飛龍之拳:奧義之書 (無書盒)
《飛龍之拳:奧義之書》(Flying Dragon: The Secret Scroll / 飛龍の拳 奥義の書)由 Culture Brain(原名日本 Game)開發,並於 1987 年 2 月 14 日在任天堂 Famicom(紅白機)上推出,是該公司最著名、橫跨動作與格鬥類型的長壽系列始祖。不僅融合傳統橫向捲軸過關,更首創具有革命性的「心眼」戰鬥系統,將當時剛起步的格鬥遊戲概念推向全新維度,成為無數 80 年代玩家心中「武術動作遊戲」的代名詞。
在技術表現上,展現 1987 年對「多樣化玩法」的整合野心。畫面分為橫向捲軸冒險與一對一格鬥對決兩大部分。視覺設計上,主角「龍飛(Ryuhi)」雖然採二頭身可愛比例,但動作流暢且充滿力度感。進入 Boss 戰時,玩家會看到近景大頭像與全身戰鬥畫面,色彩鮮明且角色個性十足。音樂方面,背景旋律充滿邵氏功夫片的熱血節奏,配合擊中敵軍時清脆的打擊音效,營造出既嚴肅又充滿動感的武術競技氛圍。
劇情設定在神秘的東方武林。主角龍飛自幼在中國深山少林寺接受嚴苛訓練,然而邪惡組織「暗黑龍(Dark Dragon)」突襲寺廟,奪走珍貴的「秘法奧義之書」並殺害師父。為了復仇並找回失落奧義,龍飛踏上橫跨全球的征途,參加世界武術大會,擊敗來自各地的格鬥高手及暗黑龍的幹部。劇情圍繞「試煉、成長與對決」展開,最終目標是奪回全部奧義書並徹底摧毀暗黑龍的野心。
操作方面,最引以為傲的是其獨特的「心眼(Shin-Gan)」戰鬥系統。在與強敵對決時,畫面上會出現圓圈標靶,位於敵人身上代表弱點,位於自己身上表示防禦位。必須迅速反應:若圓圈在上,按上+攻擊鍵;若在下,按下進行防禦。這種「打高、踢低、擋中」的操作方式完美模擬真實武術中的拆招與反擊,要求玩家具備極高視覺專注力。
遊戲的橫向捲軸關卡與格鬥對決無縫切換。一般關卡是動作冒險,玩家跳躍平台、擊退小敵、收集能力道具;進入 Boss 戰時,操作邏輯立即切換為策略性極強的「心眼對決」。此外,隨著關卡進展,龍飛可以習得強力招式,包括能量波遠程攻擊與連環踢,這種「氣」的管理增加了戰鬥策略深度。
在市場上獲得高度評價,被認為系統創新、對決張力十足。評論家讚賞「心眼」系統成功將單調對打轉化為心理與反射能力的博弈,這在紅白機早期極為罕見。雖然對新手玩家而言,後期 Boss 戰速度與反應要求極高,但拆解敵人招式的成就感使其擁有高度忠誠度。市場普遍認為本作是紅白機上最出色的格鬥類型先驅,其後續在超任(SFC)與 N64 平台的成功,都源於這部作品奠定的紮實基礎。
“Flying Dragon: The Secret Scroll” (Flying Dragon: The Secret Scroll / 飛龍の拳 奥義の書), developed by Culture Brain (originally known as Nihon Game), was released on February 14, 1987, for the Nintendo Famicom (Famicom/NES). It is the origin of the company’s long-running series that spans both action and fighting game genres. The game not only combines traditional side-scrolling platforming with combat but also introduced the revolutionary “Shin-Gan” (Mind’s Eye) battle system, elevating the emerging fighting game concept of the time to a new dimension. For countless players in the 1980s, it became synonymous with martial arts action games.
Technically, Flying Dragon demonstrated Culture Brain’s ambition to integrate diverse gameplay mechanics in 1987. The game features two main modes: side-scrolling adventure stages and one-on-one fighting encounters. Visually, the protagonist Ryuhi is depicted in a cute, super-deformed style, yet his movements are fluid and powerful. Boss battles feature close-up portraits and full-body combat screens, with vivid colors and distinct character personalities. The music complements the martial arts theme, evoking the thrilling rhythm of classic Shaw Brothers kung fu films, while the crisp sound effects of strikes enhance the dynamic combat atmosphere.
The story is set in the mysterious world of Eastern martial arts. Ryuhi has trained since childhood at the secluded Shaolin Temple in the Chinese mountains. One day, the evil organization Dark Dragon attacks the temple, stealing the precious Secret Scroll and killing his master. To avenge his teacher and recover the lost techniques, Ryuhi embarks on a journey across the globe, participating in a world martial arts tournament to defeat fighters from all over and the Dark Dragon organization’s lieutenants. The narrative revolves around trials, growth, and confrontations, culminating in the goal of reclaiming all the secret scrolls and crushing Dark Dragon’s ambitions once and for all.
Gameplay is centered on the unique “Shin-Gan” system, the game’s hallmark. During battles with powerful enemies, a circular target appears either on the opponent (indicating a weak point) or on Ryuhi himself (indicating a defensive point). Players must react quickly: press up + attack if the circle is on top, or down to defend if it appears below. This “high strike, low kick, mid block” mechanic simulates authentic martial arts counters and requires intense visual focus.
The game seamlessly transitions between side-scrolling stages and fighting duels. Standard stages involve platforming, defeating minor enemies, and collecting power-up items, while entering a boss fight instantly switches the mechanics to the strategic Shin-Gan duel. As Ryuhi progresses, he learns powerful techniques, including energy projectiles and combo kicks, adding a strategic layer to combat beyond reflexes alone.
Flying Dragon received high praise for its creative systems and intense duel tension. Critics lauded the Shin-Gan system for transforming what could have been monotonous fights into a battle of reflexes and psychology, an unusual depth for early Famicom titles. While the rapid pace and reaction demands of later bosses can be daunting for beginners, the satisfaction of reading and countering enemy moves earned the game a devoted following. It is widely regarded as one of the best pioneering fighting titles on the Famicom, laying the foundation for the series’ later successes on the Super Famicom (SFC) and Nintendo 64.
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飛龍之拳:奧義之書 (無書盒)
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