米老鼠:不可思議之國的大冒險

人氣指數:
全新品
日文名稱:ミッキーマウス 不思議の国の大冒険
英文名稱:Mickey Mousecapade
類別:懷舊遊戲
定價:5,145円
分級1/發行日期: 全年齡 1987-03-06
分享社群:
遊戲內容

《米老鼠:不可思議之國的大冒險》是由Hudson Soft在1987年於日本推出、並由Capcom於1988年負責北美發行的紅白機(NES)動作遊戲。日本版以《不思議の国のアリス》為核心世界觀,呈現出濃厚的童話氣息;而美版則重新調整內容,將多部迪士尼作品中的角色與反派融合在同一個冒險世界。對Capcom後續打造「迪士尼遊戲」品牌影響深遠,也是早期少數能操控米妮並以雙角色同行為主軸的作品。

遊戲開場看似簡單,米老鼠與米妮為拯救一位被困在奇幻世界中的少女而踏上旅程。日本版將這名少女直接設定為《愛麗絲夢遊仙境》的愛麗絲,並在包裝與說明書中大篇幅呈現;而美版則刻意淡化愛麗絲的身份,只在遊戲結局才揭露「友人」其實就是她。

雖然故事敘述不多,但整體舞台包括洋館、海洋、四季交替的森林、海盜船,以及紙牌女王的城堡等,都帶有強烈童話風格。玩家與米妮一同穿梭於這些奇異場所,尋找通往下一個區域的鑰匙,並逐步接近愛麗絲被囚禁的城堡。

米老鼠可進行左右移動與跳躍。跳躍高度相當高,也能輕易在空中控制位置,但其空中制動方式十分獨特——角色能在空中立即停止前進,卻無法從前進狀態直接反向後退,這種不常見的判定使初次遊玩時可能需要時間適應。

攻擊方面,可投擲遠距離飛行道具。日本版是白色球體,美版則改成飛鏢狀的投射物。然而遊戲開始時米老鼠手上是沒有武器的,玩家必須在第一關找到隱藏道具後才能開始攻擊,這也讓初期探索多了一層緊張感。

米妮並非純粹的跟隨影子角色,她會以半拍延遲的節奏模仿米老鼠的動作,這種設計造成頗具挑戰性的玩法。米妮本身不會受到敵人傷害,但只要她掉落深坑或被敵人綁架,都會導致米老鼠無法前進,必須將她救回才能繼續通關。若替米妮找到專屬武器,她也會一同發射攻擊。例如在某些Boss戰中,可以讓米妮站在安全位置持續輸出,米老鼠則只負責閃避,形成特殊的戰術風格。

本作具有大量「不可見的物件」:只要以武器攻擊到特定位置,就有機率出現補血道具、全體敵人消滅、無敵、1UP 等等。但也有可能射出會綁架米妮的鳥,觸發令人頭痛的「營救事件」。要救回米妮,玩家得先在關卡中找到紅色鑰匙,再前往隱藏房間挑選四座金色米妮雕像中的「正確一座」。錯誤選擇會使所有雕像消失,只能重新找鑰匙再挑戰一次,十分耗時。這些隱藏點分布沒有明確提示,但熟悉後能掌握一定規律,屬於本作獨特的探索樂趣。

遊戲共有五個關卡,風格各異,且分為單畫面切換式(可回頭)與橫向捲軸式(不可回頭)兩種。

第一關:洋館(Little House / Fun House)由多個房間組成,是探索型的大迷宮。玩家必須尋找武器、鑰匙與出口。日本版 Boss 是柴郡貓,美版則改成魔法師。值得注意的是,這關是唯一能取得米妮武器的地點,若錯過將增加後續戰鬥的難度。

第二關:海洋(The Ocean)平台稀少、落海即死的高難度場景。米妮也會受落海判定影響,因此需要格外小心。日本版Boss是渡渡鳥,美版則改成《彼得潘》中的鱷魚Tick-Tock。

第三關:森林(Woods Land)包含四季森林與花之森的五個子區域,以樹洞為傳送點。大部分地點採無限循環,因此需要找對路線才能抵達花之森挑戰 Boss。日本版 Boss 是抽菸毛蟲,美版則改為巨蛇 Kaa。

 

第四關:海盜船或永無島(Never Land / Pirate Ship)畫面切換,但規模最小。日本版直接致敬《彼得潘》,由虎克船長擔任Boss;美版則使用海盜造型的皮特(Pete)作為頭目,並在後面再度登場為中Boss。

第五關:女王城堡(Queen's Palace / The Castle)最接近最終迷宮概念的大型關卡,需要再次尋找鑰匙穿越宮殿。日本版以紅心女王壓軸,美版則以《睡美人》的梅菲瑟(Maleficent)作為最終Boss,構成兩個版本最明顯的差異之一。

日本版以愛麗絲世界觀為主,因此敵人與 Boss 大多出自該作品;美版則改以「混合多部迪士尼動畫」的形式呈現,包含《白雪公主》、《睡美人》、《叢林之書》、《鄉村熊歡樂村》等作品的反派。美版的道具、敵人、場景名稱也皆有不同,例如補血道具從日本版的「唐老鴨頭像」改為鑽石,武器變成飛鏢等。舞台名稱也重新命名,使整體風格更接近美國市場喜好的「嘉年華冒險」氛圍。這些差異使兩個版本在視覺感受與氣氛上截然不同,也成為玩家津津樂道的比較話題。

在推出時受到良好但不算爆炸性的回響。玩家普遍讚賞其音樂風格、角色魅力與美術品質,認為在當時少見的「授權角色動作遊戲」中具有相當完成度。米妮無敵設定、可重複使用的隱藏機制、各關卡主題鮮明等要素,皆使遊戲具備獨特魅力。

然而,本作的最大缺點在於篇幅較短、耐玩度不足。熟悉路線後五關很快即可破關,難度並非特別高,加上米妮延遲跟隨造成的操作負擔,使部分玩家感到挫折。此外,營救米妮的解謎流程帶有相當隨機性,也被視為拖慢節奏的因素。

儘管如此,作為早期的迪士尼授權作品,它仍被認為是具代表性的佳作。尤其Capcom後續開發《唐老鴨大冒險》、《奇奇與蒂蒂》、《米老鼠與唐老鴨:冒險樂園》等經典時,《Mickey Mousecapade》更像是奠定方向的前期實驗作品,對後續的「Capcom × Disney」黃金時代具有歷史意義。

《米老鼠:不可思議之國的大冒險》是以童話風格、雙角色同行、隱藏探索要素構成的早期紅白機動作遊戲。它結合迪士尼角色、奇幻場景與當時罕見的兩人同行系統,在音樂、圖像與氛圍表現上展現出製作團隊的巧思。雖然遊戲篇幅不長、操作需適應、玩法較簡單,但仍以其溫暖的美術、輕快的節奏與濃厚的迪士尼色彩,成為許多玩家心中獨特的童年回憶。若想入門經典迪士尼遊戲、或對紅白機時代的遊戲設計感興趣,本作仍是不容錯過的小品佳作。

Mickey Mousecapade is a 1987 Famicom/NES action game originally developed and published by Hudson Soft in Japan, and later released in North America by Capcom in 1988. The Japanese version is heavily inspired by Alice in Wonderland, creating a whimsical fairy-tale world, while the U.S. version rearranges many elements, mixing characters and villains from various Disney works into a single adventure setting. The game also became an early milestone that influenced Capcom’s later success with its Disney video game lineup, and is one of the few early titles where Minnie accompanies Mickey as an active partner.

Story: Searching for a Lost Girl in a Wonderland

The game begins with a simple premise: Mickey and Minnie embark on a journey to rescue a young girl trapped in a mysterious fantasy world. In the Japanese version, this girl is explicitly identified as Alice from Alice in Wonderland, featured prominently on the box art and manual. In the U.S. version, however, her identity is intentionally downplayed and is only revealed in the ending, where “a friend” is shown to be Alice.

 

Although the storyline is minimal, the stages—such as a mansion, an ocean, a seasonal forest, a pirate ship, and the Queen’s castle—are filled with a strong fairy-tale atmosphere. Mickey and Minnie must traverse these odd and whimsical places, finding keys to unlock new areas, ultimately drawing closer to the castle where Alice is held captive.

Gameplay and Mechanics

Mickey’s Basic Actions

The player controls Mickey, who can walk left and right and perform jumps with notably high reach and easy air control. However, the air-movement physics are unusual: Mickey can halt instantly in mid-air but cannot move backward while already traveling forward. This unconventional behavior may take some getting used to.

For attacks, Mickey throws projectiles. In the Japanese version, these are white ball-like shots; in the U.S. version, they are redesigned as throwing stars. Importantly, Mickey begins the game unarmed, and players must find a hidden item in the first stage before they can attack at all, adding early tension to exploration.

Minnie’s Companion Mechanics

Minnie is not a simple passive follower. She mimics Mickey’s movements with a slight delay, which creates a unique layer of challenge. Although she cannot take damage from enemies, she can fall into pits or be kidnapped by certain hidden enemies. If Minnie is lost, Mickey cannot finish the stage until she is rescued.

If Minnie obtains her own projectile weapon, she will attack alongside Mickey. Clever players can exploit her invincibility—for example, positioning her in a safe spot to attack bosses continuously while Mickey focuses on dodging.

Hidden Objects and Random Events

The game features numerous invisible trigger points. When hit by Mickey’s or Minnie’s projectiles, these locations may produce items such as health restoration, screen-clearing power-ups, temporary invincibility, or extra lives. However, they may also spawn a bird that kidnaps Minnie, triggering a troublesome rescue sequence.

To rescue her, Mickey must locate a hidden Red Key, then enter a secret room containing four golden Minnie statues. Touching the correct statue frees Minnie; picking the wrong one makes all statues disappear, forcing the player to find a new key. This random process can be lengthy and frustrating.

Although these hidden spots lack clear visual clues, experienced players can eventually learn where they tend to appear, forming part of the game’s distinct exploratory charm.

Stages and Level Design

The game has five stages, each with its own theme, split into two styles:
screen-by-screen exploration (with backtracking) and side-scrolling stages (no backtracking).

Stage 1: Mansion (Little House / Fun House)

A maze-like network of rooms focused on exploration. Players must find weapons, keys, and the exit. The Japanese boss is the Cheshire Cat, while the U.S. version features a wizard. This is the only stage where Minnie’s weapon can be acquired—missing it will make later areas significantly harder.

Stage 2: The Ocean

A high-risk level with sparse platforms and instant-death water. Minnie can also fall, so players must be cautious. The Japanese boss is Pat the Dodo; the U.S. version uses Tick-Tock the Crocodile from Peter Pan.

 

Stage 3: Woods Land

A forest divided into five sub-areas, including forests themed around the four seasons and a flower meadow. Most routes loop infinitely unless the player finds the correct sequence. The Japanese boss is the smoking caterpillar; the U.S. version replaces it with Kaa the snake.

Stage 4: Never Land / Pirate Ship

A small stage made of just a few screens. The Japanese version directly references Peter Pan, with Captain Hook as the boss. The U.S. version uses a pirate version of Pete, who later reappears as a mid-boss.

Stage 5: Queen’s Palace / The Castle

A large, maze-like final area. Players must find another key to reach the end. The Japanese version ends with the Queen of Hearts, while the U.S. version features Maleficent as the final boss—one of the biggest differences between versions.

Differences Between Japanese and U.S. Versions

The differences are substantial:

  • The Japanese version is heavily based on Alice in Wonderland.
  • The U.S. version mixes villains and enemies from multiple Disney properties, such as Snow White, The Jungle Book, Sleeping Beauty, and more.
  • Various items, enemy designs, and stage names were changed.
  • Healing items changed from Donald Duck heads (JP) to diamonds (US).
  • Weapons were redesigned from white spheres (JP) to shuriken (US).

These changes give the two versions noticeably different atmospheres, making the comparison an interesting point among players.

Reception and Legacy

Upon release, Mickey Mousecapade received generally positive reception. Players praised its music, charming art direction, and faithful Disney atmosphere. It stood out among licensed games of the era for achieving respectable quality rather than feeling cheaply produced.

The game’s weaknesses include its short length, limited replay value, and the sometimes frustrating mechanics involving Minnie—particularly her delayed movement and the random rescue sequences. Still, the game left a distinct impression thanks to its charm and creativity.

More importantly, it served as an early step toward what later became Capcom’s “Disney golden age,” eventually leading to classics such as DuckTales, Chip ’n Dale Rescue Rangers, and The Magical Quest.

Conclusion

Mickey Mousecapade is an early Famicom/NES action game built around fairy-tale charm, dual-character mechanics, and hidden exploration. Its Disney-inspired visuals, upbeat music, and imaginative worlds make it memorable, even though its controls take some getting used to and its length is relatively short.

For fans of classic Disney games or retro NES design, it remains a delightful and historically significant title worth revisiting.

運費計算方式:
貨款滿1000元運費外加90元
貨款1000以下:買1件運費外加 60元,買2件運費外加 70元,
買3件運費外加 80元 ,買4件運費外加 90元

貨到付款外加30元手續費
外島及大陸地區運費另計

付款方式:
線上刷卡:本站採用Paypal線上刷卡
虛擬帳號匯款:屬於您專屬的虛擬帳戶,方便站長查帳使用,本站強力推薦
實體ATM匯款:請將匯款帳號記錄下來至各大銀行ATM提款機轉帳
超商條碼繳費:請列印本站提供的條碼至四大超商繳費
線上轉帳:透過玉山銀行線上ATM轉帳(此系統只支援IE瀏覽器)

貨到付款:本站採用黑貓宅急便貨到付款

其他注意事項:
如需購買線上點數卡請直接跟站長連絡,本站不提供點數卡的線上付款