超人

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日文名稱:スーパーマン
英文名稱:Superman
類別:懷舊遊戲
定價:5,775円
分級1/發行日期: 全年齡 1987-12-26
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遊戲內容

由 KEMCO(Kotobuki System)在紅白機(Famicom / NES)上推出的《超人》(Superman),是一款在眾多改編作品中顯得格外「與眾不同」的遊戲。它並沒有走當時主流的熱血橫向動作路線,而是融入大量冒險探索與解謎要素,呈現出一種更接近早期日式AVG與動作混合的玩法風格。

最早於 1987 年 12 月在日本推出,並於隔年進入北美市場。從設計取向來看,它明顯受到當時一些探索導向作品的影響,例如 The Goonies 與 Spelunker。遊戲並未單純強調超人的壓倒性力量,而是將其各種能力轉化為需要管理與選擇的資源,使整體體驗更偏向策略與探索。

故事發生在超人的主要活動城市——大都會(Metropolis)。邪惡勢力再度蠢動,以 Lex Luthor 為首的犯罪集團聯合外星勢力,在城市各處製造混亂。玩家一開始以克拉克·肯特的身份行動,在城市中調查與移動,當進入電話亭等特定地點後,才能變身為超人展開救援與戰鬥。隨著事件逐步升級,玩家需要清除各區域的威脅,最終對抗來自外星的強敵。

在系統設計上,本作的結構相當前衛。克拉克與超人之間的切換不只是形式上的變化,而是直接影響玩法。克拉克狀態下幾乎沒有戰鬥能力,但能自由移動與探索;變身為超人後雖然擁有飛行與攻擊能力,但所有行動都會消耗「超能力點數」,迫使玩家必須謹慎使用。這種資源管理的概念,在當時的動作遊戲中並不常見。

此外,超人的多種能力也被設計成需要切換與收集的技能系統,例如熱射線、冰凍呼吸與超級感知等。這些能力並非隨時可用,而是必須透過取得道具來啟動,並在特定場景中發揮關鍵作用,例如利用透視能力找出隱藏通道或關鍵物品。整個大都會被劃分為多個區域,玩家可以透過地鐵與建築物之間的連結進行移動,形成一種帶有早期開放感的非線性探索結構。

然而,也正因為這樣的設計取向,使得本作在當時的評價呈現明顯分歧。畫面風格為了配合 8-bit 硬體限制,將超人塑造成偏向二頭身的Q版造型,與美式漫畫中高大威猛的形象落差甚大。操作手感則偏向沉重,加上能力切換流程較為繁瑣,讓不少玩家在初期容易感到不適應。更具挑戰性的是,遊戲中大量存在的克利普頓石會快速削弱超人能力,使整體難度顯得偏高。

儘管如此,在音樂方面的表現卻相當出色。開發團隊成功將 John Williams 為電影《Superman》所創作的經典主題旋律改編為紅白機音源版本,在有限的硬體條件下仍保有高度辨識度,成為玩家記憶中的亮點之一。

整體來看,紅白機版《超人》是一款充滿野心的作品。它嘗試將超級英雄題材與探索、解謎以及資源管理等元素結合,雖然在操作與流暢度上仍有不足之處,但其對「超能力多樣性」的詮釋方式,在當時可說是相當前瞻。也正因如此,它在眾多同類型作品中,依然佔有一席難以取代的位置。

 

Developed by KEMCO (Kotobuki System), the Famicom/NES title Superman stands out as one of the most unconventional adaptations of a superhero license in the 8-bit era. Rather than following the typical fast-paced action formula of the time, it leans heavily into exploration, puzzle-solving, and adventure elements, giving it a structure closer to early hybrid action-adventure games.

Originally released in Japan in December 1987 and later in North America in 1988, the game reflects clear influences from exploration-driven titles such as The Goonies and Spelunker. Instead of portraying Superman as an unstoppable force, the game reinterprets his powers as limited resources that must be carefully managed, adding a layer of strategy uncommon for superhero games of that period.

The story takes place in Metropolis, where chaos spreads across the city under the schemes of Lex Luthor and other hostile forces. Players begin as Clark Kent, navigating the city and gathering information. By entering phone booths or specific locations, Clark can transform into Superman to respond to emergencies and confront enemies. As the situation escalates, the player must clear threats across different areas and ultimately face a powerful alien adversary.

One of the game’s most distinctive features is its dual-identity system. Playing as Clark Kent limits the player’s combat abilities but allows safe exploration, while transforming into Superman grants access to flight and combat at the cost of steadily draining power energy. This mechanic forces players to think carefully about when and how to use their abilities, introducing an early form of resource management into an action framework.

Superman’s iconic powers are also implemented through a selectable ability system. Skills such as heat vision, freeze breath, and enhanced senses must be activated via collected items rather than being permanently available. Certain obstacles and hidden paths require specific abilities, encouraging experimentation and exploration. The city itself is divided into interconnected zones, including subways, streets, and buildings, creating a semi-open structure that was quite rare for its time.

Reception to the game was sharply divided. Visually, Superman is depicted in a super-deformed (SD) style due to hardware limitations, which clashed with expectations of a tall, imposing Western comic hero. The controls feel heavy, and the interface for switching abilities can be unintuitive. Additionally, the frequent presence of Kryptonite significantly weakens the player, contributing to a high difficulty level that many found frustrating.

Despite these criticisms, the game’s music received notable praise. The developers adapted the iconic theme composed by John Williams for the film Superman into the Famicom’s sound hardware with impressive fidelity, preserving much of its recognizable and heroic tone.

In the end, the NES Superman is a game defined by ambition. It attempts to merge superhero action with exploration, puzzle-solving, and resource management in ways that were ahead of its time. While its execution is imperfect, its unique approach to translating Superman’s abilities into gameplay ensures it remains a memorable and distinctive entry in the history of superhero games.

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