熱血硬派

人氣指數:
二手品
日文名稱:熱血硬派くにおくん
英文名稱:Renegade
類別:懷舊遊戲
定價:5,565円
售價:2,899.00
人數:1 人
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遊戲內容

《熱血硬派くにおくん》(Nekketsu Kōha Kunio-kun / 熱血硬派國夫君)由 Technōs Japan 開發,並於 1987 年 4 月 17 日在任天堂 Famicom(紅白機)上推出,是橫向捲軸動作遊戲史上的開山之作之一。它不僅是「熱血系列」的起點,也奠定「帶狀捲軸格鬥(Beat ’em up)」的基本玩法。與當時盛行的橫向平台跳躍遊戲不同,首次引入具有「縱深」的地圖概念,可以在場景中自由上下移動。

當年以其粗獷的畫風與現實感十足的都市背景震撼玩家。角色比例較大,背景設定涵蓋車站、新宿歌舞伎町、海邊以及黑道辦公室等地,這種寫實風格在當時以奇幻與科幻為主的遊戲市場中格外突出。音樂充滿暴走族般的狂放氣息,戰鬥時的打擊聲尤其有質感。主角國夫(Kunio)展現校園暴力與江湖義氣的氛圍,深受當時日本青少年的喜愛。

故事雖簡單卻充滿張力。國夫是熱血高中社團的領袖,一天他的好友浩二(Hiroshi)被當地暴走族無故綁架並毒打。憤怒的國夫決定單槍匹馬闖入敵方地盤。他必須先在車站教訓暴走族,接著前往新宿擊敗不良少女幫,再到海邊對抗拿著木棒的幫派分子,最終潛入黑道「三和會」本部,擊敗持槍的組長薩布(Sabu),成功救回浩二。

操作機制上,極具硬派與細膩感。攻擊具有方向性:面對敵人時按攻擊鍵為出拳,背對敵人則為後踢。招牌動作包括抓襟並連續膝撞,或將敵人直接背摔。玩家還可以對倒地敵人持續重拳攻擊,呈現真實的街頭鬥毆感。在第一關月台上,甚至可以將敵人踢下鐵軌秒殺,但必須小心自身安全。

以其扎實手感和高難度獲得玩家與評論家的好評。敵人 AI 侵略性強,最終 Boss 薩布的子彈為一發必殺,沒有精湛技巧難以過關。遊戲的美版改名為《Renegade》,將主角與場景改為美國街頭風格,也獲得熱烈反響。雖然尚未具備 RPG 成長元素,但確立國夫「懲奸除惡」的角色設定,為後續《熱血足球》、《熱血行進曲》等系列奠定人氣基礎。

這款遊戲最經典的記憶,莫過於「在月台上一個人面對一群小混混,好不容易打贏,卻被下一關的女幫派老大美鈴一巴掌抽飛」的慘痛經歷。玩家也難忘為了躲避薩布那致命子彈,在黑道辦公室裡反覆練習走位的日子。

Nekketsu Kōha Kunio-kun (Japanese title: 熱血硬派くにおくん), developed by Technōs Japan and released for the Nintendo Famicom on April 17, 1987, is one of the pioneering titles in the history of side-scrolling action games. It not only marked the beginning of the Nekketsu series but also defined the foundational gameplay of the “belt-scrolling beat ’em up.” Unlike the platformers popular at the time, it introduced maps with vertical depth, allowing players to move freely up and down within the environment.

At the time of its release, the game stood out for its gritty visuals and realistic urban setting. The characters are relatively large on screen, and backgrounds depict locations like train stations, Shinjuku’s Kabukicho district, the seaside, and gangster offices. This focus on realism set it apart in an era dominated by fantasy and sci-fi games. The music carries a rebellious, biker-gang energy, and the impact sounds during combat feel particularly satisfying. The protagonist, Kunio, embodies youthful courage and loyalty, reflecting the schoolyard gangs and honor-driven subculture that resonated with Japanese teenagers.

 

The story is straightforward but tense. Kunio is the leader of a high school gang known for its hot-blooded justice. One day, his friend Hiroshi is kidnapped and beaten by a local gang. Furious, Kunio sets out alone to infiltrate enemy territory. He first confronts the gang members at the train station, then takes on a delinquent female gang in Shinjuku, fights stick-wielding thugs at the seaside, and finally storms the headquarters of the Sango-kai yakuza to defeat their gun-wielding boss, Sabu, and rescue Hiroshi.

Gameplay mechanics are hard-hitting and detailed, differing from later Nekketsu titles. Attacks are directional: pressing the attack button while facing an enemy executes a punch, while pressing it with your back turned performs a kick. Signature moves include grabs and repeated knee strikes to the opponent’s stomach, or a full-body throw. Kunio can also follow up on downed enemies with continuous punches, adding to the street-fight realism. Environmental attacks are possible, such as kicking enemies onto the train tracks in the first stage for an instant knockout, though players must be careful not to fall themselves.

Nekketsu Kōha Kunio-kun earned high praise for its tactile controls and challenging gameplay. Critics noted its steep learning curve, aggressive enemy AI, and the deadly one-shot bullets from the final boss, Sabu. The game was later released overseas as Renegade, with the protagonist and settings adapted to resemble an American urban street-gang theme inspired by The Warriors, and it also enjoyed great popularity. While lacking later RPG-style progression, it established Kunio’s role as a justice-seeking hero and laid the groundwork for subsequent titles like Nekketsu Soccer and River City Ransom.

The most iconic memory of the game remains: “Facing a gang of thugs alone on the train platform, finally defeating them, only to get slapped away by the next stage’s boss, Misuzu.” Players also remember countless hours spent rehearsing movement patterns in the yakuza headquarters to avoid Sabu’s lethal shots.

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