叮噹超人 / 小超人帕門

人氣指數:
二手品
日文名稱:パーマン
英文名稱:Perman / Parman
類別:懷舊遊戲
定價:5,775円
售價:4,500.00
人數:1 人
分級1/發行日期: 全年齡 1990-12-14
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遊戲內容

在紅白機(FC/NES)的遊戲庫中,由 Irem 推出的《小超人帕門》(Perman/パーマン)一直是許多玩家童年記憶中既輕鬆又充滿變化的一款作品。改編自 藤子·F·不二雄 的同名漫畫,不僅忠實呈現原作角色與世界觀,更在玩法上做出大膽嘗試,將動作闖關與類似桌遊的策略系統結合,讓它在眾多動漫改編作品中顯得格外獨特。

於 1990 年 12 月 14 日在 Family Computer(Famicom)平台推出,屬於動作與棋盤策略融合類型。故事圍繞主角須羽三夫,也就是帕門 1 號,與夥伴們布比、星野堇以及胖超人,一同對抗邪惡組織「全惡連」。在有限時間內於地圖上行動,收集道具並解救夥伴,最終集結力量挑戰敵方基地。這樣的劇情架構雖然簡單,卻完整呈現原作中強調團隊合作與正義精神的核心。

最引人注目的地方,在於它並非單純的橫向捲軸動作遊戲,而是透過兩種玩法交錯進行。當在大地圖上前進時,會以擲骰子的方式移動,類似桌上遊戲的節奏讓整體流程充滿不確定性。地圖上分布著各種格子,有些能提升能力,有些會觸發事件,而最關鍵的則是能解救夥伴的特殊位置。必須在敵方角色抵達終點前,盡可能強化自身實力,這種帶有策略思考的設計,讓每一局都充滿變數。

當角色停留在特定格子時,遊戲會切換為橫向捲軸的動作關卡。此時帕門的操作手感相當輕快,除了基本的移動與跳躍之外,最具代表性的能力是飛行機制,在跳躍後再次操作進行短暫滑翔,增加關卡中的機動性。同時,還能利用背後的裝置發動氣流攻擊,讓戰鬥方式更具特色。隨著夥伴逐一加入,他們也會在關卡中提供支援,使戰鬥更具團隊感,這一點與原作精神高度契合。

整體而言,在當時獲得了不錯的評價。它成功將桌遊式的策略玩法與動作遊戲融合,在 8 位元主機上帶來相當新鮮的體驗。美術風格忠於原作,角色表現生動,從變身動作到替身機器人的細節都令人會心一笑。與同時期以高難度著稱的作品如《魔界村》相比,本作的門檻較低,更強調娛樂性與收集樂趣,讓不同年齡層的玩家都能輕鬆投入。

雖然地圖模式的隨機性偶爾會讓節奏變慢,但這也正是它與眾不同的地方。它不僅是一款動作遊戲,更像是一場融合運氣與策略的冒險旅程。對許多經歷過紅白機時代的玩家來說,《小超人帕門》不只是改編作品,更是一段帶著童趣與創意的遊戲記憶。

Among the vast library of Famicom (FC/NES) titles, Perman stands out as a memorable and charming adaptation released by Irem. Based on the classic manga created by Fujiko F. Fujio, the game not only faithfully recreates its beloved characters and world, but also introduces an unusual blend of action gameplay and board game–style strategy, making it a distinctive entry among anime-based titles of its era.

Released on December 14, 1990, for the Family Computer, the game combines side-scrolling action with a dice-driven map system. The story follows Mitsuo Suwa, also known as Perman No. 1, as he teams up with his allies—Booby (No. 2), Sumire Hoshino (No. 3), and Perman No. 4—to defend the city from the evil organization known as “Zenakuren.” The player’s goal is to gather allies, strengthen abilities, and ultimately confront the enemy base before rival forces reach the objective first. While the narrative is straightforward, it effectively captures the original series’ themes of teamwork and justice.

 

What truly sets Perman apart is its dual gameplay structure. On the overworld map, players move by rolling dice, much like a board game, introducing an element of unpredictability. Various tiles trigger different effects—some grant items or power-ups, others initiate events, and certain key spaces allow players to rescue teammates. This layer of strategy requires players to plan their route carefully while racing against opponents, adding depth beyond typical action games.

When landing on specific tiles, the game shifts into side-scrolling action stages. Here, Perman’s controls feel responsive and fluid. In addition to running and jumping, players can make use of his signature flying ability, allowing brief hovering after a jump, which adds vertical mobility to level design. He can also attack enemies using bursts of air from his equipment, giving combat a unique twist. As more teammates are rescued, they provide support during these stages, reinforcing the sense of cooperation central to the series.

Overall, Perman was well received for its creativity and accessibility. Its fusion of board game mechanics with action gameplay felt fresh at the time, enhancing replay value through randomness and strategy. The visuals remain faithful to the manga, capturing character expressions and iconic elements like the substitute robot with charming detail. Compared to notoriously difficult titles of the same era, such as Ghosts ’n Goblins, this game offers a more approachable experience focused on fun and variety rather than punishing difficulty.

Although the pacing can occasionally slow due to the randomness of the board game segments, this very feature is what gives the game its unique identity. More than just a standard action title, Perman delivers a hybrid experience that blends luck, planning, and skill. For many players who grew up during the Famicom era, it remains a nostalgic and inventive gem that reflects the creativity of early 8-bit game design.

遊戲影片

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