避邪除妖(巫術):狂王的試練場 (無書盒)

人氣指數:
二手品
日文名稱:ウィザードリィ 狂王の試練場 (箱説なし)
英文名稱:Wizardry - Proving Grounds of the Mad Overlord
類別:懷舊遊戲
定價:6,090円
人數:1 人
分級1/發行日期: 全年齡 1987-12-22
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遊戲內容

於 1987 年在紅白機(FC)上推出的《巫術:狂王的試煉場》(Wizardry: Proving Grounds of the Mad Overlord),是電腦角色扮演遊戲史上極具代表性的經典移植作品之一,被譽為 RPG 發展史中的重要基石。

如果說《勇者鬥惡龍》奠定日式 RPG 的風格與入門門檻,那麼《巫術》則更像是整個角色扮演遊戲體系的原型與起點。FC 版本由 ASCII 進行移植與開發,被認為是在家用主機上重現原作精神最成功的版本之一,同時也在畫面與音樂表現上帶來顯著進化。

故事設定在利嘉明王國。瘋狂的統治者特雷博(Trebor)為了測試冒險者的能力,同時奪回被邪惡大魔導師韋德納(Werdna)竊走的神秘遺物,於城堡地底開鑿出一座共十層的巨大迷宮。需要自行組建一支最多六人的冒險隊伍,深入這座充滿陷阱、魔物與未知危險的地下試煉場,最終目標是抵達最深處並擊敗韋德納。

以極高難度與極度硬派的系統聞名。角色建立階段需要從五大種族(人類、精靈、矮人、侏儒與霍比特人)以及八種職業(戰士、法師、僧侶、盜賊、主教、武士、領主與忍者)中進行選擇,而角色能力則依賴隨機骰點結果,因此「刷點數」成為建立強力角色的重要過程。

同時導入極具代表性的永久死亡機制。當角色在迷宮中死亡時,可能變成「灰燼(ASH)」,若復活失敗則會進一步變為「失蹤(LOST)」,代表角色將永久從隊伍中消失,這種設計大幅提升冒險的緊張感與代價。

此外,在探索方式上也極為硬核。並未提供自動地圖,必須依靠記憶或在現實中手繪方格地圖來進行探索,同時透過座標咒文確認位置,這種設計使迷宮探索更具真實感與挑戰性。

FC 版本相較於原本的電腦版本進行大幅強化。著名插畫家末彌純為遊戲設計風格陰森且極具中世紀奇幻氣息的怪物圖像,讓原本以線框呈現的地下城世界變得更加具象且充滿壓迫感。同時,音樂由羽田健太郎負責創作,無論是城鎮的安定旋律還是戰鬥時的緊張配樂,都為整體冒險氛圍增添史詩感與沉浸感。

在玩家評價方面,《巫術》被視為一款極度硬派但極具成就感的作品。高風險的探索、隨時可能全滅的戰鬥,以及為了稀有裝備反覆挑戰迷宮深層的過程,使其成為許多核心玩家心中的經典之作。

同時,它在遊戲史上的影響力也極為深遠,啟發後來多部知名 RPG 的設計方向,甚至對《勇者鬥惡龍》與《最終幻想》等系列的開發理念都有間接影響。

整體而言,《巫術:狂王的試煉場》是一款極度純粹且殘酷的地下城 RPG,它沒有華麗敘事包裝,而是用最直接的方式讓玩家體驗探索、風險與生存的核心樂趣。即使在今日回顧,仍能感受到它所帶來的壓迫感與經典魅力。

 

Released in 1987 for the Family Computer (FC), Wizardry: Proving Grounds of the Mad Overlord is a landmark port of one of the most influential role-playing games in video game history. As one of the so-called “holy trinity” of early CRPGs, Wizardry helped define the foundations of the entire RPG genre.

If Dragon Quest represents the beginning of Japanese-style RPGs, then Wizardry represents something closer to the origin point of RPGs as a whole. The FC version, developed by ASCII, is widely regarded as one of the most faithful and well-crafted console adaptations of the original computer release, with notably improved presentation for its time.

The story is set in the Kingdom of Llylgamyn, where the mad lord Trebor has constructed a massive ten-level underground labyrinth beneath his castle. This dungeon is both a trial and a test of strength, designed to challenge adventurers brave enough to enter. The ultimate goal is to recover a stolen artifact from the evil archmage Werdna, who resides in the deepest layer of the maze. To succeed, the player must form a party of six adventurers and descend into a world filled with traps, monsters, and uncertainty.

At its core, Wizardry is defined by its uncompromising and highly technical gameplay systems. Character creation is deeply involved, allowing players to assemble a party from five races—humans, elves, dwarves, gnomes, and hobbits—and eight distinct classes, including warrior, mage, priest, thief, bishop, samurai, lord, and ninja. The random “dice roll” system used during character creation plays a crucial role in determining whether a character can reach elite classes, making party-building itself a strategic process.

The game is also infamous for its permadeath mechanics. When a character falls in battle, they may be revived, but failure can reduce them to “ASH,” and a second failure results in complete loss, permanently removing the character from the game. This creates a constant sense of tension, as every expedition into the dungeon carries real risk.

Exploration is another defining feature. Unlike modern RPGs, there is no automatic map. Players are expected to navigate a first-person grid-based maze manually, often drawing their own maps on graph paper in real life. Tools like the “Dumapic” spell help reveal coordinates, but careful tracking and memory remain essential to survival.

The FC version enhances the original experience in several important ways. Character and monster designs were illustrated by Jun Suemi, giving the game a distinctive dark fantasy aesthetic with highly detailed and atmospheric artwork. The music, composed by Kentaro Haneda, adds a surprising level of emotional depth, with battle and town themes that elevate the otherwise minimalistic presentation into something grand and immersive. ASCII also streamlined the interface, transforming the original computer command structure into a more accessible menu-based system suited for console play.

Despite its complexity, Wizardry became a defining experience for hardcore RPG players. Its difficulty, unpredictability, and reliance on player discipline created a sense of achievement unmatched by many later games. Players often spent dozens or even hundreds of hours grinding for rare equipment, such as legendary weapons like Muramasa or high-tier ninja gear.

The game’s influence on the RPG genre is immense. Designers such as Yuji Horii and early Final Fantasy developers drew inspiration from its mechanics and structure. In many ways, Wizardry laid the groundwork for what would eventually become the Japanese RPG tradition.

Ultimately, Wizardry: Proving Grounds of the Mad Overlord is a cold, unforgiving, yet deeply rewarding dungeon-crawling experience. It is a game that values preparation, patience, and perseverance over spectacle.

Did you ever make a single mapping mistake on graph paper, only to realize hours later that your entire party was hopelessly lost deep in the dungeon, slowly running out of resources before ultimately being wiped out? That mixture of frustration and fascination is exactly what made Wizardry unforgettable.

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