怪獸超人:怪獸帝國的反擊
由 Bandai 於 1987 年 1 月 29 日在任天堂 Famicom Disk System(FC 磁碟機)上推出的《怪獸超人:怪獸帝國的反擊》(Ultraman: Kaijuu Teikoku no Gyakushuu / ウルトラマン 怪獣帝国の逆襲),是超人力霸王在任天堂主機上的首款遊戲作品。
儘管本作的名稱與後來走可愛路線的「怪獸超人俱樂部」系列相似,但實際上它採取的是截然不同的設計方向。以接近原作影集的寫實比例呈現角色,而非日後常見的 SD(二頭身)風格,並主打高難度、偏硬核的動作玩法,同時也是 FC 磁碟機早期具有代表性的作品之一。
在畫面表現上,致力於還原特攝影集的臨場感。超人力霸王的動作相當豐富,包含跳躍、蹲下以及多種格鬥姿態,而背景則呈現出城市廢墟、岩地與森林等經典場景,讓玩家彷彿置身於電視劇中的戰鬥現場。遊戲還採用了當時相當前衛的上下分割畫面設計,上半部為主要的動作戰鬥畫面,下半部則顯示地圖、計時器與雷達資訊。這種設計在當年相當創新,但也使得實際戰鬥畫面略顯狹窄。
音樂與音效同樣具有高度還原度,收錄初代超人力霸王的經典主題曲。當時間進入最後 30 秒,胸前彩色計時器開始閃爍時,背景音樂會隨之變得急促,成功營造出原作中緊張壓迫的氛圍。
劇情方面相對簡單直接,描述邪惡的怪獸軍團組成「怪獸帝國」,對地球展開全面侵略。玩家將扮演初代超人力霸王,在各個關卡中擊敗經典怪獸,並在有限時間內完成任務,最終目標是擊潰怪獸帝國的核心勢力,恢復地球的和平。
在操作系統上,以高難度著稱,核心玩法圍繞著「三分鐘限制」展開。遊戲忠實還原設定,超人力霸王在地球上的活動時間僅有 180 秒,必須在極短時間內迅速擊敗敵人,一旦時間耗盡,無論剩餘多少生命值都會直接遊戲結束。戰鬥方式包含拳擊、踢擊與投摔等近身格鬥動作,並需要精準掌握距離與時機。
此外,也保留招牌的光線必殺技,如斯派修姆光線與八裂光輪,這些技能需要透過特定按鍵組合施放,但會大量消耗能量。胸前的彩色計時器同時兼具生命值與能量條的功能,如果過度使用光線技,將會導致能量迅速下降,增加失敗風險。還必須透過下方的雷達系統追蹤怪獸位置,由於敵人有時會移動甚至逃跑,因此在操作上需要快速反應與有效的路線判斷。
在市場評價方面,被認為是一款誠意十足但難度極高的作品。評論普遍肯定其對原作氛圍的還原,尤其是倒數計時所帶來的壓迫感,成功讓玩家體驗到肩負拯救地球使命的緊張感。然而,其嚴苛的操作判定、高攻擊力的敵人以及嚴格的時間限制,也讓許多玩家難以破關,成為不少人童年記憶中的「高難度代表作」。
從歷史定位來看,本作是 Bandai 在 FC 平台上推出的起點之作。雖然不像後來的「SD 俱樂部」系列那樣親民易上手,但它確立超人力霸王遊戲的核心要素,包括時間限制、光線必殺技以及經典怪獸的登場,對後續作品的發展具有重要的奠基意義。
Released by Bandai on January 29, 1987, for the Nintendo Famicom Disk System, Ultraman: Kaijuu Teikoku no Gyakushuu (Return of the Monster Empire) is the very first Ultraman game to appear on a Nintendo platform.
Although its title may resemble the later, more lighthearted “Ultraman Club” series, this early entry takes a very different approach. It adopts a more realistic character proportion (as opposed to the later SD style) and focuses on a highly challenging, hardcore action gameplay experience. It is also considered one of the early representative titles of the Famicom Disk System era.
In terms of presentation, the game makes a strong effort to recreate the feel of the original tokusatsu TV series. Ultraman is depicted in near-authentic proportions, with a full range of actions including jumping, crouching, and various combat moves. The environments feature familiar settings such as ruined cities, rocky terrain, and forests, all reminiscent of scenes from the show.
One of the game’s most distinctive features is its split-screen display. The upper portion of the screen is dedicated to the main action gameplay, while the lower portion shows a map, timer, and radar. This was an ambitious and innovative design for its time, though it also resulted in a more limited viewing area for the action.
The audio presentation is another highlight. The game includes the iconic theme from the original Ultraman series, and when the timer drops to 30 seconds—mirroring the blinking Color Timer on Ultraman’s chest—the music intensifies, effectively recreating the tension seen in the TV show.
The story itself is straightforward and action-driven. An evil coalition of monsters has formed the “Monster Empire” and launched a full-scale invasion of Earth. Players take on the role of the original Ultraman, tasked with defeating classic enemies such as Alien Baltan and Red King within a strict time limit. The ultimate objective is to dismantle the Monster Empire and restore peace.
Gameplay is centered around a demanding and unforgiving system. True to the source material, Ultraman can only remain active on Earth for three minutes. This translates into a strict 180-second time limit in each stage, forcing players to act quickly and decisively. If time runs out, the game ends immediately regardless of remaining health.
Combat includes a variety of physical attacks such as punches, kicks, and throws, all of which require precise spacing and timing. Signature beam attacks, including the Spacium Ray and Ultra Slash, can be executed through specific button combinations, but they consume a large amount of energy. Players must carefully balance their energy usage, as the Color Timer functions as both a health and energy gauge—overusing special attacks will cause it to deplete rapidly.
Navigation also plays a key role. Players must monitor the radar on the lower screen to locate enemies across horizontally scrolling maps. Some monsters may move or retreat, requiring quick pursuit and efficient route planning.
Upon release, the game was praised for its faithful atmosphere and ambitious design, particularly its ability to capture the tension and urgency of the Ultraman series. However, it also became notorious for its extreme difficulty. The strict time limit, high enemy damage, and unforgiving hit detection made it very challenging, and many players at the time were unable to complete it—earning it a reputation as a “childhood trauma” for a generation of gamers.
Historically, this title marks the starting point of Bandai’s Ultraman games on the Famicom. While it lacks the accessibility and charm of the later SD-style “Ultraman Club” series, it established key elements that would become staples of Ultraman games, including the time limit mechanic, signature beam attacks, and the presence of iconic monsters.
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