{"id":45595,"date":"2025-03-13T15:33:52","date_gmt":"2025-03-13T06:33:52","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=45595"},"modified":"2025-03-14T17:21:11","modified_gmt":"2025-03-14T08:21:11","slug":"there-was-no-such-thing-as-a-game-industry-back-then-koeis-founder-on-how-his-solo-passion-project-sold-10000-copies-at-the-dawn-of-pc-gaming-in-japan","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/news\/there-was-no-such-thing-as-a-game-industry-back-then-koeis-founder-on-how-his-solo-passion-project-sold-10000-copies-at-the-dawn-of-pc-gaming-in-japan\/","title":{"rendered":"&#8220;There was no such thing as a game industry back then.&#8221; Koei\u2019s founder on how his solo passion project sold 10,000 copies at the dawn of PC gaming in Japan\u00a0"},"content":{"rendered":"\n<p>In a recent interview with <a href=\"https:\/\/news.denfaminicogamer.jp\/interview\/250312b\" target=\"_blank\" rel=\"noreferrer noopener\">Denfaminicogamer,<\/a> founder of Koei (now Koei Tecmo) <strong>Yoichi Erikawa<\/strong>, also known as Kou Shibusawa, talked about his early days as a game designer and what it was like to make games in the early 1980s, when Japan&#8217;s gaming landscape was still taking shape. Despite there being virtually no established game industry nor supply chains for PC games, Erikawa\u2019s first game, Kawanakajima no Kassen, sold 10,000 copies.&nbsp;<\/p>\n\n\n\n<p>Kawanakajima no Kassen is a war simulator PC game created by Erikawa in 1981. Drawing on real-life historical events, the game put players in the Sengoku Period, in the midst of the clash between the Takeda and Uesugi clans. The game incorporates not only battle, but realistic elements of being a feudal lord in Japan, like managing recruits, finances and flood control.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1387\" height=\"770\" sizes=\"auto, (max-width: 1387px) 100vw, 1387px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/03\/20250313-45595-001.jpg\" alt=\"Kawanakajima no Kassen\" class=\"wp-image-45599\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/03\/20250313-45595-001.jpg 1387w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/03\/20250313-45595-001-380x211.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/03\/20250313-45595-001-768x426.jpg 768w\" \/><figcaption class=\"wp-element-caption\">Kawanakajima no Kassen (1981)<\/figcaption><\/figure>\n\n\n\n<p>Erikawa comments that he never intended to create a commercial product with Kawanakajima no Kassen. It was a personal project, developed out of his passion for history and newfound fascination with programming. Erikawa would work on it a night, after finishing his day job. \u201cI was making the game while learning about the PC that my <a href=\"https:\/\/automaton-media.com\/en\/news\/koei-tecmo-makes-up-for-losses-in-video-game-sales-with-skillful-stock-investments\/\" target=\"_blank\" rel=\"noreferrer noopener\">wife (Keiko Erikawa)<\/a> bought for me, and it gradually became more entertaining. Before I knew it, my game grew increasingly polished, and I played it every day.\u201d&nbsp;<\/p>\n\n\n\n<p>Then, at his wife\u2019s suggestion, Erikawa decided to try and see if other people would be interested in his game. They placed an advertisement in a computer magazine, hoping to sell around 10 copies. \u201cAt most, I thought we\u2019d sell 20,\u201d Erikawa admits.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1396\" height=\"786\" sizes=\"auto, (max-width: 1396px) 100vw, 1396px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/03\/20250313-45595-002.jpg\" alt=\"Kawanakajima no Kassen Remake (2017)\" class=\"wp-image-45600\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/03\/20250313-45595-002.jpg 1396w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/03\/20250313-45595-002-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/03\/20250313-45595-002-768x432.jpg 768w\" \/><figcaption class=\"wp-element-caption\">Kawanakajima no Kassen Remake (2017)<\/figcaption><\/figure>\n\n\n\n<p>But once the orders started coming in, Erikawa and his wife were overwhelmed. With no distribution channel, they had to produce and ship the game themselves. \u201cIt was all done by hand. We had no employees, so we asked our neighbors, including police officers\u2019 wives from the nearby housing complex, to help copy the cassette tapes, label them, and package them.\u201d But despite the humble start, Kawanakajima no Kassen sold approximately 10,000 copies, which is a staggering number for the time.&nbsp;<\/p>\n\n\n\n<p>The unexpected success of his first game led Erikawa to consider developing more games. \u201cUsers started calling, asking for more,\u201d he recalls. \u201cPeople wanted games about Nobunaga, Ieyasu, and Hideyoshi (other Sengoku period warlords). Others asked for World War II TRPGs. That\u2019s when I realized there was a real demand.\u201d&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image aligncenter size-full is-resized\"><img loading=\"lazy\" decoding=\"async\" width=\"642\" height=\"402\" sizes=\"auto, (max-width: 642px) 100vw, 642px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/03\/20250313-45595-003.jpg\" alt=\"Nobunaga's Ambition (1983)\" class=\"wp-image-45601\" style=\"width:644px;height:auto\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/03\/20250313-45595-003.jpg 642w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/03\/20250313-45595-003-380x238.jpg 380w\" \/><figcaption class=\"wp-element-caption\">Nobunaga&#8217;s Ambition (1983)<\/figcaption><\/figure>\n\n\n\n<p>This demand led to the development of Nobunaga\u2019s Ambition in 1983, a game that\u2019s considered to be one of the first historical simulators and has since grown into a franchise with over 40 games. Erikawa designed the game, while the programming was done by talented college students Koei hired as part-timers.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1393\" height=\"782\" sizes=\"auto, (max-width: 1393px) 100vw, 1393px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/03\/20250313-45595-004.jpg\" alt=\"\nNobunaga's Ambition: Awakening (2022)\" class=\"wp-image-45602\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/03\/20250313-45595-004.jpg 1393w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/03\/20250313-45595-004-380x213.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/03\/20250313-45595-004-768x431.jpg 768w\" \/><figcaption class=\"wp-element-caption\">Nobunaga&#8217;s Ambition: Awakening (2022)<\/figcaption><\/figure>\n\n\n\n<p>Recounting how Koei officially become a software company, Erikawa comments, \u201cI hadn&#8217;t even thought of the phrase \u2018entering the game business.\u2019 Or rather, there was no such thing as a game industry or gaming business back then. At the time, the PC world was driven by four magazines known as the &#8220;big four&#8221;: ASCII, RAM, I\/O, and Microcomputer. Amateur PC users were influenced by these magazines, and gradually became more and more absorbed in PCs, turning into geeks. And one by one, business owners emerged from this userbase. I think I was one of them.\u201d<\/p>\n\n\n\n<p>Kawanakajima no Kassen is available on PC (<a href=\"https:\/\/store.steampowered.com\/app\/724310\/Kawanakajima_no_Kassen\/\" target=\"_blank\" rel=\"noreferrer noopener\">Steam<\/a>), although at the time of writing, it is only playable in Japanese.&nbsp;<\/p>\n\n\n\n<p>Related Articles: <a href=\"https:\/\/automaton-media.com\/en\/news\/niohs-producer-says-he-would-have-been-fired-if-he-werent-his-own-boss-as-he-looks-back-on-the-games-12-year-long-development-period\/\">Nioh\u2019s producer says he would have been fired if he weren\u2019t his own boss as he looks back on the game\u2019s 12-year-long development period&nbsp;<\/a><\/p>\n\n\n\n<p><a href=\"https:\/\/automaton-media.com\/en\/news\/should-executives-be-game-producers-koei-tecmos-founder-kou-shibusawa-says-yes\/\" target=\"_blank\" rel=\"noreferrer noopener\">Should executives be game producers? Koei Tecmo\u2019s founder Kou Shibusawa says yes&nbsp;<\/a>&nbsp;<\/p>\n\n\n\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Koei Tecmo founder Yoichi Erikawa, also known as Kou Shibusawa, talks about the dawn of PC gaming in Japan and his first game.<\/p>\n","protected":false},"author":55,"featured_media":45598,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[64,3],"tags":[17],"class_list":["post-45595","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-development","category-news","tag-japan-related-news"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.2 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>&quot;There was no such thing as a game industry back then.&quot; Koei\u2019s founder on how his solo passion project sold 10,000 copies at the dawn of PC gaming in Japan\u00a0 - AUTOMATON WEST<\/title>\n<meta name=\"description\" content=\"Koei Tecmo founder Yoichi Erikawa, also known as Kou Shibusawa, talks about the dawn of PC gaming in Japan and his first game.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/automaton-media.com\/en\/news\/there-was-no-such-thing-as-a-game-industry-back-then-koeis-founder-on-how-his-solo-passion-project-sold-10000-copies-at-the-dawn-of-pc-gaming-in-japan\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"&quot;There was no such thing as a game industry back then.&quot; 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She grew up playing Duke Nukem and Wolfenstein with her dad, and is now enamored with obscure Japanese video games and internet culture. Currently devoted to growing Automaton West to the size of its Japanese sister-site, while making sure to keep news concise and developer stories deep and stimulating.","url":"https:\/\/automaton-media.com\/en\/author\/amber-vjestica\/"}]}},"_links":{"self":[{"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/posts\/45595","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/users\/55"}],"replies":[{"embeddable":true,"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/comments?post=45595"}],"version-history":[{"count":6,"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/posts\/45595\/revisions"}],"predecessor-version":[{"id":45666,"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/posts\/45595\/revisions\/45666"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/media\/45598"}],"wp:attachment":[{"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/media?parent=45595"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/categories?post=45595"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/tags?post=45595"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}