宇宙巡航艦2

人氣指數:
二手品
日文名稱:グラディウスⅡ
英文名稱:Gradius 2
類別:懷舊遊戲
定價:6,195円
人數:2 人
分級1/發行日期: 全年齡 1988-12-16
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遊戲內容

由Konami於1988年在任天堂紅白機(FC)上推出的《Gradius II:高弗的野望》(グラディウスII GOFERの野望),被公認為紅白機史上最頂尖的橫向捲軸射擊遊戲之一。儘管本作源自技術規格遠高於家用主機的街機版本,但Konami憑藉深厚的開發實力,成功在8位元硬體上重現出幾近不可能的華麗畫面與流暢操作,使其成為射擊遊戲愛好者心目中的經典巔峰之作。

故事延續前作所建立的宇宙戰爭格局。在擊敗亞修隆軍團之後,格拉迪斯行星迎來短暫的和平,但這份寧靜很快被更強大的敵人打破。名為「高弗(Gofer)」的特殊部隊帶著壓倒性的科技與野心再度來襲,他們不僅擁有龐大的機械要塞,還操控著各式異形生物與超時空兵器,意圖徹底摧毀格拉迪斯文明。為了守護母星的未來,超時空戰鬥機「維克沙(Vic Viper)」再度出擊。玩家將穿越炙熱翻騰的太陽日珥、神祕詭譎的摩艾石像地帶,以及充滿生物組織的異形空間,最終深入敵軍核心,終結這場跨星系的毀滅威脅。

在操作與系統設計方面,本作帶來系列歷史上極為關鍵的革新——「武裝組合選擇系統」。不同於前作固定的強化流程,在遊戲開始前即可從多種武器配置中自由選擇,包含不同型態的導彈、雙向射擊與雷射武裝。每種組合在攻擊範圍與戰術運用上都有明顯差異,使玩家必須依據關卡特性與個人操作習慣來制定策略,顯著提升了遊戲深度。

經典的「能量槽升級系統」依然是核心機制。透過收集敵人掉落的紅色能量膠囊,玩家可依序強化速度、導彈、主砲、分身(Option)以及防護罩。本作最令人震撼的特色之一,是支援最多四個「Option」分身同時存在,當這些分身與主機同步射擊時,所形成的密集火力網配合流暢的畫面捲動,幾乎達到了紅白機硬體性能的極限,展現出令人驚嘆的視覺效果。

在市場評價方面,幾乎獲得一致性的高度讚譽。評論普遍肯定其突破主機限制的圖像表現與音效品質。開發團隊透過額外晶片技術強化效能,使大型頭目(如巨型戰艦與生物型敵人)能夠順暢運作,避免嚴重閃爍或掉幀現象。配樂方面則由Konami內部音樂團隊打造,成功營造出宇宙戰爭的壯闊氛圍與緊張節奏,至今仍被視為經典。

然而,本作同時也以極高難度聞名,特別是「復活困難」的設計。一旦玩家被擊墜,所有強化將瞬間歸零,必須在極端不利的狀態下重新建立戰力,這對操作技巧與關卡記憶都有極高要求。儘管如此,正是這種嚴苛而公平的挑戰,使得無數老玩家反覆鑽研、樂此不疲。

總體而言,《宇宙巡航艦 2》不僅是街機移植的典範,更是定義80年代末期橫向射擊遊戲標準的工藝傑作。在紅白機的歷史長河中,它的地位可說無可撼動。

Released by Konami in 1988 for the Nintendo Famicom (FC), Gradius II: Gofer no Yabou is widely regarded as one of the most outstanding side-scrolling shoot ’em ups ever produced on the Famicom. Although the game was adapted from a technically advanced arcade version, Konami leveraged its remarkable development expertise to recreate nearly impossible visual effects and smooth gameplay on an 8-bit platform, making it a dream title for any shooting game enthusiast.

The story continues the cosmic saga established in the original Gradius. After the defeat of the Ashlon army, Planet Gradius enjoyed a brief period of peace. However, this tranquility is shattered by a more powerful adversary. The special force known as Gofer returns with overwhelming technology and ambition. They command massive mechanical fortresses, bizarre alien creatures, and time-space weapons, threatening to annihilate the Gradius civilization. To defend their home planet, the interstellar fighter Vic Viper takes to the skies once again. Players must navigate erupting solar flares, mysterious and eerie Moai stone formations, and alien-infested dimensions, ultimately infiltrating Gofer’s core base to end this interstellar threat.

In terms of gameplay and systems, the game introduces a key innovation in the series: the “Weapon Set Selection System.” Unlike its predecessor’s fixed upgrade path, players can choose from multiple weapon configurations at the start, including variations of missiles, double shots, and lasers. Each configuration offers distinct attack patterns and tactical applications, requiring players to strategize based on level design and their own play style, significantly enhancing gameplay depth.

 

The classic “Power Meter Upgrade System” remains central to the experience. By collecting red energy capsules dropped by enemies, players can sequentially enhance speed, missiles, main fire, Options, and Force Fields. One of the game’s most impressive features is its support for up to four Options simultaneously. When these Options fire in sync with the Vic Viper, the resulting dense barrage combined with smooth scrolling pushes the Famicom hardware to its limits, creating visually stunning effects.

Gradius II received near-universal acclaim upon release. Critics praised its ability to push the hardware beyond perceived limits, delivering exceptional visuals and sound. The development team used additional chip technology to ensure large bosses, such as massive warships and bio-mechanical enemies, moved smoothly without flickering or slowdown. The in-house Konami music team provided a score that masterfully conveyed the grandeur and tension of cosmic warfare, which remains iconic to this day.

However, the game is also notorious for its extreme difficulty, particularly the challenge of restarting after a life is lost. If players are shot down, all upgrades are reset, requiring them to rebuild their power from scratch under increasingly dangerous conditions. This high-stakes design demands precise skill and memorization, yet it is precisely this fair and rigorous challenge that keeps veteran players engaged and returning for repeated playthroughs.

Overall, Gradius II is not only a model of arcade-to-home adaptation but also a benchmark of late-1980s side-scrolling shooters. Its technical mastery and design excellence have cemented its unshakable legacy in Famicom history.

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