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New Zealand Story Revolution Review

DS Review by Kristan Reed

7 February, 2007

Having attempted to 'revolutionise' Space Invaders, Bubble Bobble and Rainbow Islands, it was only fair that the Dreams studio should turn its attention to New Zealand Story.

Well, 'fair' is probably the wrong word. 'Expected' is more like it, given that the number of well-known Taito games it can re-make on the DS is starting to dwindle.

As Ellie pointed out rather nicely in her preview, the problem with updating fondly remembered classics is the developer's temptation to needlessly tinker with the formula. In particular, they just can't seem to resist shoehorning rubbish touch-screen controls into games that don't benefit from them.

Perhaps mindful of the stinging criticism applied to its previous efforts, Dreams has taken a more thoughtful, faithful approach to New Zealand Story. Luckily, the Japanese studio hasn't been foolish enough to remain completely faithful, though. If they did that, this would have been a particularly painful review to write.

Put the freshness back

'New Zealand Story Revolution' Screenshot 1

Shoot him in the head, then shoot his bum. Simple.

As cute as it was, the 1988 arcade game was saddled with the kind of one-hit-death mechanics that make us want to shake and vac our eyeballs nearly two decades on. If that's what you want, then Taito Legends Power-Up will service your needs, with a perfectly emulated version of the original alongside numerous Taito curiosities. On the other hand, if you want retrogaming force-fed with game design sanity pills, then this is one of the better examples attempted.

Even the most cursory assessment demonstrates that the basis for the gameplay is pretty much the same as it always was - you still have to guide Tiki around platform-based levels looking for the key to your caged friends, you still fire arrows, you still grab hold of balloons and hop aboard craft and other vehicles to get around, and you still pick up all manner of random tat that the baddies leave behind. At the end of each group of four levels you'll meet a boss, shoot him to death and move onto the next world, and so on. Yes, the theme tune remains intact, no they haven't changed the 'look' of the game other than clean up the graphics (with sharper, more detailed backdrops, and better animation for instance), the worlds are the same (Auckland, Rotorua, Waitomo Caves, etc), the bosses are (apparently) the same (my memory's not what it was), but there are a ton of important refinements, differences and enhancements, to boot.

For a start, the cute Kiwi chick star of the show can double-jump, which instantly makes negotiating the spike and enemy laden environment a hell of a lot easier. Then you'll notice that there's a three-step heart-based health system, meaning that you don't die the second something fires an arrow at you (which is, after all, an awful lot). Then you'll discover your ability to aim your arrow shots in 360 degrees with the shoulder buttons, or fly when falling if you hammer the A button, or the Charge Shot by holding down the B button. Then you'll come across power-ups, like being able to freeze enemies in a block of ice, or set them on fire, or the one that equips Tiki with a sword and shield.

Restoration job

'New Zealand Story Revolution' Screenshot 2

The See-Saw jump - pointless touch-screen addition part one.

As a result, the whole game's is an order of magnitude more playable, and much more how you want it to be, with many of the good platforming ideas of the past two decades sympathetically grafted onto the core: Put it this way, if you were a huge fan of the original, there's not much that's going to disappoint you about this. It's 1988 brought up to date.

Ok, calm down. We're not saying this is awe-inspiringly brilliant, either. The levels are still chock full of about a gazillion spiky traps and endlessly respawning gits that still make progressing through levels something of a fraught affair.

And then there are the touch-screen bits.

Our chief whinge has to be the 'spot the difference' sections. On occasion, the game replicates the play area on the touch-screen, and tasks you with pointing to the one thing that's different (often in order to open a special portal to zap you to another part of the level). Doing that wouldn't be such an issue were it not for the difficulty in finding a third hand with which to touch the screen with while you're busily using your left hand to move and right to jump and fire. As soon as you remove either hand to point at the screen, you instantly get swamped with the aforementioned respawning gits and, at best, lose a chunk of health. Very often it means getting knocked to your doom and having to start over, which, as you can tell, isn't the most fun you can have ever. Worse still, if you lose a life, it randomly changes the location of the 'difference', extending the pain even more.

Touch of farce

'New Zealand Story Revolution' Screenshot 3

The Tightrope: exhibit two.

The other touch-based activities aren't too bad, though, but still feel rather tacked on for the sake of it - like the tightrope mini-game, for example. Here, the gameplay flicks to a touch-screen mini-game where you have to help Tiki get across a tightrope by gently correcting his stance, touching the end of his balancing pole to do so. Trouble is, it's just too easy to be a worthy inclusion. Likewise, having to spin around a door handle on the touch-screen to open a door is, well, pointless. The See-Saw jump (where you have to place a weight above the opposite end of Tiki's see-saw to fire him up to the tops screen) is equally questionable; all of these are simple novelties, but once you've encountered them once, you start to wish you could just get on with the main event.

The four-player versus mode is, as expected, a bit of a light-hearted bolt-on inclusion, too. Touch the difference is a simple race to find the difference, but, frankly, extending the worst bit about the single-player game into a multiplayer game isn't smart. There's also a Tightrope race, which is, again, hardly going to have your mates desperate to have another go. There's a fishing one, too, where you have to guide the hook into a fish's mouth and then jump up and catch it once it's pulled out of the water, but it's hardly the zenith of handheld multiplayer gaming.

New Zealand Story Revolution, then. Worth getting? If you were a mad fan of the original, then you'll largely approve of the results of this sympathetic new version. If you're not old enough to care about geriatric remakes and simply want a good platformer for your DS, then it's a tough call. You won't know or care about the so-called 'improvements', and might just get irritated with how easy it is to die, and find some of the level design a little spiteful and old-hat. But, then again, 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. Dreams and Rising Star are definitely on the right track with these remakes, but they still have a rather narrow appeal at a prohibitively high price.

6/10

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SwedBear
07/02/07 @ 08:18
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Oh dear. I better not get this for my DS. My wife would never stop playing it. She isn't interested in any games at all except New Zealand Story which she used to play on my Amiga. She even remembers the cheatcode "fluffykiwis" for unlimited lives.

I liked the original even though it was frustratingly easy to die.
kissthestick
07/02/07 @ 08:45
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looks decent enough to me
cawley1
07/02/07 @ 08:54
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Edge gave this a pretty decent score a month or so ago IIRC, might have been 7/8.

I have not gone near any of the other Taito DS remakes, but I will give this one a go when it drops in price by a tenner or so.

SwedBear - I seem to remember the Amiga cheat was motherfuckenkiwibastard, but then that might just be me!
jonsaan
07/02/07 @ 09:11
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I couldn't agree more. It's quite good fun, but the touch screen stuff is just annoying.
Der_tolle_Emil
07/02/07 @ 09:12
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Hard to tell. I enjoyed New Zealand Story on the NES and I actually want this to be good. The problem is, I also enjoyed Yoshi's Island a lot and could not bring me to actually finish the DS sequel because it felt bland, boring and sometimes like a chore (switching babies and the required backtracking especially).
jebus
07/02/07 @ 09:24
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"Fluffykiwis" was the level skip cheat and "motherfuckingkiwibastards" was the unlimited lives cheat on the Amiga - iirc.

I had the "Batpack" Amiga 500 bundle - it came with NZS, Batman (still one of the best movie tie in games ever) Nebulus, Zynaps (both awesome at the time) DPaint and a load of other assorted Hudson Soft games :)

Them were the days. I actually played NZS on an Amiga emulator last year and it was just as hard as I remember it.
el_pollo_diablo
07/02/07 @ 10:00
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There simply are not enough games that feature main characters called 'Tiki'
sport
07/02/07 @ 10:04
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nah, unlimited lives was "cookmesomefuckingeggs"
Psi
07/02/07 @ 10:12
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jebus you left out f18 interceptor

i was also a very happy kid that xmas day :)

£399 for the amiga and that was all those years ago. thats pushing a ps3 price ;p

dpaint rocked and i still know all the warps in nzs :D

the year afters nightbreed pack was a bit crapper.
BM
07/02/07 @ 10:19
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Nebulus, I haven't thought about that game in aaaaaaages. Great Giana Sisters, anyone?

NZS though, top game.
Arganoid
07/02/07 @ 10:19
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New Zealand Story was the GTA of its day, given the way you could steal the balloons of your enemies and they all had different handling characteristics.
Retroid [mod]
07/02/07 @ 10:57
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Nebulus = great
daver
07/02/07 @ 11:31
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Wow, I had the Nightbreed pack, which was shite!

It was all terrible movie tie-ins: Nightbreed, Back to the Future 2, Days Of Thunder.


My killer apps:
F-18 Interceptor, NZS, D Paint, Stunt Car Racer, Damocles, Driller, Shadow of the Beast and Midnight Resistance.
Nithron
07/02/07 @ 12:06
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I like the way that Wii titles are, in the time honoured tradition, putting the name of the console at the end - mario 64, wave race 64, Super Metroid, except they're actually too embarassed to use "Wii" so they're using Revolution instead.
JonFE
07/02/07 @ 12:18
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Nithron, sorry to burst that bubble, but New Zealand Story Revolution is for the DS not the Wii...
jonsaan
07/02/07 @ 12:19
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Even though this is for the DS...
yashin
07/02/07 @ 12:29
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New Zealand Story is one of those games I look upon through rose-tinted specs, the reality is that it was a pretty basic platformer with the difficulty pitched way too high. The DS version actually sounds like an improvement.

As for the A500 glory days, I too had the Batpack. My early favourites were F-19 Stealthfighter, Shadow of the Beast II (another real toughie - "tenpints" helped on this one) and Kick Off II (Final Whistle expansion). But Sensible World of Soccer defined the platform. That game robbed me of my teenage years.
Brodie
07/02/07 @ 12:41
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F19 Stealth Fighter! Good lord, I used to spend weeks perfecting strikes round Libya. Loved that game!

Alien Breed, Rainbow Islands, Final Fight (how many disk swaps?!?!?!?), Midnight Resistance, Batman - all classic!
mrpsb
07/02/07 @ 12:57
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Ugh.

aine
07/02/07 @ 15:02
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I don't think this was developed by Dreams - AFAIK they only did Space Invaders and Bubble Bobble Revolution, with this and Rainbow Islands actually handled by Marvelous (presumably after the first two proved Nishikado had well and truly lost it). Could be wrong, though.
krudster [mod]
07/02/07 @ 15:35
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The manual says Dreams...
jebus
07/02/07 @ 15:45
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PSI - jebus you left out F18 interceptor

God you're right - the EA one? That rocked my world until F29 Retaliator came out from Ocean. And yeah £399 quid was a freaking big wedge in those days - still is I guess. Though I think I got my moneys worth just from playing the games I mentioned as well as these

Xenon 2 Megablast
Speedball 2 (Ice Cream!)
Cadaver
Turrican
Alien Breed
Kick OFf
Eye Of The Beholder
Corporation
Infestation
Indiana Jones
and
Monkey Island
Oh and Future Wars and Another World were pretty damm good IIRC

Someone at work had a GP2X http://craig.gp2x.de/review/GP2XReview.h...
yesterday and was running the Amiga emulator on it. Had a quick look at Turrican. Memories :)



monkey-ken-wizard
07/02/07 @ 16:47
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I think the original looked better - It was clean and simple.
aine
07/02/07 @ 19:14
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The manual says Dreams...

fair enough.. i stand corrected
Xinch
07/02/07 @ 19:30
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"Then you'll discover your ability to aim your arrow shots in 360 degrees with the shoulder buttons, or fly when falling if you hammer the A button"

You could fly in the arcade version if you hammered and I mean HAMMERED the jump button after you fell further than 3x your height. It's some sight to see a player bent over an arcade machine being watched by a group of girls who looks like he is having a epileptic fit.

Was not me.
kentmonkey
07/02/07 @ 19:35
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nithron = pwnd! :o)

Not really sure about this, love the original but can't see why anyone would pay £20+ for a "remake" which sounds slightly inferior going on all of the reviews.
Psi
08/02/07 @ 10:22
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grrr for linking that GP2X i was looking at these just before they came out and that link is really pushing me to get one!!!1 noooo!
jebus
08/02/07 @ 11:25
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PSI - grrr for linking that GP2X

Yeah I know what you mean, really nice. When I saw it in action I became very very tempted. Could sell my PSP to finance it - although I was planning on hanging onto it to play Metal Gear Solid Portable Ops.

\puts thinking cap on.
deepspacefox
08/02/07 @ 13:29
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I used to play NZS on my brother's Amiga 1200. Along with SWIV, Alien Breed and most of the other classics already mentioned.
They impressed me so much I decided I must get my own Amiga.
What did I go for?
Why, the CD32 of course! D'OH!
Still I did get Microcosm free. :)
And my Simon The Sorcerer had Rimmer in it!
thefilthandthefury
09/02/07 @ 12:22
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I was addicted to this as a child. This brings back a few memories

/tear

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