公主之冕
《公主之冕》於1997年在SEGA Saturn推出,是以精緻2D手繪動畫、獨特角色關節分離技術與橫向即時戰鬥聞名的動作角色扮演遊戲。其後又在2005年移植到PSP。雖然在當年並未獲得亮眼的銷量,但在Saturn玩家圈與後來的遊戲研究者之間,它逐漸被視為遠超同時代、甚至預示未來2D動作RPG方向的經典之作。許多玩家更將它視為香草社(Vanillaware)美術與系統風格的源頭,並揭示《奧丁領域》與《魔龍寶冠》等作品的誕生脈絡。
本作最令人印象深刻之處,是它以大量「關節分離」技術繪製的角色動畫。每名角色的四肢、頭部、腰身甚至髮絲都能以紙偶般的方式獨立擺動,因此無論是移動、攻擊、轉身還是受傷,都呈現出當年2D遊戲少見的流暢度與細膩度。這種近似動畫與紙芝居混合的演出方式,在1997 可說是突破性的設計,也在日後成為香草社風格的標誌性特徵。
在敘事手法上,採用「故事書」形式呈現主線劇情。從一名少女在房間翻閱故事書開始,透過她手中的那本書進入童話般的世界;少女、祖母與家中貓咪之間的小小互動,構成一種少見的框架式敘事,讓整體風格帶有介於童話與史詩之間的獨特氣質。
故事舞台位於幻想王國瓦倫迪亞(Valendia)。主角是年僅十三歲、繼承光之王冠與王家之劍的格拉德麗艾爾(Gradriel de Valendia)。儘管貴為新任女王,她卻渴望走出王宮、親自了解人民的苦難,就像她已逝的母親、偉大的女王艾爾法蘭一樣。與妖精亞莉雅相遇之後,格拉德麗艾爾終於踏上旅途,而在她面前展開的,不只是妖魔復甦或居民受詛咒的零散事件,而是牽動王國命運、指向黑暗神拉爾瓦復活的巨大陰影。
格拉德麗艾爾的冒險途徑王國內各地,也讓她與三名日後會成為主角的夥伴產生交集。背負父親背叛汙名、被稱為「龍之撕裂者」的少年愛德華;為戀人復仇、外表粗獷但內心正直的海盜波特葛斯;以及惡作劇成性、由大魔女祖母撫養的小魔女普羅瑟皮娜。三人各自有著與龍、家族、宿命或童話式事件相關的枝節,並在格拉德麗艾爾劇情結束後,成為玩家可獨立體驗的角色。最終,四名主角的故事會通向圍繞巨龍海因德爾的隱藏真相,構成本作真正的完整結局。
除了主角群外,還構築一個角色關係緊密、設定豐富的奇幻世界。艾爾法蘭的傳奇事蹟、騎士與宮廷魔法師的支撐、無法繼承王位的雙胞胎公主的哀傷、被黑暗力量操縱的王族與魔法師、甚至主角因極端情緒而產生的黑化形象,都讓這個故事顯得比一般童話更為成熟、深沉,卻又保有迷人的幻想色彩。
本作的戰鬥系統採用橫向即時格鬥方式,敵人會直接出現在場景中,不切換畫面,戰鬥節奏更貼近動作遊戲。C鍵用於攻擊與互動;長按C可施展強力技,但會消耗行動力(Power)。格擋須依方向鍵朝向攻擊來源;雙擊方向鍵可疾跑。倒地時按上+C可施展起身攻擊,下+C則能使出下段技。整體節奏強調攻擊與撤退的交替,以及對Power計量的精準掌控,一旦Power歸零角色便會陷入硬直,使戰鬥呈現既講究技巧,又考驗資源管理的層次。
遊戲擁有完整的RPG成長與裝備系統,包括武器、盾牌、手套、靴子、魔法卷軸與魔法石等。料理與道具系統更是本作亮點之一,能從地上取得種子並種植果實、利用平底鍋或湯鍋製作料理、透過食物獲得短暫能力提升,而湯類料理與特殊食材如魔法蘑菇、鮮榨牛奶在戰鬥中更是極其實用,讓遊戲多一分生活感與策略性。格拉德麗艾爾會走訪所有主要地區,而其他角色則各自探索專屬舞台。迷宮雖然路線不過分複雜,但敵人密度大、陷阱多,又常需特定道具才能脫困,使玩家在操作與資源管理上都必須謹慎。
在市場評價方面,於Saturn市場末期推出,加上當時遊戲業界強調3D化,使得這款堅持高品質2D手繪動畫的作品當年難以取得商業成功。然而它的美術、動作與敘事品質隨時間逐漸受到肯定,甚至被後來的玩家與評論家視為SS時代最後的璀璨之作之一。更重要的是,它成為神谷盛治與香草社的起點,直接孕育《奧丁領域》與《魔龍寶冠》等2D動作RPG的現代傑作,因此在遊戲史上具有不可忽視的意義。可以被視作2D動作RPG的時代先鋒與香草社風格的原點,它證明2D手繪動畫的價值不會因時間而褪色。
即使距離發售已過二十多年,《公主之冕》的畫面、角色動作與敘事節奏仍然讓人驚艷。它或許不是當時最賣座的作品,但絕對是值得被重新理解、也值得後世玩家反覆品味的跨世代經典。如果喜歡童話風奇幻、角色驅動劇情、手繪美術、橫向動作RPG,或是本來就是香草社的愛好者,那麼這部作品無疑是被時代埋沒、卻永恆閃耀的寶石。
Princess Crown, released in 1997 for the SEGA Saturn, is an action RPG renowned for its exquisite 2D hand-drawn animation, distinctive “joint-separated” character construction, and real-time side-scrolling combat. The game was later ported to the PSP in 2005. Although it did not achieve major commercial success at launch, it gradually gained recognition among Saturn players and later game historians as a title far ahead of its time—one that even foretold the future direction of 2D action RPGs. Many fans regard it as the stylistic origin of Vanillaware, revealing the artistic and mechanical lineage that would eventually lead to Odin Sphere, Dragon’s Crown, and other celebrated works.
One of the game’s most striking achievements is its animation, created through extensive use of “joint separation” techniques. Each character’s limbs, head, torso, and even strands of hair move independently like pieces of an articulated paper doll. As a result, motion—whether walking, attacking, turning, or taking damage—appears unusually fluid and expressive for a 2D game of its era. This hybrid style, blending the feel of traditional animation with paper-theater aesthetics, was groundbreaking in 1997 and later became a signature element of Vanillaware’s art.
Narratively, Princess Crown employs a storybook format. The game begins with a young girl reading a picture book in her room, and it is through her eyes that the player enters the fairy-tale world. Small interactions between the girl, her grandmother, and the family cat create a rare “framing narrative” structure that lends the game a mood hovering between children’s fantasy and epic myth.
The story takes place in the fantasy kingdom of Valendia. The protagonist is Gradriel de Valendia, a thirteen-year-old princess who has inherited the Crown of Light and the royal sword. Despite ascending the throne as the new queen, she yearns to leave the palace and personally witness her people’s hardships, just as her late mother— the legendary Queen Elfaran—once did. After encountering the fairy Aria, Gradriel finally sets off on her journey. What awaits her is not merely scattered incidents of monsters returning or citizens falling under curses, but a chain of events tied to the kingdom’s fate and the impending revival of the dark god Lalva.
Gradriel’s travels lead her across Valendia and into contact with three companions who later become playable protagonists. Edward, branded the “Dragon Slayer,” bears the stigma of his father’s betrayal. Portgus, a one-eyed, one-legged pirate, seeks vengeance for his lost lover, gruff in appearance but upright in spirit. And Proserpina, a mischievous young witch raised by her grandmother, longs to prove her magical skill. Each character’s side story intertwines with dragons, family legacies, destinies, or fairy-tale-like mishaps—and after finishing Gradriel’s arc, players can experience each of their stories in full. Ultimately, all four routes converge on hidden truths surrounding the ancient dragon Heindel, forming the game’s complete, genuine ending.
Beyond the main cast, Princess Crown builds a richly interwoven fantasy world. The legend of Queen Elfaran, the royal knights and court sorcerers, the sorrow of the twin princesses barred from succession, the corrupted nobles and magicians influenced by dark forces, and even Gradriel’s own “dark form” born from overwhelming emotion—all of these elements shape a story that feels more mature and layered than a typical fairy tale, yet still carries an enchanting sense of wonder.
The game’s combat system features real-time side-scrolling action, with enemies appearing directly within the field rather than in separate battle screens. The C button is used for attacks and interactions; holding it unleashes a stronger strike at the cost of Power. Blocking requires facing the incoming attack direction, while double-tapping a direction triggers a dash. Pressing up + C while downed performs a rising attack, and down + C executes a low strike. Combat revolves around alternating between offense and retreat while managing the Power gauge—once Power hits zero, the character becomes momentarily stunned, adding a layer of tactical resource management to the timing-based action.
The RPG elements include growth through experience points, as well as equipment such as weapons, shields, gloves, boots, magic scrolls, and magic stones. The game’s cooking and item systems are also standout features. Players can gather seeds to grow healing fruit, use frying pans or pots to cook advanced dishes, obtain temporary buffs from meals, or make use of special ingredients like magic mushrooms or fresh milk. These systems give the game a unique sense of life and strategy.
Gradriel explores all major regions of the world, while the other protagonists have their own exclusive routes. Although the maps are not excessively complex, they are dense with enemies, traps, and areas requiring specific items to escape, demanding caution in both execution and resource use.
In terms of market performance, Princess Crown launched during the Saturn’s decline, and at a time when the gaming industry heavily favored 3D graphics. As a result, its commitment to high-quality 2D animation made it commercially difficult to compete. Yet over time, its artistry, animation, and storytelling have been increasingly praised, earning it a reputation as one of the Saturn’s final masterpieces.
More importantly, it became the foundation of George Kamitani’s later work and the seed from which Vanillaware grew, directly inspiring modern classics such as Odin Sphere and Dragon’s Crown. In this sense, Princess Crown is historically significant—a pioneering 2D action RPG and the true origin of the Vanillaware aesthetic. It stands as proof that hand-drawn 2D artistry never loses its brilliance.
Even more than twenty years after its release, Princess Crown continues to astonish with its visual beauty, animation quality, and narrative rhythm. It may not have been a commercial hit in its time, but it remains a game worthy of rediscovery—an enduring classic that rewards repeated play. If you enjoy fairy-tale fantasy, character-driven stories, hand-drawn art, side-scrolling action RPGs, or are already a Vanillaware fan, then this is a gem once buried by its era, yet forever shining.
運費計算方式:
貨款滿1000元運費外加90元
貨款1000以下:買1件運費外加 60元,買2件運費外加 70元,
買3件運費外加 80元 ,買4件運費外加 90元
貨到付款外加30元手續費
外島及大陸地區運費另計
付款方式:
線上刷卡:本站採用Paypal線上刷卡
虛擬帳號匯款:屬於您專屬的虛擬帳戶,方便站長查帳使用,本站強力推薦
實體ATM匯款:請將匯款帳號記錄下來至各大銀行ATM提款機轉帳
超商條碼繳費:請列印本站提供的條碼至四大超商繳費
線上轉帳:透過玉山銀行線上ATM轉帳(此系統只支援IE瀏覽器)
貨到付款:本站採用黑貓宅急便貨到付款
其他注意事項:
如需購買線上點數卡請直接跟站長連絡,本站不提供點數卡的線上付款