洛克人8 金屬英雄們
《洛克人8:金屬英雄們》(ロックマン8 メタルヒーローズ)是經典《洛克人》系列正式邁入32位元世代後的重要代表作,由CAPCOM於1996至1997年間在PlayStation與Sega Saturn平台推出。當時2D動作遊戲逐漸被3D新作包圍,本作卻以極度精緻的手繪動畫、華麗飽滿的2D點陣圖與流暢細膩的動作演出,展現出2D動作遊戲在新世代主機上的最高表現,被視為系列在視覺層面最成熟、也最具完成度的一作。
故事從宇宙深處兩名神祕機器人的殊死戰拉開序幕。他們一路纏鬥穿越宇宙,最終化作紫色與藍色兩道光芒墜向地球。洛克人奉萊特博士之命前往調查,誤以為那是墜落的隕石能量反應。然而現場並非單純的撞擊,而是威利博士的秘密基地所在。威利搶先一步奪走散發詭異能量的紫色機器人殘骸,那股能量後來被稱為「邪惡能源(Evil Energy)」,並企圖利用它進行新的野心。另一具藍色機器人的殘骸則由洛克人帶回並逐漸修復,正是本作首次登場的重要角色「德優(Duo)」。他來自宇宙、肩負消滅邪惡能源的使命,因此在恢復後與洛克人合作,展開阻止威利、拯救地球的新冒險。
在遊戲玩法上,承襲系列傳統,以射擊、跳躍與機關為主軸,但整體構造比《洛克人7》更為細緻。角色與敵人的比例縮小,使視野變得寬廣,關卡節奏也更加輕快。最大的變化之一是螺絲釘(Bolt)系統的重新設計,不再從敵人掉落,而是配置在關卡中的固定位置,形成具有探索意味的收集要素。這些螺絲釘可用來開發強化零件,不論是提升洛克炮威力、改善移動能力或增加輔助道具都可使用,但全遊戲僅有40個螺絲釘,無法製作全部強化,迫使玩家必須取捨,進而形成不同的攻略策略。
特殊武器的設計也更具深度。首次加入「使用特殊武器時可直接按鍵切回一般洛克炮」的系統,使戰鬥節奏流暢許多,不必再頻繁進出武器選單。更重要的是,許多武器不只用於剋制Boss,而是與關卡機關結合,有的能勾住裝置、有的可製造上升氣流、有的用於解謎與移動,使整體遊戲性更加立體。
也加入兩段與過去風格截然不同的關卡,分別是天狗人舞台的橫向射擊段落,以及暴風雪人舞台的高速滑雪板區域。尤其滑雪部分,由於速度極快、地形突變頻繁,成為許多玩家的小時候夢魘,但也正因如此而極具特色。此外,洛克人在本作中首次能「游泳」,水中操作直覺輕巧;反之,系列傳統象徵的E罐則完全取消,形成截然不同的資源管理方式。
共有八名機器人大師,並首次採用「前後半弱點循環分離」的架構。前四名與後四名的弱點不互相連動,使得遊戲流程更具結構性,也能避免玩家因為缺乏某些重要武器而陷入無法攻略的情況。武器方面,本作的特殊武器普遍評價極高,例如能藉由擺盪穿越地形的雷電爪、可製造上升風壓的龍卷風、能有效清除雜兵的閃光炸彈,以及以追蹤性能著稱的追蹤狙擊等。最受討論的則是強化洛克炮後能發射「箭矢射擊(Arrow Shot)」的配件,蓄力後命中會炸裂為多道散射彈,威力巨大、清場迅速,被玩家戲稱是破壞平衡的爽快神器。
在支援面,取消《洛克人7》的合體系統,轉而讓Rush成為召喚型輔助。可經由特定小Boss取得Rush的不同功能,包括高速移動、空中投彈、補給物品或隨機效果等,使Rush更具策略性,而不再必然固定使用。
本作的PlayStation與Sega Saturn版本大致相同,但Saturn版擁有明顯的額外內容。Saturn版能挑戰《洛克人1》與《洛克人2》中的卡特曼與木人,並內建音樂、語音與插畫鎖定模式,使收藏性更高。此外,天狗人舞台的背景音樂在Saturn版採不同編曲,音質更加飽滿。整體敵人配置也更密集,難度略高於PS版;然而PS版讀取較快、普及度更高,因此兩版各有擁護者。
最受稱讚的地方之一是美術與動畫演出。包含高品質的2D動畫開場、過場與結局,其精細程度甚至超越後來的《洛克人X4》。八名機器人大師與主要角色也首次全面加入語音,使角色形象更鮮明。榴彈人狂躁的語調與特殊台詞至今仍是玩家津津樂道的名場面,而主題曲《Electrical Communication》更成為系列中廣為人知的經典旋律。
上市後獲得玩家與媒體的普遍肯定,尤其在畫面、過場動畫、音效設計與關卡多樣化上大獲好評。許多人認為它將2D動作在32位元平台的技術推向極致。然而遊戲也受到部分批評,例如關卡自由度下降、滑雪板段落難度過高、螺絲釘數量有限而導致強化取捨壓力、音樂風格從傳統搖滾轉向冷調電子等。儘管如此,《洛克人8》仍被廣泛視為系列最具視覺美感與完成度的一作,在《洛克人11》推出之前,更長期被稱為歷代主線中畫面表現最佳的2D作品。
Mega Man 8: Metal Heroes (ロックマン8 メタルヒーローズ) stands as a major milestone for the classic Mega Man series as it entered the 32-bit era. Released by CAPCOM between 1996 and 1997 for the PlayStation and Sega Saturn, the game emerged during a time when 2D action titles were rapidly being overshadowed by new 3D productions. Despite this trend, Mega Man 8 showcased exceptionally refined hand-drawn animation, vibrant and detailed 2D sprites, and fluid character motion—demonstrating the full potential of 2D action games on next-generation hardware. It is widely regarded as one of the series’ most visually polished and complete entries.
The story begins with a fierce battle between two mysterious robots in the depths of outer space. Their fight carries them across the cosmos until they crash into Earth like twin streaks of purple and blue light. Sent by Dr. Light to investigate what seems like a meteor impact, Mega Man soon discovers that the crash site is actually near Dr. Wily’s hidden base. Wily arrives first and steals the remains of the purple robot, which emits a strange and powerful energy later identified as “Evil Energy.” He intends to harness this force for his newest scheme. The blue robot’s damaged body, however, is recovered and repaired by Mega Man and Dr. Light. This robot is Duo, a new character introduced in this installment, who has come from space on a mission to eliminate Evil Energy. Once restored, he joins Mega Man in a new battle to stop Wily and protect Earth.
In terms of gameplay, Mega Man 8 retains the classic formula of shooting, platforming, and mechanical traps, while offering more refined stage construction than Mega Man 7. Character and enemy proportions are smaller, giving players a wider field of view and contributing to smoother stage pacing. One of the most notable changes is the reworked Bolt system. Bolts no longer drop from enemies and are instead placed at specific locations throughout the stages, adding an exploratory element. These Bolts can be exchanged for upgrades—boosts to the Mega Buster, enhanced movement abilities, and supportive items. However, with only 40 Bolts available in the entire game and more upgrades than can be purchased, players must choose their enhancements carefully, shaping different playstyles and strategies.
The game’s special weapon mechanics also became more sophisticated. For the first time, players can instantly revert to the standard Mega Buster with a single button press while using any special weapon, making combat significantly smoother without constant menu navigation. Many weapons are designed not only for boss weaknesses but also to interact with stage gimmicks—some allow Mega Man to swing across gaps, some generate upward drafts, and others help solve puzzles or traverse unique terrain—greatly expanding the possibilities of stage interaction.
Two uniquely styled segments were added that differ from traditional series gameplay: a side-scrolling shooting section in Tengu Man’s stage and a high-speed snowboard segment in Frost Man’s stage. The snowboard sequence, in particular, is infamous among players for its rapid pace and sudden obstacles, becoming both a childhood nightmare and a memorable highlight. Mega Man can also swim for the first time, with intuitive underwater controls, while the long-standing E-Tank item is removed entirely, altering resource management throughout the adventure.
The game features eight Robot Masters and introduces a split weakness cycle: the first four bosses and the latter four have separate weakness loops. This structure creates a more defined progression and avoids situations where players might become stuck without essential weapons. The special weapons themselves are highly praised—such as the Thunder Claw, which allows stage traversal through swinging; the Tornado Hold, which creates rising wind currents; the Flash Bomb, ideal for clearing groups of enemies; and the Homing Sniper, known for its tracking ability. The most discussed upgrade, however, is the Arrow Shot enhancement for the Mega Buster. This charge shot explodes into multiple projectiles upon impact, dealing immense damage over a wide area. It is beloved for its sheer power and often considered delightfully game-breaking.
On the support side, the combination system from Mega Man 7 was removed, and Rush now functions purely as a summons-based assistant. By defeating certain mini-bosses, players gain access to various Rush abilities—speed boosts, aerial bombing, item recovery, or random rewards—giving the robot dog a more tactical, situational role rather than a mandatory one.
Although the PlayStation and Sega Saturn versions are mostly identical, the Saturn version includes notable exclusive features. Saturn players can fight special bonus bosses Cut Man and Wood Man from earlier series entries, and the game includes built-in modes for music, voice, and artwork viewing, enhancing its value for collectors. Tengu Man’s stage even features a completely different background track with richer instrumentation, and the overall difficulty is slightly higher due to denser enemy placement. The PlayStation version, however, benefits from faster load times and wider availability, leading to divided preferences among fans of the two versions.
One of the most acclaimed aspects of Mega Man 8 is its art and animation. The game features high-quality 2D animated cutscenes for the opening, mid-story, and ending—so detailed that many consider them superior even to those in the later Mega Man X4. All eight Robot Masters and major characters are fully voiced for the first time, giving them distinct personalities. Grenade Man’s manic delivery and memorable lines remain fan favorites, while the theme song “Electrical Communication” has become one of the series’ most recognizable tracks.
Upon release, Mega Man 8 received widespread praise, particularly for its visuals, animated storytelling, sound design, and varied stage mechanics. Many felt it pushed 2D action to its technical limits on 32-bit hardware. Nonetheless, some criticisms persisted, including reduced stage-select freedom, the steep difficulty spike of the snowboard segments, limited Bolts forcing tough upgrade decisions, and a soundtrack that leaned more toward electronic and colder tones, differing from the rock-oriented style of earlier titles. Even so, Mega Man 8 remains widely celebrated as one of the most aesthetically remarkable and fully realized entries in the franchise. Before the release of Mega Man 11 in 2018, it was long regarded as the most visually impressive 2D title in the mainline series.
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洛克人8 金屬英雄們
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