The New Zealand Story Guide (c) 1997-2006

             "THIS GAME WILL BE DEDICATED TO ALL MAZE GAME FANS"
                                                
                                                TAITO,1988
                 
             (Not the story of New Zealand the country,but 
              of The New Zealand Story,the TAITO's videogame!)
                        
	                        Version 6.0 
                     
                     Started Writing it on 7/5/1997
                     Lastly updated: 10/2/2006 
                     Written by Victor Epitropou
                     Copyright Victor Epitropou 1997-2006
                     e-mail: vicet80@hotmail.com

                     HTML and AmigaGuide conversions
                     by NINJAW P.B.
                     e-mail: ninjawpb@hotmail.com
                   
This plain TXT version is avaiable from (in order of descending importance):

           
      1:   Also avaiable at GameFAQs <www.gamefaqs.com> 

      2:   Several other (retro)gaming/emulation sites around the Web.
           Please keep in mind,in these cases you can stumble in very
           old releases of this Guide,such as 5.x, 4.x or even 3.x ! 
           Unluckily,there are lots of such places,and I can't "update" them
           all!
            
      3:   AmigaGuide versions avaiable at Aminet and most Aminet Mirrors.
           To my knowledge,the only version in such format was based upon 
           v3.3 of the Guide,so go figure...
     
      4:   Lastly,there are some third part HTML versions around,which maybe
           easier to use than my 'original' text format.but most of them suffer
           of the same 'obsolescence' problems mentioned above.
           Usually based on 3.x, 4.x and 5.x versions of the guide.


   This Guide is freeware (you can use as you want, but I keep the
  copyright). I would greatly appreciate it if you asked my permission,
  before using it in commercial stuff, whatever it could be.
  I just wanna know,that's all.
   Free distribution of this Guide through ANY medium is encouraged,as soon
  as the original contents are not altered in ANY WAY.
   You may however transfer the Guide to HTML,create hyperlinks etc.,
  credit yourself or others for doing this etc. but never alter,delete or 
  add anything from/to the Guide without my permission.

Chapters:
 
 *: Completely New. (not on previous versions)
 +: Additions were made (since last version)
 -: corrections were made (since last version)
 X: Not any more! (never more from current version and above)

                       NEW ZEALAND STORY SECTION

 [1.1] Introduction / about myself
 [1.2] Why did you write this guide anyway?
 [1.3] How good is it? 
 [1.4] What is New Zealand Story?
 [1.5] What about it?
 [1.6] How good are YOU at the game,that so much you love it?
 [1.7] Credits 
 [1.8] History of the guide so far: -
 
 [2.1] Game basics
 [2.2] Game weapons/powerups
 [2.3] Game enemies 
 [2.4] Game vehicles
 [2.5] Game bosses 
 [2.6] The ending messages 
 
 [3.1] Game Secrets
 [3.2] What are the "Heaven" rounds?
 [3.3] Conversions of NZS 
 [3.4] Emulations of NZS [-]

 [4.1] MY way of finishing the game.
 [4.2] How to EASILY finish the game.
 [4.3] Tricks to make some round easier.
 [4.4] NZS-Filez 
 [4.5] Special: the Sweet Cheater Amiga NZS Guide! X 
 
[1.1] Introduction/about myself.

 I am Victor Epitropou,experienced video gamer and programmer.
I live in Greece where I was born, and as you can tell I'm an avid TAITO games
fan :-) 

I have written FAQs for other TAITO games such as Liquid Kids and Cadash, as 
well as one for Battlefield 1942...well that's no TAITO game, let alone a
cute game, but hey who cares ;-)

This Guide is an almost 10 year project, and some parts have changed a lot
during those 10 years, as has, in good or bad, my interest for the game and
the time I devoted to it, and the circumstances in the world around.

[1.2] Why did you(I) write this guide anyway?

 Well,I love this game very much,I know how to play it very well (explained
below) ,I know a lot of secrets (if not all of them...),hints,tips etc.,
that I would like to share with others and help new gamers to become as good
as I am at the game.Also,I would like to show the world what an example of a 
good game is.

[1.3] How good is it?

 The Guide? Objectively,it's the best.

- Contains info on all enemies and vehicles.
- Has ACCURATE descriptions with CHARTS of the secret places.
- Is frequently updated (OK,OK,while I still have the time for that...)
- It has detailed reviews of the various ports of the game.
- It has tips for a couple of TOUGH rounds.
- Has info you never-ever hoped to find.
- it's now 150K...this means a lot! (I have to change this value in every 
   update!)

[1.4] What is New Zealand Story?

 New Zealand Story is an arcade/platform game released from TAITO in 1988.
The central character is Tiki,a Kiwi bird (see below to find out what this is).
 He is yellow like a canary,wears blue & white sport shoes,and has a 
depressed/sad look throughout the game.Maybe that's what makes him so 
adorable...
 His mission is to rescue his Kiwi friends,kidnapped from their Zoo by a big 
Walrus,and also to beat the Walrus to rescue his girlfriend called Phee Phee 
(which the Walrus of course kept for himself!).
 In the intro before the game,the screen shows the Kiwis playing around,then
comes the big bad walrus,chases them,puts them into a sack,and as he runs 
away,our hero slips out of the sack,and goes on to a long journey to rescue
his friends one by one and finally to kick the Walrus' ass and rescue his
girlfriend Phee Phee. (gee,I love games with such plots!)
That's where you come in.
 The game is omnidirectional(scrolls any direction),single-scrolling 
(no parallax),seems to use something like 32 colors on screen (looks much 
better than other 16-color games,but not as good as other 64-color games of 
that era,like Shinobi),and displays quite a lot of sprites on the screen. 

Zoological Note:
 A Kiwi in reality is a brown,non-flying bird, about the size of a chicken,
that looks like it's got hair instead of feathers,and doesn't look much like 
the one(s) in this game.It's also very rare,lives only in New Zealand,and is
a protected species.
Well,none,I say,none could find out what kind of bird was the hero of the game,
most said it was a canary (looks kinda like Tweety...) but I looked down in
an encyclopedia,and found it.Later,when I finished the game for the first time,
the ending messages said it was a kiwi,indeed.

[1.5] What about it?

 Well,for starters,NZS wasn't just another platform game.
It had many unique features,that almost none of today's games have.
Not in facts of sound,video,speed,but in gameplay:
 Most enemies didn't kill you by collision,only those who hadn't got a 
long-distance weapon,only four in the entire game,many of them rode on
flying vehicles ranging from simple teddy-bear shaped baloons,inflatable
ducks,multicolor baloons,zeppelins,to iron baloons and weapon-wielding
UFO's with laser or homing missiles!
 You could kill an enemy and take his vehicle,or just jump on him and he would
drop down DEAD,and you would have just STEALED  his vehicle! (Well,Grand Theft
Auto basically implemented this concept,in a more 'up to date' way!).
 The game had got a lot of stages with water,where you could dive for a limited
amount of time,until you ran out of oxygen,in which case you drowned.
 You could renew it by finding rooms with air or going back to surface,and you 
could also stay semi-immersed and spit water at your enemies,while renewing 
your oxygen.Cool,eh?
 Even in water there were enemies,not really as deadly as the ones over the 
surface,but they depended on the fact that you couldn't shoot in water.
 Another cool thing was,that if you died in any round after 3-1,you would
not end the game,but taken to a special stage called "Heaven",in which you 
had a chance to escape it (heaven?!) and continue the game on the earth.
If you could,because even in heaven there were enemies (with Halo's on their
heads!) and deadly spikes,and even if you survived that,there was a Virgin Mary
at the end of the stage,that if you met you would simply end the game...
 And of course,there were SECRETS!Lots of SECRETS!
 Almost every round of the game had secret teleporters,sometimes more than one,
that would take you to other rounds or to secret levels!
 The game was also very cute,all enemies too,and very,very playable!
And there are so many other features...but,you've got to play it to feel it 
real!

[1.6] How good are YOU at the game,that so much you love it?
 
 Well,I am the Master of this game.And I don't brag without a good reason!
I know almost all of the secrets of the game,all tricks,and can finish it
with ease and mucho lives & points everytime.
Once,I counted how many times I had finished it(!),but I lost count after
thirty-five (35) times or so...
 I scored incredibly high scores (if you saw a score with about 300K-400K
or even 1M difference from the others,you could tell that I had played 
before you,and surely had finished the game.)
 My biggest score is about 1300000+ pts (but this can be easily beaten if 
you just have the patience to do it,as it isn't really hard as it it time-
consuming to get such a score.)I think I needed an hour and a half or so
for that???
 
[1.7] Credits

 Because the credits section has grown very big with time,I re-arranged it
to make more space for the...newcomers!
 
So,credits go:

To myself, for writing this guide all alone from scratch.

To Andrew,for providing me with the infamous
http://194.177.201.73/members/andrew/nzs/
mirror of my page,now obsolete!

To Ninjaw P.B.,who (1) took the challenge and converted the whole Guide to HTML 
               and (2) to AmigaGuide format,and also (3) released it in the 
               Aminet!
	       And,(4) he also offered his 6 Mb Web space in the USA for the much
               awaited Mirror site! Good job,Ninjaw,but the whole server proved
               to be too little,too late (speaking of late...t'was too slow!)
               He is a VERY big fan,but I rather consider him a valuable 
               coleague,as he has done a hell of a work to contribute to the
               NZS preservation project...Thanks!

To TAITO,obviously,for making the game.Hey,big "T",why don't you release a
         brand-new 256 (or more...) color PC/PSX/SATURN version,with ray-traced 
         kiwis and sprites,CD soundtrack,a 3D-raytraced intro of the Walrus 
         kidnapping the Kiwis and some post-level raytraced animations,e.g. 
         Tiki swimming,fighting,climbing Mt.Cook to find the Walrus etc,? 
         It would be great!

	 Update: as of 2005/2006, TAITO released an official emulation package
	 called "TAITO classics" or "TAITO memories", depending on the version,
         which contains the original NZS under emulation.


To the "Flash Back" arcade shopkeeper for having NZS in his arcade room back 
                        in 1990 altough it's not here any more (the machine,
                        not the man!),


To Alan Carter,which contributed to version 5.0 of the guide with Heaven one
and bonus info,as well as info on the "Red Porcupine" enemy (Or Flying
Brain,a name I came across by bad interpretation,now rejected!)

To all those people mantaining Bubble Bobble/TAITO related Web pages 
             (doesn't this include me? :-) Gee,I got credited twice!)
       
To all NZS,Bubble Bobble,RI etc. players on planet Earth.
 
To Ono Mathieu,for being willing to send me screenshots from the 
Amiga version (which never came to me).Well,it's the thought that counts.
He also sent me the old Amiga NZS guide from Sweet Cheater (in time...)

To Nestis Koutsoudis for pointing me out some details about the Spectrum,
                and being willing to contribute for the Spectrum version 
                He was the first person on the Web to see the  Guide!
		(The page didn't exist yet).
 
To Carl Chavez,for linking my to page from his Bubble Bobble page (which is 
               considered the TEMPLE of Bubble Bobble and other TAITO games) 
               and pointing me out the existence of the awesome NES version 
               of NZS.

To Olivier Houdes,who mantains the Portal To The Past Page.
		  My page used to be there,once...
 
To Dominic Holmes,for contributing the the C64 soundtrack.
 
To Mighty Red (whoever he is...) for showing such a warm interest in New 
                Zealand Story and of course all related stuff in my page...
                That's what I call a FAN!


[1.8] History of the Guide so far


v6.0   10/2/2006
	 The fact that TAITO released an official emulation package called
	"TAITO classics" or "TAITO memories", depending on the version,
	which contains the original NZS under emulation, abruptly changes all
	the cards on the deck. 

	 This means that the Unofficial NZS page project will be terminated,
        at least for now, and the NZS Guide itself will not treat the
        "emulation" argument if not for comparison reasons, but in no way will
        encourage emulating over buying the official product. 

	Also, don't mail me with ROM requests, they will be, at best, ignored.
 
	 Why? Because now there IS an official PC/PS2/XBOX etc. version of the game
        which is sold for real money and people live from it, so all rogue
        emulation attempts must be uhm...quelled, so STFU and go buy 
        TAITO  Classics Vol.1 you lazy freeloading bum :-)

	 So, for all that concerns me, there's only one emulation of NZS that matters:
	it's called TAITO Classics Vol.1, and anyone wanting to play New Zealand Story
        should buy it.

	It's also about time that the emulation info is either updated or removed
	since it doesn't reflect the "real" happenings from a long time now, and has,
        at best, historical value.


v5.2   9/11/2000
 	I think the guide would benefit from a few changes,in particular
	changes that would help reducing its size...I removed the NZS fans
	section (sorry) and I will consider making a shorter,more "technical"
	version,without many in-depth considerations and will try to cut out
	on personal comments...where possible :-).
	 Alan Carter pointed me that the FAQ's size really caused a lot of
	trouble,and suggested that either I should divide it into "chapters"
	or cut out on something...


v5.1   22/4/2000
         More updates...
        1) Heaven 1 COMPLETE info,thanks to Alan Carter.MANY THANKS AL!
        2) "Flying Brain" corrections...

v5.0   17/2/2000
         OK,OK,it's always a big thing to talk about "final"
        versions! 
        So let's call this one "5.0".
        Here,thanks to Alan Carter (banebou@yahoo.co.uk)
        there is THE WAY TO ESCAPE FROM HEAVEN 1,the one which none
        knew how (or did but never tried it...),and a little update
        in the bonus area (no more "green cake" bonus :-) as well
        as a final word on arcade emulators,which I won't follow
        with many details,but just point out the different 
        alternatives.
        Enjoy :-)

v4.0c  20/12/1999
        A year later,there are no differences (I told you,the Guide is 
       complete!) but there are minor changes in the credits sections
       and updated e-mails/page adresses in the title.

v4.0b  25/12/1998     
       Yep,it's XMAS 1998 and a few updates weren't too bad after all...
       I corrected some stupid mistakes in the warp section,which after
       all was one of the very first I made and the most unchanged since
       then...now the Guide should be flawless <G...> ;-)

....

v0.2: Enemies and vehicles complete,some more rounds added some Heaven rounds
      just started,some sections to come.Some grammar & spelling mistakes
      corrected.Unreleased.

v0.1: First attempt,no yet released.Had got intro,some levels,some vehicles,
      some powerups and some enemies.

v0.0: Just the idea of making a NZS guide!

[2.1] Game basics
 
 You simply move around with the joystick,fire with a button,jump with another.
Depending on how much did you press the jump button,you could control your jump 
height,very important in some points of the game.
 Also,when you are falling down,even from a small cliff,if you press the jump
button rapidly enough,Tiki will flap his tiny wings,and will slow down,or
stand in mid-air,or even gain height! That's one of the best features of the
game!
 Your goal is to reach the end of the round,where you will find a cage with one 
of your kiwi companions,touch it,free him and end the round.
 Your score shows on the top-left angle of the screen,the high score resides
in the middle top of the screen.
 Your life counter is at the bottom-left corner,above it appears the O2 meter
(when you're underwater) and above that the map of the level,which only shows
the shape of the round and your position relative to the exit.
 Your time isn't unlimited. If you are too late on a level,first a "hurry up!" 
warning appears,then a flying devil angrily holding a clock (to show you that 
you're late!) starts to chase you.You can walk/fly faster than him sometimes 
(with a powerup or special vehicle),but he can pass through walls,water,spikes 
and will never stop until level ends or he gets you.
 If you avoid him for a lot of time,another "hurry up!" will appear and 
another angry devil will start to chase you along with the first one,and this
can happen again,and again...
 Soon,you will find out that your feet won't take you anywhere.
Many places will be too high for you to reach,or impossible to walk on.
 What to do then? Simple!
Wait for an enemy to appear (one that rides on something) and steal his vehicle
by a) shooting him down (but you must be careful not to shoot the vehicle,too!)
or b) jumping on him.This is riskier,as the enemy might be ready to shoot you,
and also there is one kind of enemy you can't jump on,because he kills you
by collision (you can tell from his spikes...).
 To fly a vehicle,you must ride on it,and keep the jump button pressed,letting
it go from time to time to control height.If you don't keep it pressed,you will
go down.You can steer the vehicle anytime as usual.
To get off a vehicle,just ground it and press down. 
 Most vehicles are light,and will accelerate fast,so be careful if there is
a spikey ceiling.Some are heavy,and will fly around soooo slowly...
 Also,some vehicles fly by themselves (no jump button required).
Some are fast,some are slow,some are easily destroyed,some can take a few hits,
some are indestructible by some weapons or traps.
 I mentioned destruction,because you can damage the vehicles but the enemies 
can too,and so will do spikes,lava,etc.
 In the right side of the screen,you can see the LETTERS that you collect
in the game,in order to form the word "EXTEND".When you do that,you get 1 free
player.Also,the letters have a number at their base.
When you collect 10 letters of the same kind,you also "extend" and get an extra
life.There is another method called "double extend" that gives you two lives
with one extend,and is a combination of the above methods.It basically consists
in getting a letter (or letters) that complete the "EXTEND" word while it is
still flashing from having collected 10 same letters...
 Sounds complicated? See this example:
You have the XTEND letters and 9 Green E's.
 In front of you there is a Green E and a Red E.
You collect the Green one first,and WHILE the XTEND letters are still flashing,
you collect the Red E,so you form the complete word EXTEND and you get TWO 
lives instead of one...
The "numerical" extend must probably be done first (first 10 same letters then
the extra letters,and not the other way round).

[2.2]

 The game has got a lot of powerups,some are weapons,some help you in your 
mission,some give you points.
When you kill an enemy,he turns into a fruit,and after a sequence of different
fruits,the next item will be a power-up,and then the sequence starts all over
again.So,some items that appear after this sequence,are called powerups,even
if some don't "powerup" you at all.
The sequence of the fruits is:
Berry,Orange,Papaya,Grapes,Carrot,Watermelon,(Powerup),again berry,orange,etc..
Also,the powerups themselves seem to have an order:
Bombs,Spring,Staff,Laser,Joystick,Turbo,Random **
** the random powerup can be a Potion,Mirror,Letter,Green Apple (2000 pts) 
   or Cake Slice (8000 pts)

Bow (weapon): it's your primary weapon,but appears also as a bonus,in case
              you would like to use it instead of some other weapon.
              It shoots arrows that travel straight(slowly),can be shot many
              at a time, don't do any through-wall damage and are ineffective
              against some "armoured" vehicles. It's also the weakest weapon.
              
Bombs (weapon): it's the first new weapon you'll get in the game.
                You shoot black bombs with fuses that explode when they hit 
                the ground or an enemy.They don't go very far,and are affected
                by gravity.The explosions do extended damage,and can hit things
                through sufficiently thin walls.

Fire Staff (weapon): it looks just like a small staff,but fires big,bouncing
                     balls.Those balls bounce when they touch a wall,or the
                     surface of water.They are fast enough.
                     They can be only shot two at a time,and a new one can't be
                     shot if two balls already are on the screen.
                     Can take several enemies in a row with one hit,and can
                     also do some through wall damage,or get trapped in a wall,
                     killing anyone passing by.

Laser Gun (weapon): It shoots a long,blue laser ray,that goes through ANY
                    wall and enemy.It is very,very fast and is probably the
                    best weapon in the game.The ray appears almost instantly,
                    like a thick blue line drawn on the screen.Is also a very
                    powerful weapon,maybe the most powerful.

Spring : Looks like a spring,but I have never figured out what it actually
         does,if it does.(Any info,anyone?)

Joystick: A yellow & black joystick,that allows flying all vehicles only 
          with joystick (no jump button required).
          Seems to work only for one ride (if you get off the vehicle and get 
          on it again,it won't work.
          Also,it removes all acceleration,making the faster vehicles slower,
          and the slower ones faster.

Turbo: Looks like the turbo symbol on cars,and will speed Tiki very much.
       Not only walking,but also flying vehicles (has no effect on UFO's,
       which are the fastest vehicles in the game).It also speeds up swimming.
       It makes you also be able to walk over pits you would normally fall in
       immediately.It may turn out deadly,if got in a place where you've got to
       do delicate manouvers to pass mazes of spikes or jump on thin blocks
       without falling.Has no effect when walking on icy ground (only the last
       two stages of the game have such pavements)

Clock: Temporarily freezes all enemies and projectyles on the screen for 
       about 15 sec.This can give you trouble in some places of the game.  

Holy Book: Shakes the screen and all enemies die,all vehicles receive one
           hit (some won't pop).Be careful,it also affects YOUR vehicle and
           you will be grounded (or spiked...) unless you ride a color ballon
           with some hits left...

Green Apple: Simply gives you 2000 pts.No powerup,but appears instead of a 
             powerup after the fruit sequence.

Kiwi Slice:  The one that I once referred to as a slice of "green cake" (yuck!)
            is actually a slice of Kiwi fruit,as pointed by Alan Carter
            (banebou@yahoo.co.uk) .Thanks!
            That's why it gives you 8000 pts and it's TAITO's big joke,as
            Alan Carter said: A Kiwi (Tiki) eating a Kiwi (fruit).Ha ha ha....

Mirror: Takes you right near the cage at the end of the level,with your time
        renewed.You can finish the stage right away,or stay and collect some
        points.Rare(only if you have killed a lot of enemies will this item
        appear in the sequence of bonuses)

Potion: Music changes,Tiki starts to flicker and becomes invulnerable for 
        some time (about 45 sec.) against any enemy or trap,except water 
        (you can still drown!).
        Even rarer than the mirror.

Letter: Appears more often than the mirror and the potion,and is very useful:
        supplies you with a letter,so you can "extend",or complete ten same 
        letters for extra life (or maybe double extend,who knows...).

[2.3] Game enemies
 
 You'll find all of these cute guys in the game!

Crab: A crab with a brown,conic shell that shoots some slow rolling mines,that 
can be
 destroyed by a player's fire or level traps (spikes,lava,etc.) 

Missile crap: A crab with a dark grey conic shell and whicked eyes,that
              shoots a fast,indestructible missile.

Blue Soldier:     A soldier (that looks like a wooden toy) with a boomerang.
                 He shoots it,and it then returns to him,even when he is dead,
                 so be careful,if he has already shot his weapon before you 
                 kill him.

Bob: Some worried-looking Bears with glasses,that ride on inflatable yellow 
     teddy bear heads and shoot arrows at you with their bows.

Bomber: A guy in a hot-air ballon who drops bombs vertically on the ground 
        from above.Can be very difficult to pull off if you are...grounded,
        in which case he is simply at a much better position than yours.
        Unlike other enemies,that have to come very close to you or even to the 
        ground to shoot you,making them easy targets,this guy can keep a safe
        height from you and bombard you,being out of the range of most weapons.

Duck : A purple duck that rides an inflatable duck,and throws stones at you.

Exploding Frog : a purple frog that jumps around,and when it's ready to shoot 
                 it becomes red and shoots spikes in all directions.

Red Soldier: An soldier with a spear,riding on a red teddy head,throws his spear
            vertically and upwards,making him dangerous to keep below you.

Axe Cat : A blue and white cat riding on a heavy,metal vehicle invulnerable 
          to spikes,arrows,etc. (the vehicle,not the rider!) and throwing 
          heavy axes at you.   
      
Flying Cat: A flying cat that will "scratch" in mid air,killing you if you 
            just jumped on it.

Franky : An orange guy with yellow spikes,one of the few enemies that can 
         kill you with collision,as he has no weapons at all.
          He can spit a guy like himself out of his mouth,and so those guys
         can dangerously multiply if you don't keep an eye on them.
         There is also a Franky that rides on a red teddy head like the Red
         Soldier,doesn't shoot too,and it can't multiply.
         YOU CAN'T JUMP ON HIM TO GET HIS VEHICLE!You'll die.

Microbs: A bunch of seven microbs that moves slowly towards you,and if you 
         don't kill the "leader" (the one that moves first) then they will 
         multiply to reach seven again.If you kill the "leader",they stop 
         moving and die off quickly.They can only kill you by collision.
         You can exploit them by going behind them someway,and shoot the 
         last ones: the "leader" will always produce new ones,so you can
         take many points and powerups out of these guys.

Turtle: Turtles that ride on slow,yellow ballons with strings and spit fire
        at you.Their fire can pass through several enemies,so be careful!

Cool Bob: Like the bobs,but bigger,with bigger bows,black glasses
          (hence: cool!) and ride on a special baloon that can take
          four hits and changes colors.

Laser UFO pilot: A guy that pilots a fast UFO with built-in laser cannon
                 that shoots instantly through walls.Very deadly,if you're
                 not quicker or without the proper weapons,since the UFO is
                 indestructible by arrows,spikes,spears,etc.

Black Bat: An ugly bat that flies high,like the Bomber but can't change it's 
           altitude,flies through walls and carries a spike to drop on you.
           After it drops this spike,it simply leaves the screen,uncapable
           of doing you any more harm.This makes it less dangerous than the 
           Bomber,which has unlimited bombs,but it aims much more accurately.
           It can't kill you by contact,but if you bump it while it's
           still carrying it's spike,you will die from the spike,which is
           effective even when still carried.
           Also,leaves no bonus when killed,to complete it's ugly image.

Magician: A guy fooling around in a silly joker costume,trowing a magic star
          in the air every little bit.The star turns into a new enemy.
          He seems to be able to create any enemy,from a crab to a Laser UFO 
          pilot.He can't make other Magicians,and I've never seen him create
          a Missile UFO Pilot.Sometimes,this guy rides a zeppelin,which makes
          him difficult to reach.

Missile UFO pilot: An ugly looking guy that pilots a fast UFO,shooting homing
                   missiles at you.

Cannon Lamb: A big lamb (?!) carring a big cannon,shoots a big black ball that
             explodes and from zero to eight pellets come from it.

Curser: An ugly-looking black guy that seems to be cursing you all the time,
        (actually,he looks pissed-off!) rides a fast metal vehicle,invulnerable
        to spikes,arrows,etc. which carries four spike balls,that kill anything
        they touch.

Pumpkin: A Halloween pumpkin with arms,that simply jump and grabs you if you
         fly on a vehicle,and pulls you down.That's all.It doesn't kill you,and 
you 
         can touch him.Appears only in levels 4-2,4-3 and 4-4.

Mine: Only underwater,can't shoot but you can't too.Moves excessively fast for 
      your swimming speed,kills by collision,but can be shot by laser (outside
      and aside water) or a bomb on the surface,maybe even with a bouncin'ball.
      It also has the ability to climb and descend waterfalls easily,covering
      a vaste water territory,

Spike Sponge: A spikey mass that moves left-right underwater around the same
              spot.Kills you if you touch it.

Anemon: Starts to move when you get near it,and eats you if you come too close.
        You can swim UNDER it's mouth and it won't catch you.

Bomb Trap: Looks like a Spike Sponge with a tentacle: only the tentacle moves,
           and if it touches you,it starts to burn off (underwater?!) and when
           the fire reaches the trap,BOOM!,it shoots like the Frog,but also 
           explodes and disappears forever.I've never tried it,but I think it
           should kill you even if you touch the spikes without having touched
           the tentacle.

Red Porcupine: It's a strange looking enemy,not appearing really often in
              the arcade,at least not on the normal version. (or on a
                 low-normal difficulty level)
              He looks like what the name says: a Red guy with spikes on his
              back.     He is the only enemy that HANGS from a green,one-shot 
              baloon and he produces the same (painful) effect of a Flying
              Franky.
              On the arcade machine I used to play,I only saw him once,spawned
             by a Magician,and caused the machine to crash after a while.
              That made me always think that was a momentary bug,some sprite
             mistake,but then I saw the same figure on various versions of the
             game,especially on the Spectrum (in which he replaced the Flying 
             Franky),the Amstrad CPC and the Sega Megadrive,which featured
             both of them (Frankie AND Porcupine).
                In the "alternate" arcade version he shows up regularly,and
             maybe in the normal one too,but probably requires a higher
             difficulty setting.
                Again,thanks to Alan Carter,there is a better description:
             Looks like I told before,it's very good at dodging your
             shots and he tries to fly above you and then it swoops 
             down on you.           
              

[2.4] Game Vehicles

 As you have probably understood,I mean every flying device in this game with
the word "vehicle".Those vehicles can range from a simple baloon to a high-tech
UFO,and add so much to the gameplay,that the game wouldn't be the same without 
them.
 The fun and joy of riding the weirdest vehicles,like,say,a big zeppelin or a 
powerful UFO and blast your enemies from above,is one of the game's best 
features.
 You mostly grab your vehicle from an enemy,by shooting him or jumping
on him (be careful...) or,sometimes,it's there already,waiting for you.
 You can kill an enemy by just shooting his vehicle,but the enemies can
do that to you to,making you fall on spikes or lava,or you can accidentally
misplace your vehicle on spikes,causing it to pop and you to fall on them.

 
Teddy bear head: It looks b a r e l y like a bear's head,only it's got
                  too thin ears.It comes in a yellow/brown and red version,
                  which are exactly the same thing.It's speed is average,and 
                  it can squeeze through a few narrow spots with some effort,
                  although it adds a bit to your total height (it's half as 
                  tall as Tiki,TIki rides on it by just STANDING,and so he
                  becomes 50% taller).It's as large as Tiki.
                  To destroy it,it only takes one hit by any weapon,including
                  spikes,lava,etc.

Duck: It's probably the vehicle you will ride the most.It looks just like
      an ordinary duck,but it's speed is above average.Although it's about
      75% Tiki's height,Tiki rides it while sitting down,so it only adds 
      about 15-20% to your total height.Although it looks a bit larger than
      Tiki,that's simply an illusion: it can squeeze EASILY through many,
      many narrow spots precisely and with safety,altough it also takes only 
      one shot to be destroyed.
  
Hot air baloon: This baloon has got a blue chest,where Tiki stands,and above 
                it there is a pink baloon,that can protect Tiki from a dropping
                weapon, such as a spike, but then the baloon is gone,
                and Tiki falls down.
                It's about 30% taller than Tiki, and adds the same to his 
                height, because Tiki stands on the bottom line of the basket,
                and the baloon just above him.
                 That's why it can't pass through many spots,and it's not such
                a good vehicle after all.
                It's as large as Tiki,and takes only one shot to destroy.  

Metal Baloon :  This massive and heavy vehicle can be very useful sometimes:
                It's indestructible by spikes, arrows, spears, turtle fires, 
                stones etc. and also by lava. 
                 However,it only takes one hit from a bomb,bouncing flame,
                laser or homing missile to destroy it.
                You can either stand on it,or hang from below it,so it protects
                your head from dangers such as bombs,spikes,etc.,but it's also
                about 150% the height of Tiki,making it unsuitable for tunnels,
                etc. Also,if you ride it by hanging from below, the result
                stands even taller,and even more unsuitable for narrow places.
                And last,but not least,its terribly S-L-O-W when going up,
                and too FAST when going down.

String baloon: It's just a yellow baloon with a string,that you can either
               stand on it or hang from it,in which case it becomes unsuitable
               for many tunnels.It's a little taller than a teddy bear baloon.
               Nothing interesting here...

Color baloon : That's another important vehicle in this game.
               You can either stand or hang,like the Metal Baloon,but's it's
               shorter and faster than that.It's not indestructible,but takes
               4 shots from - ANY - weapon to be destroyed.You can tell how 
               many shots it takes from it's color:  when it's brand new,it's
               bright red.When it's hit one time,it becomes bright green.
               The second time,it becomes yellow,the third time dark red,and
               the next time it disappears.It can squeeze trough a few places,
               and is a good choice in some parts of the game.It's as tall as 
               Tiki,but still has good mobility.

Zeppelin :  Whoa! A big zeppelin,twice the height of Tiki and four times as
           large,with a little basket hanging from below.
           You will not have many chances to ride this thing in the game,
           because the enemy who rides it likes to remain high above you,and 
           it's difficult to jump on it (you must center the basket,not just
           the big baloon!).
            It's easiest to get it on round 5-1 and maybe on round 3-4.
           Even if you get it,you will not be very impressed: it's too slow,
           and can't pass through many places,due to it's size,so you'll maybe
           ride it for a few seconds,just for curiosity.It takes about 4 to 5
           hits to destroy,but gives no indication of how many has it taken so 
           far. It's worth however 1000 points if shot,so shoot it down if you
           can!

SpikeBalls: It's a metal vehicle with the same properties of the Metal Baloon,
            only that it is a little shorter,much lighter and carries four
            deadly spikey metal balls hanging from below,kinda like the tail of 
            a kite (so you can't hang from below ;-) . Those balls destroy and 
            kill anything they touch,except the rider of the vehicle,because 
	    when you go down,the balls don't follow immediately,but are affected
            by inertia and react slowly when changing direction.
	     Getting on the vehicle is not such a hard task.But getting down is
	    far more dangerous,because then you will be vulnerable to the balls.
	    When you land,all the balls touch the ground,and one or more will be
            down the vehicle,and not aside. So,if you press "down" on the
            joystick, you will fall on the balls, and since you will not be on
            the vehicle anymore,guess...you will die!
             If you've only got arrows,try to move it so that the balls are as
            far as possible from the body of the vehicle before getting down,
            and give it a try...
             If you've got bombs,staff or laser,no problemo:
            Just shoot as you press down,the vehicle will be destroyed and you 
            will be safe!

Laser UFO: it looks like a small cabrio spaceship (no roof) and has got a 
           round cannon in front of it (only when you ride it).
           It is very fast,and needs no jump button to fly,you just move
           it around with the joystick.It can also stay completely still in 
           mid air,without falling down,if you don't move it at all.
           It's also,as usual,indestructible by arrows,spikes,etc.
           It also replaces your weapon with a powerful laser blast,five times
           more powerful than the laser gun.
            If you want to destroy it,land it,shoot with its laser,press "down"
           and quickly flick the joystick left-right.
           It adds nothing to your height,but it's twice as large as you,so you
           can't take it with you everywhere...

Missile UFO: This special version of the UFO appears only in levels 5-1 and 
             5-3,so you really gotta be very good at the game to have a chance
             to see it and ride it.It looks like the Laser UFO,and has the same
             properties,only that it's cannon is kind of trapezoidal,and shoots 
             small homing missiles that auto-lock on any enemy and destroy it.
             The missiles die-off after some time if they don't find any target
             by flying in circles around the same spot.
             They aren't very fast,but it's very funny standing high,with YOUR
             BACK TURNED on your enemies,and seeing the missiles going down
             and steering on them,to kill them.
              There are some things you've got to be careful about:
             The missiles YOU shoot, don't harm you or the UFO that fired
             them (if the rider that fired them is still on the UFO) but if an
             enemy pilot has already fired some missiles against you and you
             kill him and take his vehicle, the missiles he fired will still
             be looking for you, so you can either shoot them (since the
             missiles will lock on and destroy enemy HOMING missiles ONLY),
             or beat it,since the UFO flies much faster than the missiles.
              If you want to destroy it with it's own weapon,go as close to
             the ground as possible, without getting out of it, 
             shoot one missile, making sure that there is no enemy around, 
             so the missile will fly straight forward, fly ahead of the missile
             and get out (quickly!).
             The missile will then destroy the UFO (since you are not on it
             anymore)
             As you can understand,that can also be a method of killing
             yourself if you shoot more than one missile...;-)

[2.5] Game Bosses

 What,did you think a game like that didn't have any bosses?
On the opposite,there are plenty of them!
Bosses appear at the end of every episode (Oakland,Rotorua,Waitomo Caves,
Strait Cook,Mt Cook) except Strait Cook,which has got no Boss.
So,totally,there are 4 big meanies in the whole game.Let's see them:

Oakland: The Frozen Whale
 
 The Boss here is the Frozen Whale,a pink whale with an ice armor that floats 
in mid-air,shoots some snow flakes(!) at you,and from time to time it tries to
swallow you.The whale isn't vulnerable from outside,so you must let it
swallow you.
 If you do so,you will be INSIDE the whale,and shoot its internal walls,until
it's destroyed.
But,beware,because gastric liquigs slowly drip from the whale's ceiling,and
kill you if touched!You must move around inside the whale,so to constantly
avoid gastric liquids.
The best weapon against it is the Laser Gun,or the Fire Staff.Best because they
kill it more rapidly.

Rotorua: The Stone Octopus

 The boss here is a big stone octopus with a "headlight" that shoots some 
black objects of indefinisable form against you.Floats in mid air,and it's
only weak point is the "headlight",from which it shoots you.
The projectyles can be destroyed,and MUST be to reach the headlight.
So,the best weapon against it is,once again,the Laser Gun,and the Fire Staff.
With arrows,it should be kind of difficult,and with bombs almost impossible,
since you are on one side of the screen,and the Octopus on the other,and you 
have to be on the same height with the boss to hit him.
 
Waitomo Caves: Amida Meiro

 The boss here is a strange totem-looking robot,which some wall inscriptions
in the game call "Amida Meiro".Anyway,Amida Meiro is a big robot with an
egg-shaped body and a built-in missile launcher.
On Amida's chest,there is a door,which opens and she shoots 5 black missiles
at you.Those missiles are slow,but tend to lock on your last position,so they
are quite dangerous.
 To easily pull out,you must have a strong vehicle,the Metal Baloon. 
After you take the vehicle (NOT from the head!),fly in the boss room and stand 
on the highest platform on the right WITHOUT abandoning the vehicle.
 When Amida comes at your height,shoot her like crazy until her missiles come 
close to you.
Then go up so Tiki is "inside" the ceiling blocks.
Missiles will pass through the vehicle,and you will be unharmed.
Go down and repeat until she's dead...
The best weapon is the laser.Arrows are blocked by missiles,and bombs require 
you find a special position to do any good.Fire Staff as arrows,and only gives
two shots!

Strait Cook: (none)

 Strangely,there is no boss here.Only a very dangerous round,crammed with 
spikes.
See section [4.3] for more info.

Mt.Cook: (Walrus)

 The boss here is also the final one.He is the bad Walrus,hanging from a big
red baloon,and holding a small cannon.which shoots 5 black balls with a
parabolic trajectory.
You DEFINITIVELY should enter the boss room with a flying vehicle,or else 
you'll have to stand on a microscopic block of ice,and sooner or later either 
the cannon will get you,because you can't move,or you'll slip and fall down on 
spikes...OUCH!
 Also,be sure to have the Laser Gun with you,since arrows hurt him very little.
You can do these two things together,if you get the Laser UFO,which destroys
him if 3-5 shots.If you do that,you're ok.The Laser Gun takes 10-15 shots.
 Also,only the baloon is vulnerable,and not the body,so shoot the baloon.

[2.6] The ending scenes.
 
 Ahh,if you ever finished the game in the arcades,you must be familiar with
these messages and scenes.If you never did,but wish to find out...read on!
After you defeat the final boss,a slideshow of Tiki's adventures appears,and
several text messages read (grammar and spelling as they appear in the game):

                       "STORY
Here is nature zoological gardens in North island.
Two kiwis called Tiki and Phee-phee live together
with many fellows.
One day, Phee-phee and other fellows are carried
off by a leopard seal who came from the antarctic
ocean.
The leopard seal is selling kiwis in various places.
Tiki goes on a journey to help Phee-phee and other
fellows out of the dangerous places...."

Then follows a looping cinematic sequence with a giant Tiki and a giant Phee-
Phee
walking down the road with shops scrolling in the background,and text scrolling
upwards:

"You should know well
 the story after this
 because you would
 make the story after
 this by yourself....

 MAIN STAFF

 KAZUTOMO ISHIDA
 HISAYA YABUSAKI
 AKIRA OOTSUKI
 MAKOTO FUJITA
 KOICHI OOYAMA
 
 SOUND EFFECTS
 HISAYOSHI OGURA
 YASUKO YAMADA
 YASUHISA WATANABE

 ONE-TIME STAFF

 MITSUKOU KIMURA
 NAOKO TOSHIMITSU"

 Then a picture of Tiki and Phee-Phee appears,and the final message is:

 "Thank you for playing.See you again"

                              GAME OVER

However,most versions have these kinds of simple endings:

1. They display the text about Tiki's journey and show a pic or two from the 
arcade's ending plus the final pic...this is the ending of the ATARI ST,AMIGA,
MEGADRIVE,PC ENGINE,SMS(surprisingly better than many others)

2. They simply show the final pic of Tiki and Phee-Phee,usually followed by a
cute sweet song and a big (or many small) hearts...so do the CPC,SPECTRUM,C64
and NES.

The X68000 and FM TOWNS versions have got arcade-perfect endings,like the rest
of them...

[3.1] Game Secrets

 Ah,the section you all have been waiting for.
Please understand that this section was by far the toughest for me to 
complete,since I don't simply tell you things like "Going right from place x 
of level y you will find a warp to z" but I make an accurate description of 
the place where the warp resides,and I include a diagram where possible,so 
even somebody who has never seen the level or place can identify it right 
away,and find the warp.
 Please also note,that some levels have no known warps,or I didn't notice them.
In that case,if you feel like it,send me and e-mail to notify me and send me
some info on that,OK?

                              *** IMPORTANT! ***

 The "Game Secrets" section refers to the Original Arcade version with the
 * Standard * rounds but it also applies to most other home versions,e.g.
Amiga,Atari,NES,PCE,SMS,although some warps here and there may be missing...
 IT DOES NOT however apply to versions using the "alternate" rounds,such as the
"alternate" arcade version (tnzs2) or the Genesis version,which now clearly 
seems to be a translation of the "alternate" version.
BTW,there seems to be more than one 'alternate' version,which makes the whole
issue a bit hard to fully comprehend.
 These versions of the game have some completely different round design (some
new rounds) and some of the original rounds have been randomly placed,so don't
try to follow the Guide or you'll be quite comfused!
 Also,do not try looking for secrets in the lowly 8-bit versions of the game
(CPC,ZX,C64) coz there aren't any!

 Warps in this game are doors with a fire vortex in them,that when entered
they will take you to other places of the current or some next level,
to secret,unaccesible areas and stages,where you can usually find letters or
bonuses,or simply help you skip up to 4 stages!Also,there is a warp in the
game that takes you a level BACK,making playing forever possible!

 Every round has got at least one warp,except maybe rounds 3-1,3-3,3-4,4-3,5-
2,5-3,5-4.
Where possible or required,I've included a rough diagram in ASCII so you
can have an idea of the place I'm talking about.
Warps require to be shot 5 times to appear.If you shoot arrows,bombs or
bouncing balls,you can tell there is a warp if the projectyles stop in 
mid air without a reason.The reason is that probably there is a warp!
In other cases,such as secret rounds,warps may be already open for you
to take them,as there is no other way.
Also,there is a secret round which you exit by falling down a hole in the
floor as well as on the "Heaven" rounds! (surprise:in NZS you can't die by
falling "off-screen"! When you can do that,it's only an exiting way from a 
secret round or similar!)


Round 1-1:

In the last room of this stage,there are 3 platforms one in top of another.
      
      |-----------------------------------|
      | * Warp                            |
      |    =====================      Cage|
      |                              -----|
      |    =====================     --- #|
      |                              --- #|
      |    =====================     --- #|
                                         #|
      ------------------------------------|
Go to the highest one,to the left edge,jump about half-height,and shoot
5 times.A warp should appear.For "somebody"'s insistence,I'll add that
this warp takes you into a closed box on round 2-1,only this time it has
got the "red E","X","T" letters.There is a warp on the right.
You either shoot to make it appear or it opens by itself,I don't recall.
However,from there on you move to round 1-4 (in an unaccesible area below 
the boss room) where you will find the "green E","N","D" letters,so you 
already have an extra life! To get to know more about round 1-4 (which is 
important in the game) keep on reading!

Round 1-2:

In the place where you start,jump on the second platform,and shoot on your 
left 5 times.
      
      |         ------|                  
      |---------------|---------            
      |     * Warp                                
      |         ================|           
      |                         |           
      |         ================|            
      |Start                    |          
      |-------------------------|------ 

A warp should appear.Enter it,and you will be taken to a room
of the secret round (the secret round is a place where almost all secret 
rooms are found,like separate rooms in any level,and you can't visit more than
one at a time,since they are all separated by closed walls) which has two
large columns with water,where on top of them two other warps open as soon as
you come in.
                        |========================|
                        | Warp 1 |Start | Warp 2 |
                        |--------|      |--------|
                        |        |      |        |
                        |        |      |        |
                        | Water  |      | Water  |
                        |        |      |        |
                        |========|      |========|
                        |                        |
                        |========================|

The right warp will take you to an upper place in level 1-2,where you simply
collect some apples (for points) and then continue the level normally.
The left warp,which I recommend,takes you to a place under the level.
Going from left to right,you find a place with upwards tunnels you can jump in.
Go to the one full right,since there you will find the letters "red E" and "X".
Then,going all the way up,you are just near the cage at the end of the level.

Round 1-3:

This level has got two warps:
The first,is just after you fly down to the big open area in this round:

                
       =========|
       #########|
                |
                |
 ===        === |
                |            Large Area
 ===        === | *Warp
                |
 ===        === |
     Start      |
==========================================

It will take you to a secret round where you collect the "red E","X",T","green 
E" letters then on a hidden place of round 2-1,where you collect the "N" and 
"D" letters:EXTEND,and also you can choose to finish round 2-1 or do a neat
trick (keep reading) and go back to 1-4.
NOTE: That "neat" trick won't work on some versions of the game,including some
"corrected","revised" or "alternate" arcade versions!
 The second one,is in the last room,
 
                |========================T=========
                |         * Warp         |
                |        |========       |
                |                ==      |
                |    ==                  |
                |                  ==    |
                |  ==                    |    
                |                   |----|----|
                |Cage |  =   =   =  |         |
                |     |#############| Water   |
                |=============================|
 and will take you to a secret round,which also has got a secret warp in it!
The round has the "TEND" letters and exits to 1-4,the warp exits to 2-2 (lame!)

  |==================================|
  |                                  |
  |==================|--------||     |
  | <---Exit         |  Water ||     |
  |=========     |    |      | |*Warp|
  |           ||-|     |====|  | |=| |
              || |             | |=| |
        |===|-|| |             |     |
  |     |   |====|             |     |
  |=----|======================|-----|
  |  Water    Anemon  / \ 	     |
  |                             /   \|
  |==================================|

Round 1-4:

 This round has a warp,but is accesible only by another warp,that is on a
later level (AFTER 1-4!).I'll explain this when time comes.
In the place under the boss room,there is a corner guarded by spikeys.
There you can take a warp to level 2-4,but you can get there only from level
2-1,that's one level AHEAD!

Round 2-1: 
 That is a key round in the game,as it allows many tricks,and has two warps!

 The first one is in the right corner of the closed box at the end of the 
level.You can get inside the box from the warp on level 1-1 and it has some
letters too when you do that,but normally it's empty,yet the warp exists!
 You can open it from the outside with a laser (if you have a flying vehicle)
or from below the "box" with a Fire Staff (the fires will not get stuck in
the wall, but will be "consumed", which means that there is a warp!).
 If you've only got arrows,bombs,or a laser and no vehicle,take advantage of 
the microbi that appear nearby.Keep killing them anytime they respawn (moving
away from their spawning-spot will make them re-spawn more often)
until the Fire Staff appears.
 Once opened,just jump in it from below.You will be taken to a secret place in
level 1-4.Yeah,that's right,one level BACK!
 This means that,you can pass level 1-4 again,go again to 2-1,take the warp
again,etc..YOU CAN PLAY FOREVER! That's what I do everytime,and stock up
extra lives and points.That is the key of making "videogame wizard" scores
with NZS!
 I think that the warp should have been placed higher,and that TAITO's people
didn't know about that when they released the game (offering a chance to
play forever?) or maybe that's another good and unique feature of the game..

WARNING: Recently,I discovered that there are "alternate" versions of the 
game where the "box" has been placed higher,making all these statements 
useless.You still can open the warp with the laser,but no longer with the
cane,and you can't jump close enough to the warp,so you can't do the trick...
Keep that in mind if you seem not able to reach the box!

 Anyway,after having done that many times or,alternatively,if you have a
flying vehicle,you can fly over the box with the letters(there is a narrow 
tunnel
above it) and land on the right of the captive bird.On your right there is
a "ladder" that takes you someplace up.Go up,and you'll be in a small,closed
room.Shoot the lower-left edge of the room,and take the warp.
 This will take you to an indipendent secret level,which has got 2 possible 
exits.
 The first is at the end of the level,and will take you to level 2-3,I recall.
The second one is a warp,right before the second exit.
Stand on the yellow rising block (the one that goes up) and jump from it so
you can stand on the wall to your right (you would do it anyway,to get to the 
exit...).Shoot 5 times and -voila!,a warp.It will take you to another secret
level,with a bunch of enemies,and the letters "Green E" and "T".
Take them,kill the enemies,and go in the warp that should appear then.


Round 2-2

 The only warp here is in the corner that looks like that and a Cool Bob
appears.
               ----------------------
                           Warp  X   |
                                     |
                                     |
                                     |
                                     |
                               ------|
You have to fly to open it...anyway,it will take you to the end of the level.
Not too bad.

Round 2-3:

Also one warp here.It's the place left to the Red "E".

                ----------
                    X Warp            |
         |------         ------|      |
         |                     |  E   |
---------------------------------------
It will take you to a place with a Red "E" and an "X",and the warp from there
to an advanced point on level 2-3.Not bad...

Round 2-4:

 This one must be a classic: Before the Boss Room (the one with the octopus)
shoot on your right,standing on the blocks over the spikes.A warp will appear 
on the fifth block from the left,that will take you to a secret level with
enemies and the letters "T" and Green "E",and THEN to level 3-1,inside the 
"box".

Round 3-1:

No known warps (can you help?)

Round 3-2: 

There is a warp on the wall between the two "pools" of water with "waterfalls",
near to the end of the level.It will take you to a room in the secret level,
with a church for background.Nothing to take,just a warp on the floor,that
will take you to level 3-3.

Round 3-3: 

No known warps (can you help?)

Round 3-4:

No known warps (can you help?)

Round 4-1: 
This round has got 3 warps (some say 4,but I never found 4 warps),the
maximum in this game.
The first (and the best...) is over the last diagonal row of spikes,in the 
upper,"dry" part of the level (since most of the level is underwater).
Fly up there,shoot 5 times as usual and take the warp.It will take you to
a place in the secret round,and then to level 4-4.That's why it's the best.
The second and third are in the place of the level that looks like this,
after you have passed the BIG masses of water...

----------------------------------------------------------------
|  --  |  --  |  --  |  --  |  X   |  --  |  X   |  --  |  --  |
|  --  |  --  |  --  |  --  |  --  |  --  |  --  |  --  |  --  |
|  --  |  --  |  --  |  --  |  --  |  --  |  --  |  --  |  --  |
----------------------------------------------------------------

in the third and fifth "box" from the right.
The one in the third "box" will take you to a place in the secret level where
you simply swim to a warp to the end of level 4-1,and the one in the fifth
takes you to level 4-2,but BEFORE that you have to pass through a dangerous
secret level where you walk over a floor with holes,and spear-wielding
soldiers screw you from below...you'll lose at least 2-3 lives here...

Rounds 4-2 & 4-3:

No known warps (can you help?),or maybe no,there is a warp on one of those
two levels,but I don't recall Where and on Which level.I hope somebody has
got any info on that...

Round 4-4:

This level has got two sub-areas,divided by a barrel at the end of the areas.
In the area with the horizontal "barrel",there is an empty space below it.
Shoot it, there is a warp.It will take you to a room in level 2-4,
with 2 letters, an "E" and an "X",and then you take a warp in that room
that takes you to the second area of level 4-4.

It's better than jumping  in the barrel,huh?

By the way,in the PC-Engine version,this warp takes you to "ROUND FINAL",
that's the final boss! Don't miss it for any reason...

Round 5-1:

This is the last level known to have a warp.
Walk on the floor with the small volcanos until the last platforms on the
left.Go up and then left.You fall in a place with some blocks and volcanos.

        ------------                  Shoot on you right,and take the warp.
                   | \                It takes you to a room in the secret 
                   |   \              round with 2 red E's and then a warp 
Here       Warp X  |__ /              from there to a another secret level
-   -   -          |   \              room with two X's,and from there to
                   |   /              level 5-1 again,near the big room.
                   | /
                   |-----
                   |
  /\ /\            /\ /\
-----------------------------------


[3.2] What are the "Heaven" rounds?   

 The "Heaven" rounds are a special kind of secret round,in which you can go
only by dying,after having lost all of your lives,and appear only after round 
3-1.
 Also,you can go to Heaven only one time in the game.It's like a second chance.
Notice that you'll go to heaven only if hit by a SOLID PROJECTYLE,such as
arrows,stones,bombs,boomerangs,spears,etc.
 If you drown, fall on spikes or lava, get burned by laser, flames or UFO
missiles, get hit by a Cannon pellet,collide with an enemy that kills you
(Frankie, microb,spikesponge,etc.),get eaten by the anemon and get scratched
by a flying cat (wow, quite a big list of bad things that can happen to this
poor little bird, huh?), YOU WON'T go to heaven. You will simply end the game.
 Also, if killed by the "Hurry up" devil or a stage-ending boss fire, then
again you won't go to heaven. These are the rules.
 There are three different "Heavens" in the game, and, depending on which level
you died, you will go to the respective heaven.
Levels 3-x take you to Heaven One, Levels 4-x take you to Heaven Two, and 
levels 5-x take you to Heaven Three.
 In Heaven,Tiki has got a Halo on his head,and so do the ENEMIES you will find 
there! Heaven one and two have only got ugly bats carrying not one,but FIVE
spikes each,that they drop all togheter!
Heaven Three has "ordinary" enemies.Also,"Heavens" are full of deadly spikes.
Some Heavens... 
Anyway,Heaven is there to give you a chance to return to earth ALIVE.
Each heaven,at its end,has got a big Virgin Mary,that if you go on Her,
the game will sadly end,saying : 
 
 "Tiki has met the Goddess and now went into a long sleep in the warm
  sunlight.But the Heavens had got an exit to the underworld." 

Sadly,because,yeah,Tiki may R.I.P.,but his friends down there are still 
slaves of the evil Walrus.But what to do about it?
 Heaven(s) have really got a secret exit for the underworld,only that 
it's well hidden.
You must know,that if you die in Heaven,you have lost everything,since you
normally will not have another life (since you were taken to Heaven...). 
However,I once gained an extra life by points IN HEAVEN and once by a bonus
EXTEND letter from an enemy in Heaven Three,in which case you could even have
another try in Heaven,or extra lives for the underworld!
Enough with this shit,now let's see how to escape(!) Heaven
(only in the game!).

Heaven One: 
 At last,after YEARS of doubts,Alan Carter gave it a try with an emulator
and told me about the infamous Heaven One:
In fact,you have to do what I always have said (but never confirmed):

After you climb all of the way up to the Virgin Mary spot,there is a place
with small platforms you can jump on and below there is a place with 
distanced spikes (they have gaps between them which are one Tiki large).
all (?) you have to do is to jump in the second gap from the left.

                                                |
            ==  ==  ==  ==  ==    Virgin        |
                                  Mary          |
            ==                                  |
                        Here!   =               |
            ==          |            |----------|   
      |--|              |         |--|          |
------|  |####____####____####____|             |
                

It seemed difficult at first,it seemed so for a long time,until Alan Carter
unlocked the secret.I leave you at his words:
"Great news! I've discovered how to get out of the first heaven in TNZS
easily, even if you aren't running the game at half speed!
The reason it is so difficult to fall down the appropriate hole is
because there is a little platform just above that blocks the way,
forcing you to fall into it at an angle. But there is another platform,
higher up and to the left of the secret hole that is positioned so that 
if youwalk straight off of it to the right, and keep going right whilst
you fall, you hit the hole at the perfect angle and fall to safety."
Alan also included a (better) diagram than mine,but plain TXT format
gave me a lot of formatting problems...hope that the text is clear enough
for you all! Again,many many thanks to Alan Carter!!!
Where would the Guide be stuck without his help?

Heaven Two:
 This is the easiest heaven to escape from.
Climb up all the first (right-going) platforms until you have reached the 
right part of the level (the one BELOW Virgin Mary).You must be able to see 
that there is a Vertical Tunnel after the wall,starting from somewhere above,
and ending somewhere below.Good.
Now climb all the way to Virgin Mary,as you normally would,avoid the bats
that will appear just before Her,and jump down to the base of Virgin Mary's
platform. (ATTENTION: not ON Virgin Mary!).                   
                              
         ==   ==   ==   ==                       |  |
                            Here!         Virgin |  |
                              |           Mary   |  |
                              |                  |  |
                              |     |------------|  |
                              |     |            |  |
            Spikes            v |---|            |  |
                              - - - - - - - - ->    |
        ####################----|Secret Passage  |  |
      
Now,walk right,and you will pass THROUGH the wall,and go to the tunnel you had
seen before,fall all the way down,escape heaven,and restart the round you died
on.

Heaven Three:

 It's a little complicated to escape from this heaven.
Fight your way to the end of the level (I said "fight" because this heaven is
jam-packed with enemies,not just bats,just like an ordinary round).
 Now,Virgin Mary's position is in a closed area,from which you can't escape
if you enter it,and there seems to be no way of escaping heaven,since you 
can't even escape the area,right? *** Wrong! ***
 Under Virgin Mary there is a ceiling with spikes,and just below and right
of it,if you watch closely,you will see a side tunnel just like the one on 
Heaven Two,and a small opening in the wall that leads to the escape tunnel,
but is too high and far to reach by jumping,and also is in a dangerous place.
 Also,no enemies normally appear in this area,so you can't fly up to the
hole and escape,right? *** Wrong! ***
 If you watch the background graphics closely,you'll see thay they are made
from a fluffy cloud pattern.Can you see it? Good!
Now,under the spikey ceiling,there is a cloud tile in the background that 
doesn't look like the others.
The others are white/light blue,and the one in question is kinda green...
 Now,stand on a platform from which you can jump on this tile,and jump 
carefully so you can touch it.
Beware not to hit the spikey ceiling (you can control the height of your
jump,can't you?).
 If you have done it right,then three enemies should appear,two Bobs and
a Duck.Take the Duck's vehicle,and fly to the opening!
If you don't succeed,or blow the duck accidentally,don't worry:
you can jump again on the tile,three enemies will appear again,etc.etc.


[3.3] Conversions of NZS

 In the past there have been some conversions of the game,that followed the 
"anti-PC" rule.What does that mean?
That the game was converted for EVERY other system (Amiga,Atari,Amstrad,
Spectrum(!),C64,etc.) but no,NEVER the PC,even if some of the above systems 
(Amstrad,Spectrum,C64) were quite inferior to the average PC of that time,at 
least in facts of CPU power (XT's ran from 4.77 to 16(!) MHz),but somehow
better at graphics.To say the truth,there is [a rumor] that a limited PC 
version exists in Japan,for the Jap market only...like it happens with many
other good japanese games for the PC,unfortunately...
 For example,CPC graphics were "the same" with CGA (4 colors at 320*200 or 
2 colors at 620*200) but also had a 16-color 160*200 mode (this can be done 
on CGA,but is unofficial and undocumented,as I saw it on an old PC magazine),
and also a true 27-color palette!BTW,I think the CGA card and the CPC used 
the same chip: a Motorola 6854 graphics processor.
On the CPC,it could be tweaked so to give a resolution of more than 700*300,
in all 27 colors! I guess that was too much for the crappy CGA monitors
of that time...(I invite anybody,however,to give it a try...)
 The Spectrum had 256*192 16-color graphics,but only 2 colors for every 8*8 
screen segment,giving the impression that less than 16 colors were used.
(Nestis knows...)
 The C64 was the same as the CPC (some parts of the screen could have
better resolutions,however) except for the different (6502)CPU,but also for
the legendary VID and SID chips....
 Also,all of these "inferior" systems had much better sound than any PC 
(and I mean WITHOUT a sound card),especially the CPC and C64.
I think that the C64's SID chip is one of the most "exploited" chips so far:
from simple tunes,cool tunes,digital sound playback to speech 
synthesis,everything has left its mark on the glorious SID chip...

Here is my opinion of the various conversions...

 Before the analytical part,I know many of you would be more pleased with a 
simple numeral comparison between the various versions...so I compiled this 
table below.The marks are in a scale of 1 to 10,and are given in comparison 
with the arcade version of the game (which obviously gets 10 in all 5 fields:
Graphics,Sound,Accuracy,Control,Gameplay.Explained:

Graphics: 
Of course we mean the visual part of the game.
Do the graphics look any close to the arcade? Are they better in some cases?
Do the various objects look like they did in the arcade? Have the shapes 
changed? Are colors close to the arcade ones?

Sound: 
This applies to the audio part.
Does the music sound good? Are sound effects OK? Can you have both music
and SFX? Is the music based on the whole theme or is it cut-down?

Accuracy:
Are all rounds of the game there? Are there any missing enemies/sprites?
Any missing features? Are some blocks where they shouldn't and there aren't
any where they should? Do bonuses have a logic order,or do they appear randomly
and seldom?Texts?Scenes?Pictures?

Control:
Is it easy to control ALL aspects of Tiki's movements?
Do you walk/swim/fly slower/faster than you should? Does Tiki move more/less 
than he should when you tell him to?

Gameplay:
Overall,is version X of the game as good to play as the original?

Version   | Graphics  | Sound     | Accuracy | Control   | Gameplay  |
----------------------------------------------------------------------
ARCADE    |   10      |  10       |   10     |   10      |   10      |
Spectrum  |    2      |   8       |    5     |    6      |   5.5     |   
Amstrad   |    3      |   8       |    5     |    6      |    5      |
C64       |    4      |   8       |    5     |    7      |    5      |
PC        |    ?      |   ?       |    ?     |    ?      |    ?      |
ATARI ST  |    9      |   8       |    9     |    9      |    9      |
AMIGA     |   9.5     |  8.5      |    9     |    9      |   9.5     |
FM TOWNS  |   10      |  10       |   10     |    ?      |    ?      |
NES       |    7      |   9       |   7.5    |    9      |    9      |
M.SYSTEM  |   8.5     |   9       |    7     |   8.5     |   10      |
PC ENGINE |   8.5     |   9       |    7     |   8.5     |    8      |
X68000    |   10      |  10       |   10     |   10      |   10      |
MEGADRIVE |   10      |  8.5      |    9     |   8.5     |   9.5     |
----------------------------------------------------------------------

And if you wish to find out more and "why" I give a certain mark...
you can read the detailed reviews below:

Common:  There is a simple way to tell how good a version is gonna be,by it's 
        size: the original arcade ROMS are about 720K big,so a good conversion
        must keep close to this number,Assuming that it uses as much CPU data
        as the arcade required and that most graphics and sounds are there...
        The "alternate" version however is twice that big,1.4Megs!
        Most versions however are much smaller than that.
          First of all,most conversions (except the Amiga,Megadrive and C64 
        ones) have not got the "EXTEND" feature,AKA NO LETTERS! 
        Only the X68000,AMIGA,SEGA or C64,and of those only the X68000 features
        numbered letters.
         That's bad,since "extending" is one of your goals in the game.
        However,the NES version somehow makes for it,by using special bonuses
        that award you one life when picked up, but I think that makes the game
        way too easy...
         Second,only the console (PCE,SMS,NES,megadrive etc.) versions have got
	full screen graphics. All home computer ones (except maybe the FM TOWNS
	and X68000) have got a black status window on the bottom (Amiga,CPC,Spectrum),
        the top (C64) and right side (Atari ST) of the screen.
	 Third,only the SMS,ATARI ST,X68000,FM TOWNS,Amiga and Megadrive versions
        have the intro with the Walrus that kidnaps the poor Kiwis.
         Fourth,no version (except the X68000 and maybe FM TOWNS) has got the
        Heaven rounds.
         The "small" 8-bit home computer versions (ZX,CPC,C64) have not got any 
	warps at all.
        The "big" 16-bit home computer versions (ATARI ST,AMIGA) have got SOME 
	warps.
        The console versions have generally over 70% of the original warps,
        except the MegaDrive one which seems to be designed to include as few
        warps as possible...
         The Fujitsu FM Towns version,being 32-bit and coming on CD-ROM (!),I
        suppose that it is at least arcade-perfect in everything,so it's no 
        use to try and compare it with the others,and so I left it out of
        comparison...So I automatically suppose that it has EVERY arcade 
        feature.This is CONFIRMED in the X68000 version,which is really arcade
        perfect. Comparison is done to pinpoint omissions.But what if they
        don't exist? ;-)
         
         Also,here is the size of the various versions,and how good they
        are for their size:
        
        Spectrum: 190K tape data,...(as good as it could get...)
        
        Amstrad CPC: Less than 360K. (same here)
        
        Commodore 64: Less than 160K. (incredibly good for it's size)
        
        PC: Should I suppose it occupied a whole 720K disk or two 360ers?   

        ATARI ST: 512K file size. (Very Good)
        
        AMIGA: 880K disk size,400K PK-zipped,so probably it is about 600-650
              KBs,so it's the biggest avaiable. (The best)
        
        NES: 256K cart. (incredibly good for it's size)
        
        PC-ENGINE: 384K cart. (Tries to be very good,but the size is really
        a limitation,as the many omissions can prove.They should have used 
        a 512K or 728K HuCard instead.The 512K one should be definitive.)
        
        MEGADRIVE: 512K cart. (Very good,but it's based on the alternate
                               version...at least the one I've got!) 
        

	MASTER SYSTEM: 256K cart. Very good and better than the NES.

        X68000: 2x 1.2M disks,but only one seems to contain game data,the
        other seems to be a kind of booter/patcher/installer?
        However,eveything is there in this version,so you can't complain...
        
        Fujitsu FM Towns: Did I mention it came on CD-ROM and it's 32-bit?

	ARCADE: No,I am not comparing the arcade to anything,I just give some
        specs and tech info about it: it uses 3(!) Z80 CPUs,256*224 screen
        resolution, 16 sprite and 16 background colors on screen, and has about
        720 K of ROMS,of which 128 KB is a single ROM containg pretty "clean"
        Z80 code, and the rest of the 64K ROMs are (huge) graphics and sprite
        data,and some sound data.
         As for the famous "alternate" version...it is twice as big,has lots of
        128K ROMS and only one 65K one but most of them are, reportedly, 30-40%
        empty space(!) at their ends,so in reality the "real" data is smaller,
        surely below 1 meg,maybe actually the same size as the  Original, coz 
        the "alternate" version contains fewer rounds (13 instead of 20),
        and lacks completely the "Rotorua" and "Strait Cook" Graphics,having
        only got 1 new graphics set (at round 1-4),fewer warps (?),etc.

"HI-END" (32-bit) HOME COMPUTERS:

These were all High-End machines at their time (though they still might strike
fear in the heart of Bill Gates ;-),and when used for games (not many times) 
they really rocked! So they would with NZS...

Fujitsu FM Towns: This relatively unknown computer,released by Fujitsu in
      1990,was a real "beast",featuring a 16/32-bit i386 SX/16 CPU,(See?Intel
      technology was used for something good! ;-),a Cyrix 85DLC86 or something
      like that,super fast custom chips by Fujitsu,Hi-res Monitor,jaw-dropping 
      graphics and above all,arcade perfect games,as the reviews of that time 
      suggested...it even had a CD-ROM drive built in its sturdy Tower casing,
      already from 1990.All of this only in Japan,of course...
       The machine was PARTIALLY compatible with IBM and clones.
      It could use MS-DOS or TOWNS OS.It could run most PC titles but it was
      better to use its specific software,since it could use the machine's
      extra-PC capabilities (sprites,sounds,CD-ROM,etc.).
       The machine had it's very own,proprietary graphics system,OS,ROMS,BIOS,
      audio section,etc.,apart from some compatibility chips or utilities. 
      The point is:
       I've been told by Westbam123@hotmail.com that this machine had a 
      32-bit version of NZS,which came on CD-ROM (!!!) and looked totally 
      arcade perfect,superior to ALL the other versions.
      CD-ROM...imagine: no more space issue,CD quality sound,maybe more graphics
      and levels...I would like to see that...and this was in 1990?!

ACORN ARCHIMEDES: No known version for the revolutionary RISC "4 MIPS" home 
                 micro by Acorn...
               
"BIG" (16-bit) HOME COMPUTERS:

These were all semi-professional 16-bit machines aided by a console-like 
hardware and were used very much for games and some (Amiga,Atari) for
professional TV studio work...the games were usually close to arcade 
quality and generally very good,nothing to do with the "equivalent" PC
versions or proposals...NZS would be easily homed in such a system...is it?

X68000: This is yet another 68k based homecomputer,tremendously popular in
       Japan only,like the FM towns,but way before it.
        It has an interesting selection of software,a 68000 (obviously),64K
       colors (!),etc. etc. and of course a version of New Zealand Story,
       which I would dare to define as the best all-around computer version,
       surely among the three best ones (It should go FM Towns,X68000,Amiga 
       or the Megadrive instead of the Amiga...).
       Practically a machine with NEO GEO capabilities...better than an Amiga
       or Megadrive!
        So,the game strangely comes into TWO 1.2M disks,and features:
       ARCADE PERFECT graphics,sound,intro screens,ENDING CREDITS and
       CINEMATIC SCENE just like in the arcade (hurray! no more static-pic 
       only endings!),EXTEND feature (letters AND numbers),HEAVEN ROUNDS
       (unique!) and much more...it is the most accurate version so far, 
       totally arcade perfect,and keep in mind that this info has been
       gathered only by closely examining the program's code(!),since
       I can't use the X68000 emu on my computer.
       In a few words,it's overall,unbelievable accuracy makes it the BEST 
       known version and maybe the finest you can get to emulate (after the
       arcade of course,but I think it might be EVEN better),coz the FM-TOWNS 
       one is out of the question...

Amiga: I've never played it,but it's said that it's probably the best
      conversion of the game (but this was said without knowing of the
      FM Towns or X68000 versions...),coming very close to the arcade.
       At least it was the best a large number of people could use on 
      an everyday home computer (the A500 was tremendously popular both
      in Europe and USA,unlike the exotic Japanese machines descrived
      above,which never left their home country.)
       The GFX are arcade perfect (surely better than the ATARI ST)
      although  they are not full screen.
       I've also listened to the soundtrack,which is good enough,although 
      not as good as the original's (it uses the cut-down,30 sec version).
      It could be better...I also had the chance to listen to the SFX,
      which were sampled from the arcade and were therefore arcade perfect.
        The gameplay is very good,like everybody would expect from a machine 
      like the Amiga.Now,by comparing player's opinions and having seen other 
      versions,the Amiga version remains one of the most balanced,faithful and 
      complete of all the others,but the prize for overall accuracy goes to the
      X68000 version,which practically has no rival but the FM-TOWNS version,
      and even this might not be sure.
      It has got the intro with the bad Walrus,and also features letters and 
      most warps,as the Sweet Cheater Amiga NZS guide suggests...

Atari ST:  I recently has a chance to play it via emulation. 
          It is very good,with quasi-arcade graphics,accuracy,gameplay...
          The display is like this: to the right there are status bars and
          stuff,and the rest of the screen is the play field...although
          graphics suffer from resolution shifting (320*200,instead of 256*224)
           It is superior to the "bad" MD version (although some color mistakes
          remind me of the PC Engine version). 
          It comes second to the AMIGA version only in terms of GFX and SOUND,
          otherwise they are equally very good.

"SMALL" (8-bit) HOMECOMPUTERS:
 
 By the time NZS appeared,these machines were a dying breed,slowly being 
replaced
by their 16-bit counterparts...yet,because of their great user base,low price 
and software support (not so for quality...),they ruled the whole 80's,
to finally "die" somewhere in between 1991 and 1993...(C64 and CPC were the last
to "die",here in Europe!),altough the emulation boom from 1997 to our days has 
"risen the dead" ;-)
 The games were generally not that bad,at least the latest ones.
Apart from classic early 80's arcade hits (Pac Man,Invaders,Galaga etc.),
ancient puzzle platformers (Monty Mole series,Sir Lancelot,Manic Miner,
Jet Set Willy,Blagger etc.),text adventures (Hobbit,Vixen,etc.) there were 
mid and late 80's,even early 90s coin-op hits such as Shinobi,Cabal,Rainbow 
Islands,Rodland,NZS:-),Mercs,Midnight Resistance and many others converted 
for these systems,some of them really taking the machines to the limits!
 Quite honestly however,they were not really the ideal NZS platforms,but as 
you will see by yourself,a lot of effort was put into it to present the game
as good as every machine could...

Amstrad CPC : This I've played!It uses 16-color,160*200 graphics,has most of
             the game's vehicles and enemies,no warps at all, no background
             graphics (only plain color or some "brick" tiles), all weapons,
             all bosses, although many things look very different.
              Sound effects are OK (for a  machine like the CPC) and music
             is quite OK.You can turn it off and leave the effects on have
             both of them.
             Here too,the music is the 30 sec cut-down version...
              It has got some "extra" features,like some extra platforms on
            level 1-1, some extra enemies,some secret (unaccesible) places...
              Scrolling,apart from jerky,is also stupid: The screen often
             scrolls more than it's needed,and then scrolls back (jerkily)
             where it should have.This makes you dizzy after a while!
              A minor annoyance is that if you "insist" on trying to penetrate
             a wall by an angle (on a vehicle) you will usually succeed, thus
             "saving time" or even avoid a great portion of the level,like on
             round 1-3,where you can try and go directly to the stage goal by
             the left room corner.Also,when on a vehicle,tiki seems to be 
             completely immune to spikes.If the spikes touch Tiki,he won't die.
             He will only if they touch the vehicle.The UFO vehicle makes you
             totally immune to spikes (coz it can't be destroyed).You can
             fly THROUGH spikes!
              The game's speed on a real CPC is,well,bad.The game is too jerky,
             especially with more than 4-5 sprites on screen,but AS EXPECTED,on
             my 486 DX/40,CPCEMU actually ENHANCHED the game.It plays much
             better than the real machine.A comparison done with my PC near my
             CPC, and using CPCEMU made my good old PC the winner.
              Gameplay is (almost) perfect.It's worth a look,I CAN confirm that.
	      If you try it,you won't be dissappointed,if you speed it up a 
	     little...
              Many people will prefer it from the Spectrum version,but it is  
             no match for the Amiga and Atari ST ones,let alone the PCE and
             Megadrive...
              This is a very good idea for PC users that would like to play
             the game on the PC (like me...),especially on low-spec ones.

Spectrum:  Now,(at last!),I've got the Spectrum version,and I will revise all
          I've written about it,objectively.
           First of all,it's not very different than the CPC version,
          It was made by the same programmer (G.Weatherup),the same group
          (CHOICE),was sold by the same company (OCEAN) licensed by TAITO,
          of course.
           It even has got the same 'mistakes' (misplaced enemies,mysterious 
          unaccesible places,some extra platforms in round 1,etc.),and the 
          scrolling routine is the same as on the CPC,as stupid but a 
          little faster.
           Sadly,graphics are much inferior to the CPC version.
          The game just has no colours (black & transparent sprites on a 
          yellow backround,even sometimes there is a background idea,e.g.
          in Waitomo Caves.
           Sorry Nestis,but it is no match for the CPC version in facts
          of graphics.
           For your information,the Spectrum has got a 16-color palette and
          a 256*192 screen resolution,but the color resolution is only
          32*24.This means that the screen is divided into 32 horizontal
          and 24 vertical squares of 8 per  8 pixels,and each square can 'hold'
          a maximum of TWO colors.That is not too bad for static graphics,but it
          is a problem for scrolling ones,and a hell of a time for SPRITES,which
          have to move from one color square to another,thus creating strange
          "transparency" and "negative" effects,or seem to change colours
          when crossing the screen. This is often referred to as "color clash".
           It's a bit like the original Space Invaders machine,which had got
          5 "colour zones" across the screen (a white one for you,a green one
          for blocks,a white for the aliens,a red for the occasional UFO and
          another white for score),and each object becomes the color of the
          zone when in it.And,the zones were created by...stripes of
          transparent coloured adhesive tape,stuck on the screen's surface!
           That's why sprites are usually black and white (or black and
          transparent) on the Spectrum.Of course,the Spectrum has no adhesive
          tape on it's screen,but it is an internal hardware limitation,well
          hidden inside the Spectrum's circuit.
           Unofficially however,the graphics chip can be tweaked,resulting
          in more colours per square.Nestis had achieved a 64(?)-colour mode
          for the Speccy.Now,how much practical use can these modes have...
          They are good for short demos and intros,for "impression" but not
          for a long,complex game.
           However,the screen resolution is better than the CPC,and most
          things look clearer and more detailed,(Cheer up,Nestis!) but
          that surely can't make up for all the missing colors.
          Of course,less colors result in faster gameplay,and Spectrum NZS is
          indeed a bit faster than CPC NZS.
           The in-game animation is very good,taking the Speccy to the limits!
          Sound is just like the CPC.Not better,nor worse.Same old song...same
          sound chip (minus the stereo)!
           Note that this is true only if you run it on a 128K Speccy,which
          has effects AND music,while the 48K one has plain effects,and no
          music at all,in which case,well,Amstrad rulez.Also,the 128K has
          got better effects than the 48K (in which only the beeper is used).
           The gameplay is the same as on the CPC: great.
          It is VERY similar to the CPC one,even in trivial details.
          It's better in some spots however,like the spike collision detection,
          but you still can do the "penetrating" trick...
          NZS on the Spectrum is a real programming achievent,and
          congratulations go to G.Weathercup for the conversions, which take
          the two great 8-bit computers to their limits.

C64: Even being an ex-Amstrad user,I must confess that it's much better than 
     the Amstrad one...It has got better (but not clearer) graphics coz it has 
     got background GFX too,like the "big" (Amiga,Atari,PCE,etc.) versions,
     but the result seems confusing to the eye,looking really ugly in some
     cases...it's 160K,what did ya expect?
      Sound is typical of the C64: glorious (technically perfect,incredible
     for such an old machine,etc.).You can only have Music OR Sound effects
     only,however...that's too bad! Where is my CPC? ;-)
      Gameplay is very good,and it also features LETTERS,like the MEGADRIVE
     ATARI ST,AMIGA and X68000 versions,to feel the comparison.Also,the C64 
     version has got a ROUND MAP,which only the Arcade,X68000 and FM Towns 
     versions have...Letters however are given by the enemies and a bit too 
     often,I might say. Also,no warps (typical...) and some missing enemies...
      Technically,the game offers many advantages: smooth scrolling,large
     action screen (3/4s of the screen),large screen coverage (what you see 
     covers a relatively large level section),accurate (enough) colors,good
     sound,etc.
      Screen resolution isn't easy to describe...Tiki looks more high-res
     than the other sprites (which really look awful),and generally the screen 
     seems to use multiple resolutions...really jumbled,but that's typical of 
     the C64,right?
      I think it is superior to the other two 8-bit versions,but one needs
     time to realize that,and even then he might not be convinced...

MSX: Hmm...this game WOULD look great on the MSX.I said it WOULD because the
    MSX was almost "dead" by 1988.Maybe there IS a version for it (1988 isn't
    at all improbable) but it will be a pain in the a$$ to find.
     Now,if an MSX user or ex-USER has a different opinion...prove it!
    Send me info about the MSX version (if it exists,of course...)
    If it exists,I bet that it could be on the par with the NES and SMS ones...
    For those who don't know,the MSX was a great 8-bit computer of the mid
    80's,made by a Philips-Sony cooperation and featuring Microsoft written
    BIOS/OS/BASIC...(See?Not all Microsoft software is evil ;-)
    MSX Basic looks exactly like GW-BASIC to me...
     It used a typical Z80,a typical 3-channel AY sound chip,but had great 
    256*192 16-color graphics.
    It could use tapes,cartridges, and 3.5" 360 or 720 KB floppy disks
    (MSX disks are directly compatible with MS-DOS,by the way...).
     It has one of the best 8-bit Bubble Bobble versions (many of its games
    look as good as they do on consoles like the NES and the MASTER SYSTEM,
    sometimes even better),has got multi-disk games (!),and it's still used
    in Spain and some other countries...
     It was really a revolutionary machine.Why didn't it gain popularity?
    Bad marketing,gentlemen,Bad marketing...Neither the names of Sony,Philips
    and -ok,let's say it- Microsoft could save it.A real pity!


GAME CONSOLES: 

 The game consoles were always considered to be one step ahead homecomputers
in facts of game quality and price,having always a much better
price/performance index than a computer.
 
 Also,consoles always have the advantage of possesing a more adequate game 
hardware than computers,usually have their games more carefully programmed
and optimised,and generally in some game categories (2D arcades,beat'em ups,
shoot'em ups,platformers etc.) consoles have proven unbeatable through the 
years,even when compared with the lastest Pentium II MMX 400 MHz etc...
 So you would expect that the best versions of NZS are found here...is this
true? Well,judge by yourself...

NEC PC-ENGINE: The PCE version I speculated about in older releases of the
              Guide,really exists!
               I was impressed by the Pc Engine,since other great TAITO games,
              like CADASH and LIQUID KIDS (!!!) exist for it,while they don't 
              exist at all on any other computer or console,or only on the Pc 
              Engine do they come really close to arcade quality,or they
              existed waaay before.(Ok,Cadash exists on the Sega Genesis too,
              but it's NOT better!).
               It plays FULL-SCREEN,while most home computer versions have 
              an action window and a black status bar on the bottom of the 
              screen,going from 1/3 to 1/4 of the screen,depending on the 
              version.
               Other features are the ORIGINAL background graphics (not so 
	      original for the sprites),ORIGINAL soundtrack,MOST warps (Yay!),
	      Correct boss behaviour,etc..
               Now,Magic Engine Shareware v0.9 (PCE emulator) will run
              ALL Hucards but without sound.If you can live without sound from
              now on the PCE version is no problem.
               If you are still stuck with v0.8 shareware...go get v0.9 which 
              has no serious limitations or try and find v0.8 registered 
              (it's avaiable on quite a lot of "good" and "honest" sites ;-).
               If you can't find anything of the above...register Magic Engine,
              and you won't regret it,believe me.
               However,I have some comments about the PC Engine version.
              Yeah,graphics are very good.
              Yeah,sound is perfect (has the whole song!).
              Yeah,it seems to have most warps of the original game.
              Yeah,the Ice Whale on level 1-4 swallows you,at last!
              
	      BUT:
               
               1. Lots of things have COMPLETELY wrong colors (YELLOW Laser Gun
              that fires PURPLE laser,PURPLE SpeedUp bonus,GREEN teddy bear
              baloons,some bonuses have too light colours.etc.),even the final
              boss would look better if the game was done on EGA!
              Also,Waitomo Caves has so wrong colours that tests to the eyes!
               Psychedelic WHITE sky background and AQUA stone/rock tiles...
              These color mistakes could also be Magic Engine's fault,but
              they can't go SO far!
               It's hard to believe that The PC Engine has got so stupid 
              color mistakes.The machine has got a 1024 color palette,with 
              32 colors on screen.Is it possible?
               All I can say is that a) the programmers used poorly the VAST
              palette offered by the machine or b) they liked to joke...
               
               2. Bombs suck! I mean,the explosions from the bombs seem not
               to do any damage to anything.That's probably a minor annoyance,
               but even on the Speccy version they behave correctly.Arghh!
               
               3. Some enemies (and among the best ones,like the UFO pilot,the
               Magician,etc.) aren't in the game at all,while they could be
               found where expected even on the Spectrum!
                There are no UFOs,no Zeppelins,no Spikeballs,no Anemons,no 
               Tentacle creatures...I think this subtracts a lot from the
               game,although it's not an uncommon "feature" among other
               versions as well.

               4. Many warp paths seem to be,ehm,simplified.
               E.g. if  you take the warp from level 1-1,you will be taken
               straight to 1-4,and not first to 2-1 to take the letters and then
               to 2-1.I should also mention that this version too,sadly,has no 
        	extend letters.
		So,all secret places with letters become useless.This
               explains the "simplification",but it was a disappointment,though.
               Note that the warp on level 4-4 takes you directly to the final
               boss!

               5. Bonuses appear in the wrong order,and multiple times.
                So,you can see,say,two clocks on the same screen.Unacceptable.
                Some seem not to appear at all,or very hardly.
               
               6. The "hurry-up" devil arrives suddently and without a 
               "hurry-up" warning.Unacceptable.

               7. Flight control is buggy: By going left or right when flying,
                Tiki can only move at least one Kiwi-width long,thus giving you
                very loose control and feelings of instability.
                 Also,Tiki swims as fast as he WALKS.He can swim for more than
                30 seconds and also swim FAST.
               
               This version of the game IS pretty good,but has got some
               stupid mistakes,that sometimes they place it even below the
               SPECTRUM version!I would accept most of the above if it was
               some old EGA PC game,but not on the PCE...
               It could have been a lot better.

NINTENDO NES: Carl Chavez told me that he has the box and manuals of a NZS 
             version for the NES,called "Kiwi Kraze".
             He said it was one of the good ones.
              So,I went on looking for it,found it,played it and now I review 
	     it...
              The intro screens show big,beautiful pictures of the baddies,the
             credits,etc. Notice that the NES version also plays FULL SCREEN.
              I started playing,and noticed that while the enemies looked 
	     alright (to say so),Tiki,the score and life counter and several
	     other sprites were displayed as black shadows..
             Only the black shape of them could be seen.
              But,by taking the "Frame Lines" parameter at values>180 and the
             "HLines" one at 223,everything was OK...this is what to do with
             Nesticle v0.42 or less.
              With v0.43 it is enough to set Hlines at 223,without altering
              Frame Lines (good for slow computers,since more Frame lines means
             less speed...)
              No sprite has more than 4 colors (known NES limitation),but 
             background graphics are very well done and look very,very close 
             to the original ones!
              The enemies come out of those doors with the known shape from 
             the arcade version.
              The game also shows you the MAP of New Zealand after every
             completed round,just like the arcade.It is fantastic,and it's
             only on the NES and SMS version of the game!
              The sound is very good,with accompanying sound effects,although
	     the main music theme and various jingles sound a bit more Funky 
	     than they should,but this usually works positively.
             Listen to that killing bass in the boss rooms,then tell me...
             It also has the whole song,like the PCE version.
              But,what really takes the NES version apart,is the gameplay.
             It is very good,superior to "some"(many,actually) versions of the 
             game,fast and smooth.
              And,the best thing is:
             the game has got ALL the warps (except ONE),and not only that: it 
	     also has got almost all the secret rounds,including the big secret
	     round with multiple rooms!!! I was SHOCKED when I realized THAT!
             You can even do the "2-1 to 3-4" trick! That's unique to the NES 
	     version.
              From that aspect,it outbeats most other versions of the 
	     game,including the AMIGA and PCE ones! 
	     Who would ever expect that from...the NES?
              However,I've noticed that many areas in the various stages have
             been "shrinked",e.g. they are shorter (some are TOO short),smaller
             platforms,smaller rooms,etc. 
             Some areas that were 1.5 - 2 screens wide,are now half a screen
             wide! It gives the impression that the cart is "crammed" with the
             game,so everything is more...compact ;-)
              The game has only got three weapons (arrows,laser,bombs).
             The enemies are somehow limited : only Bobs,Cool Bobs,Ducks,Axe
             Cats, Frankies,Microbs,Bats,Spike Sponges,Time Bombs,Crabs,Missile
             Crabs and Anemons...but I think that they are already a good part
             of the original ones. Very well animated,too.
              Vehicles are VERY limited: Teddy Bear baloons,Ducks,and Metal 
	     vehicles,that's all.
             That's very,very few but doesn't affect gameplay very much.
              Anyway,it is a VERY good version,and is a MUST for NZS fans.
             A lot of thanks go to Carl Chavez,who pointed me out the existence
             of this GREAT version of the game,which would be left unseen and
             deprive the poor NZS fans.God bless you,Carl,and thanks.
              Don't forget to grab Nesticle,first!
             Ohh...by the way,I got reports which said that a NES version
             called "New Zealand Story",not "Kiwi Kraze" exists.
             Maybe "Kiwi Kraze" is a pirate version or is the difference between
             European/American versions?


SEGA MEGADRIVE :  I was anxious to see it,coz the Megadrive is on the
                 par with and many times better than the Amiga in terms of
                 graphics and sound. So I wondered if it would be better than
                 the versions that are considered the best: the Amiga and ATARI
                 ST versions.
                  First of all,it HAS got the intro with the Walrus that 
                 kidnapps the poor little kiwis.Yeah,that's right.
                  The graphics of the Megadrive version are closer than ever 
                 to the original game,and definitevely much better than the
                 PCE ones.I think that they are even better than the Amiga 
                 ones,especially if we are talking about color accuracy,and
                 because they are FULL SCREEN.
                  The programmers used very well the 512 colors of the MD
                 palette (wish I could say the same for the PCE,which has the
                 same palette).
                  Of course,they are full screen,and at 256*224 resolution,
                 please.
                  Sound is average,I think. It's nothing exceptional,like it
                 isn't on most "big" versions (Amiga,PCE,etc.).
                  The 8-bit ones tend to have more brilliant soundtracks,
                 to make up for the rest (GFX etc.).
                  Gameplay and control are very good on the Megadrive.
                 Gameplay however seems to have been speeded up,and everything
                 mover around a bit faster (some vehicles fly a bit TOO fast).
                  The vehicle control however is better than the PCE version,
                 which according to Carl Chavez has better control than the
                 Amiga version. So,does that make the Megadrive version the
                 one with the best control?
                  I would say it's on the par with the PCE version.
                 There you can flap your wings,but here you can fly better ;-)
                  Also some particular aspects,such as the appearance of the
                 various sprites,bonuses etc are so good only on the Megadrive.
                 Damn surely they are! Practically arcade perfect.Not modified
                 nor redesigned.They really look ripoffs of the arcade ones!
                  A VERY pleasant surprise is that the Megadrive version HAS
                 GOT THE EXTEND LETTERS.Yeah,that's right.
                 However,it doesn't support multiple letters...
                 This puts it among the best versions,however.
                  But,there is a strange thing about it...
                  The first 6 levels are completely redesigned (completely new)
                 and the rest of them are a mixture of the 3-1 to 3-4 and 5-1
                 to 5-4 levels!
                  First of all,the game ends at level 4-1.
                  Here is how the levels were changed:
                 
                 1-1,1-2,1-3,1-4,2-1,2-2: completely new.
                 (1-1 to 1-3 and 2-1 use "Auckland" graphics,while 1-4 and
                 2-2 use new graphics)
                 2-3: in reality it is level 3-1 of the original game.
                 2-4: in reality it is level 3-4 of the original game,and you
                      also fight Amida Meiro at the end!.
                 3-1: in reality it is level 3-3 of the original game.
                 3-2: in reality it is level 5-1 of the original game.
                 3-3: in reality it is level 5-2 of the original game.
                 3-4: in reality it is level 5-3 of the original game,no boss.
                 4-1: It is the final round,5-4 in reality.This is where the
                      game ends.

                 There are no "Rotorua" and no "Strait Cook" rounds.
                  It seemed strange at first,but when a MAME version of
                 NZS was released,supporting TWO ROM sets,I recognized the
                 levels in the second (tnzs2) set,called the "alternate"
                 version, often referred to as NZS Extra or NZS 2.
                  As it seems,THIS Genesis version seems to be based on the
                 "alternate" ROM set,which I don't know if it's TAITO official
                 or hacked (the cartridge,I was told,said "Kiwi Game"...yeah
                 right!)
                  The round list above explains the differences,at least as
                 they were encountered in the Genesis version. The arcade
                 version might still have more rounds (original or "new")
                 or a different order...
                  The completeness of the enemy list was very good:
                 It only lacked the Magician,the Zeppelin Magician,the
                 Lamb,the Curser,the Pumpkin,the tentacle creature and the
                 Water Anemon.I know that the Amiga version has got the
                 Tentacle Creature in the water,and probably the walking
                 Magician (even the Spectrum version has got the magician!),
                 so it probably doesn't get much better than that...
                 Since there were no "Rotorua" rounds,there was no
                 Stone Octopus,of course...But it had BOTH UFOs,haha!
                  The enemies themselves,using speeded up vehicles now react 
                 MUCH faster when they see you,and shoot much more accurately 
                 and MULTIPLE times too.They have really become merciless 
                 persecutors,I'm not joking!
                  About warps...in the "new" rounds I only found a warp at
                 round 2-1,which took me to a point of the same round...lame!
                  Ironically,the "normal" rounds were of those which normally
                 have got no warps (3-1,3-3,3-4,5-2,5-3 and 5-4 have no warps).
                  It seems they really tried to avoid the Warp feature in this
                 game, didn't they?
                  And because they didn't want to subtract warps...they
                 included only Naturally Warpless" rounds,and so they are 
                 "cool"...
                  Apart from that,3-2 (normally 5-1) had got one,which took you
                 to 3-3 (5-2 in reality...).
                  All of this means that the game is now more difficult,
                 at least at the beginning.I think that the "new" rounds are a
                 bit too tough to be placed at the beginning,and surely can't
                 be called "balanced"...but that applies in general to the
                 "alternate" version,being it Genesis or Arcade,or whatever.
                 It's just tougher.The much fewer warps present in this version
                 force you to play it round by round,as no really good skipping
		 is possible.
                  I really don't think the "alternate" version can be called
                 a sequel,coz I finished it and it's the same story,only that 
                 the game is shorter and has some new rounds and a new GFX set.
                  I got reports saying that the BOX of this version I have
                 said "Kiwi Game"...Uh-Oh,here is what's wrong: Japanese Pirate
                 version.I also was told (correctly) of a difference in the
                 intro: the Kiwis Run away immediately,while they should first
                 play,then run,while the version I was told about had normal
                intro and ORIGINAL ROUNDS!I wanna see that...
                  Anyway,the Megadrive version still is one of the BEST and 
                 more HARDCORE versions of the game.
                 But,once more,I think the Amiga version remains the more
                 faithful,balanced and complete version of the game...
              

MASTER SYSTEM:  At last,after MONTHS of looking around and praying...here is
               the much awaited SMS version.
               So,does it stand up to the expectations? Yes...
                First of all,Graphics: THE graphics for the Master System.
               Far better than the NES (obviously...) and better than the
               PCE(!) ones in some cases,arcade perfect in many cases.
               The 16 out of 64 colors of the SMS were used wisely...not like 
               some "other" systems which have 512 colors and can't paint 
               a kiwi shoe correctly!
               As expected it plays full screen.
                Second,the sprites: as expected by the size of the cart,
               they are kind of limited (same omissions as in the PCE 
               version) but unlike the NES version,they look arcade perfect
               and have correct sizes.Only the boss creatures are smaller than
               they should,like in the NES version.
               Oopps,the whale doesn't swallow you!You fight it like on the
	       8-bit omputer versions: shoot it! 
                Third,the sound: at first,I thought that this was the CPC 
               version minus the stereo sound. Music and most effects sound
              like on the CPC (which isn't bad...).The song is -unluckily-
              the 30 sec cut-down version,while the NES one has a very cool
              version of the whole song...
                But the most important thing is: the GAMEPLAY.
               At last,fast,accurate control...like in the arcade!
               The control on the SMS is very good,among the best ones,and 
               contributes to the quasi-arcade feeling of the SMS.
               Most manuevers and jumping techniques need no adaptation to be 
               used in the SMS version.Like you did them on the arcade,you do
               on the SMS.Couldn't it be that simple for OTHER versions I know?
               The behavior of enemies is a little harsher (like on the Genesis)
               and that adds challenge to the game.
                In a few words,SMS NZS has the gameplay of NZS like few other
               versions have,that's why I give it a 10.
                About warps...it does have some warps (less than the PCE
               version and in no way more complete than the NES one.In 
               some places,it reminds me of the CPC and Spectrum version,like
               in round 2-1).Some warps seem not existing,but if you check
               carefully they are found in a nearby place to the original,
               and there are some in never-before locations (like in 3-1 and
               5-2!).
                Even though the SMS version is much like the PCE version in
               enemy completeness (sometimes even less) and has more lacks,
               I praise the SMS coz it's a totally inferior system to the PCE,
               yet the SMS version of NZS is technically superior to the PCE.
               After all,the SMS is the only system coming close to the
               arcade's hardware (Z80 CPU and game related H/W).

SEGA GAME GEAR:  Reportedly exists,it's like the SMS one in shrinked format.
                Actually,it's just the SMS version on a GG cart...that's
                cheating!

NINTENDO SNES,NINTENDO GAMEBOY: It doesn't exist AFAIK.(but,who knows..)

PC/XBOX/PS2/Others (as of 2006): TAITO has released, as of late 2005/early
2006 an official emulation package called "TAITO classics" or "TAITO memories",
depending on the version, which also contains New Zealand Story. 
That's as close as it ever got to a PC version of the game :-)

[3.4] Emulations of NZS 

 The fact that TAITO released an official emulation package called
"TAITO classics" or "TAITO memories", depending on the version,
which contains the original NZS under emulation, abruptly changes all
the cards on the deck. 

 This means that the Unofficial NZS page will NOT supply ROMS for ANY version
of the game, and the NZS Guide itself will not treat this argument if not for
comparison reasons, but in no way encourage emulating over buying the official
product. 
 
 Why? Because now there IS an official PC/PS2/XBOX etc. version of the game
which is sold for real money and people live from it, so all rogue emulation
attempts must be uhm...quelled, so STFU and go buy TAITO Classics Vol.1 you
lazy freeloading bum :-)

 So, for all that concerns me, there's only one emulation of NZS that matters:
it's called TAITO Classics Vol.1, and anyone wanting to play New Zealand Story
should buy it.


[4.1] MY way of finishing the game.
 So,you wanna know how the CHAMPION of this game (Moi) plays it? 

I finish level 1-1 normally.
I take the warp in level 1-2 and go for the letters.
I take the second warp in level 1-3,take all the letters and then exit
normally the secret round to level 1-4.
I finish level 1-4 normally,and then make the loop [2-1]-[1-4] until I 
get 10 same letters,then once more to have some letters.
I then take the second warp on 2-1,and the warp on the secret level.
I then start on round 3-4,and instead of going to the Boss trough the big 
water tunnel,I go backwards and try to pass through the waterfalls,saving time.
On level 4-1,I go down to the sea to take the letters,then I go back up and 
take the first warp to level 4-4,take the warp instead of the barrel,and 
instead of going inside the huge viking ship,I go under it,make two soldiers 
with spears follow me,I park myself under the cage with the captive bird,They 
hit me,and from the agony jump Tiki touches the cage,the level ends and I 
didn't lose a single life!
 Then I take the warp on level 5-1 and finish it normally.
Then I pass normally levels 5-2,5-3,and on 5-4 I get myself a Laser UFO before
facing the last boss.The UFO laser can take him down in 3-5 hits.
That easy!
As you can see,I don't even play rounds 2-2,2-3,2-4,3-1,3-2,3-3,4-2,4-3.
I only play 12 rounds instead of 20.

[4.2] How to EASILY finish the game.
 So,playing like Me isn't enough for you,huh?
 You wanna finish the game as easily as possible,right?
 Well,here is your chance to do it!
 My way IS fast (all my points are from the loop in round 1-4 and 2-1),
 but you can do it a bit faster.
 Take the warp on round 1-1 and so you skip levels 1-2 and 1-3.
 Pass normally 1-4 and on 2-1 go directly into the second warp,don't "loop".
 Then,proceed as I did,since it's the same thing from then on.This way you
 totally skip 10 levels,playing practically only half of the game!

[4.3] Tricks to make some rounds easier.
 
Round 3-4: The biggest danger in this round is the big water pipe you've got to
swim in,and nearly risk drowning,and you lose a lot of time too!
                           Well,you can avoid it!
Go in the place with the Waterfalls,and go near the one closest to the boss 
room.
Get in the water (beware of the water mine that is there),and jump over it 
so two Cool Bobs will appear.Try to get one of their baloons but HANGING FROM 
YOUR HEAD,fly on the water stream over the room with the letters and frankies 
(which you should eliminate before doing that),let go the ballon (push down) 
and then quickly push your joystick right.You will get into the room just as if 
you had passed "normally" the level from the water pipe.

Round 4-4: The Viking ship at the end of this level is a dangerous place to
enter,in which even I will lose 2 or 3 lives minimum.
Instead,you can do the following trick:
Go under the ship,get two spear-wielding soldiers to follow you,precede them
and get stuck in the place exactly below the bird in the cage,going down
the ship full left and then up.Wait for the soldiers to appear below you and
let them hit you.Tiki will jump from pain and he will touch the cage,ending
the level.Don't worry,you won't lose a life,and you will have saved so many 
others by not going inside the ship.


[4.4] NZS Filez

Unsolved mysteries,footsteps into the unknown,paranormal activity,
UFO sightings and much more in...the NZS-Filez!

 I was on level 3-2,swimming in the big water pipe (the one in which you can 
almost drown) before the end of the level and had the Turbo (speedup) powerup.
Now,when I got out of the water,there was this place with the high "cliffs".
I climbed on the first one normally,and Tiki dissappeared!
I could still move,the screen would scroll accordingly,my position was on the 
map,but Tiki was nowhere on the screen!
I could "walk" over spikes,through enemy fire etc.,I got into the last room 
(following the map,of course),I "jumped" on the cage with the captive bird,
but it wouldn't open!
 Obviously,all sprite collision had been defeated! 
Time passed,the Devil came,but he couldn't catch me,so came a second devil,
and a third,and a fourth...until MORE THAN 10 Devils were on the screen,and 
all looking for me!
I got bored,since I couldn't finish the level anymore,let alone the game,so
I turned the machine off.Quite a mystery,huh?

 A kid was in level 2-2,he was walking normally close to the ceiling of the 
first 
room of the level,he jumped up,and suddently,he got into a black round (with
no background) with some enemies and some weird star blocks and some falling
stars...After a while,the level regained blocks and background and he was on 
round 3-4!
Well,he skipped 6 levels that way.Not bad,not bad...
By the way,I recently examined the NZS roms,and one of the ROMS containing 
graphics data,had got some blocks with a star on them...so the previous
fact was not a bug ??!
 
 I was on level 3-4 in a point where there was a Magician on a zeppelin,and I 
was afraid to approach,because I had no lives left (I wasn't a Champion yet),
had only got bombs,the place was spikey and the Magician had spawned many flying
Frankies,not exactly what I needed,and they had stocked up...
 Then,I saw the weirdest enemy in the game ever: a spikey red dragon,kinda like
a Frankie,that HANGED from a GREEN Cool Bob baloon. I was able to see him for,
say,5 seconds and then the game crashed and resetted.
 This enemy is found a lot often in other versions of the game,where it
appears along with or instead of a Flying Frankie.Being it so,I decided to call
this enemy a "Red Porcupine",since he was not spawned by an accidental
sprite bug,as I first thought,but appears regularly on non-arcade versions of
the game as well as the alternate arcade version.
In the original arcade he just doesn't show up,he only did once!Why???
And why did the machine crash after that? Mystery...

[4.5] Special: The Sweet Cheater Amiga NZS guide.

 This old and cheat-oriented guide existed way before mine.
It's so small that it "fits" easily inside this huge document of mine!
It basically applies to the AMIGA and perhaps ATARI ST version,includes a 
few cheats and the locations of most warps (on the Amiga).
One of the reasons I made The NZS guide is because I felt that the old 
guide was too simple and surely didn't tell you much about the game...
It only tells you how to CHEAT on some COMPUTER versions,and gives some
rather fuzzy directions to find the warps...
Here is it,anyway:

    *NEW ZEALAND STORY:

        On the title screen, type "FLUFFYKIWIS" for unlimited lives.  Press
        the 'HELP' key to skip levels.

        On other versions pause the game, and press `M'.  You should hear
        a laser gun sound.  Type "MOTHERFUCKENKIWIBASTARDS".  Unlimited
        lives are yours.
    
        Near the end of level 1-1 there are three large steps that you must
        climb to reach your brother (sister?), who is in a cage.  Stand at
        the left edge of the top step, facing left and jump.  But as you
        jump, fire.  If your current weapon is arrows, fire halfway up, but
        if your weapon is bombs, fire at the top of your jump.  A whirl-wind
        should appear after four hits, and it will take you to level 1-4.

        On level 1-2 shoot the baddies and collect the blue E on the floor
        to the right.  Now hop back to the point you started at and stand on
        the last two blocks on the left side of the second floor.  Shoot
        towards the left wall while doing tiny hops, and the warp will
        appear.  This will bring you to level 1-2 where there are 2 Extend
        Life Pills

        On level 1-3 from the starting position there are 12 ledges and a
        wall to the right.  Go to the other side of the wall and fire to
        the left towards the second ledge from the bottom.  Ship required.
        This will bring you to level 2-1 near the end of the round.

        In 1-4, you will be in a little box under some water.  Go up and
        to the right, and you come out in a small room with three boxes on
        the right hand side.  Go up these, and you will see 4 long spaces,
        the top one having an {N} and a {D} in it.  Go up to the top one,
        get the letters, stand in the centre of the space, facing left, and
        fire.  yep, you guessed it, another whirl-wind.  This one takes you
        to level 2-4.

        On level 2-1 above your kiwi friend is a small tunnel which takes
        you to some stair-like ledges leading to a small cavern where
        there are two fruits.  Fire at the fruit on the right.  Ship needed 
        to reach tunnel.  This brings you to level 3-4.

        On level 2-2 find a balloon and float up to where the bears on
        balloons emerge. Stand to the right of the green left-pointing
        arrow and shoot the bears balloons away. Repeat this until the warp
        appears.  This brings you to the end of level 2-2.

        On level 2-2 there is a ledge with a green arrow pointing right.
        Jump up into the water.  This takes you to level 2-2 halfway
        through the level.

        On level 2-3 follow the first water you come to.  At the end are
        two ledges with spikes below.  Stand on one ledge and fire at the
        other.  This takes you to level 2-3 takes you halfway through the
        level.

        On level 2-4 , stand at the entrance to the room where the giant
        octopus is located and fire to the right several times.  A warp will
        appear that will take you to the beginning of level 3-1.

        On level 4-1 above the Extend Life Pills is a tunnel.  Fire above
        the 2nd letter from the right.  You must be on a duck ship for it to
        work.  This brings you to level 4-2.

        On level 4-4 below the kiwi to the left are some spikes.  Stand on
        the left hand side of them and using small jumps fire to the right.
        This brings you to level 5-1.

        When you reach the ice whale, move to the right-hand side of the
        spikes, avoid the crystals, and wait until he picks you up.  Once
        inside the whale, you can start shooting, but avoid the ice drops.

        Meeting the rock monster without bombs makes him difficult to pass.
        So collect bombs, go to the highest platform and shoot him.  Kill it
        by either dodging the bullets and hitting it when the doors open, or
        by fireballs.

        The last boss you encounter is the balloon seal.  He cant be killed,
        by blows to the body, so you must hit the balloon.  Be careful for
        the balloon seal is armed with a cannon and shoots cannon balls at
        Tiki.

---------------------------------END OF THE FAQ---------------------------------