屠龍劍/倚天屠龍記2

人氣指數:
二手品
日文名稱:ドラゴンバスターII 闇の封印
英文名稱:Dragon Buster 2 - Yami no Fuuin
類別:懷舊遊戲
定價:5,460円
售價:385.00
人數:1 人
分級1/發行日期: 全年齡 1989-04-27
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遊戲內容

《倚天屠龍記 2:暗黑封印》(Dragon Buster II: Yami no Fuuin / ドラゴンバスターII 闇の封印)由南夢宮(Namco)於1989年在任天堂Famicom(紅白機)推出,是經典動作遊戲《倚天屠龍記》的正統續作。雖然冠以「2」之名,本作在遊戲邏輯與操作視角上進行徹底革新。前作著名的橫向捲軸二段跳動作,被改為俯瞰視角(Top-down)冒險,結合精準射擊與迷宮探索,為紅白機帶來一種全新的遊玩體驗。

在技術表現上,展現Namco打破續作框架的野心。遊戲畫面完全放棄側面視角,採用類似《薩爾達傳說》或《坦克大戰》的俯瞰視角,可以自由上下左右移動。迷宮與原野的點陣圖更加細緻,特別是在迷宮黑暗區域的視野處理上,營造出神秘且緊張的探索氛圍。另一大改變是武器系統,主角改以弓箭作為核心武器,而非近戰劍術。背景音樂保持Namco一貫水準,旋律沉穩且充滿危機感,強調探索過程中的心理張力,而非前作熱血節奏的動作感。

故事劇情作為前作的前傳,背景設定在許多年前。古老時代,黑暗勢力試圖解開被封印的魔龍,讓世界陷入永夜。玩家扮演勇者克洛維斯的祖先卡爾(Carl),肩負守護王國與加固封印的使命。為阻止魔龍覺醒,卡爾必須帶上傳說弓箭,深入多個魔物佔據的迷宮,尋回被奪走的聖物,最終再次封印魔龍。這段冒險解釋「屠龍者」血脈的起源,也為克洛維斯後來的傳奇奠定神話基礎。

操作機制上,將重點放在精準射擊與環境應對,提供與前作截然不同的操作感:

  • 四向弓箭射擊系統:需利用弓箭遠程擊退敵人,由於箭矢直線飛行,必須靈活走位,在躲避敵人彈幕的同時尋找射擊窗口。遊戲內存在多種功能箭矢(如連射或強力箭),增加戰鬥策略與操作深度。
  • 視野限制與迷宮探索:許多迷宮處於「戰爭迷霧」狀態,只能看到角色周圍的一小片區域,因此操作上需更加謹慎,避免盲目衝刺。需尋找燈火或特殊道具以擴大視野,形成「慢節奏、高壓力」的探索邏輯,與前作快節奏動作形成鮮明對比。
  • 大地圖路徑選擇的延續:雖然關卡內視角改變,但保留前作廣受好評的大地圖路徑選擇系統依然可規劃前進路線,決定避開強敵或進入特定區域尋找補給。策略決策與關卡內即時反應的結合,構成完整遊戲體驗鏈。

市場評價方面,被認為是風格突變、極具挑戰性且兩極分化的作品。評論家讚賞Namco勇於突破傳統,嘗試全新玩法,認為俯瞰視角與弓箭系統結合新穎,迷宮氛圍營造成功。然而,許多習慣前作二段跳近戰流暢操作的玩家,對本作節奏較慢、難度增加感到挑戰,需要時間適應視角轉變。總體而言,本作是一部實驗性精品,雖不及初代名氣響亮,但其對遠程動作冒險的探索,展現Namco在8位元末期精益求精的創作精神。

Dragon Buster II: Yami no Fuuin (Dragon Buster II: Dark Seal / ドラゴンバスターII 闇の封印) was released by Namco in 1989 for the Nintendo Famicom (NES). It is the official sequel to the classic action game Dragon Buster. Despite carrying the “II” in its title, this installment represents a radical transformation in both gameplay and perspective. The side-scrolling, double-jump mechanics of the original were replaced with a top-down, exploration-focused adventure that integrates precision ranged combat, offering a fresh experience that combines dungeon exploration with long-range attacks on 8-bit hardware.

 

From a technical standpoint, Dragon Buster II demonstrates Namco’s ambition to break the boundaries of a traditional sequel. The game abandons the side-scrolling perspective entirely, adopting a top-down view reminiscent of The Legend of Zelda or Battle City, allowing free movement in four directions. The visual design of dungeons and overworlds is more detailed, and the limited visibility in dark areas of the maze creates a sense of mystery and tension. Another major innovation is the weapon system: the protagonist now uses a bow and arrows as the primary weapon instead of melee sword combat. The soundtrack retains Namco’s signature quality, with melodies that convey a steady, suspenseful rhythm, emphasizing psychological tension during exploration rather than the high-octane pace of the first game.

The story acts as a prequel to the original Dragon Buster, set many years before the events of the first game. In this ancient era, dark forces seek to unseal a demon dragon and plunge the world into eternal darkness. Players assume the role of Carl, the ancestor of the hero Clovis, who bears the mission of defending the kingdom and reinforcing the seal. To prevent the dragon from awakening, Carl must wield a legendary bow, navigate multiple monster-infested dungeons, retrieve stolen relics, and ultimately reseal the dragon. This adventure explains the origins of the “Dragon Slayer” bloodline and lays the mythological foundation for Clovis’ later legend.

Gameplay focuses on precision shooting and strategic navigation of the environment, providing a gameplay experience completely different from the first game:

  • Four-direction bow shooting: Players engage enemies with ranged attacks. Since arrows travel in straight lines, players must move carefully to avoid enemy projectiles while finding openings to attack. Various arrow types, such as rapid-fire or high-powered arrows, add depth and variety to combat.
  • Limited vision and maze exploration: Many dungeons are shrouded in “fog of war,” meaning the player can only see a small area around the character. This demands cautious movement and careful planning. Light sources or special items are required to expand the visible area, creating a “slow-paced, high-tension” exploration experience that distinguishes it from the fast-paced action of the original.
  • World map path selection: While the in-level perspective changed, the game retains the highly praised world map path selection from the first title. Players can strategize whether to avoid strong enemies or navigate to specific areas to gather supplies. The combination of strategic decisions on the map and real-time reactions in dungeons forms the core gameplay loop.

In terms of reception, Dragon Buster II received mixed but noteworthy praise for its bold innovation and experimental approach. Critics applauded Namco for breaking convention and introducing fresh mechanics, praising the combination of top-down perspective and bow-and-arrow combat, as well as the atmospheric dungeon design. However, many fans of the original game, who preferred the fast-paced side-scrolling double-jump combat, found the sequel slower and more challenging, requiring time to adapt to the perspective shift. Overall, the game is recognized as a high-quality, experimental title; while it may not have the fame of the original, it demonstrates Namco’s meticulous craftsmanship and willingness to explore new ideas in the late 8-bit era.

遊戲影片

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