數碼寶貝馴獸師之王:數碼寶貝組曲
《數碼寶貝馴獸師之王:數碼寶貝組曲》是Bandai在WonderSwan Color平台推出的角色扮演遊戲,上市時間正值《數碼寶貝馴獸師(Digimon Tamers)》動畫熱播之際。雖然表面上號稱以《無印》《02》《馴獸師》三部動畫為軸心,讓玩家能操控多名角色並重溫經典劇情,但遊戲的實際內容與宣傳差距巨大,因此成為系列玩家之間極富爭議和話題性的作品。
遊戲的劇情採用分段式短篇呈現,而不是忠實重現動畫。開場以《馴獸師》三位主角──松田啓人、牧野留姬、李健良在荒涼的石柱地帶進行探索作為起點。他們遭遇搗蛋的小惡魔獸,並在魔法陣中失去意識。醒來時三人竟被綁在十字架上,隨後畫面便直接切換至其他系列的故事。這樣的安排彷彿讓Tamers三名主角「被迫觀看前作的剪輯版」,並非跨時空合作,而是被動地見證過去的戰鬥回放。
《無印》篇的劇情雖然從檔案島一路推進到四大天王與阿波卡利獸,但內容壓縮得異常誇張,幾乎像「高速跳剪」。角色出場時搭檔數碼寶貝已直接是成長期,才剛認識 Digimon,下一段劇情就立即跳到巨大甲蟲獸的戰鬥,再下一幕就是文件島最終決戰。整個流程與原作相比幾乎只剩骨架。雖然玩家可以選擇不同角色同行,但對劇情並無太大影響,僅有些微差異。倒是四大天王篇的挑戰順序會影響最終Boss——若順序符合動畫,就會對上阿波卡利獸;若順序錯誤,則會出現迪亞波羅獸,成為少數的if分支之一。
《02》篇也同樣大幅簡化,甚至從一開始就揭露「迪金獸皇帝=賢一」的真相。故事以最壓縮的方式帶過森林追逐黑暗塔、發現皇帝祕密、對抗奇美拉獸、遭遇阿嵐獸和木乃伊獸、世界各地黑暗塔暴走,最後直接迎向對魔王獸的決戰。這些原本篇幅極大的內容,在遊戲中只是最低限度的代表性橋段。完成 02 劇情後,故事才再度拉回Tamers主角團,為最終章做準備。
當故事回到《馴獸師》篇時,內容卻完全不是動畫劇情,而是遊戲原創的短篇外傳。啓人、留姬與建良脫離束縛後展開追擊小惡魔獸的旅程,卻在途中分散並遭受四聖獸力量化形的攻擊。在與敵手的遭遇中,他們得知一段神祕預言,最後終於奪回卡魯萌。這段劇情規模很小,缺乏動畫中成熟進化或後期大量角色登場,整體更像外傳補完,而非還原動畫本篇。
遊戲最受批評之處落在戰鬥系統。所有戰鬥皆以小遊戲形式決定攻擊力度,其中絕大多數數碼寶貝依靠「連打模式」攻擊,玩家必須在短時間內瘋狂按A鍵才能蓄力,導致整個遊戲像「手速測試」。少數Digimon使用的「目押模式」雖較具技巧,但出現機率極低,無法改善整體單調性。戰鬥更採用同時攻擊形式,招式在空中比拼力度,誰氣力大誰就贏,而進化幾乎是勝負的唯一關鍵:未進化幾乎必敗,進化後則幾乎碾壓,造成極端兩極化的平衡性。EP系統更讓問題雪上加霜,因為雜兵只提供EP,而必殺技也需要EP,卻傷害不高,使玩家只能節省 EP,然後一口氣進化去打Boss,整個流程毫無變化。
雖然大部分劇情遭到壓縮,但某些事件仍保留少量if走向,例如太一在現實世界拿錯卡片會造成與動畫不同的進展,或四大天王挑戰順序影響最終Boss。這些小分支成為玩家認為遊戲少數值得稱讚的設計。
然而整體而言,市場對本作反應不佳。宣傳曾強調可操作18名角色、三代劇情全可遊玩,甚至暗示可跨系列體驗內容,但實際上根本不是如此。《馴獸師》角色除了開頭和結尾外幾乎無法操作,多數劇情與動畫毫無相似度,呈現出極度刪減、斷裂、拼貼式的敘事,使粉絲落差巨大。遊戲地圖狹窄、迷宮形同直線、玩法單調、EP 機制不合理、平衡崩壞,數碼寶貝之間缺乏差異。更離譜的是,大量漢字缺失、誤字頻繁,甚至將「天空の騎士 アクィラモン」誤成「天空のきち アクィラモン」,因此被玩家戲稱為「全假名 RPG」。
即便如此,本作並非毫無亮點,例如少數if劇情、可簡短回味多部動畫的名場面,以及可與當年D-Ark週邊連動遊玩電影版劇情等元素,但這些優點依然不足以彌補整體品質的不足。總結而言,《數碼寶貝組曲》如今具有一定收藏價值,但在遊戲品質上卻被普遍視為WonderSwan時期評價最差的Digimon RPG 之一。其問題源自誤導式宣傳、過度刪減的劇情、乏味的操作、失衡的系統,以及欠缺真正跨作品內容的整體設計。對於粉絲來說,它依舊帶來些許回憶補完的功能,但作為作品本身,完成度仍相當令人失望。
Digimon Tamers: Digimon Medley is a role-playing game released by Bandai for the WonderSwan Color during the broadcast period of Digimon Tamers. Although the game was promoted as a grand crossover that would let players control characters from Adventure, 02, and Tamers while revisiting each series’ iconic storylines, the actual content diverged sharply from the marketing promises. Because of this discrepancy, the game has long remained one of the most debated titles among Digimon fans.
The story adopts a segmented, vignette-style structure instead of faithfully recreating the original anime. The game opens with the Tamers trio—Takato Matsuda, Ruki Makino, and Jian-liang Lee—exploring a barren land filled with stone pillars. They encounter Impmon, who kidnaps Calumon, and are caught in a magical trap. After losing consciousness, they awaken tied to crucifixes, and the story abruptly jumps into the narratives of earlier series. This setup makes it feel as though the Tamers protagonists are being forced to “watch highlights from past adventures” rather than participating in an actual cross-generation collaboration.
The Adventure chapter covers the journey from File Island to the Four Dark Masters and finally Apocalymon, but the storyline is compressed to a level that feels like a rapid-fire montage. Partner Digimon appear in their Rookie stages from the very first scene without explanation, and major plot segments jump violently from one to the next—one moment the cast is introduced, the next they are already fighting Kuwagamon, and almost immediately afterward they are thrust into the island’s final battle. Although players may choose different characters to accompany Taichi, these choices barely affect the narrative and only produce minor variations. The only meaningful divergence lies in the order of confronting the Four Dark Masters. If the order matches the original anime, players face Apocalymon; if not, Diaboromon becomes the final boss.
The Adventure 02 storyline receives a similar level of compression. The game reveals from the very start that the Digimon Emperor is Ken, eliminating the mystery entirely. Major episodes—such as chasing Black Towers through the forest, uncovering the Emperor’s secrets, fighting Chimairamon, encountering Arukenimon and Mummymon, dealing with rampaging Black Tower Digimon worldwide, and the final confrontation with MaloMyotismon—are represented only by their minimal essential beats. Once this condensed retelling concludes, the narrative returns to the Tamers cast in preparation for the game’s final arc.
When the focus shifts back to Tamers, the story deviates entirely from the anime, presenting an original short adventure instead. The trio escapes their restraints, pursues Impmon, becomes separated by a mysterious force, and each encounters manifestations of the Four Holy Beasts’ power. From these opponents, they learn fragments of a cryptic prophecy before eventually rescuing Calumon. This sequence plays more like a brief side story rather than a recreation of the anime, lacking the mature evolutions and expanded cast that characterized the original series.
The game’s most controversial feature is its battle system. Every combat encounter relies on mini-games to determine attack power. Most Digimon use a button-mashing mode that requires players to rapidly press the A button within a short time limit, turning the game into an endurance test for the player’s thumb. A few Digimon employ a timing-based mode that is more skill-oriented, but its rarity prevents it from offering real variety. Battles use a simultaneous-attack mechanic in which both sides strike at once; their attacks clash mid-air, with the stronger one prevailing. Evolution becomes the absolute determinant of victory: unevolved Digimon are nearly guaranteed to lose, while evolving all but ensures an easy win. This polarized balance is further worsened by the EP system. Regular enemies only drop Evolution Points, and special techniques also consume EP yet offer low damage, making them worthless. As a result, players can only conserve EP, evolve at key moments, and defeat bosses in a nearly unchanging pattern.
Despite its heavy compression, the game includes a few small branching scenarios. Incorrectly handling Taichi’s card in the real world can lead to a different outcome than in the anime, and the alternate Four Dark Masters progression triggers Diaboromon as the final boss. These scattered “what-if” moments are among the game’s few well-received elements.
Overall reception at the time was poor. Marketing had promised eighteen playable characters, full recreation of three anime storylines, and even cross-series gameplay—suggesting that characters from 02 could be used in Tamers scenarios. In reality, none of this was implemented. The Tamers characters are only playable during the prologue and finale, most story arcs barely resemble their anime counterparts, and the narrative structure feels heavily truncated and stitched together. Combined with narrow maps, linear dungeon design, repetitive gameplay, an unbalanced evolution-centric battle system, and the lack of meaningful differences between Digimon, fans were deeply disappointed. Furthermore, the game suffers from widespread missing kanji and typographical errors, such as rendering “天空の騎士 アクィラモン” as “天空のきち アクィラモン,” earning it the nickname “the all-kana RPG.”
Even so, the title is not entirely devoid of redeeming qualities. Its few branching paths, the opportunity to revisit iconic anime moments—albeit in drastically shortened form—and the connectivity with the D-Ark device for movie-related content add slight charm. Still, these highlights fail to compensate for the game’s broader structural flaws.
In the end, Digimon Tamers: Digimon Medley holds some value today as a collectible for dedicated fans, but from the standpoint of game quality it is widely considered one of the weakest Digimon RPGs produced during the WonderSwan era. Its problems stem from misleading marketing, over-compressed storytelling, monotonous gameplay, broken balance, and the lack of genuine cross-series interaction. While it offers fragments of nostalgia, it remains a fundamentally disappointing entry in the franchise.
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數碼寶貝馴獸師之王:數碼寶貝組曲
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