Capcom — Enjoy Game Japan Museum illustration

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Capcom

カプコン

Japan

About

Capcom Co., Ltd. is a Japanese video game developer and publisher founded in 1979. The company created several of gaming's most enduring franchises, including Resident Evil (1996), Street Fighter (1987), Mega Man (1987), Devil May Cry (2001), and Monster Hunter (2004). The original Resident Evil (Biohazard in Japan), directed by Shinji Mikami, coined the term "survival horror" and launched one of the industry's longest-running series.

History

Capcom's origins lie not in a game studio but in the restless ambition of one man who refused to stay in a single lane. Kenzo Tsujimoto was born in 1940 in Nara Prefecture and took his first job at a food wholesaler after high school. By the time he was twenty-two he had already struck out on his own, running his own distribution business. His pivot into entertainment came in the early 1970s, when he recognized an import opportunity that almost nobody else had spotted: American pinball machines. Tsujimoto began renting them to coffee shops and game parlors across Japan, building a distribution network and learning, coin by coin, how the amusement business actually worked. That decade of unglamorous logistics would prove to be the foundation of everything that followed.

In May 1979, Tsujimoto incorporated I.R.M. Corporation with ten million yen in capital, while simultaneously serving as president of Irem — one of the early pioneers of Japanese arcade hardware. Under I.R.M. he established a subsidiary called Japan Capsule Computers, whose mandate was to manufacture and distribute electronic game machines. The 'capsule computer' concept was deliberate branding: Tsujimoto wanted to distinguish his company's purpose-built arcade cabinets from general-purpose personal computers, framing them as sealed, self-contained entertainment devices. In September 1981, both I.R.M. and Japan Capsule Computers were folded into a reorganized entity called Sanbi Co., Ltd. Two years later, in June 1983, Tsujimoto spun off the sales operation as a separate company — Capcom Co., Ltd. — contracting the Capsule Computers name into what would become one of gaming's most recognized brands.

The company's first years were defined by arcade ambition and the discipline of making hits for a global coin-op market. Capcom released its first arcade video game, Vulgus, in 1984, followed quickly by 1942, a vertical-scrolling shooter set in the Pacific theater that found unexpected international traction and established a template for the company's early identity: polished mechanics, strong visual identity, and themes that traveled across cultural borders. These years also laid the groundwork for Capcom's console ambitions. In 1987, the original Rockman — released as Mega Man in North America — arrived on the Famicom, launching a franchise that would eventually sell more than 44 million units and define a generation's idea of what a platformer could demand from a player. The series' tight controls and deliberate difficulty were not accidental; they reflected a design philosophy that respected players enough to challenge them.

The moment that changed not just Capcom but the entire games industry arrived in March 1991, when the arcade version of Street Fighter II: The World Warrior hit the floors of arcades worldwide. Designed around a six-button layout, a roster of eight distinct fighters with unique move sets, and a combo system that rewarded practice over button-mashing, Street Fighter II essentially invented the competitive fighting game as a genre. By 1994, an estimated twenty-five million people in the United States alone had played it. The game's influence was so total that every fighting game released in the years that followed was measured against it — a standard that held for a decade. The Street Fighter franchise today stands at 59 million units sold, a number that obscures the deeper truth: this was the title that taught the world that games could be competitive sports.

If Street Fighter II proved Capcom could shape culture, Resident Evil — released on PlayStation in March 1996 — proved the company could shape fear. Director Shinji Mikami developed the game at the urging of his supervisor and producer Tokuro Fujiwara, who instructed him to take the structure of Sweet Home, Capcom's 1989 Famicom horror RPG, and rebuild it for the modern era. Mikami drew further inspiration from Romero's Dawn of the Dead and from Infogrames' Alone in the Dark, borrowing the pre-rendered background technique and combining it with real-time character movement and genuine resource scarcity. The result was survival horror as a genre, not merely a tone. The Resident Evil series has since surpassed 201 million units in lifetime sales — a figure that places it among the best-selling video game franchises in history and validates the choice Mikami made to treat horror as entertainment rather than novelty.

The years around the turn of the millennium were a period of extraordinary creative density at Capcom, and also the moment when the company learned how ambition and accident can collaborate. A game that began development as Resident Evil 4 became, after director Hideki Kamiya pushed its action systems far beyond anything recognizable as survival horror, the stylish action title Devil May Cry. Mikami reportedly told Kamiya something to the effect of 'this doesn't feel like a Resident Evil anymore — maybe we shouldn't call it one.' The reframing was an act of creative courage, and Devil May Cry launched in August 2001 to critical and commercial success, founding a series that would reach 38 million units sold. That same January, Capcom released Onimusha: Warlords on PS2, starring Hong Kong actor Takeshi Kaneshiro and built partly on the engine of the cancelled Resident Evil 1.5 — Japan's first PlayStation 2 title to ship over one million copies.

Monster Hunter, launched on PlayStation 2 in March 2004, appeared at first to be Capcom's experiment in online network gaming — ambitious, perhaps too ambitious for the infrastructure of the time. Initial sales were modest. But when the game migrated to the PlayStation Portable in December 2005, something remarkable happened: the handheld's ad-hoc wireless functionality turned Monster Hunter into a social ritual. Players gathered in universities, cafes, and commuter trains with their PSPs, hunting together in real physical proximity. The series became a cultural phenomenon in Japan before the rest of the world fully understood what it was. That patient build — years of iteration on portable hardware before the global breakthrough of Monster Hunter: World in 2018 — is one of the most instructive stories in publishing: not every franchise earns its global audience immediately, and not every platform is the wrong one. The series now stands at 127 million units sold.

Capcom's most recent chapter is defined by an engineering decision made quietly around 2014: the development of the RE Engine, a proprietary in-house game engine designed to support photorealistic graphics and virtual reality. Its public debut came at E3 2015 through a VR tech demo called KITCHEN — a first-person horror experience that prefigured Resident Evil 7's radical shift to first-person perspective. When Resident Evil 7 launched in January 2017 with full PlayStation VR support, it marked the first time the flagship franchise had been entirely rebuilt around a new camera perspective in more than two decades. The bet paid off: Resident Evil 7 revitalized the series, and the RE Engine became the foundation for Dragon's Dogma 2, Devil May Cry 5, Monster Hunter: Wilds — which sold ten million copies in its first month, the fastest in company history — and a pipeline of remakes that brought the classic Resident Evil titles to new generations. Eight consecutive years of record profits across all profit categories, and operating income growth exceeding ten percent for ten consecutive years, is the financial expression of what happens when a company commits to its own infrastructure.

Timeline & Works

Corporate milestones and all 49 games in the museum this studio developed — in the order they happened.

  1. 1979 05

    I.R.M. Corporation founded

    Kenzo Tsujimoto incorporates I.R.M. Corporation in Osaka with ten million yen in capital, establishing the legal predecessor chain that will become Capcom. He simultaneously serves as president of Irem.

    founding
  2. 1981 09

    Reorganized as Sanbi Co., Ltd.

    I.R.M. Corporation and its subsidiary Japan Capsule Computers merge and reorganize under the new name Sanbi Co., Ltd., consolidating the manufacturing and distribution operations.

    founding
  3. 1983 06

    Capcom Co., Ltd. established

    The sales division is spun off as Capcom Co., Ltd. on June 11. The name is a contraction of 'Capsule Computers,' chosen to distinguish proprietary arcade hardware from general personal computers.

    founding
  4. 1984

    First arcade titles: Vulgus and 1942

    Capcom releases its first arcade video game, Vulgus, followed by 1942, a Pacific War-themed vertical shooter that achieves strong international sales and establishes the company's early brand identity.

    product
  5. 1986
    Ghosts 'n Goblins

    Family Computer (Famicom) / NES

  6. 1987

    Rockman (Mega Man) launches on Famicom

    The original Rockman launches on Famicom, founding a franchise celebrated for its precise controls and demanding but fair difficulty. The series will go on to sell more than 44 million units worldwide.

    product
  7. 1987
    1943: The Battle of Midway

    PC Engine / TurboGrafx-16

  8. 1987
    Mega Man

    Family Computer (Famicom) / NES

  9. 1988
    Bionic Commando

    Family Computer (Famicom) / NES

  10. 1988
    Mega Man 2

    Family Computer (Famicom) / NES

  11. 1989 01

    Sanbi absorbs Capcom; company renamed Capcom

    The development-side company Sanbi absorbs the sales-side Capcom Co., Ltd. The surviving entity Sanbi then adopts the Capcom name, forming the direct legal predecessor of today's company.

    corporate
  12. 1989
    DuckTales

    Family Computer (Famicom) / NES

  13. 1990 10

    Shares listed on OTC securities market

    Capcom registers its shares on the over-the-counter securities market, marking its first step toward public capital markets and providing resources for expanded game development.

    corporate
  14. 1990
    Chip 'n Dale Rescue Rangers

    Family Computer (Famicom) / NES

  15. 1990
    Gargoyle's Quest

    Game Boy

  16. 1990
    Little Nemo: The Dream Master

    Family Computer (Famicom) / NES

  17. 1990
    Mega Man 3

    Family Computer (Famicom) / NES

  18. 1991 03

    Street Fighter II: The World Warrior released

    The arcade release of Street Fighter II defines the competitive fighting game genre. Its six-button layout, diverse roster, and combo system set standards that influenced virtually every fighting game released for a decade. By 1994, an estimated 25 million people had played it in the United States alone.

    product
  19. 1991
    Mega Man 4

    Family Computer (Famicom) / NES

  20. 1991
  21. 1991
    Super Ghouls 'n Ghosts

    Super Famicom / SNES

  22. 1992
    Mega Man 5

    Family Computer (Famicom) / NES

  23. 1992
  24. 1993 10

    Listed on Osaka Securities Exchange Second Section

    Capcom lists on the Second Section of the Osaka Securities Exchange, strengthening its access to institutional capital markets.

    corporate
  25. 1993
    Breath of Fire

    Super Famicom / SNES

  26. 1993
    Mega Man 6

    Family Computer (Famicom) / NES

  27. 1993
    Mega Man X

    Super Famicom / SNES

  28. 1993
    Street Fighter II' Champion Edition

    PC Engine / TurboGrafx-16

  29. 1993
    Street Fighter II' Dash: Champion Edition

    PC Engine / TurboGrafx-16

  30. 1993
    Street Fighter II': Champion Edition

    PC Engine / TurboGrafx-16

  31. 1994
    Breath of Fire II

    Super Famicom / SNES

  32. 1994
    Demon's Crest

    Super Famicom / SNES

  33. 1994
    Demon's Crest

    Super Famicom / SNES

  34. 1994
    Mega Man X2

    Super Famicom / SNES

  35. 1996 03

    Resident Evil launches on PlayStation

    Shinji Mikami's Resident Evil defines the survival horror genre, drawing on Sweet Home's structure, pre-rendered backgrounds borrowed from Alone in the Dark, and the atmosphere of Romero's Dawn of the Dead. The franchise will surpass 201 million units in lifetime sales.

    product
  36. 1996
    Mega Man 8

    PlayStation

  37. 1996
    Resident Evil

    PlayStation

  38. 1997
    Breath of Fire III

    PlayStation

  39. 1997
    Mega Man Legends

    PlayStation

  40. 1997
    Mega Man X4

    PlayStation

  41. 1997
  42. 1998
    Resident Evil 2

    PlayStation

  43. 1998
  44. 1999
    Dino Crisis

    PlayStation

  45. 1999
  46. 1999
    Power Stone

    Dreamcast

  47. 1999
  48. 1999
    Resident Evil 3: Nemesis

    Nintendo GameCube

  49. 2000 10

    Listed on Tokyo Stock Exchange First Section

    Capcom extends its stock listing to the Tokyo Stock Exchange First Section, completing its presence on Japan's two major exchanges and broadening its investor base.

    corporate
  50. 2000
  51. 2000
    Mega Man Xtreme

    Game Boy Color

  52. 2000
    Power Stone 2

    Dreamcast

  53. 2000
    Project Justice

    Dreamcast

  54. 2000
  55. 2001 01

    Onimusha: Warlords — Japan's first PS2 million-seller

    Onimusha: Warlords, starring Hong Kong actor Takeshi Kaneshiro and built on the engine of the cancelled Resident Evil 1.5, becomes the first PlayStation 2 title to ship over one million copies in Japan, demonstrating Capcom's capacity to blend cinematic ambition with technical reuse.

    product
  56. 2001 08

    Devil May Cry launches — reborn from Resident Evil 4

    A project that began as Resident Evil 4 is redirected by director Hideki Kamiya and producer Shinji Mikami into an original action title. Devil May Cry launches to critical acclaim and establishes a franchise that will reach 38 million units sold.

    product
  57. 2001
  58. 2001
    Mega Man Xtreme 2

    Game Boy Color

  59. 2002
    Resident Evil

    Nintendo GameCube

  60. 2002
    Resident Evil Zero

    Nintendo GameCube

  61. 2004 03

    Monster Hunter debuts on PlayStation 2

    Monster Hunter launches as part of Capcom's online network strategy. Initial sales are modest, but the game's cooperative design plants the seed of a phenomenon that will define Japanese portable gaming culture.

    product
  62. 2004
    Viewtiful Joe 2

    Nintendo GameCube

  63. 2005 12

    Monster Hunter Portable on PSP — social phenomenon begins

    The PSP version of Monster Hunter, leveraging the handheld's ad-hoc wireless functionality, transforms the franchise into a social ritual played in real physical proximity. The game becomes a cultural phenomenon across Japan.

    product
  64. 2005
    Resident Evil 4

    Nintendo GameCube

  65. 2017 01

    Resident Evil 7 launches on RE Engine with full PSVR support

    Resident Evil 7 launches on January 26, debuting the proprietary RE Engine and adopting a first-person perspective for the first time in the mainline series. Full PlayStation VR support marks a technological turning point that revitalizes the franchise.

    product
  66. 2020 11

    Ragnar Locker ransomware attack

    Attackers using the Ragnar Locker ransomware exploit a vulnerability in Capcom's legacy VPN equipment, potentially exposing up to 350,000 personal records. The attackers demand approximately 11 billion yen; Capcom refuses to pay.

    corporate
  67. 2025 02

    Monster Hunter Wilds — fastest-selling title in company history

    Monster Hunter Wilds launches on February 28 and reaches ten million copies sold within one month, making it the fastest-selling title in Capcom's history and extending the series' cumulative total to 127 million units.

    product

Connections

  • collaborated with nintendo (1987–present)

    Capcom released major Famicom titles beginning with the original Rockman in 1987, and has maintained a publishing and development partnership with Nintendo platforms across multiple console generations.

  • collaborated with sega (1990–present)

    Capcom ported and co-published multiple titles for Sega platforms, including Mega Drive and Dreamcast versions of Street Fighter and Resident Evil titles.

  • collaborated with sony-computer-entertainment (1996–present)

    Capcom's most significant modern partnership: Resident Evil launched as a PlayStation exclusive in 1996, and the RE Engine was developed in tandem with PlayStation VR support. Monster Hunter Portable defined the PSP era in Japan.

Also connected to

Stories featuring Capcom

Rooms their games live in

Sources

  1. Capcom Corporate History (Official IR)
  2. Capcom — Wikipedia (English)
  3. カプコン — Wikipedia(日本語)
  4. Game Series Sales Data
  5. Street Fighter II — Wikipedia (English)
  6. Monster Hunter — Wikipedia (English)
  7. バイオハザードシリーズ — Wikipedia(日本語)
  8. Resident Evil — Wikipedia (English)
  9. 辻本憲三 — Wikipedia(日本語)
  10. 三上真司 — Wikipedia(日本語)
  11. 神谷英樹 — Wikipedia(日本語)
  12. 稲船敬二 — Wikipedia(日本語)
  13. 『デビル メイ クライ』はもともと『バイオハザード4』だった——神谷英樹氏が語る誕生秘話
  14. Fiscal Year ended March 2025 Financial Results
  15. Resident Evil Series Surpasses 201 Million Units in Cumulative Sales