飛龍之拳特別版:格鬥大戰 (無書盒)

人氣指數:
二手品
日文名稱:飛竜の拳 スペシャルファイティングウォーズ (箱説なし)
英文名稱:Hiryuu No Ken Special - Fighting Wars
類別:懷舊遊戲
定價:6,615円
分級1/發行日期: 全年齡 1991-06-21
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遊戲內容

由Culture Brain於 1991 年 6 月 21 日在任天堂 Famicom(紅白機)上推出的《飛龍之拳特別版:格鬥大戰》(飛竜の拳 スペシャル フィッティングウォーズ),是該系列在 8 位元時代的最終華麗謝幕。與前三作結合橫向捲軸與對戰格鬥的玩法不同,大膽地捨棄動作冒險要素,全面轉型為純粹以對戰為核心的格鬥遊戲,並以錦標賽形式呈現,某種程度上也預示 1990 年代初期席捲全球的格鬥遊戲熱潮。 

在技術表現上,可說是紅白機平台對戰系統的極致展現。由於不再需要分配資源給關卡設計,開發團隊將所有性能集中於格鬥表現,使角色圖像變得更加巨大且細節豐富,動作流暢度與招式殘影效果也顯著提升。畫面採用壓迫感極強的近距離視角,讓玩家能清楚觀察對手身上不斷變化的「心眼」標靶位置。音樂方面延續系列一貫的武術風格旋律,但節奏更加緊湊、氣氛更具競技張力,再搭配當時 8 位元音源所能呈現的強烈打擊音效,成功營造出彷彿置身國際武術擂台的緊張與熱血氛圍。 

劇情上,回歸較為純粹的武術競技主題。一個神祕組織舉辦了「世界格鬥大戰」,目的是選出地表最強的格鬥家。主角龍飛與夥伴們,以及來自世界各地的強者——包括空手道高手、泰拳選手、職業摔角手,甚至暗黑龍勢力的殘黨——齊聚一堂展開激戰。故事不再採線性冒險敘事,而是透過一場場晉級賽推進,最終目標是擊敗隱藏在賽事背後的傳奇宗師,奪得象徵最強榮耀的金腰帶。 

在操作與系統設計上,將系列核心的「心眼系統」精煉至極致,並大幅強化戰略深度。戰鬥完全圍繞上、中、下三段攻防判斷,玩家必須在極短時間內辨識對手攻擊位置並進行防禦,同時抓住對手露出弱點標記的瞬間發動反擊。這種高度依賴動態視力與心理預判的對決,使每一場戰鬥都充滿博弈感。相較前作,本作的 AI 表現更為聰明,進一步提升挑戰性,也讓對戰更具緊張刺激的節奏。 

角色方面,提供十位以上的可操作角色,包含隱藏人物與頭目級角色,每位角色在速度、力量與招式特性上皆有明顯差異。龍飛屬於性能均衡型角色,而摔角手擅長強力摔投技,部分角色則以高速連擊見長,讓玩家需要依照對手與角色特性調整戰術,增加了整體遊戲的深度與耐玩性。 

此外,也導入奧義與必殺技系統。當能量槽累積至一定程度後,可以透過特定指令施展威力強大的招式。然而這些招式具有明顯風險,一旦被對手防禦成功,便會產生破綻,使自己陷入不利局面。這種高風險、高報酬的設計,使對戰過程更具張力與逆轉可能。 

在市場評價方面,被廣泛認為是紅白機時代對戰格鬥遊戲的代表作之一。評論普遍指出,Culture Brain成功在硬體限制下,打造出接近早期大型電玩作品如Street Fighter般的對峙緊張感,尤其將原本附屬於動作系統的「心眼」機制獨立並深化為完整競技玩法,被視為極具前瞻性的創新。雖然部分玩家對於取消冒險要素感到略顯單一,但對熱衷對戰的玩家而言,反而展現系列最純粹、最精緻的一面。如今,它也被視為紅白機格鬥遊戲發展史上的重要里程碑,並為後續在超級任天堂時期的進化奠定堅實基礎。 

 

Released by Culture Brain on June 21, 1991 for the Nintendo Famicom (NES), Hiryu no Ken Special: Fighting Wars (飛竜の拳 スペシャル フィッティングウォーズ) marked the series’ final and most flamboyant curtain call on 8-bit hardware. Unlike its predecessors, which combined side-scrolling action with one-on-one fighting segments, this installment boldly removed the adventure elements altogether and evolved into a purely competitive fighting game centered on tournament-style combat. In doing so, it foreshadowed the explosive rise of the early 1990s fighting game boom. 

From a technical perspective, the game represents one of the Famicom’s most refined competitive showcases. Freed from the need to allocate resources to platforming stages, the development team focused entirely on enhancing the fighting engine. Character sprites became significantly larger and more detailed, with improved animation frames and visually striking afterimage effects for special moves. The camera adopts a tight, close-range perspective, intensifying the sense of confrontation while allowing players to clearly observe the dynamically shifting “Mind’s Eye” target zones on their opponents. Musically, the title retains its signature martial arts-inspired compositions but introduces a faster, more intense rhythm, paired with some of the most impactful hit sound effects achievable on the 8-bit sound hardware. Together, these elements create an atmosphere reminiscent of a high-stakes international martial arts tournament. 

Narratively, the game shifts away from supernatural adventures and returns to a more grounded theme of pure martial competition. A mysterious organization hosts the “World Fighting Tournament” to determine the strongest fighter on Earth. The protagonist, Ryuhi, enters alongside his allies and a diverse roster of global challengers, including karate masters, Muay Thai fighters, professional wrestlers, and even remnants of the Dark Dragon faction. Rather than unfolding through a linear storyline, the plot progresses through successive tournament rounds, with each match serving as a narrative milestone. The ultimate objective is to defeat the legendary grandmaster behind the tournament and claim the prestigious championship belt, symbolizing absolute supremacy in the martial arts world. 

In terms of gameplay, the title refines the series’ signature “Mind’s Eye” system into its purest and most strategic form. Combat revolves entirely around reading and reacting to shifting target zones that represent high, mid, and low attack points. Players must make split-second defensive decisions while simultaneously looking for brief openings—indicated by flashing weak-point markers—to launch counterattacks. This creates a tense psychological duel where anticipation and reflexes are equally critical. Compared to earlier entries, the AI is significantly more advanced, forcing players to rely not only on reaction speed but also on pattern recognition and mind games. 

The roster expands to include more than ten playable fighters, including hidden characters and boss-tier opponents. Each character features distinct attributes and fighting styles, resulting in varied gameplay experiences. Ryuhi offers balanced performance, while heavier characters emphasize grappling power, and others specialize in rapid combo attacks. This diversity encourages players to adapt their strategies depending on their chosen fighter and opponent, adding considerable depth and replayability. 

A key addition is the implementation of special techniques and ultimate moves. As players build up their energy gauge, they can execute powerful finishing techniques through specific command inputs. However, these moves come with a high-risk, high-reward dynamic: if blocked, they leave the user vulnerable to counterattacks. This mechanic introduces an additional strategic layer, where timing and psychological pressure become decisive factors in battle outcomes. 

Upon release, Hiryu no Ken Special: Fighting Wars received strong praise for its depth and purity as a competitive fighting experience. Critics noted that Culture Brain had successfully recreated a level of tension and intensity on the Famicom comparable to early arcade fighting titles such as Street Fighter. The decision to transform the “Mind’s Eye” system into a standalone competitive framework was widely regarded as both innovative and ahead of its time. While some players missed the adventure elements of earlier games, hardcore fans embraced the title as the definitive expression of the series’ combat system. Today, it is often remembered as a milestone in the history of Famicom fighting games and a crucial foundation for the series’ evolution on more advanced hardware like the Super Famicom. 

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