
"Suikoden: Tenmei no Chikai" was released in Japan in 1988 and later in the US as "Bandit Kings of Ancient China." It is a simulation game based on the novel "Suikoden" or "Water Margin," a Chinese classic. Players play as a bandit being pursued by imperial officers.
Modeled estimate, not a reported figure. How we estimate →
Media
About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese
Engagement
Hours played at review time, across 39 reviews with recorded playtime.
Reviews
水浒传是中国历史上第一部用白话文写成的章回体小说,以宋江领导的起义为主要题材,通过一系列梁山英雄反抗压迫,英勇斗争的生动故事,揭示了当时的社会矛盾,暴露了北宋末年统治阶级的腐朽与和残暴,揭漏了当时尖锐的社会矛盾和官逼民反的残酷现实,形象生动的塑造了108个好汉的鲜明形象,作为最早的红白机的水浒游戏还是国外,作为30年前已经很不错了。
気楽に遊べるのが良いけど、セーブの都度、ディスク移動しないとけない。 移設のとかにこれは何とかならなかった物か。 ただ、終了したブラウザー版よりは自由がきく。
Nice
Bandit Kings of Ancient China (Bandit) won the prize for the best game in the world in 1989. It was and still is. If you are looking for a fellow player, my email address is lvmaness@GMail.com. At present, I am trying to get an official, legal copy of the digital version. The free DOS Simulator version available for free over the internet I do not like because it is inundated with ads that are of questionable accuracy, are misleading and can easily lead to inadvertent purchases that are very difficult to get out of! Actually, it is quite difficult to avoid making such purchases which I find intolerable! There are two versions, with the most recent having improved graphics but with changes I do not like as much as the original.
「旗上げし仲間を集める」「人気を250まで増やす」「高キュウを打ち取る」と時間制限があるなか、バランスがよく、長く楽しめています。 画面が大きいのも良いところです。
*Bandit Kings of Ancient China*, developed and published by KOEI TECMO GAMES CO., LTD., is a classic strategy simulation that reflects the company’s early ambition to merge historical storytelling with deep, system-driven gameplay. Drawing inspiration from the Chinese literary epic *Water Margin*, the game places players in the role of a rebel leader rising against a corrupt regime during the Song Dynasty. Rather than presenting a straightforward conquest narrative, it frames the experience around the complexities of rebellion—building alliances, managing people, and sustaining a fragile movement in the face of overwhelming authority. Even decades after its original release, it stands out for how seriously it treats its subject matter. At its core, the game is a hybrid of grand strategy and role-playing elements, with a strong emphasis on character management. Players are not simply commanding armies; they are leading a group of individuals, each with distinct attributes, skills, and personalities. Recruiting capable officers is essential, and their effectiveness depends not only on raw stats but also on how well they are managed. Loyalty becomes a critical factor, as dissatisfied subordinates can weaken your position or even abandon you. This focus on human dynamics gives the game a more personal dimension, where success is tied as much to relationships as it is to military strength. The strategic layer revolves around governing territories, balancing resources, and expanding influence across a divided map. Each region under your control requires careful attention—taxation must be handled responsibly, troop morale must be maintained, and internal stability must be preserved. Ignoring these responsibilities can lead to unrest or loss of control, reinforcing the idea that leadership is a continuous balancing act. Time progresses through a structured calendar, and every decision carries weight, pushing players to think several steps ahead rather than reacting impulsively. Combat, when it occurs, takes place on grid-based battlefields that emphasize positioning and tactical awareness. While the mechanics are relatively simple compared to modern strategy games, they still offer meaningful choices. Different unit types and attack methods create opportunities for strategic planning, and battles often hinge on how well you utilize terrain and coordinate your forces. Captured enemies introduce additional decisions—whether to recruit them, remove them, or use them to strengthen your cause—further tying combat outcomes back into the broader management systems. What defines *Bandit Kings of Ancient China* most strongly is its depth, but that depth comes at the cost of accessibility. The game offers minimal guidance, expecting players to learn its systems through experimentation. Its interface is dated, with text-heavy menus that can feel unintuitive, and its pacing is deliberately slow, prioritizing long-term planning over immediate results. For modern players, these elements can make the experience feel daunting, especially in the early hours when the mechanics are not yet fully understood. Despite these barriers, there is a remarkable sense of immersion in how the game simulates the rise of a rebel faction. It captures the uncertainty and complexity of leadership, where every gain must be carefully maintained and every decision can have far-reaching consequences. The open-ended nature of the gameplay allows for different approaches, giving players the freedom to shape their own path rather than follow a rigid script. This flexibility, combined with its strong thematic foundation, gives the game a lasting appeal for those willing to engage with its systems. Ultimately, *Bandit Kings of Ancient China* is a demanding but rewarding experience that showcases the early foundations of Koei’s strategy design. It may feel archaic in presentation and pacing, but beneath those limitations lies a sophisticated simulation that remains compelling in its own right. For players interested in deep, character-driven strategy games or the history of the genre, it offers a rich and thoughtful journey that stands the test of time. Rating: 7/10
有点意思
别买,存档操作过于复杂,搞半天搞不了,算了,已弃
ゲームとして純粋に面白い。これ拡張してくれんかなー
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Clash of Clans | $2.6B | 61.4M | 90% | Free |
| Plants vs. Zombies™ | $1.9B | 5.7M | 75% | Free |
| Clash Royale | $1.9B | 41.6M | 89% | Free |
| Lords Mobile: Kingdom Wars | $1.9B | 9.2M | 90% | Free |
| Stick War: Legacy | $1B | 3.2M | 96% | Free |
| Evony: The King's Return | $644M | 826.6K | 80% | Free |
Related
| Pushing It! With Sisyphus | $12.7K | 102 | 67% | $3.99 |
| My Dictator Stalin Can't Be This Cute ?! | $12.7K | 353 | 93% | $1.49 |
| The Legacy: Prisoner Collector's Edition | $12.7K | 80 | 90% | $9.99 |
| Forestry 2017 - The Simulation | $12.7K | 124 | 42% | $2.99 |
| Rhythm Brawl | $12.7K | 136 | 72% | $4.99 |
| Locks | $12.7K | 50 | 78% | $11.99 |