FC 蒼狼與白鹿:成吉思汗 完全攻略
蒼狼與白鹿:成吉思汗(日本原名:蒼き狼と白き牝鹿 ジンギスカン / 英文:Aoki Ookami To Shiroki Mejika - Genchou Hishi)於1989年4月20日登陸任天堂紅白機(Famicom),由光榮(KOEI)開發與發行,是其著名的「歷史三部曲」之一(另外兩部為《三國志》與《信長之野望》)。作為紅白機上系列作品的代表作,以13世紀蒙古高原為起點,描繪橫跨歐亞大陸的宏大戰爭與外交圖景,是8位元時代少見具備高自由度與複雜內政系統的戰略模擬遊戲。
在技術表現上,展現光榮對數據美學的追求。紅白機版本雖受限於硬體性能,無法呈現如電腦版的細膩頭像,但簡潔明瞭的指令選單與色彩鮮明的世界地圖,成功營造出大漠草原及歐亞各國的地理質感。遊戲採用四季制度,每年分為春、夏、秋、冬,在每個季節能執行的指令數量有限,要求在有限資源與時間內做出最優化決策。背景音樂融合蒙古民族旋律以及西歐與伊斯蘭風格配樂,隨著征服領土的擴張,音樂氛圍也隨之變化,增強帝國征服的沉浸感。
劇情方面,分為兩大階段。第一階段「蒙古篇」,玩家扮演年輕的奇源部首領鐵木真,目標是統一蒙古草原,從仇敵手中奪回妻子,最終獲得「成吉思汗」的尊號。當蒙古統一後,遊戲進入第二階段「世界篇」,地圖擴展至整個歐亞大陸,包括南宋、金國、日本鎌倉幕府、印度奴隸王朝,以及遠方的英格蘭與法蘭西王國。玩家需率領蒙古鐵騎(或選擇其他國家的君主)進行跨洲征戰,透過聯姻、外交與武力,實現統一世界的最終夢想。
操作上,結合深度內政管理與六角格回合制戰鬥。內政方面,需發展農業、商業與徵兵,並經營「後宮」以繁衍繼承人,確保家族統治權。戰鬥方面,兵種包含蒙古輕騎兵、重裝騎士與步兵,戰場指令包括近戰、射箭與突擊,玩家必須考慮地形與士氣對戰鬥的影響。此外,君主每次指令會消耗體力,體力不足時將無法行動,要求玩家在擴張與休養之間取得平衡,形成具有節奏感的戰略體驗。
市場對本作的評價極高,被認為系統豐富、史詩感十足。評論家讚賞其獨特的「血緣與繼承」系統,認為比單純攻城掠地更有溫度,也真實反映古代遊牧民族的權力結構。雖然操作選單較繁瑣,對新手而言學習曲線較陡,但在紅白機玩家中,《蒼狼與白鹿》被視為硬派策略遊戲的經典之作。它開創跨國界視野的戰略模擬先河,以浪漫的「成吉思汗傳奇」色彩,從眾多日本戰國或三國背景遊戲中脫穎而出,成為老玩家心中永恆的征服經典。
Aoki Ookami to Shiroki Mejika: Genghis Khan (Japanese: 蒼き狼と白き牝鹿 ジンギスカン / English: Aoki Ookami To Shiroki Mejika - Genchou Hishi) was released on April 20, 1989, for the Nintendo Famicom (Famicom/NES), developed and published by KOEI. It is one of the company’s renowned “Historical Trilogy” titles, alongside Romance of the Three Kingdoms and Nobunaga’s Ambition. As a flagship entry for the series on the Famicom, the game begins on the 13th-century Mongolian steppes and portrays a grand scope of warfare and diplomacy across Eurasia. It is notable for its high degree of freedom and complex domestic management system, rare for 8-bit strategy simulations.
Technically, Aoki Ookami to Shiroki Mejika reflects KOEI’s pursuit of data-driven aesthetics. While the Famicom version was limited by hardware and could not replicate the detailed character portraits of its computer counterparts, its clear command menus and vividly colored world map effectively conveyed the geography of vast steppes and Eurasian nations. The game operates on a seasonal system, with each year divided into spring, summer, autumn, and winter, limiting the number of commands a player can execute per season. Players must optimize their decisions under constrained resources and time. The soundtrack blends Mongolian folk motifs with Western European and Islamic musical styles, dynamically adapting as players expand their empire, enhancing the immersive sense of imperial conquest.
The story unfolds in two main phases. The first, the “Mongolia Arc,” casts the player as the young Kiyuan tribal leader Temujin, whose goal is to unite the Mongolian steppes, reclaim his wife from enemies, and ultimately earn the title of “Genghis Khan.” Once Mongolia is unified, the game enters the “World Arc,” with a map spanning the entirety of Eurasia, including the Southern Song, Jin dynasty, Japan’s Kamakura shogunate, India’s Slave dynasty, and distant kingdoms such as England and France. Players lead Mongol cavalry—or optionally other nations’ rulers—conducting cross-continental campaigns, employing marriage, diplomacy, and military force to achieve the ultimate dream of global unification.
Gameplay combines in-depth domestic management with hex-based turn-based battles. Players manage agriculture, trade, recruitment, and a harem system to produce heirs, securing dynastic control. Combat involves melee, archery, and assault commands, with units including Mongol light cavalry, heavy knights, and infantry. Terrain and morale affect battle outcomes. Each leader’s actions consume stamina, and low stamina prevents further activity, requiring players to balance expansion with recovery and creating a rhythmic, strategic gameplay experience.
The game was highly acclaimed for its rich systems and epic scope. Critics praised its unique “lineage and inheritance” mechanics, noting they add emotional depth and authentically reflect the power structures of nomadic societies. Although the interface is complex and presents a steep learning curve for newcomers, among Famicom players, it is considered a hardcore strategy classic. Aoki Ookami to Shiroki Mejika pioneered transcontinental strategic simulation on console and, with its romanticized “Genghis Khan legend,” stands out from many Japan-centric historical games, remaining an enduring conquest classic in the hearts of veteran players.
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