未來戰史
Pack-In-Video 於 1989 年 12 月 1 日在任天堂 Famicom(紅白機)上推出了《未來戰史》(Mirai Senshi: Lios / 未来戦史ライオス),這是一款當時極具野心的回合制戰略模擬遊戲。雖然知名度不及《第二次超級機器人大戰》,但它憑藉獨特的「戰鬥實時化」系統與多樣化的機甲組裝功能,在紅白機的機甲遊戲歷史中占有一席之地。
在系統設計上嘗試在宏觀的戰略部署與微觀的動作操作之間取得平衡。視覺上採用典型的 SLG 棋盤式地圖,機甲設計深受 80 年代末日本機器人動畫如《鋼彈》或《重裝機兵》的影響,線條硬朗、風格鮮明。音樂則充滿緊張感,當戰鬥開始時節奏會變得急促且熱血,帶來強烈的臨場感。玩法融合兩個層次:棋盤上的策略移動以及進入戰鬥時的動作操作。
故事背景設定在未來的「萊奧斯(Lios)」星系。劇情描述獨裁軍事組織巴爾多姆對星系內自由國家發動全面進攻,玩家扮演年輕的反抗軍指揮官,率領由高性能機甲組成的部隊,跨越多個星區戰場,目標是奪回被占領的首都並徹底擊潰巴爾多姆的最終武裝。
操作方面分為兩個層次。戰略層上,在棋盤地圖上指揮多台機甲移動,需要考慮地形效益與陣型搭配。機甲類型包括偵察型、火力型和平衡型,各自的移動範圍與防禦加成不同。戰鬥層上,當我方與敵方單位相撞時,畫面轉為一對一的橫向捲軸動作戰鬥,必須親自操作機甲進行射擊、閃避或近身攻擊,即便數值較弱,只要操作得當也能以弱勝強。關卡之間,還可在母艦上維修機甲、替換零件,增加「科學整備」的沉浸感。
市場評價方面,被認為系統深度驚人、重玩價值高。AI 聰明,動作戰鬥部分對玩家反射神經有一定要求,操作不當可能瞬間毀掉精心培養的機甲。機甲移動帶有沉重感,加深駕駛的代入感。歷史地位上,它是早期複合型 SLG 的典範,向玩家證明戰略遊戲不必單純依賴數值計算,親自操作戰鬥才是機器人遊戲的終極樂趣。
對玩家而言,最經典的回憶莫過於「在地圖上被三台敵機包圍,靠著高超操作在一對一戰鬥中連斬三敵並奇蹟生還」。還記得為了買最強的推進器,在戰場上節省多少維修費,只為了在危急時刻有翻盤的機會嗎?
Pack-In-Video released Mirai Senshi: Lios (未来戦史ライオス) for the Nintendo Famicom on December 1, 1989, presenting a highly ambitious turn-based strategy simulation game. Though it never reached the fame of titles like Super Robot Wars II, it carved out a niche in Famicom’s mecha game history thanks to its innovative “real-time battle sequences” and the ability to customize mecha units in diverse ways.
The game attempted to strike a balance between overarching strategic planning and hands-on tactical action. Visually, it employed a classic grid-based map typical of strategy games, with mecha designs inspired by late 1980s Japanese robot anime such as Gundam and Metal Armor Dragonar. The music added a sense of tension and excitement, intensifying when battles commenced, creating a palpable sense of urgency and heroism. The gameplay blended two layers: strategic movement on the map and action-based combat sequences.
Set in the futuristic Lios star system, the narrative revolves around the authoritarian military organization Bardom, which launches a campaign to conquer the free nations within the system. Players assume the role of a young rebel commander, leading a squad of high-performance mecha across multiple sectors, aiming to retake the occupied capital and ultimately destroy Bardom’s ultimate weapon.
The game’s operation is divided into two main layers. On the strategic grid, players direct multiple mecha units, considering terrain advantages and formation tactics. Mecha types vary—scouting, firepower, and balanced units each possess unique movement ranges and defensive bonuses. Once enemy units engage, battles shift to one-on-one side-scrolling combat, requiring players to manually control attacks, dodges, and melee strikes. Even weaker units can triumph through precise maneuvering and skillful timing. Between missions, players can repair mecha and swap components aboard the mothership, adding a sense of technical immersion and preparation.
Critics praised Mirai Senshi: Lios for its system depth and replayability. The AI is intelligent, and the action sequences demand quick reflexes; a single misstep can destroy even carefully nurtured mecha. The heavy-feeling movement further enhances the sense of piloting a giant robot, giving players a satisfying sense of immersion. Historically, the game stands as an early and excellent example of a hybrid SLG, demonstrating that strategy games need not be limited to passive number crunching—directly controlling the mecha in combat elevates the experience to a full embodiment of robotic heroism.
The most memorable moments for players were often when, surrounded by three enemy units on the map, skillful action gameplay allowed them to defeat all three in one-on-one combat and survive against the odds. It’s easy to recall how much care went into conserving repair resources just to afford the strongest engine boosters for these life-or-death encounters.
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