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— CH. 1 · INTRODUCTION —

Taito

9 min listen · Ch. 1 of 7
7 sections
  • Taito began not as a video game company but as a vodka distillery in postwar Tokyo, founded by a Ukrainian refugee with roots in Shanghai. Michael Kogan had fled Soviet repression, worked in a Japanese factory during World War II, then moved to Shanghai to join his father and build a business called Taitung. When the Communist takeover of China shuttered that venture in 1950, Kogan packed up again and headed to Japan. Within a few years, he was running the first vodka producer in the country, importing jukeboxes from American military bases, and laying the groundwork for a company that would one day give the world Space Invaders.

    How does a man importing broken-down jukeboxes from US military bases end up reshaping the global entertainment industry? And what does a Ukrainian Jewish refugee have to do with the golden age of arcade games? Those questions run through the entire story of Taito Corporation.

  • The name Taito carries a hidden autobiography. Written in kanji as 太東, the company's name draws the character 太 from 猶太, the word for "Judea," and pairs it with 東, meaning "East." Together they sketch a portrait of Kogan's self-understanding: a Jew at the far edge of the Eastern world.

    Kogan founded his first company, Taitung, in Shanghai in 1944, dealing in floor coverings, natural hair wigs, and hog bristles. When the Communists took power in China, Kogan liquidated the business in 1950 and relocated to Japan. His second venture there, a clothing distributor named Taito Yoko, struggled badly. Employee carelessness and persistent losses forced him to shut it down.

    On the 24th of August, 1953, Kogan replaced Taito Yoko with the Taito Trading Company, bringing in lawyer and retired newspaperman Akio Nakatani as a partner. The new company launched as a vodka distillery, the first of its kind in Japan, and also imported peanut vending machines and perfume machines. It was an eclectic mix, but Kogan was building on whatever opportunity the recovering Japanese market offered.

  • Competition in vodka forced Taito out of the spirits business by 1955. Kogan turned his attention to vending machines and jukeboxes, but there was a problem: Taito had no license to import jukeboxes into Japan. His workaround was creative. The company bought broken machines from United States military bases, then cannibalized defective units to restore working ones.

    The gamble paid off. As Japan's postwar economy recovered, Taito became the official distributor of AMI jukeboxes in the country. Early results were modest, but by 1960, after the company began blending Japanese records with American folk songs into its machine catalogs, over 1,500 units had been sold. A subsequent partnership with the Seeburg Corporation elevated Taito to exclusive agent status in Japan, making it one of the country's leading jukebox companies.

    By the 1960s, Taito had moved into electro-mechanical games. A two-player football simulation called Crown Soccer Special arrived in 1967, using pinball flippers as its core mechanic. The following year, Crown Basketball debuted in the United States and was named the highest-earning arcade game at the 1968 Tampa Fair.

  • Tomohiro Nishikado joined Taito in 1968 after graduating from Tokyo Denki University with an engineering degree. His bosses spotted something rare in him: he was the company's only employee who understood how to work with integrated circuit technology. In an industry just beginning to grasp that transistor-transistor logic could transform the arcade floor, that made him uniquely valuable.

    Nishikado spent six months taking apart an Atari Pong unit, learning how its IC chips functioned, and then began modifying what he found. The work led directly to two Pong-style sports games, Soccer and Davis Cup, both released in November 1973. Soccer was developed first. He followed those with the sports game TV Basketball in 1974, the racing game Speed Race the same year, and the shooter Western Gun in 1975. Midway Manufacturing picked up all three for North America, releasing them as TV Basketball, Wheels, and Gun Fight respectively.

    Taito's first video game, Elepong, had appeared earlier in 1973, a ping-pong arcade cabinet, but it was Nishikado's string of original titles that established the company's creative identity. His earlier electro-mechanical work on the target shooting games Sky Fighter and Sky Fighter II had already shown what he could do.

  • In 1978, Nishikado created Space Invaders. The game became Taito's most popular release and one of the most celebrated titles in the entire history of arcade games. It is credited as a major contributor to the late-1970s surge in video game popularity, a period often called the golden age of arcade video games.

    The alien imagery from the game took on a life far beyond any single product. The figures are widely recognized as emblems of the video game industry as a whole. Taito had already distinguished itself as the first Japanese company to export its games to other countries, but Space Invaders made that distinction concrete on a global scale.

    After Michael Kogan died in February 1984, his son Abraham, known as Abba Kogan, became chairman of Taito. Akio Nakanishi assumed the role of president. The company Kogan had built from a Shanghai trading house and a Tokyo vodka distillery had by then become a foundational name in interactive entertainment.

  • Taito changed its name from Taito Trading Company to Taito Corporation in August 1972, a year before Elepong. The American subsidiary, Taito America, opened in 1973 in downtown Chicago and later developed its own titles, including Qix.

    In 1988, Taito opened a European division, Taito (Europe) Corporation Limited, based in London. By contrast, Taito America ran for more than twenty years before ceasing operations in July 1996. The year before that closure, Taito had already sold exclusive US publishing rights to Acclaim Entertainment. The European arm was liquidated in February 1998.

    In 1992, Taito announced a CD-ROM-based console called WOWOW, designed to let players download games via satellite transmission from the Japanese television station of the same name. The concept anticipated what later systems would attempt, but the WOWOW was never released.

    In April 1986, just a month after joining the Kyocera corporate group, Taito absorbed two subsidiaries: Pacific Industrial Co., Ltd. and Japan Vending Machine Co., Ltd. Japan Vending Machine had been an independent company before Taito purchased it in July 1971 to reinforce its arcade facility operations. Pacific Industrial had been created by Taito itself in 1963.

  • In August 2005, Square Enix announced plans to acquire 247,900 Taito shares valued at 45.16 billion yen, roughly 409.1 million US dollars. The stated goals were to improve Taito's profit margin and expand Square Enix's footprint in arcades and other entertainment venues. Kyocera, which had been Taito's parent company, accepted the offer. By the 22nd of September, 2005, Square Enix had secured 93.7% of all Taito shares, and effective ownership transferred by the 28th of September.

    The legal reconstruction that followed was intricate. Square Enix merged Taito into a shell entity called SQEX Corporation. The surviving company kept the Taito name, but it was technically SQEX that survived and Taito that was dissolved. Taito was delisted from the First Section of the Tokyo Stock Exchange and became a wholly owned Square Enix subsidiary by March 2006.

    Further restructuring continued. In July 2008, Square Enix announced it would liquidate two Taito subsidiaries, Taito Art Corporation and Taito Tech Co., Ltd., wrapping up the process by October 2008. On the 1st of February, 2010, a third incarnation of Taito Corporation emerged from the merger of the second company with ES1 Corporation, an arcade facility operator established on the 1st of June, 2009. ES1 is technically the legal ancestor of the Taito that exists today.

    On the 3rd of July, 2018, Taito announced in Famitsu its intention to return to publishing software for home consoles, citing the need to keep its intellectual properties available on current platforms. Among the titles earmarked for revival was Space Invaders, which Taito had already announced for Facebook's Instant Games platform alongside Arkanoid on the 30th of November, 2016.

Common questions

Who founded Taito Corporation and when was it established?

Taito Corporation was founded by Ukrainian Jewish businessman Michael Kogan. The Taito Trading Company was formally established on the 24th of August, 1953, in Japan, replacing Kogan's earlier failed clothing distributor, Taito Yoko.

What does the name Taito mean?

The name Taito is written in kanji as 太東. The character 太 is drawn from 猶太, the word for "Judea," and 東 means "East," together alluding to founder Michael Kogan's identity as a Jew living in the Far East diaspora.

Who created Space Invaders and when was it released?

Space Invaders was created by Tomohiro Nishikado and released by Taito in 1978. Nishikado was a Tokyo Denki University engineering graduate who had joined Taito in 1968 and was the company's only employee with significant expertise in integrated circuit technology.

When did Square Enix acquire Taito and how much did it pay?

Square Enix announced the acquisition of Taito in August 2005, purchasing 247,900 shares valued at 45.16 billion yen, equivalent to approximately 409.1 million US dollars. By the 28th of September, 2005, Square Enix owned 93.7% of all Taito shares.

What was Taito's first video game?

Taito's first video game was Elepong, a ping-pong arcade cabinet released in Japan in 1973. That same year, engineer Tomohiro Nishikado also developed the sports games Soccer and Davis Cup, both released in November 1973.

What businesses did Taito operate before making video games?

Before entering video games, Taito operated as Japan's first vodka distillery, imported peanut vending machines and perfume machines, and became one of Japan's leading jukebox companies by distributing AMI and Seeburg jukeboxes. The company had sold over 1,500 jukeboxes by 1960.

All sources

33 references cited across the entry

  1. 3BookThey Create WorldsAlexander Smith — CRC Press — November 19, 2019
  2. 4Bookそれは「ポン」から始まった-アーケードTVゲームの成り立ちMasumi Akagi — Amusement News Agency — September 21, 2005
  3. 6HistoryTaito
  4. 7Before Space Invaders, Taito Made VodkaBrian Ashcraft — G/O Media — May 2, 2018
  5. 10Power-Up: How Japanese Video Games Gave the World an Extra LifeChris Kohler — BradyGames — 2005
  6. 11BookアーケードTVゲームリスト国内•海外編(1971-2005)Masumi Akagi — Amusement News Agency — 13 October 2006
  7. 14Nakanishi Appointed As New President Of Taito Corp.Amusement Press, Inc. — 1984-04-01
  8. 15Taito Corporate HistoryTaito Corporation — January 18, 2024
  9. 17MagazineGame Industry ReboundsIDG — January 1996
  10. 18MagazineJupiter StrikeImagine Media — March 1996
  11. 22Square Enix Makes Bid For TaitoJenkins, David — August 22, 2005
  12. 24Square Enix Nears Takeover Of TaitoCarless, Simon — September 22, 2005
  13. 25Square Enix Swallows TaitoKlepek, Patrick — September 28, 2005
  14. 27Square Enix To Make Taito A Wholly-Owned SubsidiarySquare Enix Co., Ltd. — 12 December 2005
  15. 28Notice regarding Dissolution and Liquidation of SubsidiariesSquare Enix Co., Ltd. — 28 September 2008
  16. 31Square Enix 2019 Annual ReportSquare Enix — 2019
  17. 34The Forgotten Legacy Of Taito Of BrazilJohn Szczepaniak — July 3, 2024