A train simulation at the heart of Japan's videogame production genesis
As the great videogame historian Florent Gorges explains in a recent video, one of the most beguiling developments in Japanese videogame history research comes to us from an unlikely source. Twitter user and train aficionado @yota8nsx reminisces about an episode of his childhood, namely his visit to Expo '70 in Osaka, describing a particularly captivating train simulation game playable at the Furukawa Pavilion and whose implications, if properly understood, make this one of the most important findings in this field of research.
A flyer illustration of the seven story pagoda building created specifically for the occasion, a traditional architectural reference that contrasted with the latest high-tech creations hosted within it.
Late last year, @yota8nsx uncovered pictures of the exhibit captured from a speciality magazine that show this early simulation game appearing to use vector graphics to depict a train track, as well as some custom-made mechanic train cab control levers. He captions the pictures with his memories of how the program functioned:
Well, there was a limit to what could be done given the capabilities of computers in the 1970s. This is an article on page 61 of the July 1970 issue of Railway Pictorial magazine and an image taken by an acquaintance of mine. (...)
It was over 54 years ago, so my memory is a bit hazy, but I think when I accelerated, I would fall backwards, and when I braked, I would fall forwards. There are about three different angles of reclining, and each was scored based on how comfortable the ride was. If I had gotten 90 points out of 100, I would have received a medal. In the picture, it's 76 points.
After performing some complementary research I was able to find that the program ran on an IDI Input-Output Machine, a computer developed in the mid 60s by New York-based company Information Displays, Inc. The IDIIOM is widely regarded as the first commercial CADD platform with powerful vector graphics capabilities and a light pen interface. Another game known to have been developed using the same machine is the Daly CP (Chess Program), one of the earliest GUI-based chess games, authored in 1969 by NASA researcher electrical engineer Chris Daly.
However, there are reasons to believe that this was either an adapted Japanese version of the system; or that it was in some manner connected to another terminal, as evidenced by code shown below the screen which appears to read Facom, followed by an alphanumeric code. As you may know, this was the name for Fujitsu's earliest computer line. Could this subtle hint refer to a separate terminal in which the actual game code was created or, perhaps even, running?
Despite the scarce information, namely the complete absence of any details concerning the authors of this magnificent experiment, there is sufficient documentation to establish this as one of the earliest known games ever to be created in Japan. Certainly, its existence is far better established than many of the often cited, Japanese university computer lab game creations from students of the 1960s.
The importance of this finding cannot be overstated, especially if one is to consider that the images hint at the distinct possibility that the game used vector graphics to represent a moving 3D train track. This some three years before Maze War, hitherto the first known game to have used three-dimensional visuals.
Disappointingly, the program itself is certain to have vanished altogether and there are hardly any leads that can explored to shed further light on this singular creation. I, for one, feel indebted to this old Japanese railfan for his invaluable contribution to what other information existed on this subject.
- Update (26/03)
The venerable Matt Sephton has pointed the way for additional information concerning this game as well as the Osaka Expo of 1970.
Some of these resources, including Classic Videogame Station, refer to this game as 電車の運転テス, or Densha no Unten Tesuto - literally Train Driving Test. Some additional photos are also provided, namely this rare colour capture showing a woman dressed as a train assistant, helping a young player. Unfortunately, this image doesn't offer additional visual access to the control levers, a crucial component of the experience.
Writing on the door reads: "warning to all visitors: this game is only available to elementary school students and above".
Further context is provided about this section of the exhibit, named Computopia. As it happens, the train simulator is only one from a handful of interactive experiences on offer on the floor of the so-called experimental theatre. Another blog post shows a cropped capture from an Expo 70 flyer, in which a brief and telling description can be read:
The modern dream is a convenient and fun utopian world made possible by computers. Furukawa Pavilion's Computopia will be an experimental theatre where all these dreams can come true, with exciting shows using the latest domestically produced computer system, the Fujitsu FACOM.
Other playable attractions included a voice-activated crane game, possibly a catcher-type arcade; a computer version of the age-old game Go that, unsurprisingly, required two players; a computer dress designer app allowing users to dabble in fashion creation, as well as a demo for a voice-activated cashless shopping system.
This floor exhibit and concept of a computer utopia was put together by the Bankoku Haku Furukawakan Promotion Committee, a parent group of the Japanese giant Fujitsu. The choice of interactive games was a deliberate decision to present computers as systems that could enable captivating and pleasurable experiences, and with it influence public perspective.
These attractions were prepared using four Fujitsu FACOM 270-30 systems, programmed by thirty engineers over a period of two years. My previous supposition that the IDIIOM computer was integrating with Japanese computer technology is thus confirmed, as the 270-30 was a powerful processing line printer-based mainframe which nevertheless lacked a visual output capability.
It is quite astonishing that Fujitsu engineers found not only a method to integrate both systems, but to harness the processing power of 1968 machine so as to enable a 3D audio-visual experience with contextual sound output (braking, crossing bridges) and complex input operations (acceleration, deceleration).
As per the Classic Videogame Station report, IBM's exhibit also included numerous other games including an early version of Lunar Lander as well as a rather complex airplane simulation. It isn't clear from the available reporting whether these programs originated in Japan or if they were developed in the United States. Sadly, this tends to muddy the waters somewhat whenever an attempt is made to establish a precise timeline of early Japanese computer game production, including the not so trivial matter of which one can claim for itself the title of being the first. At the present stage of my research, that is likely a distinction owed to the two-player Go game of which I have found written mentions placing it as far back as 1968, possibly 1966.
Be that as it may, Densha no Unten Tesuto could still be regarded as the first original videogame created in Japan that fits most parameters of contemporary gaming experience, including a well-defined arcade-like setup and presentation, a performance score and the potential for the player to win awards for achieving score targets. Chronological considerations aside, it compels us to see the history of videogames from an entirely different perspective.
Online sources and further recommended reading:
Florent Gorges Video Report at Playhistoire:
- Le Tout Premier Jeu Video Japonais Retrouvé
Yota8nsx post on visiting Expo 70:
- https://x.com/yota8nsx/status/1172335870659026951
Twitter thread covering early Japanese games:
- https://threadreaderapp.com/thread/1352188581960269828.html
Blog posts on Densha no Unten Tesuto:
- http://oyexp.blog.fc2.com/blog-entry-155.html
- https://ameblo.jp/kwkt666/entry-12479764013.html
Additional information about Expo 70 and Comutopia:
- https://www.expo70-park.jp/cause/expo/furukawa/
Specs sheet for FACOM computer line.
- https://museum.ipsj.or.jp/en/computer/main/0106.html
About the IDIIOM computer and its use for game development:
- https://www.chessprogramming.org/Daly_CP
- https://www.semanticscholar.org/paper/Was-the-IDIIOM-the-First-Stand-Alone-CAD-Platform-Bissell/b1fb4f9208fd3acd459d0efa228ebbf32b772cb7













