大嘴鳥樂園

人氣指數:
日文名稱:キョロちやんランド
英文名稱:Kyoro Chan Land
類別:懷舊遊戲
定價:6,090円
售價:8,500.00
分級1/發行日期: 全年齡 1992-12-06
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遊戲內容

《大嘴鳥樂園》(Kyoro Chan Land/キョロちゃんランド)是具有高度歷史意義的縱向捲軸平台動作遊戲,其核心源頭可追溯至1980年代末期的歐美電腦名作《Nebulus》。原作由John M. Phillips設計、Hewson Consultants發行,憑藉突破當時技術限制的「旋轉圓柱塔」視覺效果,在家用電腦平台上引起極大關注。後續經過多次移植與在地化改編,最終在日本家用主機市場中,以結合森永巧克力吉祥物形象的《大嘴鳥樂園》之名,於1992年登上紅白機,成為風格獨特、兼具技術展示與娛樂性的作品。

在劇情設定上,延續《Nebulus》的簡潔冒險框架,但換上更符合日本市場的童趣包裝。主角是可愛的大嘴鳥「キョロちゃん」,牠的任務是在廣闊海面上,逐一攀爬並摧毀矗立於海中的高塔。雖然故事並未著墨複雜的背景敘事,但「向上攀登、突破阻礙、完成目標」的冒險結構,配合吉祥物角色的形象,使整體氛圍顯得輕鬆活潑,與原作略帶抽象與冷調的科幻感形成對比。對於當時的玩家而言,重點不在劇情深度,而是在每座高塔中體驗挑戰與成就感。

操作與玩法是本作最具代表性的特色。採用縱向捲軸平台設計,但舞台並非平面,而是「圓柱狀高塔」。當角色向左或向右移動時,整座塔會隨之旋轉,呈現出近似3D的立體視覺效果,這在8位元與16位元時代可說是相當前衛的表現。玩家必須一邊掌握角色跳躍與投擲道具的節奏,一邊預判塔旋轉後平台位置的變化,這使得看似簡單的操作,實際上相當考驗空間感與節奏掌控。敵人多半以幾何或卡通化形象呈現,有些可以被投擲物擊退,有些則必須避開,若不慎碰觸便會被擊落至下層平台,甚至直接墜海失敗。這種設計讓每一次失誤都帶有明確後果,卻又不至於讓人感到不公平。

在紅白機版《大嘴鳥樂園》中,玩法細節也針對主機特性進行調整。角色投擲的物品由原作的攻擊手段,轉化為巧克力球(ChocoBall),呼應吉祥物的商業形象。同時加入密碼系統與暫停功能,使遊戲流程更符合家用主機玩家的遊玩習慣。雖然核心玩法仍是逐塔攀登,但節奏明快、操作直覺,使其既適合短時間遊玩,也能讓玩家反覆挑戰更高效率的通關方式。

從市場評價來看,《Nebulus》原作在歐美獲得極高評價,特別是Commodore 64版本,曾拿下英國雜誌《Zzap!64》高達97%的評分與金牌獎章,並在多家媒體年度評選中獲獎,被視為當年最具原創性的動作遊戲之一。評論普遍讚賞其出色的視覺表現、流暢的動作設計,以及旋轉塔帶來的空間錯覺,認為它在「純動作樂趣」上表現極為突出。後續在Amiga、ZX Spectrum等平台的版本,也屢次被選入歷代最佳遊戲排行榜。

至於日本版《大嘴鳥樂園》,雖然在國際知名度上不如原作,但因成功結合在地吉祥物與成熟玩法,在紅白機玩家間留下深刻印象。它既是技術底子扎實的平台遊戲,也是一個時代背景下,歐美遊戲成功轉化為日式風格的代表案例。對現代玩家而言,本作不僅是可愛復古的動作遊戲,更是一扇回望8位元與16位元黃金年代的窗口,見證當年開發者如何在有限硬體中,創造出令人驚豔的遊戲體驗。

Kyoro Chan Land (キョロちゃんランド), also known in English as Kyoro Chan Land, is a vertically scrolling platform action game of considerable historical significance. Its origins can be traced back to the late 1980s Western computer classic Nebulus, designed by John M. Phillips and published by Hewson Consultants. Thanks to its technically ambitious “rotating cylindrical tower” visual effect—an achievement that pushed the limits of hardware at the time—the original game attracted widespread attention on home computer platforms. Through multiple ports and localized adaptations, the game was eventually introduced to the Japanese console market under the name Kyoro Chan Land, incorporating the mascot of Morinaga’s chocolate brand. It was released on the Famicom in 1992, standing out as a work that uniquely combined technical showcase with accessible entertainment.

 

In terms of narrative, the game retains the simple adventure framework of Nebulus while adopting a lighter, more playful presentation tailored to the Japanese audience. Players take control of the lovable bird mascot Kyoro-chan, whose mission is to climb and destroy a series of towering structures rising from the vast sea. Although the game does not focus on complex storytelling, its straightforward structure—ascending upward, overcoming obstacles, and reaching the goal—pairs naturally with the mascot-driven design, creating a cheerful and approachable tone. This contrasts with the slightly abstract, cool-toned science-fiction atmosphere of the original. For players at the time, the appeal lay less in narrative depth and more in the sense of challenge and accomplishment found in conquering each tower.

The controls and gameplay mechanics are the most distinctive aspects of the title. While it is fundamentally a vertically scrolling platformer, the stages are not flat surfaces but cylindrical towers. As the character moves left or right, the entire tower rotates accordingly, producing a convincing pseudo-3D effect that was remarkably forward-thinking during the 8-bit and 16-bit era. Players must manage jumping and projectile timing while anticipating how platforms will shift as the tower turns, making spatial awareness and rhythm far more important than the game’s simple controls might suggest. Enemies are typically depicted as geometric or cartoon-like shapes; some can be repelled with projectiles, while others must be avoided. A single misstep can knock the player down to a lower ledge—or send them falling straight into the sea—giving each mistake clear consequences without feeling unfair.

In the Famicom version, Kyoro Chan Land was further refined to suit console play. The character’s projectile attacks were reimagined as ChocoBalls, reinforcing the commercial mascot identity. A password system and pause function were also added, aligning the experience with home console gaming habits. While the core loop of climbing towers remained unchanged, the brisk pacing and intuitive controls made the game suitable both for short play sessions and for repeated attempts at more efficient, skillful runs.

From a market and critical reception standpoint, the original Nebulus received exceptionally high praise in Europe and North America. The Commodore 64 version in particular earned a 97% score and a Gold Medal award from Zzap!64, along with recognition in multiple annual “best game” lists, where it was often cited as one of the most original action games of its era. Critics highlighted its impressive visuals, smooth gameplay, and the striking spatial illusion created by the rotating towers, noting that it excelled at delivering pure arcade-style fun. Versions released on platforms such as the Amiga and ZX Spectrum were also frequently ranked among the greatest games of all time.

As for the Japanese release Kyoro Chan Land, while it never achieved the same level of international recognition as its Western counterpart, it left a strong impression on Famicom players by successfully combining a familiar local mascot with a proven gameplay formula. It stands as both a technically solid platform game and a representative example of how Western titles were adapted into a distinctly Japanese style during that era. For modern players, the game is not only a charming retro action experience but also a window into the golden age of 8-bit and 16-bit gaming, showcasing how developers of the time created memorable and innovative experiences within the constraints of limited hardware.

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