水戶黃門2:世界漫遊記

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日文名稱:水戸黄門 II 世界漫遊記
英文名稱:Mito Koumon II
類別:懷舊遊戲
定價:5,775円
分級1/發行日期: 全年齡 1988-08-11
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遊戲內容

Sunsoft 於 1988 年 8 月 11 日在任天堂 Famicom(紅白機)上推出《水戶黃門 II:世界漫遊記》,作為前作《天下之御意見番》的續作。與第一代僅在日本國內巡遊不同,這次的舞台直接拓展到全球。江戶時代的副將軍黃門公帶著家臣阿助、阿格與彌七跨越大洋,展開一場超越時空的「世界級」懲奸除惡之旅。

延續前作的核心系統,同時將「異國風情」發揮到極致。玩家將前往美國的西部荒野、義大利的威尼斯、法國的巴黎、德國,甚至中國等地。雖然主角群仍穿著傳統江戶裝束,但背景充滿各國特色,如凱旋門、貢多拉、西部酒吧,這種強烈的文化衝突反而成為遊戲的一大樂趣。經典主題曲依舊存在,但每個國家關卡還加入充滿異國風情的 BGM 改編,增加趣味性。

故事同樣大膽而荒誕。黃門公一行人為追查邪惡組織的陰謀,走遍世界各地。在每個地方,他們都會幫助當地百姓解決問題,無論是美國西部的土匪,還是威尼斯的水怪傳聞,只要黃門公出現,就有正義存在。最終目標是粉碎跨國犯罪集團,並將「亮印信」的傳統延續到全世界。

保留了第一代的「情報搜查+街道行走」架構,同時加入新的挑戰。在國外,可能會遇到語言不通的情況,需要使用特殊道具或尋找特定 NPC 才能獲取情報。戰鬥中,敵人種類更多元,從持槍的牛仔到歐洲騎士都有,彌七仍提供強力遠程支援,而阿助與阿格則面對更高火力的挑戰。即使是在異國,遊戲的高潮依然是亮出葵紋印信,外國壞人看到印信後竟也如日本的敵人般立刻下跪,這種完全不講邏輯的「正義必勝」成為遊戲精髓之一。

因其荒誕卻極具趣味的設定獲得市場高度評價。評論家稱讚 Sunsoft 大膽地將極度日本化的 IP 帶出國際冒險,雖然情節不合邏輯,但玩起來充滿幽默感。關卡設計多樣,每一關都有新鮮感,西部關卡充滿決鬥氣氛,歐洲關卡則唯美浪漫,極大地提升玩家的代入感。歷史上,它是紅白機早期「惡搞與正經並存」的代表作,證明只要核心玩法(搜查+亮印信)足夠紮實,背景如何改變都不會失去樂趣。

玩家最經典的記憶莫過於在巴黎凱旋門前,看著外國人對日本幕府的印信下跪並大喊「哈伊」,那種超現實感令人印象深刻。同時,為了在美國西部的酒吧中找到隱藏證據而與牛仔互動的過程,也讓人回味無窮。

Sunsoft released Mito Koumon II: Sekai Manyuuki for the Nintendo Famicom on August 11, 1988, as the sequel to Mito Koumon: Tenka no Gokigenban. While the first game took players on a journey across Japan, this follow-up boldly expanded the adventure to a global scale. The Edo-period vice-shogun and his retainers now traverse oceans to embark on a truly “world-class” quest to punish villains and uphold justice.

The game retains the core mechanics of its predecessor while amplifying its sense of exoticism. Players explore stages set across the United States (Wild West), Italy (Venice), France (Paris), Germany, and even China. Although the protagonists remain dressed in traditional Edo attire, the backgrounds feature iconic landmarks such as the Arc de Triomphe, Venetian gondolas, and Western saloons. This striking sense of cultural dissonance became one of the game’s most enjoyable quirks. The classic theme music persists, but each international stage introduces BGM adapted to match the local atmosphere, adding a playful, exotic flavor.

 

The story is as audacious as the setting. Vice-shogun Koumon and his companions—Asuke, Kaku, and Yajiro—travel abroad to investigate a nefarious organization’s schemes. In each region, they assist locals with their problems, whether it’s dealing with bandits in the Wild West or investigating mysterious water creatures in Venice. The ultimate goal is to defeat a transnational criminal organization and uphold the tradition of “revealing the seal,” no matter the continent.

Gameplay preserves the first game’s investigative-action framework while introducing new international challenges. Language barriers require players to use special translation items or seek help from specific NPCs to collect information. Combat encounters feature diverse enemies, from armed cowboys to European knights, while Yajiro continues to provide powerful ranged support. Despite the foreign locales, the climactic moment remains the same: Kaku reveals the family seal, and, in a delightfully absurd twist, foreign villains react just like their Japanese counterparts—kneeling in awe before the authority of the seal.

The game earned praise for its creativity and humor. Critics highlighted Sunsoft’s daring choice to send such a deeply Japanese IP abroad, noting that while the scenario is logically absurd, it is highly entertaining. Each stage offers a fresh experience, from the tense duels in the American West to the scenic elegance of European cities, making the global adventure feel immersive. Historically, Mito Koumon II stands as an early example of Famicom games that mix parody and seriousness while maintaining core gameplay quality.

Players’ most memorable moments often involve watching a group of foreigners kneel before the Japanese shogunate’s seal in front of Paris’s Arc de Triomphe, shouting “Hai!” in obedient homage. Equally unforgettable are the hours spent navigating hidden clues in Wild West saloons to uncover evidence, blending absurdity with a sense of adventure.

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