新豪血寺一族

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二手品
日文名稱:闘婚 マチュリメレー 新豪血寺一族(ROMカセット)
英文名稱:Power Instinct
類別:懷舊遊戲
定價:42,984円
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遊戲內容

2003年於Neo Geo 街機基板(MVS)推出、後續移植至家用主機的《新豪血寺一族:鬥婚》(Matrimelee/新豪血寺一族 闘婚),是由 Noise Factory 開發、SNK Playmore 發行的對戰格鬥遊戲,同時也是《豪血寺一族》系列的第四部正統續作。在SNK經歷破產與重組後的動盪時期,以極度荒誕、歡樂且帶有強烈「祭典感」的風格,在當時偏向硬派與競技取向的格鬥遊戲市場中顯得格外突出,最終成為Neo Geo末期極具代表性的異色經典之一。

在基本資料與整體呈現方面,延續開發團隊擅長的高水準2D點陣技術,畫面色彩鮮豔且動態十足,角色設計融合歌舞伎的誇張肢體語言與現代動漫的視覺風格,呈現出一種既古怪又華麗的獨特美學。與The King of Fighters series那種冷酷帥氣的路線不同,刻意走向熱鬧與搞笑的極端。尤其在音樂表現上更是突破常規,大量採用「全人聲演唱」作為對戰背景音樂,每位角色都擁有專屬主題曲,歌詞內容充滿惡搞與幽默感,加上洗腦旋律,使整場戰鬥宛如一場失控的音樂劇。甚至在部分場景中,背景觀眾、樂隊或啦啦隊會即時互動伴奏,讓遊戲氣氛始終維持在近乎狂歡的高點。

劇情方面則延續系列一貫的無厘頭風格。故事圍繞一場名為「鬥婚」的格鬥大賽展開,某國國王為了替公主尋找最強的夫婿,或為王室選出最優秀的繼承者,公開舉辦這場荒謬卻盛大的比賽。勝利者不僅能獲得龐大獎金,還能取得與王室成員結婚的資格。這個荒唐的設定吸引來自世界各地的奇葩角色參戰,包括豪血寺家族那對年過百歲卻依然活躍的雙胞胎老太婆志摩與種,以及來自其他作品的跨界角色,例如Waku Waku 7的參戰者。整體劇情不以嚴肅敘事為主,而是透過誇張橋段與角色互動,營造出一場結合榮譽、金錢與荒誕婚姻的超現實大亂鬥。

在操作與系統設計上,建立於傳統四鍵格鬥架構之上,但加入多項極具創意的機制,使戰鬥充滿變數與娛樂性。其中最具代表性的就是「黑子(Kuroko)」裁判系統,場上會有一名中立裁判在背景穿梭,可以透過攻擊或特殊行動將其推向對手,甚至把裁判當作臨時的防禦或攻擊工具,讓戰局瞬間產生戲劇性變化。此外,「壓力計(Stress Meter)」也是核心系統之一,當角色持續受到攻擊或防禦時,計量表會逐漸累積,一旦達到上限便會觸發短暫的爆發狀態,不僅具備無敵時間,還能施放誇張華麗的超必殺技,將節奏推向高潮。整體戰鬥節奏偏快,判定相對寬鬆,鼓勵玩家主動進攻與連段壓制,而系列招牌的變身機制——例如老太婆角色可透過特殊方式恢復青春——也在本作中保留,帶來戰術與視覺上的雙重轉變。

市場評價方面,普遍獲得高度肯定,被視為格鬥遊戲中極為罕見的「娛樂型傑作」。評論者普遍讚賞其大膽的人聲音樂設計與完全不按常理出牌的角色風格,認為它成功將格鬥遊戲轉化為一種近似舞台表演的娛樂體驗。儘管在競技平衡性與嚴謹度上,未必能與Samurai Shodown series等作品相比,但其帶來的純粹歡樂與記憶點卻遠遠超出同類型作品。由於當年發行數量有限,加上跨作品角色合作的特殊意義,使得本作在收藏市場上價值不斷攀升,成為Neo Geo末期極具代表性與收藏意義的作品之一。它同時也證明,格鬥遊戲並不一定需要走向嚴肅或競技導向,充滿幽默、誇張與音樂元素的作品,同樣可以在玩家心中留下深刻且長久的印象。

 

Released in 2003 for the Neo Geo arcade system (MVS) and later ported to home consoles, Matrimelee (Shin Gōketsuji Ichizoku: Tōkon) is a fighting game developed by Noise Factory and published by SNK Playmore. As the fourth main entry in the long-running Gōketsuji Ichizoku series, the game emerged during a turbulent period following SNK’s bankruptcy and restructuring. With its wildly absurd humor, festive tone, and over-the-top presentation, it stood out sharply from the more serious, competitive fighting games of its era, ultimately becoming one of the most distinctive late-period Neo Geo titles.

In terms of overall presentation, Matrimelee showcases the refined 2D sprite craftsmanship that Noise Factory was known for. The visuals are vibrant and highly animated, with character designs blending exaggerated kabuki-style expressions and movements with modern anime aesthetics. Unlike the cool and stylish tone of series like The King of Fighters, this title fully embraces chaos and comedy. Its most celebrated feature is its music: instead of traditional background tracks, the game uses fully vocalized songs for each character. These tracks feature humorous lyrics and incredibly catchy melodies, turning every match into something resembling a surreal musical performance. In some stages, background performers such as cheer squads or live bands even react dynamically during fights, amplifying the sense of spectacle and controlled madness.

The story continues the series’ trademark nonsensical tone. A certain king announces a grand fighting tournament known as the “Matrimelee” in order to find the strongest candidate worthy of marrying into the royal family—either as a husband for the princess or as a successor to the throne. The winner is promised not only great wealth but also the right to marry royalty. This absurd premise draws in a bizarre cast of fighters from around the world, including the iconic centenarian twin sisters Otane and Oume from the Gōketsuji family, as well as crossover characters from Waku Waku 7. Rather than focusing on serious storytelling, the narrative serves as a backdrop for comedic interactions and outrageous character moments, creating a surreal and entertaining free-for-all centered on glory, money, and ridiculous romance.

Gameplay builds upon a traditional four-button fighting system while introducing several unconventional mechanics that emphasize fun and unpredictability. One of the most notable is the “Kuroko” referee system. A neutral referee character runs around in the background during matches, and players can interact with him—pushing or knocking him toward opponents, or even using him as a temporary shield or weapon. This adds a layer of environmental chaos and humor rarely seen in the genre. Another key system is the “Stress Meter,” which fills as players take damage or block attacks. Once full, it triggers a temporary powered-up state that grants invincibility frames and access to flashy, high-damage super moves, often accompanied by exaggerated visual effects. The overall pace of combat is fast and accessible, with generous hit detection encouraging aggressive play. Signature transformation mechanics also return—for example, certain elderly characters can regain their youthful forms mid-battle—adding both strategic depth and visual variety.

Critically, Matrimelee was praised for its unmatched sense of humor and sheer entertainment value. Reviewers highlighted its bold use of vocal music and its refusal to follow conventional fighting game design norms, noting that it successfully transforms combat into a form of performance art. While it may lack the tight competitive balance of more serious titles like Samurai Shodown, its ability to deliver pure, chaotic fun sets it apart. Due to its relatively limited release and its unique crossover elements involving characters from different franchises, the game has become highly sought after in the retro gaming market. Today, it is widely regarded as one of the most collectible and culturally distinctive titles from the late Neo Geo era—proof that fighting games can thrive not only through competition, but also through creativity, humor, and unapologetic eccentricity.

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