
The first "Winning Post" was released in 1993. It allows players to experience the romantic life of a horse owner. As an owner, you will interact with trainers, stable hands, and jockeys to raise the best racer you can.
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 20 reviews with recorded playtime.
Reviews
ウイニングポストの初代、この時点で馬主気分を味わうことが出来る完成度。 牧場などの開放がやや難しく、そこは昔のゲームだと感じた。 昔のゲームなので90年代の昔のレースプログラムを体験できるのは新鮮だと感じました。 ただし配合効果などがないこともあり、正攻法の凱旋門賞制覇はかなりの忍耐と時間を必要としますが...
WP1はSFCとMAC版をプレイしたことがあります。30年近く経ってますがふとやりたくなったので購入。 プレイ100時間程ですがデータが破損しやすい点以外は概ね満足しています。1か月で2度データが壊れました。 既プレイヤー以外で購入する方は少ないとは思われますが、古いゲームなので動きが緩慢な点はあります。 SFCでプレイしたことがある方であれば十分楽しめる内容かと思います。SFC版に比べるとレース日のスキップ進行がかなり速いです。 良い点として種牡馬の前年順位が参照できるのでその時の血の勢力が把握しやすいです。SFCで購入不可だったマックイーンキンバリーの子がセリに出てきます。 悪い点はレースシーンと音質がチャチな点だけは注意点…グラフィックがファミコンレベルです。 着順などのゲームバランスは殆どSFC版と変わらないかと思います。 基本的にはサイコロの良い目(結果)が出るまで繰り返しやり直すか、ノーリセットでまったり楽しむかっていうゲーム。 戦績を積ませることでノーマルホースでも十分スーパーホースに対抗できるのは魅力かと思います。 リセット地獄にはなりますが、滅茶苦茶粘れば初期馬でもクラシックをギリギリ取れます。
*Winning Post*, developed and published by KOEI TECMO GAMES CO., LTD., is a deep and methodical sports simulation that shifts the focus of horse racing away from direct control and toward long-term management, legacy building, and strategic planning. Rather than placing players on the track, it positions them behind the scenes as an owner and breeder, responsible for shaping the careers of horses and, over time, an entire bloodline. It’s a game that values patience and foresight, offering a slow-burning experience that rewards careful decision-making rather than quick reactions. The foundation of the game lies in its layered management systems. Players oversee a stable of horses, making decisions about training, race participation, and overall development. Each horse is treated as an individual, with its own strengths, weaknesses, and potential for growth. Progression is not guaranteed, and success depends on how well you understand and nurture these attributes. Entering races requires thoughtful consideration, as timing, competition, and preparation all play crucial roles in determining outcomes. The game consistently reinforces the idea that victory is the result of planning rather than chance, even though elements of unpredictability remain. Breeding is one of the most significant aspects of the experience, adding a generational layer that extends far beyond individual races. Selecting the right pairings is both an art and a science, as genetic traits influence future performance in ways that are not always immediately clear. This system introduces a sense of long-term investment, where decisions made early can have lasting consequences. Watching a lineage evolve over time—producing stronger, more successful horses—creates a unique sense of accomplishment that distinguishes the game from more straightforward sports simulations. The passage of time is central to the game’s structure. Seasons progress steadily, bringing new opportunities and challenges while requiring players to manage multiple horses at different stages of their careers. Financial considerations, stable management, and the broader competitive environment all factor into decision-making, creating a complex web of interdependent systems. As your operation grows, so does the level of responsibility, turning what begins as a modest endeavor into a multifaceted management challenge. Another layer of depth comes from the relationships within the racing world. Trainers, jockeys, and other figures play important roles in shaping outcomes, and building strong connections can provide tangible benefits. These interactions add a human element to the simulation, making it feel less like a collection of systems and more like a living environment. Success often depends not just on the quality of your horses, but on how effectively you navigate this network of relationships. The game’s presentation reflects its priorities. Visually, it is functional, with an emphasis on clarity and information rather than spectacle. Menus and data screens dominate the interface, which can feel overwhelming at first, especially for new players. The lack of extensive guidance means that much of the learning process comes through experimentation and experience. This can make the early stages feel daunting, but it also contributes to the sense of mastery that develops over time. Pacing is deliberately slow, which may not appeal to everyone. Progress unfolds gradually, and the rewards for your efforts are often delayed. However, this measured approach is integral to the experience, as it allows for the development of long-term strategies and meaningful growth. The satisfaction of seeing a horse you bred rise through the ranks—or watching a successful lineage take shape—comes from this extended investment. Despite its complexity, *Winning Post* remains focused on its core idea: building a legacy within the world of horse racing. It does not attempt to simplify its systems or cater to quick play sessions, instead offering a detailed simulation that expects players to engage fully with its mechanics. This focus gives the game a distinct identity, setting it apart from more accessible or action-oriented titles. In the end, *Winning Post* is a rewarding but demanding experience that excels in its depth and long-term progression. It may feel intimidating at first, and its slow pace can be a barrier for some, but for those willing to commit to its systems, it offers a rich and satisfying simulation of the sport. It’s a game that values patience, planning, and persistence, delivering a sense of achievement that grows with every season. Rating: 8/10
難易度が高い。自家製産からスーパーホースが本当に産まれない。GIが16、GⅡ~Ⅲが多分62~63しかない。2025現在はGI24、GⅡ~Ⅲ(多分)104なのでその事からも難易度の高さが分かるかと。SFC版と違って内枠、外枠の戦法の有利、不利もない。欠点は1戦毎しか設定できないのでとにかく手間がかかり時間もかかる。レースを見た場合は実際のレース時間と同じかそれよりも長くなる傾向。名前しか出ないので年末引退馬がどの馬か分からなくなる。JC、凱旋門賞の難易度が恐ろしいほど高い。自分、PC版1~7までやったが初代の1が難易度が一番高いように思う。簡単なWPに飽きた人は是非!
思い出補正。 ただ画面解像度はどうにかしてほしかった。
居然能玩到第一代
あっという間に時間が溶ける危険なゲーム
青野を。
懐かしさに負けて購入、個人的に十分楽しめました 楽しむ前提としては、古い作品の為ここ10年位の競馬ゲーをやっている人には自由度がない、繁殖面での頭数を抱える時の余裕の無さ、予定確認はじめとしたUIの問題、色々不満になる要素が多いので本当にレトロゲー好き、実機をプレイしていた人向け作品なので所見の人は多分買わないだろうけど購入するならそれなりの覚悟が必要 感想として 当時プレイしていた人には面白いものの、エミュ的な問題は多い(FDの入れ替えやセーブロード、セーブ出来るデータ数etc)ので、手を加える手間がKOEIさん側になかったにしてもベタではなく、この辺りもう少しどうにかできなかったのかなと思わないでもない所 調教師の出走登録とか思考ルーティン面で色々お馬鹿な所も残ったままに当然なるので不満というより、序盤経験値が溜まるまで優秀な馬を潰される事への苛立つ要素として残った感じに 当時の懐かしさを楽しむ、作業や別ゲームの片手間に気楽にプレイでき、今でもネットで攻略やデータ等の情報が直ぐに探せるので不便さもなし、気楽に自分の好きな血統を残すプレイをしていくのが楽しめます 最後に、今のご時世からこのベタな移植では価格が少しお高いのが難点かなと、価格から考えるとネット検索である程度データは手に入るにしても繁殖関連のデータ等、色々公式から公開してほしかったなと
やっぱり、ウイポスは1が一番シンプルで面白いっ!
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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
| 2 3 4 Player Mini Games | $683.7M | 1.4M | 87% | Free |
| Pizza Ready! | $572.5M | 2.7M | 88% | Free |
| Phone Case DIY | $492.3M | 913.2K | 87% | Free |
| Hearts of Iron IV | $478.1M | 372.5K | 90% | $49.99 |
| Scary Teacher 3D | $436.1M | 2.1M | 85% | Free |
| 7 Days to Die | $425.3M | 403.5K | 87% | $44.99 |
Related
| Pythagoria | $8.2K | 258 | 74% | $1.99 |
| Detective Worden | $8.2K | 62 | 89% | $4.99 |
| Final Word Royale | $8.2K | 67 | 67% | $4.99 |
| Echoes Of The House | $8.2K | 190 | 79% | $2.09 |
| Mission Ammunition | $8.2K | 104 | 78% | $3.99 |
| h8machine | $8.2K | 53 | 94% | $9.99 |