Romance of the Three Kingdoms II

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Romance of the Three Kingdoms II
Romance of the Three Kingdoms II
Game cover for the NES version
Developer(s)Koei
Publisher(s)Koei
Composer(s)Minoru Mukaiya
SeriesRomance of the Three Kingdoms
Platform(s)MS-DOS, PC-8801, PC-9801, MSX2, Amiga, NES, Super NES, Genesis, WonderSwan, PlayStation, Windows 95
Release
  • JP: 1989 (PC-8801, PC-9801)
  • JP: 2 November 1990 (NES)
  • JP: 15 September 1991 (SNES)
  • JP: 26 December 1991 (Mega Drive)
  • JP: 1991 (Amiga)
  • JP: 6 April 2000 (WonderSwan)
  • JP: 3 August 2000 (PlayStation)
  • JP: 15 December 2000 (Windows 95)
  • NA: September 1991 (SNES)
  • NA: September 1991 (NES)
  • NA: 25 December 1991 (Genesis)
Genre(s)Turn-based strategy
Mode(s)Single Player, multiplayer (max 8 (12 in Windows))

Romance of the Three Kingdoms II (Japanese: 三國志II, Hepburn: Sangokushi Tsū, lit. "Three Kingdoms II") is the second in the Romance of the Three Kingdoms series of turn-based strategy games produced by Koei and based on the historical novel Romance of the Three Kingdoms.

Gameplay

Upon starting the game, players choose from one of six scenarios that determine the initial layout of power in ancient China. The scenarios loosely depict allegiances and territories controlled by the warlords as according to the novel, although gameplay does not follow events in the novel after the game begins.

The six scenarios are listed as follows:

  1. Dong Zhuo seizes control of Luoyang (AD 189)
  2. Warlords struggle for power (AD 194)
  3. Liu Bei seeks shelter in Jing Province (AD 201)
  4. Cao Cao covets supremacy over China (AD 208)
  5. The empire divides into three (AD 215)
  6. Rise of Wei, Wu and Shu (AD 220)

After choosing the scenario, players determine which warlord(s) they will control. Custom characters may be inserted into territories unoccupied by other forces, as well. A total of 41 different provinces exist, as well as over 200 unique characters. Each character has three statistics, which range from 10 to 100 (the higher the better). A warlord's Intelligence, War Ability and Charm influence how successful he or she will be when performing certain tasks, such as dueling or increasing land value in a province.

The player wins the game by conquering all territories in China. This is accomplished by being in control of every province on the map.

New features

  • A reputation system that affects the rate of officers' loyalties towards their lords
  • Added treasures and special items that can increase an officer's stats
  • Advisers can help their lords predict the chances of success in executing a plan. An adviser with Intelligence stat of 100 will always accurately predict the result.
  • Intercepting messengers
  • Ability to create new lords on the map based on custom characters created by players

Reception

Computer Gaming World stated that Romance of the Three Kingdoms II "did a better job of simulating the chaos of" second-century China than the game's predecessor.[1] In a 1993 survey of pre 20th-century strategy games the magazine gave the game four stars out of five.[2] On release, Famicom Tsūshin scored the Famicom version of the game a 30 out of 40.[3]

References

  1. White, Roger (April 1992). "Ancient China Syndrome". Computer Gaming World (93): pp. 80, 82. http://www.cgwmuseum.org/galleries/index.php?year=1992&pub=2&id=93. Retrieved 24 November 2013. 
  2. Brooks, M. Evan (June 1993). "An Annotated Listing of Pre-20th Century Wargames". Computer Gaming World: pp. 136. http://www.cgwmuseum.org/galleries/index.php?year=1993&pub=2&id=107. Retrieved 7 July 2014. 
  3. 30 Point Plus: 三國志II. Weekly Famicom Tsūshin. No.336. Pg.31. 26 May 1995.
  • Japan Gamecity RTK2 page
  • MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.

Features

Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]

Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

History

Logo used until March 2014

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]

In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]

On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]

In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]

See also

  • IGDB – game database used by Twitch for its search and discovery functions

References

  1. 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/. 
  2. Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/. 
  3. "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1. 
  4. "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards. 
  5. 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel. 
  6. "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/. 
  7. 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521. 
  8. "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media. 
  9. Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned. 
  10. Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner. 
  11. "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames. 
  12. Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games. 
  13. "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/. 
  14. "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/. 
  15. Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/. 
  16. Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/. 
  17. "MobyGames on Patreon". http://www.patreon.com/mobygames. 
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