吞食天地II 諸葛孔明傳 (無書盒)
《天地を喰らうII 諸葛孔明伝》(常被稱為《吞食天地II 諸葛孔明傳》)是由Capcom於1991年在FC紅白機(Family Computer / NES)上推出的經典角色扮演遊戲,也是三國題材RPG中極具代表性的巔峰之作之一。雖然在西方市場常被稱為《Destiny of an Emperor II》,但多數為玩家之間的翻譯或延伸稱呼,並未正式推出英文化版本。憑藉其深度系統與戲劇化敘事,至今仍被許多玩家視為不可取代的經典。
在劇情方面,改編自漫畫家本宮宏志的作品《吞食天地》,並以《三國演義》為基礎進行再創作。玩家將扮演蜀漢軍師諸葛孔明,從劉備勢力尚未壯大之際展開征戰,歷經討伐袁術、「三顧茅廬」、「赤壁之戰」與「入蜀」等重要歷史事件,一路推進至統一中原的最終目標。與史實不同的是,遊戲採用了理想化的結局設定,讓玩家能擊敗曹操、光復漢室,完成一段充滿英雄氣概的大團圓篇章,強化整體的戲劇張力與成就感。
在操作與戰鬥系統上,本作擁有極具特色的設計。遊戲將武將的「兵力」直接作為生命值的表現,兵力越高,攻擊輸出也隨之提升,使得資源管理成為戰略核心之一。傳統RPG中的魔法系統被「計策」所取代,可以施展火攻、水計、陷阱等戰術,而其效果則與武將的智力數值密切相關,並需消耗策略點數。隨著遊戲進展,玩家還能學習各種陣法,如魚鱗陣或鶴翼陣,藉此調整隊伍的攻防配置,增加戰術變化。當面對較弱敵人時,亦可啟用「總攻」模式,由系統自動快速解決戰鬥,大幅提升節奏流暢度。此外,地圖中還隱藏著眾多強力裝備,需透過探索與調查特定位置才能取得,增添探索樂趣與成長動機。
在市場評價與歷史地位方面,《吞食天地II》在當年可說達到FC平台的技術高峰。其人物頭像精緻、戰鬥演出張力十足,加上極具感染力的音樂,使其被譽為「紅白機最強畫面RPG之一」。然而遊戲後期難度顯著提升,尤其對抗司馬懿勢力時,對玩家的等級培養與陣法運用提出極高要求,也成為老玩家津津樂道的挑戰之一。憑藉紮實的系統與動人的劇情,本作在多年後仍維持高度人氣,玩家社群甚至發展出大量改版與強化版本,使其生命力歷久不衰。對許多亞洲玩家而言,這款作品不僅是三國題材的啟蒙之作,更是RPG遊戲史上難以撼動的經典神作。
Destiny of an Emperor II (known in Japan as Tenchi wo Kurau II: Shokatsu Koumei Den) was released by Capcom in 1991 for the Famicom (NES), and is widely regarded as one of the finest Three Kingdoms–themed RPGs ever made. Although it is often referred to in the West as Destiny of an Emperor II, its sophisticated gameplay systems and narrative design have cemented its status as a timeless classic among retro gaming fans.
In terms of basic information, the game’s full Japanese title is Tenchi wo Kurau II: Shokatsu Koumei Den, with Destiny of an Emperor II being the commonly used English name among fans. Developed and published by Capcom, it belongs to the role-playing game (RPG) genre and was originally released on April 5, 1991.
The story is adapted from Motomiya Hiroshi’s manga Tenchi wo Kurau, itself inspired by the classic Chinese novel Romance of the Three Kingdoms. The player takes on the role of Zhuge Liang, the brilliant strategist serving under Liu Bei. The narrative follows major events such as the campaign against Yuan Shu, the famous “Three Visits to the Thatched Cottage,” the Battle of Red Cliffs, and the conquest of Shu. Unlike historical reality, however, the game presents an alternate, optimistic ending in which Cao Cao is defeated and the Han dynasty is restored.
Gameplay introduces several unique mechanics that distinguish it from traditional RPGs. A character’s HP represents the number of troops they command—meaning the larger the army, the stronger their attacks—adding a layer of strategic resource management. Instead of conventional magic, the game features a “strategy” system, where abilities like fire attacks, water tactics, and traps are tied to a general’s intelligence and consume SP. As the game progresses, players can unlock formations such as the Fish Scale Formation or Crane Wing Formation, allowing them to adjust offensive and defensive strategies. For weaker enemies, the “All-Out” command enables automated combat, greatly speeding up gameplay. Additionally, powerful hidden equipment—such as the Green Dragon Crescent Blade—can be discovered by investigating specific locations on the map.
From a critical and historical perspective, the game was highly praised upon release. Given the technical limitations of the Famicom, it showcased remarkably detailed character portraits and memorable boss battle music, earning recognition as one of the most visually impressive RPGs on the platform. The late-game difficulty, particularly in battles against Sima Yi’s forces, is notoriously challenging and demands careful leveling and tactical planning. Over the years, its well-designed systems and emotional storytelling have inspired numerous fan-made modifications and enhanced versions, especially within emulator communities. For many players in Asia, this title served as an introduction to both Three Kingdoms history and RPG gameplay, and it remains widely regarded as a masterpiece of the 8-bit era.
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吞食天地II 諸葛孔明傳 (無書盒)
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