奇天烈大百科
由 EPI 開發、Epoch 於 1990 年 2 月 23 日在任天堂 Famicom(紅白機)上推出的《奇天烈大百科》(Kiteretsu Daihyakka / キテレツ大百科),是改編自藤子·F·不二雄同名國民級動畫的橫向動作遊戲。由於藤子老師的作品通常與《多啦A夢》相連,這款遊戲在推出時備受期待,但其極度詭異的物理判定與高難度,讓玩家們對它留下深刻的「怪作印象」。
在技術表現上,忠實還原了動畫的可愛畫風。主角英一與機器人可羅的點陣圖製作精緻,比例貼近動畫原作。然而,遊戲最具特色(也最讓人抓狂)的,是其反直覺的物理法則:角色在地面行走時像在冰上滑行,停下來時會有明顯滑動,跳躍軌跡難以掌握,使精準跳躍成為極大的挑戰。音樂方面採用動畫經典 BGM 改編,旋律輕快,與遊戲難度形成鮮明對比。
劇情方面,描述英一無意中發現祖先留下的《奇天烈大百科》,利用其中的設計圖製造出各種神奇發明。英一與可羅必須穿越不同時空,尋找失蹤的朋友們,包括美美、冬冬與大猩猩,從江戶時代到未來世界,再到神秘異空間,最終集結所有夥伴以解決引發時空混亂的危機。
操作上,以「發明品」作為核心玩法,而非單純踩頭或射擊。需要收集設計圖,製造潛水艇、飛行翼或縮小燈等道具,並利用可羅的協助觸發各種機關。遊戲中還有反轉世界的關卡,使整個畫面上下顛倒,加劇原本滑溜的操作難度。Boss 戰則通常需要利用關卡內的特定發明品找出弱點,而非單純硬碰硬。
在市場評價上,被認為「畫風療癒、系統有趣,但操作令人想摔手把」。遊戲受眾原本應該是小學生,但其滑溜的物理判定與嚴苛操作,難度直逼《魔界村》,許多玩家當年連第一關都無法順利通過。然而,遊戲將動畫中的各種奇特發明轉化為遊戲機制的創意設計,仍受到原作粉絲肯定。
歷史地位上,是紅白機上少數以「發明」為核心的動作遊戲之一,雖然常被列入「奇怪的遊戲」名單,但其獨特系統讓它在藤子不二雄授權遊戲史中佔有一席之地。這款遊戲最經典的記憶,莫過於「原本想帥氣地跳上平台,卻因滑溜的慣性直接掉進坑裡」的瞬間。玩家還記得為了拿下一張設計圖,在那個上下顛倒的世界裡困了多久嗎?
This game, Kiteretsu Daihyakka (キテレツ大百科), developed by EPI and released by Epoch on February 23, 1990, for the Nintendo Famicom, is an action game adapted from Fujiko F. Fujio’s beloved anime of the same name. Since Fujiko’s works are often associated with Doraemon, this title carried high expectations upon release. However, its highly unusual physics and punishing difficulty left players with a lasting impression as a quirky yet memorable “oddity” of the Famicom era.
In terms of technical presentation, Kiteretsu Daihyakka faithfully recreated the anime’s cute visual style. The sprites for the protagonist, Eiichi, and his robot companion, Korosuke, are carefully designed to match the original proportions. Yet the game’s most infamous feature—its counterintuitive physics—defined the challenge. Characters slide across surfaces as if on ice, momentum is exaggerated when stopping, and jumps follow unpredictable trajectories, making precise platforming extremely difficult. The music, adapted from the anime’s classic BGM, is cheerful and lighthearted, providing a stark contrast to the game’s punishing gameplay.
The story follows Eiichi, who discovers his ancestor’s Kiteretsu Encyclopedia and uses the blueprints within to create a variety of inventions. Together with Korosuke, he must travel through time and space to rescue missing friends—including Mimimi, Fuyu, and a gorilla—venturing from Edo-period Japan to futuristic worlds and mysterious alternate dimensions. Their ultimate goal is to reunite all companions and resolve the crisis that threatens to unravel the timeline.
Gameplay revolves around inventive tools rather than simple jumping or combat. Players collect blueprints to craft gadgets such as submarines, flying wings, and shrinking lamps, and must use Korosuke to trigger mechanisms throughout the levels. Some stages invert the entire screen, further complicating the already slippery physics. Boss encounters are typically solved not through brute force but by creatively applying the inventions obtained in each level.
Critically, Kiteretsu Daihyakka was praised for its charming visuals and imaginative systems but also notorious for its frustrating controls, earning a reputation of “so cute yet so rage-inducing.” While the game was intended for children, its slippery physics and strict timing made it as challenging as Ghosts ‘n Goblins, often preventing players from clearing even the first stage. Nevertheless, its inventive mechanics successfully translated the anime’s quirky inventions into gameplay, earning approval from fans of the original series.
Historically, this title stands as one of the few Famicom action games built around the concept of inventions. Although often listed among the “strange games” of the era, its unique mechanics cemented its place in the history of Fujiko F. Fujio licensed games. Perhaps the most unforgettable moment for players is attempting a stylish jump onto a platform, only to slide straight into a pit due to the game’s slippery physics—a memory that still resonates with those who struggled to retrieve a single blueprint in the upside-down stages.
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