ZOIDS:洛依德默示錄
1990 年在紅白機(FC)末期推出的《洛依德默示錄》(Zoids:Mokushiroku/Taiyou No Shinden - Asteka 2/アステカⅡ 太陽の神殿),可說是 TOMY 旗下經典機械獸系列在 8-bit 主機上的壓軸之作之一,也被許多玩家視為紅白機時代後期極具代表性的策略動作混合作品。
延續 Zoids 世界觀,舞台設定在行星 Zi 上,海力克共和國(Helic Republic)與傑內巴斯帝國(Zenebas Empire)之間的戰爭全面升級。可以自由選擇加入其中一方陣營,指揮各式各樣的機械獸部隊,在廣大的戰略地圖上推進戰線,最終目標是摧毀敵方本據地,取得戰爭勝利。這種雙陣營設定不僅強化代入感,也讓遊戲具備一定的重玩價值。
核心系統採用「戰略+即時動作」的雙重架構。在戰略層面,於六角格(Hex)構成的地圖上移動部隊,透過佔領工廠來生產新的 Zoids、進行修復與補給,同時也必須規劃進攻路線與防禦部署,因此非常考驗整體戰略思維與資源管理能力。
當部隊遭遇敵軍時,畫面會切換為橫向捲軸的即時戰鬥模式。在戰鬥中,將直接操控 Zoids 機體進行對決,可使用機槍、飛彈或近身格鬥等多種攻擊方式。不同機體之間差異十分明顯,輕型機體例如小型偵察機或獵豹型 Zoids,雖然速度快但防禦較弱;重型機體如死亡暴龍(Death Saurer)等則擁有極高火力與壓制力,但機動性較低,形成鮮明的戰術分工。
另一大亮點在於收錄大量人氣機械獸,在 FC 點陣畫面極限條件下,仍成功呈現出如「死亡暴龍」與「狂雷巨獸(Madthunder)」等大型機體的壓迫感與存在感。戰鬥畫面表現流暢,特效閃爍控制得宜,在當時紅白機遊戲中屬於相當高水準的演出。
音樂方面則以軍事與科幻風格為主,營造出強烈的戰場氛圍,使整體戰爭感更加鮮明,進一步強化玩家的沉浸體驗。
在評價方面,多數玩家普遍認為本作是 FC 上 Zoids 系列中完成度與平衡性較高的一作,成功結合策略深度與動作操作的樂趣。不過由於發售時間已接近紅白機末期,市場關注度逐漸轉向剛興起的超級任天堂(SFC),因此這款作品在當時並未獲得與其品質相符的廣泛關注。
整體而言,《洛依德默示錄》是一款兼具策略思考與即時操作的硬派作品,不僅滿足 Zoids 迷對機械獸戰爭的想像,也在有限的硬體條件下呈現出極具魄力的戰場規模,是紅白機末期相當值得回顧的一部作品。
Released in 1990 during the late era of the Family Computer (FC), Zoids: Mokushiroku (also known as Taiyou No Shinden - Asteka 2 / アステカⅡ 太陽の神殿) represents one of the final and most ambitious entries in TOMY’s classic Zoids game adaptations on the 8-bit platform. It serves as a kind of grand farewell to the FC generation, combining large-scale strategy with real-time combat in a way that felt unusually advanced for its time.
The game is set within the traditional Zoids universe on the planet Zi, where the conflict between the Helic Republic and the Zenebas Empire has escalated into full-scale war. Players are given the choice to side with either faction, taking command of mechanical beast armies across a vast battlefield with the ultimate objective of destroying the enemy’s headquarters. This faction-based structure gives the game a strong sense of replayability and identity depending on which side the player chooses.
Gameplay is built around a hybrid system that alternates between two distinct layers. On the strategic level, players move units across a hex-based map, capturing factories, producing new Zoids, repairing damaged units, and positioning forces for upcoming battles. This layer emphasizes resource management, territorial control, and long-term tactical planning, making each decision on movement and production highly significant.
When armies engage, the game transitions into a real-time side-scrolling combat mode. In these battles, players directly control individual Zoids, using machine guns, missiles, and melee attacks depending on the unit’s design. Each machine feels very different in terms of speed, durability, and firepower. Light units are fast and agile but fragile, while heavy Zoids like the Death Saurer or other massive war machines are slow yet capable of overwhelming destructive force.
One of the game’s most impressive aspects is its roster of mechanical beasts. It features many of the most iconic Zoids of its era, rendered in detailed sprite form that pushed the limits of the FC hardware. Seeing massive machines collide on screen with relatively smooth animation and minimal flicker created a strong sense of scale and intensity that stood out among many strategy games of the period. The presentation is further enhanced by a military-inspired soundtrack that reinforces the tension of large-scale warfare.
In terms of reception, many players consider this title one of the strongest Zoids games released on the FC, particularly praising its balance between strategy and action gameplay. The combat system, while simple in concept, offers meaningful depth through weapon range, cooldown timing, and unit variety. However, despite its quality, the game arrived at the very end of the FC’s life cycle, just as attention was shifting toward the Super Famicom, which led to it being somewhat overlooked at the time of release.
Overall, Zoids: Mokushiroku stands as a rare blend of tactical thinking and direct combat action, successfully capturing both the strategic scale of war and the thrill of controlling giant mechanical beasts on the battlefield. It remains a distinctive and memorable entry in the Zoids game history, especially for players who experienced the late-era FC library.
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