![Yokoyama Mitsuteru Sangokushi [Model SHVC-3G] Yokoyama Mitsuteru Sangokushi [Model SHVC-3G] screenshot](images/game/62641_2.png)
Yokoyama Mitsuteru Sangokushi © 1992 Angel.
Yokoyama Mitsuteru Sangokushi is a strategic simulation game based on the renowned 60-volume manga series of the same name by Mitsuteru Yokoyama. The game casts players into the turbulent Three Kingdoms period of Chinese history, tasking them with managing historical figures, resource allocation, and large-scale military campaigns to unify China. As a strategy title, it focuses on the political and tactical maneuvers associated with the Romance of the Three Kingdoms, utilizing the distinct character designs and visual storytelling established in the manga.
GAME ID: SHVC-3G
Released on May 29, 1992 in Japan. This was one of the earliest third-party strategy titles released for the Super Famicom, signaling a wave of historical simulation games that would define much of the console's library in Japan.
Manga Adaptation: The game is notable for its direct adherence to the art style and narrative flow of Mitsuteru Yokoyama’s Sangokushi manga, which was—and remains—a cornerstone of Japanese historical education and pop culture. Players familiar with the manga will recognize the iconic character portraits and the specific dramatization of key historical events.
Gameplay Mechanics: It follows the traditional "Grand Strategy" format, requiring players to balance internal stability, economy, and military force. It is often compared to the Romance of the Three Kingdoms series by Koei, though it distinguishes itself through its specific branding and, for many fans, a more accessible interface that catered to the manga’s wider audience.
Cultural Context: The early 1990s saw a massive boom in Sangokushi media in Japan, with the manga serving as a primary entry point for the public. This game effectively bridged the gap between the popular print material and the growing interactive strategy gaming market on 16-bit consoles.
Hardware Usage: As an early SFC title, it emphasizes the console's ability to display high-quality portrait art and complex menu systems, which were vital for the long, text-heavy strategic sessions that characterized the genre at the time.