defeat enemies. A standout feature is the ability to hijack enemy balloons and other flying vehicles to navigate the stages. The game uses an eight-direction joystick and a single action button for shooting. Levels are split into distinct rounds, each ending with a boss encounter. The colorful visuals and varied enemy types gave the arcade release broad appeal at the time.

Developer
Released
Platform
Arcade
Genre
Action
Rating
4.3 / 5 (3.7K)
Last updated

About The NewZealand Story

The NewZealand Story, released by Taito Corporation Japan in 1988, arrived in arcades at a time when the platform-action genre was flourishing in the wake of titles like Bubble Bobble (also by Taito, 1986) and Super Mario Bros. The game capitalised on the same appetite for colourful, character-driven platformers but distinguished itself with a distinctly open, exploratory level structure uncommon for coin-operated machines of the period. Set across a whimsical interpretation of New Zealand's geography, the game casts the player as Tiki, a small yellow kiwi bird whose girlfriend and fellow kiwis have been kidnapped by a large leopard seal and caged throughout a series of sprawling stages. The premise is lightweight but effective at motivating forward momentum.

Gameplay is built around a single-screen-scrolling platformer framework in which Tiki traverses multi-route levels filled with enemies, platforms, and environmental hazards. The control scheme is straightforward: Tiki can walk, jump, and fire a bow that shoots arrows in a straight horizontal line. What elevates the moment-to-moment play is the vehicle system — scattered throughout the levels are rideable craft including hot-air balloons, flying saucers, and clouds, each with distinct movement properties. Hijacking these vehicles is essential for reaching otherwise inaccessible areas and for surviving the game's more punishing sections. Enemies can also be stunned and used as temporary projectiles, adding a layer of improvised combat that rewards experimentation.

Level structure departs from the strict left-to-right linearity typical of contemporaries. Each world contains multiple branching paths, and players can choose routes that vary in difficulty and reward. Caged kiwis are hidden throughout, and rescuing them is optional but contributes to the score. The game is divided into distinct worlds — each culminating in a boss encounter — that represent different regions and environments, maintaining visual variety across the playthrough. The arcade cabinet's hardware, based on Taito's own Z system board, delivered smooth scrolling and a vivid pastel colour palette that made the game immediately eye-catching on the arcade floor.

In its era, The NewZealand Story was well received as a technically polished and mechanically inventive arcade release. Its blend of accessible controls with genuinely challenging level design gave it strong legs as a coin-op, and the game's charm translated effectively to numerous home conversions on platforms including the Amiga, Atari ST, DOS, NES, and Sega Mega Drive, extending its audience considerably beyond the arcade. The home ports varied in quality but collectively introduced the game to a broad international audience throughout 1989 and 1990, cementing its reputation as one of Taito's most recognisable late-1980s properties.

What makes it special

The NewZealand Story's most distinctive mechanical hook is its rideable vehicle system embedded within a traditional platformer. Rather than power-ups that modify Tiki directly, the game scatters hijackable craft — balloons, UFOs, and clouds — across its levels, each handling differently and opening unique traversal paths. This transforms navigation into an active puzzle rather than a passive reward, a design choice that was notably ahead of the curve for arcade platformers in 1988 and gave the game a depth that kept players returning to discover alternate routes through its branching stage layouts.

Pro tips

  • Prioritise grabbing rideable vehicles whenever possible — balloons and UFOs let you bypass dangerous ground sections and reach hidden caged kiwis on elevated platforms.
  • Stunned enemies can be picked up and thrown as projectiles, which is often more efficient than using your limited arrow supply against clustered foes.
  • Learn the branching paths in each world early; the upper routes tend to be harder but contain more vehicles and score bonuses, while lower routes are safer but more enemy-dense.
  • Boss encounters are easier if you arrive with a vehicle — the extra mobility and protection significantly reduce the damage you take during the fight.
  • Don't rush straight to the exit portal; rescuing caged kiwis scattered through each level awards bonus points and can contribute to earning extra lives.

The NewZealand Story Controls — Arcade Keyboard Keys

Default keyboard bindings for The NewZealand Story on our in-browser Arcade emulator. Plug in a USB or Bluetooth gamepad to auto-detect mappings, or rebind any key from the emulator settings menu.

Keyboard Console button Typical use
Joystick Up Move up
Joystick Down Move down
Joystick Left Move left
Joystick Right Move right
X Button 1 Primary action (jump / confirm)
Z Button 2 Secondary action (attack / cancel)
S Button 3 Tertiary action
A Button 4 Quaternary action
Q Button 5 Fifth button
W Button 6 Sixth button
5 Insert Coin Insert coin
1 1P Start Start / Pause

Coin and Start are convention "Insert Coin: 5" and "1P Start: 1". Some arcade boards expect specific button mappings — check the in-game prompts on coin-up.

Rebind any key from the EmulatorJS in-game settings menu (gear icon → Controls). A connected gamepad auto-maps to the same buttons.

The NewZealand Story Longplay & Gameplay Videos

Watch a full playthrough of The NewZealand Story on Arcade before you dive in — recommended for getting a feel for the game's pacing, story beats, and difficulty curve.

Watch longplay on YouTube

"The NewZealand Story" Arcade longplay 1988

External references

Frequently Asked Questions

When was The NewZealand Story released?

The NewZealand Story was released in 1988 for the Arcade.

Who developed The NewZealand Story?

The NewZealand Story was developed by Taito Corporation Japan, available to play in your browser on RetroGameSpace.

What type of game is The NewZealand Story?

The NewZealand Story is a Action game for the Arcade, playable instantly in your browser — no downloads, no installs.

How can I play The NewZealand Story for free?

Open this page and click "Play Now" — The NewZealand Story runs free in your browser via WebAssembly emulation. No account, no payment, no installer.

Do I need to download anything to play The NewZealand Story in the browser?

No. The NewZealand Story streams from a public archive into a browser-side Arcade emulator. Nothing is installed on your computer.

Can I save my progress in The NewZealand Story?

Yes. Save states are stored in your browser (IndexedDB) per game, and you can also use any in-game save the original Arcade cartridge supported.

Does The NewZealand Story work on mobile devices?

Yes — the Arcade emulator runs on iOS Safari and Android Chrome. Touch controls overlay the game; landscape mode is recommended.

Is it legal to play The NewZealand Story this way?

RetroGameSpace is a transient caching reverse-proxy and does not host first-party copies of The NewZealand Story. Game files are fetched on demand from publicly-accessible archives. You are responsible for compliance with your local laws and the bring-your-own-ROM principle.

How long does a full playthrough take?

A complete run through all worlds takes roughly 30 to 60 minutes depending on skill level and routing choices. The game's branching paths mean experienced players can find faster routes, while newcomers will spend more time navigating and losing lives to enemy patterns.

Is The NewZealand Story worth playing today?

Yes, particularly for fans of late-1980s arcade platformers. The vehicle mechanics and branching level design hold up well, and the colourful art style remains appealing. The arcade original or a quality home port such as the Amiga version are the recommended ways to experience it.

What is the best strategy for new players starting out?

Focus on learning enemy movement patterns in the first world before attempting riskier upper routes. Always collect the first vehicle you encounter, as it provides both protection and mobility. Avoid firing arrows randomly — ammunition is not infinite and conserving shots matters in later stages.

What mistakes do new players most commonly make?

New players often ignore vehicles entirely and try to complete levels on foot, which is significantly harder. They also tend to rush toward the exit without exploring alternate paths, missing extra lives and power-ups. Finally, many underestimate boss health pools and enter fights without a vehicle, making encounters unnecessarily difficult.

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