時空勇傳
Namco(南夢宮)於1987年11月27日在任天堂 Famicom(紅白機)上推出《時空勇傳》(Jikuu Yuuden – Debias),這是一款將動作、角色扮演與即時解謎融合的異色遊戲。這款作品最引人注目的並非單純的遊戲內容,而是隨盒附贈的實體道具「亞倫護身符(アーロンのお守り)」。在當時,這種將虛擬世界與現實互動結合的設計,可說是相當前衛。
在技術上呈現為橫向捲軸的動作角色扮演遊戲,但其核心創新在於遊戲之外的互動體驗。許多迷宮藏有隱形門,必須使用盒內附贈的透明紅色護身符,將其覆蓋在電視螢幕特定位置,或透過護身符上的密碼盤解讀遊戲提示,形成一種前所未有的「虛實結合」解謎系統。畫面延續80年代南夢宮的風格,色彩鮮明,但角色動作略顯僵硬,音樂則帶有宗教與科幻融合的神秘感,營造出獨特的遊戲氛圍。
故事劇情發生在古老的亞特蘭提斯大陸。勇者德比亞斯(Debias)在與魔王的戰鬥中失蹤,世界陷入混亂。玩家扮演受到神明指引的年輕戰士,為了找回失蹤的德比亞斯並封印魔王,必須穿越三個不同的時空次元,收集情報、購買裝備,並挑戰迷宮中的守護者。最終目標是集齊所有神聖水晶,揭開時空之門背後的真相,完成拯救世界的任務。
在操作設計上,以其極具挑戰性與反直覺的按鍵設定聞名。預設操作為A鍵攻擊、B鍵跳躍,與當時大部分遊戲的習慣相反,這讓玩家在緊急情況下容易按錯鍵,增加遊戲難度。主角的移動帶有明顯慣性,跳躍高度與距離必須精確計算,需要掌握節奏感以應對快速重生的敵人。此外,可以在城鎮購買各種副武器,如流星錘與手裏劍,切換武器需進入選單,這也增加迷宮探索與戰鬥的挑戰性。
在市場上獲得「設計大膽、系統創新但難度極高」的評價。評論家讚賞 Namco 利用實體道具提升代入感的創意,但遊戲平衡性偏低,使許多玩家望而卻步。對後來的收藏者而言,如果二手卡帶缺少亞倫護身符,遊戲的難度幾乎無法通關,導致完品與單卡在二手市場上價值差異極大。《時空勇傳》因此成為紅白機歷史上著名的「怪作」,雖然操作手感備受爭議,但它大膽嘗試讓玩家在現實中操作道具以輔助遊戲,為後來的多媒體互動遊戲開創了先河。
Namco released Jikuu Yuuden – Debias on November 27, 1987, for the Nintendo Famicom, marking a unique experiment that combined action, role-playing, and real-time puzzle-solving. What made this game most remarkable was not just its gameplay, but the inclusion of a physical accessory called the Aaron Amulet (アーロンのお守り). At the time, this innovative attempt to blend the virtual and real worlds was highly avant-garde.
Technically, Jikuu Yuuden presented itself as a side-scrolling action RPG, but its true innovation lay in the “third-layer” interaction beyond the software itself. Many dungeons contained invisible doors, which players could only reveal by using the included transparent red amulet, overlaying it on specific parts of the TV screen or decoding clues via its cipher. This created a unique “real-world puzzle-solving” mechanic. Visually, the game reflected Namco’s 1980s style, featuring bright colors but slightly stiff character animations, while the music combined religious and sci-fi motifs, producing a mysterious and distinctive atmosphere.
The story is set in the ancient continent of Atlantis. The hero, Debias, disappears during a battle with the demon king, plunging the world into chaos. Players assume the role of a young warrior guided by the gods, tasked with finding Debias and sealing the demon king. The journey spans three different time-space dimensions, requiring the collection of information, purchase of equipment, and navigation of dangerous dungeons. The ultimate goal is to gather all the sacred crystals and uncover the truth behind the time-space gate, completing the mission to save the world.
Gameplay is known for its punishing difficulty and counterintuitive controls. Unlike most contemporary games where “A = jump” and “B = attack,” this game reversed the standard, setting “A = attack” and “B = jump.” This unconventional setup often caused players to misstep during critical moments. Movement is heavily weighted with inertia, and jump distances require precise timing. Players must maintain a strong sense of rhythm to contend with fast-respawning enemies. Additionally, towns feature shops where players can purchase secondary weapons, such as morning stars and shurikens. Switching weapons requires menu navigation, further increasing the challenge in dungeon exploration and combat.
On release, Jikuu Yuuden received acclaim for its bold design and innovative systems, though its extreme difficulty deterred casual players. Critics praised Namco for enhancing immersion with the physical amulet, yet its gameplay balance was criticized. For collectors, missing the Aaron Amulet in a second-hand cartridge made completing the game nearly impossible, creating a huge value gap between complete and incomplete sets. Jikuu Yuuden thus became one of the most infamous “quirky classics” in Famicom history. Despite debates over its controls, it pioneered the concept of integrating real-world objects into gameplay, laying the groundwork for future multimedia interactive experiences.
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時空勇傳
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忍者茶茶丸鬼斬忍法帖
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