功夫 (無書盒)
於 1985 年在紅白機(FC)上推出的《功夫》(Yie Ar Kung-Fu),是KONAMI在格鬥遊戲領域的重要里程碑之一,也被許多玩家視為「一對一對戰」類型的啟蒙之作。即使以現代眼光來看,它的系統相對單純,但在當時卻奠定後世格鬥遊戲的許多核心基礎。
遊戲中,玩家扮演主角李(Lee),為了繼承父親的遺志並成為真正的武術宗師,必須挑戰五位實力高強的對手。戰鬥場景設置在充滿中國風格的道場之中,背景懸掛著巨大的「功夫」匾額,營造出極具辨識度的東方武術氛圍。
最具歷史意義的地方,在於它對格鬥系統的早期塑造。玩家可以透過方向鍵搭配攻擊鍵,使出高、中、低不同段位的拳打與腳踢,包括蹲下攻擊與跳躍攻擊等多種動作,展現出當時罕見的操作深度。同時,遊戲也導入體力條的概念,玩家與敵人各自擁有血量,隨著受傷而逐漸減少,這種視覺化設計在當時相當前衛,後來更成為格鬥遊戲的標準配置。
隨著關卡推進,會依序面對風格截然不同的對手。王(Wang)使用長棍,攻擊距離佔優;陶(Tao)則能發射火球,是早期遠距離攻擊的代表;陳(Chen)體型魁梧,揮舞鎖鏈武器;蘭(Lang)動作敏捷,擅長投擲手裡劍,這個角色為 FC 版原創;最後登場的吳(Mu)則是體型龐大且攻擊壓迫感極強的最終對手。
在音效與音樂方面,同樣令人印象深刻。背景音樂融合中國風旋律,雖然簡單卻極具洗腦效果,至今仍讓老玩家一聽就能勾起回憶。而拳腳命中時清脆有力的打擊音效,也成功提升遊戲的臨場感與爽快度。
從歷史定位來看,可說是現代格鬥遊戲的雛形。雖然在快打旋風問世之前,遊戲尚未出現連段(Combo)等進階系統,但已經強調距離控制、出招時機以及高低段攻防等關鍵概念,對後來整個格鬥遊戲類型產生深遠影響。值得一提的是,儘管大型電玩版本擁有更多角色,但紅白機版本因為操作更流暢、平衡性更佳,反而成為許多玩家心中的經典代表。
總體而言,《功夫》是一款「簡約卻不簡單」的經典之作。它沒有華麗的招式與誇張的演出,而是回歸最純粹的對戰本質——判斷、反應與時機掌握。對許多人來說,那些閃避火球、苦戰最終頭目時的緊張與成就感,正是童年最熱血、也最難忘的遊戲記憶。
Released in 1985 for the Family Computer (FC), Yie Ar Kung-Fu is widely regarded as one of Konami’s earliest milestones in the fighting game genre. For many players in Taiwan’s older generations, it served as their first introduction to one-on-one combat games. Even though its mechanics may appear simple by modern standards, it established many of the fundamental rules that would later define the genre.
In the game, players take on the role of Lee, a martial artist seeking to honor his father’s legacy and prove himself as a true master. To achieve this, he must challenge and defeat five elite fighters. The battles take place in a Chinese-style dojo, with a large “Kung-Fu” sign hanging in the background, creating a strong and memorable visual identity.
What makes Yie Ar Kung-Fu particularly important is its early attempt at creating depth within a one-on-one fighting system. By combining directional inputs with attack buttons, players can perform high, mid, and low punches and kicks, including crouching sweeps and jumping attacks. Altogether, the game features a surprisingly large variety of attack states for its time. It also introduced a health bar system, where both the player and the opponent have visible gauges that decrease when taking damage—an innovation that would become a standard feature in future fighting games.
The game progresses through a series of distinct opponents, each with unique fighting styles. Wang uses a long staff, giving him a clear range advantage. Tao attacks from a distance with fireballs, marking one of the earliest examples of projectile-based combat. Chen is a powerful fighter wielding a chained weapon, while Lang is a fast and agile opponent who throws shuriken—a character created specifically for the FC version. Finally, the player faces Mu, a large and intimidating final boss known for his aggressive flying kicks.
The audiovisual presentation also left a lasting impression. The background music, inspired by Chinese musical motifs, is simple yet incredibly catchy, often triggering instant nostalgia among players. Meanwhile, the crisp impact sound effects—especially the sharp “smack” when attacks connect—helped deliver a satisfying sense of feedback despite the hardware limitations of the era.
In terms of legacy, Yie Ar Kung-Fu is often considered a prototype of the modern fighting game. Although it predates complex systems like combos seen in Street Fighter, it already emphasized spacing, timing, and the need to react to different attack heights. Interestingly, while the arcade version featured a larger roster of opponents, the FC version is often remembered more fondly due to its smoother controls and better gameplay balance.
Ultimately, Yie Ar Kung-Fu stands as a perfect example of simplicity done right. Without flashy special moves or elaborate mechanics, it focuses entirely on timing, positioning, and reading the opponent. For many players, the memory of carefully dodging Tao’s fireballs or struggling to defeat Mu remains one of the earliest and most exciting experiences in the history of fighting games.
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功夫 (無書盒)
- 定 價: 4,725円
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人氣指數: 0.6 / 6 顆星 -
超級魂斗羅 (無書盒)
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人氣指數: 0.6 / 6 顆星