殺戮戰場
《殺戮戰場》由 Jaleco 於 1985 年 7 月 9 日在任天堂 Famicom(紅白機)上推出,是改編自同年街機的科幻戰略射擊遊戲。在紅白機早期作品中,本作以其獨特的「捕捉敵人並收為己用」系統脫穎而出。它不僅是一款考驗反應的射擊遊戲,同時融合早期即時戰略(RTT)的元素,在縱向捲軸戰場上同時體驗指揮官與戰士的雙重快感。
在技術表現上,呈現出 80 年代中期典型的電子科幻風格。採用縱向捲軸畫面,操控名為「Genesis」的圓形指揮戰車。雖然戰場地圖相對簡潔,但敵我雙方的單位各具特色,從步兵、戰車、能發射導彈的直升機,到神秘的飛碟皆可辨識。背景音樂以充滿未來感的電子合成樂呈現,節奏輕快並帶有冷戰科幻緊張感,配合捕捉光束發射的音效,營造出在異星戰場進行大規模陣地戰的臨場感。
故事設定在遙遠的未來,地球正處於全球戰爭之中。玩家扮演地球聯邦軍的王牌指揮官,駕駛最先進的戰略戰車「Genesis」,目標是突入敵軍防線。遊戲強調的是「瓦解並吸收」敵軍的戰術,而非單純消滅。需一路北上,穿越重重封鎖線,最終攻入敵方總部。故事核心在於「以戰養戰、以力服人」,每場戰鬥的勝利都象徵己方軍力的擴張。
操作方面,打破傳統射擊遊戲的「見敵必殺」邏輯,建立獨特的捕捉與召喚系統。按下 A 鍵時,Genesis 戰車會發射半圓形捕捉光束,若光束覆蓋敵方單位(如步兵或坦克),該單位便會被捕捉並存入兵力庫,操作風險高但回報豐厚。按下 B 鍵可隨時將已捕捉的部隊召喚回戰場作戰,玩家需依據敵軍配置選擇相剋兵種。Genesis 本身雖具備基本射擊能力,但移動較慢且體積較大,因此操作時需兼顧自身防禦與前線指揮,形成兼具「個體戰鬥」與「群體指揮」的獨特體驗。
市場評價方面,以其概念超前、操作新穎而獲得高度肯定。評論家讚賞其將「收集敵軍」元素融入戰爭遊戲的創意,為後來 RPG 與策略遊戲中常見的招募系統鋪路。雖然部分玩家可能會因後期難度陡升而感到挑戰,但其獨特玩法使它在紅白機早期射擊遊戲中辨識度極高。市場普遍認為,《殺戮戰場》是 Jaleco 早期最具創意的作品之一,其「抓敵兵打敵人」的快感成為許多老玩家童年策略啟蒙的重要回憶。
Field Combat was released by Jaleco on July 9, 1985, for the Nintendo Famicom (NES). It is a sci-fi strategic shooting game adapted from the 1985 arcade original of the same name. Among early NES releases, the game stood out for its unique system of “capturing enemies and using them as your own troops.” It was not merely a reaction-based shooter; it incorporated early real-time tactical (RTT) elements, allowing players to experience the thrill of both commander and warrior on a vertically scrolling battlefield.
In terms of technical presentation, Field Combat displayed a mid-1980s synth-driven sci-fi aesthetic. The screen uses vertical scrolling as players control the circular command tank “Genesis.” While the battlefield visuals are relatively simple, each unit type—infantry, tanks, missile-firing helicopters, and mysterious UFOs—is clearly distinguishable with unique sprites. The background music, composed of futuristic electronic synths, is upbeat yet carries a Cold War-era tension. The capture beam emits a distinct sound effect that, combined with the dynamic battlefield, creates the feeling of commanding large-scale engagements on an alien warfront.
The story is set in a distant future where Earth is engulfed in a global war. Players assume the role of an ace commander of the Earth Federation, piloting the advanced strategic tank Genesis. The goal is not merely to destroy enemies but to “dismantle and absorb” opposing forces through tactical efficiency. Players must advance northward through multiple defensive lines to reach the enemy’s headquarters. The narrative emphasizes “strength through conquest” and “strategic absorption,” with each victory directly expanding the player’s military power.
Gameplay revolves around an innovative capture beam and summoning system. Pressing the A button fires a semi-circular beam from the Genesis tank; if an enemy unit (infantry or tank) is caught in the beam, it is captured and stored in the player’s reserve. This requires precise positioning and close-range maneuvering, balancing high risk with high reward. Pressing the B button allows the player to summon captured units back to the battlefield. Players can deploy infantry as shields or call helicopters for air support, choosing unit types based on enemy composition. Meanwhile, Genesis itself is relatively slow and large, so players must carefully maneuver to avoid enemy missiles while directing their forces. This dual focus on “individual combat” and “unit command” distinguishes Field Combat from conventional shooters.
Field Combat received praise for its forward-thinking concept and engaging, addictive gameplay. Critics lauded its early integration of “collection” mechanics into a war game, foreshadowing recruitment systems in later RPGs and strategy titles. Although the difficulty curve becomes steep in later stages and some repetition occurs, the game’s unique mechanics made it highly memorable among early NES shooters. It is widely regarded as one of Jaleco’s most creative early works, with the satisfaction of “using captured enemy troops against their own forces” forming a cherished tactical memory for many players of the era.
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