暗黑神話 日本武尊傳說 (無書盒)

人氣指數:
二手品
日文名稱:暗黒神話 ヤマトタケル伝説 (箱説なし)
英文名稱:Ankoku Shinwa - Yamatotakeru Densetsu
類別:懷舊遊戲
定價:6,195円
分級1/發行日期: 全年齡 1989-03-24
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遊戲內容

《暗黑神話:日本武尊傳說》(Ankoku Shinwa - Yamatotakeru Densetsu / 暗黒神話 ヤマトタケル伝説)於1989年3月24日在任天堂Famicom推出,由Tokyo Shoseki開發與發行。這款遊戲風格極其獨特,改編自日本傳奇漫畫家Daijiro Morohoshi的同名代表作,將日本古代神話,如《古事記》和《日本書紀》,與宇宙恐怖、考古學以及宗教科幻融合。在紅白機眾多作品中,它以深沉、詭譎且富含知性層次的敘事風格獨樹一格。

在技術表現上,挑戰紅白機對氛圍塑造的極限。與當時大多數鮮豔的遊戲不同,它大量使用大地色系、深藍和暗紅色彩,試圖重現漫畫中荒涼而神秘的古代日本氣息。融合點選式文字冒險(AVG)和橫向捲軸動作(ACT)兩種模式。文字冒險部分的繪圖精細,角色頭像和背景插圖帶有古樸的版畫質感,而動作部分則展示巨大的Boss形象及充滿宗教符號的關卡設計。背景音樂融合神道祭典的壓抑感與電子合成器的空靈音效,營造出仿佛置身於千年古墓或神秘祭壇的沉浸體驗。

故事情節緊扣原著漫畫,講述少年武(Takeshi)在父親被殺害後,意外發現背上有北斗七星形狀的胎記,並被捲入一場跨越數千年的神秘陰謀。他逐漸發現自己竟是古代英雄日本武尊的轉世,而古代神話中的眾神,如素戔嗚尊,實際上是來自宇宙或異次元的強大存在。武必須在現代日本與古代遺跡之間穿梭,揭開暗黑神覺醒的秘密。這場冒險不僅是為了復仇,也為了阻止世界陷入永恆黑暗。將民俗學、考古發現與克蘇魯式恐怖相結合的劇情,使其在當時的8位元遊戲中極具前衛性和深度。

遊戲操作要求玩家具備耐心與細緻的觀察力,將體驗分為探索推理和動作咒術兩個層次。在文字冒險階段,必須與NPC對話、調查遺跡中的壁畫或石碑,並透過選擇指令推進劇情。這部分高度考驗玩家對日本神話及原著的理解,許多線索隱藏在古老傳說與考古遺物之中。當進入特定戰鬥場景時,遊戲轉為橫向捲軸模式,主角使用草薙劍進行近身攻擊,並可施放各種強大的靈力咒術。玩家需管理靈力槽,在面對巨大神話怪獸,如八岐大蛇殘影時,精確的跳躍與法術釋放時機是生存的關鍵。動作部分判定相當硬核,敵人位置刁鑽,部分場景布滿即死陷阱,因此除了文字推敲,也必須具備扎實的動作遊戲能力。

在市場上,因其深厚的文化底蘊和無可替代的氛圍而獲得高度評價。評論家讚賞其高度還原諸星大二郎原作精神,認為它不僅僅是一款遊戲,更是一部可玩的互動式神話漫畫。雖然對於不熟悉背景故事或不耐文字閱讀的玩家來說,遊戲節奏可能略慢且難度較高,但在硬核玩家眼中,它將神話與科幻融合的深度至今仍是紅白機史上的巔峰之一。市場普遍認為它是80年代末最具個性的成人向冒險傑作,以孤高、黑暗且充滿知性魅力的姿態,在無數玩家心中留下永恆的「暗黑」烙印。

Ankoku Shinwa: Yamatotakeru Densetsu (暗黒神話 ヤマトタケル伝説) was released on March 24, 1989, for the NintendoFamicom. Developed and published by Tokyo Shoseki, this game stands out as an extraordinarily unique adventure-fighting title. It is adapted from the eponymous work of legendary Japanese manga artist Daijiro Morohoshi and blends ancient Japanese mythology, such as the Kojiki and Nihon Shoki, with cosmic horror, archaeology, and religious science fiction. Among the vast Famicom library, it is distinguished by its profound, eerie, and intellectually layered narrative style.

 

Technically, Ankoku Shinwa pushed the Famicom’s capabilities for creating atmosphere. Unlike the brightly colored mainstream games of the time, it employs earthy tones, deep blues, and dark reds to evoke the desolate and mysterious aura of ancient Japan depicted in the manga. The game combines point-and-click visual novel elements (AVG) with side-scrolling action sequences (ACT). The visual novel sections feature finely detailed artwork, with character portraits and background illustrations reminiscent of classic woodblock prints, while the action sequences showcase massive boss designs and levels filled with religious symbolism. The soundtrack reinforces the immersive experience, blending the oppressive sounds of Shinto festivals with ethereal synthesizers, giving players the feeling of exploring a thousand-year-old tomb or a mystical altar.

The story closely follows the manga, centering on a young boy named Takeshi, who discovers a northern star-shaped birthmark on his back after his father is murdered, drawing him into a mysterious conspiracy spanning thousands of years. He gradually learns that he is the reincarnation of the ancient hero Yamatotakeru, and that gods from Japanese mythology, such as Susanoo, are actually powerful beings from space or alternate dimensions. Takeshi must navigate between modern Japan and ancient ruins to uncover the secret behind the awakening of the Dark God. This adventure is not only one of revenge but also a mission to prevent the world from falling into eternal darkness. By combining folklore, archaeological discovery, and Lovecraftian horror, the narrative was highly innovative and intellectually deep for an 8-bit game of its era.

Gameplay requires patience and careful observation, split between exploration/puzzle-solving and combat/magic. During the visual novel segments, players interact with NPCs, examine murals and stone tablets, and make choices to advance the story, often relying on knowledge of Japanese mythology and the original manga. In certain combat scenarios, the game switches to a side-scrolling mode. The protagonist wields the Kusanagi sword for close combat and can cast a variety of powerful spiritual spells. Managing the spirit gauge is crucial, as precise timing of jumps and spellcasting is required to survive encounters with gigantic mythological monsters, such as the spectral remnants of Yamata no Orochi. Combat is notably unforgiving, with enemies placed in tricky positions and some areas filled with instant-death traps, demanding that players possess both analytical and action skills.

Upon release, Ankoku Shinwa was praised for its cultural depth and unparalleled atmospheric design. Critics lauded its faithful adaptation of Morohoshi’s original vision, describing it not merely as a game but as a playable interactive mythological manga. While its slower pace and high difficulty could challenge players unfamiliar with the story or reluctant to read text, hardcore gamers recognized it as one of the most profound blends of mythology and science fiction in Famicom history. It is widely regarded as one of the late 1980s’ most distinctive “adult-oriented” adventure games, leaving a lasting impression with its solitary, dark, and intellectually compelling aesthetic.

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