大盜伍佑衛門2 奇天烈將軍

人氣指數:
二手品
日文名稱:がんばれゴエモン2 奇天烈将軍マッギネス
英文名稱:Ganbare Goemon 2: Kiteretsu Shogun Magginesu
類別:懷舊遊戲
定價:10,290円
售價:1,999.00
人數:2 人
庫存量:1
分級1/發行日期: 全年齡 1993-12-22
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遊戲內容

《大盜伍佑衛門 2:奇天烈將軍馬吉內斯 / 奇天烈將軍》(がんばれゴエモン2 奇天烈将軍マッギネス)於1993年12月22日在 Super Famicom(SFC/超任)平台推出,是科樂美在16位元主機上的第二部正統續作,也被無數玩家認為是系列中創意最豐富、操作手感最巔峰的傑作。充分發揮超任的發色能力與Mode 7縮放旋轉功能,首度引入巨大機器人戰鬥與大地圖自由探索系統,奠定往後數十年「伍佑衛門式」動作遊戲的完整框架。

在視覺與遊戲表現上,可說是當時超任遊戲的技術巔峰。採用色彩鮮豔且細膩的浮世繪風格繪圖,並運用Mode 7技術呈現大地圖與過場場景效果。首次加入第三位可選角色——機器忍者佐助,與伍佑衛門、惠比壽丸組成三人小隊。三位角色各具特色,擁有不同的攻擊方式與特殊技能。遊戲結構由橫向捲軸動作關卡、可自由探索的城下町(含商店與小遊戲),以及震撼的巨大機器人 BOSS 戰組成,這種多樣化玩法在當時極為罕見。

劇情講述從西洋歸來的野心家「奇天烈將軍馬吉內斯」企圖利用蒸汽龐克科技,將傳統的江戶日本改造成充滿異國機械與西方色彩的「馬吉內斯樂園」。為了拯救被馬吉內斯抓走的先知並守護日本傳統,伍佑衛門與夥伴們再次出動。劇情充滿科樂美式惡搞與後現代幽默,將看到江戶時代出現雲霄飛車、霓虹燈招牌,甚至外星人與特攝怪獸,這種「和風幻想」與「異質科技」的衝突成為遊戲最吸引人的世界觀核心。

操作設計方面,大幅提升動作層次與深度。三位主角各有專長:伍佑衛門擅長均衡戰鬥(使用長距離菸管與小判投擲),惠比壽丸擁有高難度跳躍與笛子攻擊,佐助則具高機動性,可使用苦無與炸彈。可在記錄點自由切換角色,利用各自技能突破障礙。首度引入「伍佑衛門衝擊」系統,特定關卡結束後玩家將進入第一人稱視角的巨大機器人戰鬥,操作機器人前衝、出拳與發射硬幣雷射,搭配專屬音樂與縮放特效,帶來超越當時的感官震撼。遊戲中還加入各種古怪載具,如老鼠車、機械魚等,地圖上隱藏大量通路與關卡,玩家需收集情報與購買道具才能完整探索整個冒險世界。

發售後獲得業界與玩家高度讚譽,被認為是SFC平台最強的動作遊戲之一。評論家稱讚遊戲節奏完美,從幽默對話到刺激關卡,再到巨大機器人戰鬥,全程充滿高潮。遊戲音樂亦為經典之作,傳統樂器與電子音樂完美融合,旋律洗腦。市場普遍認為,本作成功將日式傳統文化與瘋狂創意結合,雙人合作模式也成為家庭聚會的熱門選擇。雖然部分跳躍挑戰較高,但流暢操作與豐富輔助道具大幅降低挫折感。此作不僅鞏固伍佑衛門作為科樂美吉祥物的地位,其三人小隊、機器人戰與城鎮探索的遊戲框架,也為後續N64版續作等作品奠定基礎,如今在復古遊戲界仍被視為高價珍藏佳作。

“Ganbare Goemon 2: Kiteretsu Shogun Maggines” (がんばれゴエモン2 奇天烈将軍マッギネス), released on December 22, 1993, for the Super Famicom (SFC/Super Nintendo), is Konami’s second official 16-bit installment in the series. Countless players consider it the most creatively ambitious and mechanically refined title in the franchise. The game fully utilized the Super Famicom’s color capabilities and Mode 7 scaling and rotation features, introducing gigantic robot battles and an open-world overworld for the first time, laying the foundation for decades of “Goemon-style” action games.

 

In terms of visuals and gameplay, it represented the technical peak of Super Famicom games at the time. The game employed vibrant and detailed ukiyo-e–inspired artwork, while Mode 7 technology was used to present expansive overworld maps and cinematic sequences. For the first time, a third playable character—mechanical ninja Sasuke—was added, forming a trio with Goemon and Ebisumaru. Each character has distinct traits, attack styles, and special abilities. The game structure combines side-scrolling action stages, freely explorable castle towns (with shops and mini-games), and epic giant robot boss battles—a variety of gameplay that was rare at the time.

The story follows the ambitious “Kiteretsu Shogun Maggines,” who returns from the West intending to transform traditional Edo Japan into the “Maggines Paradise,” a land filled with steampunk technology and Western influences. To rescue a kidnapped prophet and protect Japanese tradition, Goemon and his companions set out once again. The plot is full of Konami-style parody and postmodern humor, featuring roller coasters, neon signs, aliens, and tokusatsu monsters in the Edo period. This clash between “Japanese-style fantasy” and “alien technology” forms the game’s most compelling world.

The controls and gameplay were greatly deepened. Each of the three protagonists has specialized skills: Goemon excels at balanced combat with long-range pipes and coin throws; Ebisumaru has high-difficulty jumps and flute attacks; Sasuke is highly mobile, using shuriken and bombs. Players can switch between characters at save points to overcome obstacles with their unique abilities. The game also introduced the “Goemon Impact” system: at the end of certain stages, players enter a first-person perspective to control a giant robot, punching, firing coin lasers, and moving forward, accompanied by dedicated music and scaling effects, delivering an unprecedented sensory thrill.

The game also features quirky vehicles like mouse carts and mechanical fish. The overworld is filled with hidden paths and stages, requiring players to gather information and purchase items to fully explore the adventure world.

Upon release, the game received critical acclaim and was highly praised by players, regarded as one of the strongest action games on the SFC. Reviewers highlighted its perfect pacing—from humorous dialogue to exciting stages to colossal robot battles, keeping the player engaged throughout. Its music became a classic, blending traditional instruments with electronic sounds in catchy melodies. The game successfully fused traditional Japanese culture with wild creativity, and the two-player cooperative mode became a hit at family gatherings. Although some platforming challenges are difficult, the smooth controls and abundant helper items significantly reduce frustration.

This title not only solidified Goemon as Konami’s mascot but also established the trio system, robot battles, and town exploration framework that influenced later sequels, including the N64 entries. Today, it remains a highly prized classic in the retro gaming community.

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