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— CH. 1 · INTRODUCTION —

ASCII Corporation

~5 min read · Ch. 1 of 6
6 sections
  • ASCII Corporation was a Japanese publishing company based in Chiyoda, Tokyo, and its story begins with an unusual origin: it started not as a publisher, but as Microsoft's first overseas sales office. That single relationship, forged in the late 1970s between a young Kazuhiko Nishi and Bill Gates, would generate billions of yen in revenue, produce a home computer standard that spread across multiple countries, and eventually unravel under the weight of its own ambition. What drove a publishing company to build semiconductors, run an online service, and spin off an American game startup? And how does a company so central to Japan's computing history simply disappear into a corporate merger? Those are the threads this documentary follows.

  • Kazuhiko Nishi, Akio Gunji, and Keiichiro Tsukamoto founded ASCII in 1977, naming it after the ASCII code, the character set that formed a kind of lingua franca for early computers. Nishi's conversations with Bill Gates led directly to the opening of ASCII Microsoft in 1978, making it Microsoft's first sales operation outside the United States. By 1980, ASCII was generating 1.2 billion yen in sales from licensing Microsoft BASIC alone. That sum represented forty percent of Microsoft's total sales at the time, a figure that illustrates just how important the Japanese market was to the young software company. Nishi himself rose to become Microsoft's Vice President of Sales for Far East. The partnership felt permanent, but it was always contingent. When Microsoft went public in 1986 and had the resources to build its own Japanese subsidiary, Microsoft Co., Ltd., traded as Microsoft Kabushiki Kaisha, it did exactly that, dissolving the arrangement with ASCII. Tsukamoto, one of the three co-founders, departed ASCII in 1992 to establish his own company, Impress, leaving Nishi as the dominant figure carrying the company forward.

  • On the 16th of June 1983, Microsoft and ASCII jointly announced the MSX, a standardized specification for 8-bit home computers. Nishi, who held positions as vice-president at Microsoft Japan and director at ASCII Corporation simultaneously, conceived it as a way to bring unified standards to the fragmented landscape of home computing manufacturers. MSX systems found audiences across Japan and several other countries, and Japan alone eventually accounted for five million MSX-based units sold. Despite Microsoft's involvement, the platform saw very little traction in the United States. MSX's real significance was in Japan, where it served as the primary development platform for major studios such as Konami and Hudson Soft before Nintendo's Family Computer achieved its dominant position. The Metal Gear series, one of the most recognized game franchises to emerge from Japan, was first written for MSX hardware. That legacy gave ASCII a permanent claim on gaming history even after the MSX era ended.

  • ASCII moved into the semiconductor business in 1984, and by 1985 it had launched a commercial online service under the brand ASCII-NET. The company also became active in software and peripherals for the Family Computer and Mega Drive as those consoles rose in popularity through the 1980s. In 1983 the company had introduced MSX; by 1989 it was publicly listed on the stock market. But the aggressive expansion of the first half of the 1980s left a structural problem: the company was spread too thin and was carrying accumulated debts that proved difficult to reduce. By the fiscal year ending March 1996, ASCII reported revenues of 56 billion yen, split across publications at roughly 52.5 percent, game entertainment at 27.8 percent, and systems and semiconductors at 10.8 percent. The numbers looked substantial, but the debt burden persisted. In 1997, CSK Corporation stepped in to execute a major investment as a way of stabilizing the company. That same period saw ASCII acquire a company called Something Good, rename it ASCII Something Good, and use it to develop three Sega Saturn games: AI Shogi in 1995, AI Igo in 1997, and AI Shogi 2 in 1998.

  • ASCII's American operations went through several identities. Early releases in the United States carried the name Nexoft; in 1991 that brand was retired in favor of ASCII Entertainment, though releases around that transition period used the Asciiware name. In 1998, ASCII signed an exclusive agreement with Konami to manufacture third-party controllers for the PlayStation version of the arcade rhythm game Beatmania. Those controllers, designated the ASC-0515BM, were frequently bundled with the game itself, competing in the market alongside Konami's own premium option, the DJ Station Pro. Also in 1998, ASCII spun off a startup called Agetec, the name short for Ascii Game Entertainment Technology, to handle the interactive entertainment channel in America. Agetec began as a division and became a fully independent publisher by 1999.

  • On the 26th of November 2001, CSK Corporation and Unison Capital Partners L.P. announced the transfer of ASCII's ownership to Unison, effective on the 30th of March 2002. As part of the deal, ASCII's outstanding debt owed to CSK was forgiven, and Unison restructured the company to focus on PC and IT publishing. ASCII's Enterbrain and IT publishing divisions were granted autonomy within that structure. By October 2002 ASCII was delisted from the stock market. A subsidiary called Astroarts was renamed to ASCII, while the original ASCII entity was renamed MediaLeaves. On the 29th of January 2004, Unison announced the sale of MediaLeaves to Kadokawa Group Holdings, completed in March 2004. Kadokawa then announced on the 27th of September 2007 that it would merge its subsidiaries MediaWorks and ASCII under the name ASCII Media Works, effective on the 1st of April 2008. The final remnant, the entity then known as MediaLeaves, was merged into Enterbrain on the 10th of January 2010, closing the last chapter of the ASCII story. The RPG Maker line of programming software and the Derby Stallion horse racing game series remain among the most direct surviving traces of what ASCII created.

Common questions

Who founded ASCII Corporation and when was it established?

ASCII Corporation was founded in 1977 by Kazuhiko Nishi, Akio Gunji, and Keiichiro Tsukamoto. The name was taken from the ASCII code, a standardized computer character set.

What was ASCII Corporation's relationship with Microsoft?

ASCII served as Microsoft's first overseas sales office, operating as ASCII Microsoft from 1978. By 1980, ASCII generated 1.2 billion yen in sales from licensing Microsoft BASIC, which represented forty percent of Microsoft's total sales. The partnership ended in 1986 when Microsoft established its own Japanese subsidiary, Microsoft Kabushiki Kaisha.

What is the MSX computer standard and how did ASCII Corporation create it?

MSX is a standardized specification for 8-bit home computers announced by Microsoft and ASCII on the 16th of June 1983. It was conceived by Kazuhiko Nishi as a way to create unified standards among home computing manufacturers. Five million MSX-based units were eventually sold in Japan alone, and major studios including Konami and Hudson Soft developed games for the platform, including the original Metal Gear.

What games and software is ASCII Corporation best known for?

ASCII Corporation is best known for creating the MSX home computer standard, the Derby Stallion video game series, and the RPG Maker line of programming software. The company also developed three Sega Saturn games through its subsidiary ASCII Something Good: AI Shogi in 1995, AI Igo in 1997, and AI Shogi 2 in 1998.

When did ASCII Corporation merge and what did it become?

Kadokawa Group Holdings announced on the 27th of September 2007 that its subsidiaries MediaWorks and ASCII would merge under the name ASCII Media Works, effective on the 1st of April 2008. The final remaining ASCII entity, then operating as MediaLeaves, was merged into Enterbrain on the 10th of January 2010.

What was Agetec and how did it relate to ASCII Corporation?

Agetec, short for Ascii Game Entertainment Technology, was spun off from ASCII in 1998 to focus on the interactive entertainment market in the United States. It began as an ASCII division and became a fully independent publisher by 1999.

All sources

25 references cited across the entry

  1. 2webKadokawa Group to Merge ASCII, MediaWorks SubsidiariesAnime News Network — October 2, 2007
  2. 4bookA History of the Personal ComputerRoy A. Allan — Allan Publishing — 2001
  3. 5bookManagement development through cultural diversityRonnie Lessem — Routledge — 1998
  4. 6book100万人の謎を解く ザ・PCの系譜コンピュータ・ニュース社 — 1988
  5. 8newsAscii to join CSK groupDecember 25, 1997
  6. 15newsアスキーが社名変更November 18, 2002
  7. 21journalASCII Express : 新しいホームパーソナルコンピュータ仕様 MSXASCII — 1983
  8. 25webKojima ProductionsKonami.jp