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— CH. 1 · INTRODUCTION —

MSX

~8 min read · Ch. 1 of 8
8 sections
  • MSX was announced to the world on the 16th of June, 1983, with a simple but ambitious idea: every computer that carried its name would work exactly like every other one. At a time when Japan's home computer market was a jungle of incompatible machines from Hitachi, Fujitsu, NEC, and dozens more, that promise was radical. The man behind it was Kazuhiko Nishi, the director of ASCII Corporation, who had looked at the chaos of rival formats and decided to do what the VHS standard had done for video tape. He wanted to hand consumers a guarantee: buy a game, plug it into any machine with the logo, and it works.

    The questions the rest of this story will answer are not simple ones. How did a standard championed by Microsoft end up defined by Japan? Why did it conquer classrooms in the Soviet Union and Cuba but barely register in the United States? And what became of the platform that gave the world the original Metal Gear games before Nintendo's console had taken over?

  • Kazuyasu Maeda of the Matsushita R&D Center was the first thread in a web that would pull together an unlikely alliance. Maeda and Nishi already knew each other; they had met at a seminar hosted by NEC and discovered both were from Kobe and had graduated from the same university. Their friendship mattered because Maeda had been ordered by Panasonic's president, Toshihiko Yamashita, to build a personal computer, and he needed help.

    Panasonic's path to that point was itself an interesting detour. The company had been developing mainframe computers as far back as the 1960s, but after the 1964 Summer Olympics left the Japanese economy in a recession, it retreated entirely into home appliances. That retreat paid off handsomely. By the late 1970s, Panasonic had grown into one of Japan's largest electronics companies and began looking at the microcomputer boom with fresh eyes.

    Nishi's breakthrough moment came when Spectravideo, an American company, contacted Microsoft seeking software for a new home computer. Nishi flew to Hong Kong to meet Spectravideo's president, Harry Fox, and came away with a cleaner version of the machine and a core idea: build the standard around the Spectravideo SV-328. Sony was the next piece to fall into place. Nobuyuki Idei of Sony agreed to cooperate, in part because Sony's own first personal computer, the SMC-70, had struggled in the market. NEC, by contrast, chose to go its own way.

  • Every MSX computer, regardless of who made it, shared the same set of building blocks. At the center was a Zilog Z80 processor running at 3.58 MHz. Graphics were handled by a Texas Instruments TMS9918 chip with 16 kilobytes of dedicated video RAM, capable of 256x192 resolution in 16 colors. Sound came from a General Instrument AY-3-8910. An Intel 8255 chip managed the keyboard.

    These were not exotic choices. The same Texas Instruments graphics chip appeared in the ColecoVision and the Sega SG-1000. The shared components created an interesting side effect: porting games between MSX and those rival systems was relatively straightforward, though differences in RAM and sound hardware made it tricky. The ZX Spectrum was another natural migration target, since both platforms used the Z80 CPU and the Spectrum 128 even shared the same soundchip.

    Manufacturers looking to cut costs could bundle several of these chips into a single custom integrated circuit called the MSX-Engine. This saved money but came with a trade-off: almost every MSX model shipped with a professional-style keyboard rather than the cheaper chiclet keyboard on the original SV-328, which pushed prices up. The cartridge slot was part of the standard, and any game or expansion cartridge from any manufacturer would fit any MSX machine. That physical compatibility was a 50-pin edge connector with a 2.54 mm pitch, a detail that made the system robust and interchangeable in practice.

  • In 2001, Nishi recalled that almost everyone who encountered the MSX name assumed it stood for "Microsoft Extended," pointing to the built-in Microsoft Extended BASIC that shipped on every machine. Others were convinced it stood for "Matsushita-Sony," a nod to the two biggest hardware partners. Nishi said the team's own working definition was "Machines with Software eXchangeability." In 1985, however, he told a different story entirely, saying the name had been inspired by the MX missile.

    In his 2020 book, Nishi added yet another layer. He wrote that he had wanted a three-letter name, modeled on the VHS standard, and felt that MSX worked because it could be read as "the next of Microsoft" while also containing the first letters of both Matsushita (Panasonic) and Sony. That a single three-letter abbreviation could simultaneously honor a missile, a software specification, and two rival hardware giants says something about how Nishi tended to think: expansively, impulsively, and in several directions at once.

  • On the 27th of June, 1983, a press conference formally launched the MSX to the world, and a wave of major manufacturers declared their intentions to build machines. Spectravideo and Yamaha were the only companies to briefly bring MSX hardware to the United States, and neither succeeded. Spectravideo's machine found little traction; Yamaha's CX5M was marketed primarily as a MIDI music tool rather than a home computer.

    The relationship between Nishi and Bill Gates collapsed in early 1986. Microsoft disclosed the end of the partnership and stated that Nishi owed the company more than $500,000. Microsoft proceeded to establish its own Japanese subsidiary. One episode that contributed to the split: Nishi spent $1 million acquiring a large mechanical dinosaur to use as an advertising installation in Tokyo. Nishi later described his own leadership style plainly. When two of ASCII Corporation's other co-founders, president Akio Gunji and vice president Keiichiro Tsukamoto, resigned abruptly in 1991, he told a press conference: "They couldn't keep up with me because I was accelerating too much."

    Despite the rupture with Microsoft, ASCII Corporation continued operating. The MSX standard itself pressed on through four generations, though each generation narrowed its geographic footprint.

  • MSX, MSX2, and MSX2+ were all 8-bit machines built on the Z80. MSX2 arrived in 1985 with a Yamaha V9938 graphics chip that expanded color modes and increased video RAM to up to 128 kilobytes. MSX2+ followed in 1988 but was sold only in Japan.

    Plans for an MSX3 to appear in 1990 fell apart when the Yamaha-designed video chip for it missed its deadline. Rather than cancel, the project pivoted. A machine called the MSX TurboR appeared instead, powered by a new custom 16-bit processor, the R800, running at 7.16 MHz. The R800 was designed to use roughly four times fewer clock ticks per instruction than the Z80, which put its effective speed closer to what a 28.6 MHz Z80 equivalent would achieve. By the time the TurboR launched, Panasonic was the only manufacturer still producing MSX hardware.

    The TurboR's FS-A1GT model, introduced in 1991, carried a retail price of 99,800 yen, approximately 740 US dollars at the time, and sold poorly as a result. The overdue Yamaha video chip finally arrived in 1992, two years behind schedule, by which point the market had moved on. Yamaha stripped the chip of most of its original compatibility and sold the resulting V9990 E-VDP III as a PC graphics component instead. Production of the TurboR ended in 1993.

  • Before Nintendo's Family Computer became dominant, studios including Konami and Hudson Soft built their early game libraries on MSX hardware. The first two Metal Gear games were MSX releases. Bomberman, Parodius, and Puyo Puyo all had their origins on the platform.

    Konami's engineers were not satisfied with the audio available from the standard three-channel sound chip. In February 1986, a Konami sound designer named Kazuhiko Uehara, who had worked on earlier sound work for the company, found a workaround: he routed additional sound output through the cartridge slot itself. Uehara brought this idea to Konami's president, Kagemasa Kozuki, and Kozuki approved development of a dedicated chip in collaboration with Toshiba. The resulting component, the SCC, added five more channels on top of the existing three, bringing the total to eight, with independent memory mapping.

    Scheduling changes meant the SCC debuted in Nemesis 2 rather than in F-1 Spirit, which had originally been intended as its launch vehicle. In the November 1987 edition of the Konami Software Club's monthly newsletter, the chip was formally introduced as Konami's Large Scale Integration Sound Creative Chip. Fifteen games used the SCC between 1987 and 1989, including Metal Gear 2: Solid Snake, Salamander, Contra, and Space Manbow.

  • In Japan, South Korea, Argentina, and Brazil, MSX was the defining home computer of the 1980s. Networked Yamaha MSX machines filled school classrooms in several Arab countries, the Soviet Union, and Cuba, where they were used specifically to teach computing. The Netherlands and Spain were its strongest European markets.

    A Sony MSX2 machine was launched into space aboard the Russian Mir space station, a footnote that sits oddly alongside the platform's commercial limitations.

    The community that formed around MSX did not disappear when the hardware stopped. In 2001, Nishi initiated a revival built around an official emulator, MSXPLAYer, the only emulator the MSX Association has officially endorsed. A Dutch company called Bazix became the European representative of the MSX Association in 2004. In 2019, a group of fans produced a 1:2 scale replica of the Philips VG-8020, compatible with all four MSX generations. In 2022, Nishi announced a new MSX3 standard, followed by a crowdfunded IoT device called the MSX0 revealed in 2023, before the project was halted by his bankruptcy. The original Konami titles that made the platform famous eventually became available on the Wii's Virtual Console in Japan from 2007, priced at 700 Wii Points each, with a single additional title reaching the Wii U on the 25th of December, 2013.

Common questions

When was the MSX home computer standard announced?

MSX was announced by ASCII Corporation on the 16th of June, 1983. The first MSX computer sold to the public was a Mitsubishi ML-8000, released on the 21st of October, 1983.

Who invented the MSX computer standard?

MSX was conceived by Microsoft and jointly developed by Kazuhiko Nishi, the director of ASCII Corporation. Nishi drew inspiration from the VHS standard and aimed to create a unified architecture for home computers sold in Japan and beyond.

What processor did MSX computers use?

The original MSX, MSX2, and MSX2+ were all built around the Zilog Z80A processor running at 3.58 MHz. The fourth generation MSX TurboR introduced the custom 16-bit R800 processor running at 7.16 MHz.

What games were originally released on MSX?

The first two Metal Gear games were originally released for MSX hardware. Other franchises that originated on MSX include Bomberman, Parodius, and Puyo Puyo. Konami and Hudson Soft were among the major studios that developed for the platform before Nintendo's Family Computer became dominant.

How many MSX computers were sold worldwide?

Sales figures are disputed. One source claims 9 million MSX units were sold worldwide, including 7 million in Japan. ASCII Corporation founder Kazuhiko Nishi put the total lower, at 3 million in Japan and 1 million overseas.

Why did MSX fail in the United States?

Few MSX machines were released in the United States despite Microsoft's involvement. The US home computer market was in the middle of a Commodore-led price war, which the major MSX manufacturers chose to avoid. Only Spectravideo and Yamaha briefly marketed MSX machines in the US, with limited success.

All sources

73 references cited across the entry

  1. 2journalASCII Express: 新しいホームパーソナルコンピュータ仕様 MSXASCII — 1983
  2. 3journalJapanese Seek to Dominate Home MarketRobert Wood — 1983
  3. 7newsThe Bright Life of the MSX, Japan's Underdog PCBill Loguidice — 14 April 2017
  4. 9magazineFaceoff: Will MSX Be a Success in the United StatesHoward Root et al. — August 1984
  5. 11magazineJapan's MSX Poised for the USPeggy Watt — InfoWorld Media Group, Inc. — 4 February 1985
  6. 14webWhatever Happened to MSX Computers?John C. Dvorak — 2006-11-28
  7. 15bookパソコン革命の旗手たちWaichi Sekiguchi — Nihon Keizai Shimbun — 2000
  8. 17journalMSX: The Pong of the 1980sJohn C. Dvorak — InfoWorld Media Group — 7–14 January 1985
  9. 18webThe Toshiba MSX (HX-10) 64KSeptember 8, 2010
  10. 19webMSX2
  11. 20magazineMicrosoft Files With SEC for Spring Stock OfferingJim Forbes — 1986-02-10
  12. 21webComputer Pioneer's Moment of TruthAndrew Pollack — August 24, 1992
  13. 23webHow many Commodore 64 computers were really sold?Michael Steil — February 1, 2011
  14. 28bookKB0004: Using GR8BIT Language Pack and PS2 KeyboardEugeny Brychkov — AGE Labs — 2012
  15. 30magazineSCC上原和彦氏 インタビューKazuhiko Uehara — ASCII Corporation — 2005
  16. 31bookSurrender to the Flow: Psychedelia in Videogame MusicEli Badra — The Unoffical Convention Archive — September 2020
  17. 33webSCC
  18. 34bookコナミMSXゲームの秘密をさぐるAkira Yamashita — Micom — September 1988
  19. 37webOne Chip MSX MKIIMSX Resource Center — Msx.org
  20. 43web西和彦破産手続き終了のご報告。@nishikazuhiko — 2025-04-23
  21. 46webКонтроллер PS/2 клавиатуры для MSX (Russian)Kamil Karimov — MSX Resource Center — 2010-02-14
  22. 51webMSX Technical Data BookMay 12, 1984
  23. 52webMSX-DOS 2 sectionFaq.msxnet.org
  24. 54webfMSX: Portable MSX EmulatorFms.komkon.org — 2013-12-31
  25. 57citationTomHarte/CLKThomas Harte — 2025-05-12
  26. 58citationCocoaMSX/CocoaMSXCocoaMSX — 2024-08-04
  27. 61citationgmarty/jsMSXGuillaume C. Marty — 2020-09-15
  28. 71webNO$MSX
  29. 74citationppeccin/WebMSXppeccin — 2025-05-12