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MSX
Sony MSX, Model HitBit 10-P
DeveloperASCII Corporation
ManufacturerNational, Sony, Pioneer, Panasonic, Samsung, Sharp, Philips, Canon, Yamaha, Toshiba, Mitsubishi, Sanyo, JVC, Fujitsu, Spectravideo, GoldStar, Hitachi, Kyocera, Yashica, Daewoo, Dragon MSX, Casio
TypeHome computer
Release dateOctober 21, 1983 (MSX)
Discontinued1993 (MSX turboR)
Operating systemMSX BASIC, MSX-DOS
CPU
Memory
  • 8–64 KB maximum (MSX1)
  • 64-512 KB, expandable to up to 4 MB via memory mapper cartridge (MSX2 and higher)
Graphics

MSX is a standardized home computer architecture, announced by ASCII Corporation on June 16, 1983.[1][2] It was initially conceived by Microsoft as a product for the Japanese market, and jointly marketed by Kazuhiko Nishi, the director at ASCII Corporation.[3] Microsoft and Nishi conceived the project as an attempt to create unified standards among various home computing system manufacturers of the period, in the same fashion as the VHS standard for home video tape machines.[4][5] The first MSX computer sold to the public was a Mitsubishi ML-8000, released on October 21, 1983, thus marking its official release date.[6]

MSX systems were popular in Japan and several other countries. There are differing accounts of MSX sales. One source claims 9 million MSX units were sold worldwide, including 7 million in Japan alone,[7] whereas ASCII Corporation founder Kazuhiko Nishi claims that 3 million were sold in Japan, and 1 million overseas.[8] Despite Microsoft's involvement, few MSX-based machines were released in the United States.[9]

The meaning of the acronym MSX remains a matter of debate. In 2001, Kazuhiko Nishi recalled that many assumed that it was derived from "Microsoft Extended", referring to the built-in Microsoft Extended BASIC (MSX BASIC). Others believed that it stood for "Matsushita-Sony". Nishi said that the team's original definition was "Machines with Software eXchangeability",[10] although in 1985 he said it was named after the MX missile.[11] According to his book in 2020, he considered the name of the new standard should consist of three letters, like VHS. He felt "MSX" was fit because it means "the next of Microsoft", and it also contains the first letters of Matsushita (Panasonic) and Sony.[12]

Before the success of Nintendo's Family Computer, the MSX was the platform that major Japanese game studios such as Konami and Hudson Soft developed for. The first two games in the Metal Gear series were originally released for MSX hardware.[13]

History

[edit]
The Spectravideo SV-328 is the predecessor of the MSX standard. Many MSX programs were unofficially ported to the SV-328 by home programmers.

In the early 1980s, most home computers manufactured in Japan such as the NEC PC-6001 and PC-8000 series, Fujitsu's FM-7 and FM-8, and Hitachi's Basic Master featured a variant of the Microsoft BASIC interpreter integrated into their on-board ROMs. The hardware design of these computers and the various dialects of their BASICs were incompatible.[14] Other Japanese consumer electronics firms such as Panasonic, Canon, Casio, Yamaha, Pioneer, and Sanyo were searching for ways to enter the new home computer market.

Major Japanese electronics companies entered the computer market in the 1960s, and Panasonic (Matsushita Electric Industrial) was also developing mainframe computers. The Japanese economy was facing a recession after the 1964 Summer Olympics and Panasonic decided to exit the computer business and focus on home appliances. The decision was a huge success, and Panasonic grew to become one of the largest electronics companies. In the late 1970s, the company investigated other business areas outside of home appliances. Panasonic also saw potential in the recent microcomputer revolution. One of Panasonic's distributors, Yamagata National, told Panasonic's president, Toshihiko Yamashita:

Recently, NEC's personal computers sell well in Yamagata too, and our dealers also request merchandise. However, we must purchase not only personal computers, but also home appliances from NEC. I think Matsushita also need develop personal computers.

Yamashita ordered the vice president, Shunkichi Kisaka, to develop a personal computer, and Kisaka called on Kazuyasu Maeda of Matsushita R&D Center.[15]

Maeda requested Nishi to assist with the development. They were already close to each other. When they met at a seminar held by NEC, they noticed both were from Kobe and had graduated from the same university. They often talked to each other about home computers. At the same time, Spectravideo contacted Microsoft in order to obtain software for their new home computer. Nishi went to Hong Kong to meet with Spectravideo, and suggested some improvements to its prototype. Spectravideo's president, Harry Fox, was willing to accept Nishi's proposals. Nishi conceived to create a unified standard based on its machine, and Maeda agreed with his idea.[12] Nishi wanted to involve Panasonic and Sony in the development of home computers. While they were competing for videotape formats, Nobuyuki Idei of Sony accepted his proposal. Idei thought Sony should cooperate with Panasonic on its development because the SMC-70, Sony's first personal computer, faced difficulty in the market when Sony started their computer business. Maeda also wanted to invite NEC, but NEC chose to go its own way.[15]

Nishi proposed MSX as an attempt to create a single industry-standard for home computers. Inspired by the success of VHS as a standard for video cassette recorders, many electronics manufacturers selling into the Japanese market (including GoldStar, Philips and Spectravideo) built and promoted MSX computers. Any piece of hardware or software with the MSX logo on it was compatible with MSX products from other manufacturers. In particular, the expansion cartridge format was part of the standard; any MSX expansion or game cartridge would work in any MSX computer.

Nishi's standard was built around the Spectravideo SV-328 computer.[16] The standard consisted primarily of several off-the-shelf parts; the main CPU was a 3.58 MHz Zilog Z80,[17] the Texas Instruments TMS9918 graphics chip with 16 KB of dedicated VRAM, sound and partial I/O support was provided by the AY-3-8910 chip manufactured by General Instrument (GI), and an Intel 8255 Programmable Peripheral Interface (PPI) chip was used for parallel I/O such as the keyboard. The choice of these components was shared by many other home computers and games consoles of the period, such as the ColecoVision and Sega SG-1000 video game systems. To reduce overall system cost, many MSX models used a custom IC known as "MSX-Engine", which integrated glue logic, 8255 PPI, YM2149 compatible sound chip and more, sometimes even the Z80 CPU. However, almost all MSX systems used a professional keyboard instead of a chiclet keyboard, driving up the price compared to the original SV-328. Consequently, these components alongside Microsoft's MSX BASIC made the MSX a competitive, though somewhat expensive, home computer package.

Debut

[edit]
Yamaha YIS503II MSX Personal Computer designed for Soviet schools—the abbreviature "КУВТ" means "Class of Teaching Computing Equipment)"
The Canon V-20 has 64 KB of RAM and the V-10 has 16 KB.

On June 27, 1983,[18] the MSX was formally announced during a press conference, and a slew of big firms declared their plans to introduce the machines. These companies avoided the intensely competitive U.S. home computer market, which was in the throes of a Commodore-led price war. Only Spectravideo and Yamaha briefly marketed MSX machines in the U.S. Spectravideo's MSX enjoyed very little success, and Yamaha's CX5M model, built to interface with various types of MIDI equipment, was billed more as a digital music tool than a standard personal computer.

Evolution & the downfall of the MSX system

[edit]

MSX spawned four generations. The first three, MSX (1983), MSX2 (1985),[19] and MSX2+ (1988), were all 8-bit computers based on the Z80 microprocessor. The MSX2+ was exclusively released in Japan.

A new MSX3 was originally scheduled to be released in 1990, but delays in the development of its Yamaha-designed VDP caused it to miss its time to market deadline.[20] In its place, the MSX TurboR was released, which used the new custom 16-bit R800 microprocessor developed by ASCII Corporation intended for the MSX3, but features such as DMA and 24-bit addressing were disabled.

But also the problems with ASCII and the break-up with Microsoft early in 1986 were causing some more troubles. Nishi and Gates fell out, and Microsoft in 1986 disclosed the end of the partnership. Stating that Nishi owed the company more than $500,000, Microsoft set up its own Japanese subsidiary.[21] But ASCII Corporation continued to thrive.

Nishi was also inclined to make important decisions on impulse and to spend without restraint, which led Microsoft to break with Ascii in 1986. One of the drops that broke the camel’s back was when Nishi spent $1 million to get a huge mechanical dinosaur to build in Tokyo as an advertising device. The break between Gates and Nishi was bitter, though the two now speak periodically.[22]

In 1991, the other two co-founders of Ascii, Akio Gunji, president, and Keiichiro Tsukamoto, vice president, resigned abruptly, ostensibly in protest against rapid expansion. “They couldn’t keep up with me because I was accelerating too much,” Nishi said at a press conference at the time.[22]

Like the MSX2+, the MSX TurboR was exclusively released in Japan. By the time the MSX TurboR standard was announced in 1990, only Panasonic was manufacturing MSX computers. Its initial model FS-A1ST met with moderate success, but the upgraded model FS-A1GT introduced in 1991 sold poorly due to its high retail cost of 99800 yen (about 740 USD at the time). Production of the TurboR ended in 1993 when Panasonic decided to focus on the release of 3DO.[citation needed] The VDP was eventually delivered in 1992, two years after its planned deadline, by which time the market had moved on. In an attempt to reduce its financial loss, Yamaha stripped nearly all V9958 compatibility and marketed the resulting V9990 E-VDP III as a video-chipset for PC VGA graphic cards, with moderate success.

Impact

[edit]
The Hotbit, developed by Sharp's Epcom home computer division, was a hit in Brazil.
Talent TPC-310 MSX2 computer, made in Argentina by Telematica (1988), based on a Daewoo design.
Dynadata DPC 200 MSX computer with a Dynadata DPF-550 disk drive, manufactured in Korea for Daewoo and sold in Spain by Dynadata Informática
MSX Sakhr AX150 (صخر), made in Japan by Yamaha for the Kuwaiti company Al Alamiah, sold in Egypt and the Gulf Cooperation Council states

In Japan, South Korea, Argentina, and Brazil, the MSX was the preeminent home computer system of the 1980s. It was also fairly popular in continental Europe, especially in the Netherlands and Spain. Classrooms full of networked Yamaha MSX computers were used for teaching informatics in schools in some Arab countries, the Soviet Union, and Cuba, where they were widely used in schools.[23] In total, 9 million MSX computers were sold in Japan, making it relatively popular. However, the MSX did not become the worldwide standard envisioned because of limited adoption in other markets. Before the MSX's lack of success in these markets became apparent, US manufacturer Commodore Business Machines overhauled its product line in the early 1980s and introduced models such as the Plus/4 and Commodore 16, that were intended to better compete with the features of MSX computers.

In comparison with rival 8-bit computers, the Commodore 64 is estimated to have sold 12.5–17 million units worldwide,[24][25] the Apple II sold 6 million units,[26] the ZX Spectrum over 5 million units, the Atari 8-bit computers sold at least 4 million units, the Amstrad CPC sold 3 million units, and the Tandy TRS-80 Model 1 sold 250,000 units.[citation needed]

A Sony MSX2 machine was launched into space to the Russian Mir space station.[27]

Similar systems

[edit]

The system MSX most closely resembled was the Spectravideo SV-328 home computer (Spectravideo even claimed to be "MSX compatible" in advertisements before the actual launch of MSX systems, but it was not completely compatible with it). This led to a new and short-lived kind of software cracking: converting. Since the MSX games were unplayable on the SV-328 computer, SV-328 crackers developed a method of modifying the (MSX) games to make them work on the SV-328. In most cases, this included downloading the MSX BIOS to the SV-328 from tape or floppy disk. Spectravideo later launched the SVI-728 which completely adhered to the MSX standard.

The Sega SG-1000, the Memotech MTX, the Tatung Einstein, and the ColecoVision all have many similarities with the MSX1 standard, but none are fully compatible with it. Porting games between those systems is somewhat easy. It was also very common to port games from the ZX Spectrum to the MSX, since both have the same CPU, the Spectrum 128 had the same soundchip, and the ZX Spectrum's graphic mode could be easily emulated on the MSX's screen-2 mode.

Many Roland S-series audio/music digital sampler/synthesizer keyboards and rack module units are based on the MSX operating system. This includes the earlier 12-bit sample resolution models S-50, S-330, S-550, W-30, and later 16-bit sample resolution models S-770, S-750, SP-700, and S-760. Most of these models included (or could be expanded with) color video outputs to display monitors, as well as MSX-compatible mouse ports.

Localization

[edit]

By default, MSX machines have a hardcoded character set and keyboard scan code handling algorithm. While MSX has full application software compatibility at the firmware (BIOS) level, due to minor hardware differences, replacement of the BIOS with another from a different computer may return incorrect scan code translations and result in incorrect behaviour of the keyboard subsystem for the application software.

In 2011, AGE Labs introduced Language Pack firmware, aiming to make each model support several localizations. In AGE Labs' GR8BIT kit, the Language Pack is installed by default in place of the Kanji-ROM. It allows changing the character set and keyboard layout of the machine at startup between Japanese, Russian, International and Portuguese locales. It also gives the ability to change locales during machine operation using the newly introduced LANG command in BASIC.[28] The selected locale setting is stored into the unused RTC NVRAM memory space.

Developments for MSX

[edit]

Konami SCC

[edit]

The SCC chip was conceived by Japanese video game company Konami in February 1986, with the development teams split between working on the MSX, Famicom and arcade games at the time.[29] Before development of the SCC began, the Konami team used the programmable sound generator (PSG), which allowed only three types of sounds to be outputted. Due to the lack of sound ports, Konami's MSX team sound creator Kazuhiko Uehara, who had worked on the previous iteration, used the cartridge slot of the MSX as an additional source of sound.[30][31] Upon submitting this idea to the company President Kagemasa Kozuki, development of the SCC chip subsequently followed, in collaboration with Toshiba.[29][32]

Before the development of the SCC, there was reportedly disappointment at Konami that MSX did not have the same capability of sound as Nintendo's Famicom, despite the two systems being from the same generation of console.[30] SCC added five additional channels with toggle capability controlled by an on/off bit, on top of the three already provided by PSG, allowing for further developed sound production.[29][31] The chip also has independent memory mapping.[33] While the SCC chip was originally developed for the first F-1 Spirit, due to changes in scheduling, Nemesis 2 was released first, becoming the first videogame to use the chip.[30][34] In the November 1987 edition of the Konami Software Club monthly newsletter, the Konami SCC was officially revealed as Konami's Large Scale Integration Sound Creative Chip.[35] Fifteen releases went on to use the SCC chip for some MSX releases between 1987 and 1989, including Nemesis 2, F-1 Spirit, The Way to Formula 1, Salamander, Parodius, King's Valley II, Contra, Nemesis 3: The Eve of Destruction, Metal Gear 2: Solid Snake, Space Manbow and Quarth.[29][31][36]

Games

[edit]

Several popular video game franchises were established on the MSX:

Others received various installments on the MSX, including several titles unique to the system or largely reworked versions of games on other formats:

Manufacturers

[edit]
The Yashica YC-64 computer at the Computer and Video Game Console Museum of Helsinki in 2012
MSX
Spectravideo, Philips, Al Alamiah, Sony, Sanyo, Mitsubishi, Toshiba, Hitachi, National/Panasonic, Canon, Casio, Pioneer, Fujitsu General, Yamaha, JVC, Yashica-Kyocera, GoldStar, Samsung/Fenner, Daewoo/Yeno, Gradiente, Sharp/Epcom, Talent.
MSX2
Philips, Sony, Sanyo, Mitsubishi, Victor (a.k.a. JVC), Toshiba, National/Panasonic, Canon, Yamaha, ACVS/CIEL*, DDX*, Daewoo/Yeno, NTT, Talent, AGE Labs.
MSX2+
Sony, Sanyo, Panasonic, ACVS/CIEL*, DDX*.
MSX TurboR
Panasonic.

* Clones or unlicensed equipment.

Legacy

[edit]

2001

[edit]
1chipMSX

In 2001, Kazuhiko Nishi initiated a MSX revival around an official MSX emulator called MSXPLAYer. This is the only official MSX emulator as all MSX copyrights are maintained by the MSX Association. In 2004, a Dutch company Bazix announced they had become the representatives of MSX Association in Europe, being the English contact for any questions regarding the MSX trademarks, copyrights, and licensing. On October 17, 2006, Bazix launched WOOMB.Net, a website selling MSX games in English and other languages, with a selection of 14 games. In Japan, game sales began earlier, through Project EGG. WOOMB.Net was the English counterpart of this and other Japanese services offered by D4 Enterprise, which also announced in August 2006 the launch of a new MSX2 compatible system called the "one chip-MSX", a system based on an Altera Cyclone EP1C12Q240C8 FPGA.[37] The one chip-MSX" is similar in concept to the C-One, a Commodore 64 clone also built on the basis of a single FPGA chip. The new MSX system is housed in a box made out of transparent blue plastic, and can be used with a standard monitor (or TV) and a PC keyboard. It has two MSX cartridge slots and supports the audio extensions MSX-MUSIC and SCC+. A SD/MMC-flashcard can be used as an external storage medium, emulating a disk drive and can be used to boot MSX-DOS. Due to its VHDL programmable hardware, it is possible to give the device new hardware extensions simply by running a reconfiguration program under MSX-DOS. The "one chip-MSX" also has two USB connectors that can be used after adding some supporting VHDL code.

2011

[edit]
Assembled GR8BIT kit

In 2011, AGE Labs announced[38] GR8BIT, a do-it-yourself kit for building an MSX computer. The kit, licensed by the MSX Licensing Corporation, is targeted to those wanting to learn about computer hardware. It includes all the necessary components to assemble a working MSX2-compatible computer except for an ATX chassis, power supply, floppy drive, hard disk, PS/2 keyboard, and monitor.

2014

[edit]
SymbOS, an alternative operating system
Phillips Music Module
Phillips Music Module

Some of the Korean forum members who made Zemmix Neo created a new MSX-compatible called Mini IQ3000 Cutie, which has similar features to Daewoo Electronics' Korean-made MSX2 model, the IQ-2000. It is based on 1ChipMSX but has some special features like "Scan Line Generator", which improves the quality of the video display, and "Multi Language Support" that allows it to support two languages. By default, the machine operates using the Korean version of MSX displaying the Korean font, but if the "del" key is pressed during booting it will operate in Japanese mode. Even though the default mode is Korean, the default font allocation table is Japanese, and will show Japanese characters when executing Japanese version software programs.[39]

2019

[edit]
MSX Philips VG8020
MSX Philips VG8020

In 2019, a group of fans developed the MSX Mini Replica.[40] It is a 1:2 scale reproduction of the Philips VG-8020 computer compatible with the software of the MSX, MSX2, MSX2+, and TurboR generations. It incorporates 2 USB ports, an HDMI video output and internally uses the same hardware as the C64 Mini. Connecting an additional peripheral called MSX Player allows it to run original games on ROM cartridges.

2020

[edit]

The MSXVR[41] is a computer released in 2020 and compatible with the MSX family of computers. Like the latest Zemmix game consoles, it is also based on a Raspberry Pi card with additional circuitry to connect the original MSX peripherals.

2023

[edit]

In 2022, Nishi announced an official revival of the MSX computer standard dubbed the MSX3, to be implemented in multiple configurations, including an upgrade cartridge to existing MSX computers. Later, in 2023 following a successful crowdfunding campaign, an IoT device resembling a Game Boy with a keyboard, the MSX0, was revealed, intended for IoT uses, alongside the base MSX3 unit. Plans also call for a supercomputer, the MSX Turbo X 128, based around the concept of clusters.[42] But due to the bankruptcy of Nishi,[43][44] which was previously the result of the bankruptcy of ASCII in the 90's and his previous flamboyant lifestyle (as described in the article from The New York Times in 1992),[22] there is little to come of these beautiful plans for an MSX3 system. Nishi is seeking for money, but cannot spend it because of his bankruptcy. As previously noted by the author of the article in question from The New York Times (Andrew Pollack), Nishi is more of a sales manager and entrepreneur than an engineer.[22]

System specifications

[edit]
MSX[45] MSX2 MSX2+ MSX TurboR
Release Worldwide (1983) Worldwide (1985) Only officially in Japan (1988)
(available in Europe and Brazil via upgrades)
Only Japan (1990)
Processor Zilog Z80A running at 3.58 MHz Zilog Z80A running at 3.58 MHz
(the HC-90 and HC-95 models from JVC have a 6.144 MHz HD64180 CPU, but this is not part of the standard)
Zilog Z80-compatible running at 3.58 MHz
(the MSX2+ models from Panasonic can be set to run on 5.37 MHz by software, but this is not part of the standard)
  • R800 running at 7.16 MHz (instructions use about 4× less clock ticks than the Z80, so often quoted as 28.6 MHz when comparing with the Z80)
  • Zilog Z80A-compatible (embedded in the T9769C MSX-Engine) running at 3.58 MHz for backward compatibility
ROM 32 KB 48 KB 64 KB 96 KB
  • BIOS + Extended BIOS (32 KB)
  • MSX BASIC V2.0 or V2.1 (16 KB)
  • DiskROM (16 KB) (optional, common)
  • MSX-Audio BIOS (32 KB) (optional, no machines are known with this BIOS built in)
  • BIOS + extended BIOS (32 KB)
  • MSX BASIC V3.0 (16 KB)
  • DiskROM (16 KB) (optional, very common)
  • Kun-BASIC (16 KB) (optional)
  • Kanji ROM (optional)
  • BIOS + Extended BIOS (48 KB)
  • MSX BASIC V4.0 (16 KB)
  • DiskROM (16 KB)
  • Kun-BASIC (16 KB)
  • Kanji ROM (256 KB)
  • Firmware (4 MB)
RAM 8 KB minimum, most machines provided either 32 or 64 KB; machines with 128 KB exist 64 KB minimum, commonly 128 KB in Europe, 64 KB on Japanese computers, machines with up to 512 KB were made. Normally memory mapped (4 MB per slot maximum, 48 MB max total) Commonly 64 KB (on Japanese computers), normally memory mapped (4 MB per slot maximum, 48 MB max total) 256 KB (FS-A1ST) or 512 KB (FS-A1GT)
  • Memory-mapped (4 MB/slot max, 44 MB max total)
  • Additionally 16 KB (FS-A1ST) or 32 KB (FS-A1GT) of SRAM (battery-powered)
Video display processor Texas Instruments TMS9918 family
  • Video RAM: 16 KB
  • Text modes: 40×24 and 32×24
  • Resolution: 256×192 or 64x48 (16 colours). In reality, there are just 15 colour tints available, because, just like the ZX Spectrum there are two codes for black. Unlike the Spectrum, however, one of the blacks is actually "transparent", so the MSX video picture could be overlaid on another video signal, for example one from a video disk.
  • Sprites: 32 sprites with 8x8 or 16x16 resolution, 1 colour, max 4 per horizontal line
Yamaha V9938 (a.k.a. MSX-Video) Supports all MSX video modes
  • Increased video RAM: 128 KB (sometimes 64 KB)
  • New text mode: 80×24 or 80x26.5
  • New bitmapped video modes without the attribute clash of MSX1, with modes for 4, 16 or 256 simultaneous colors
  • New resolutions: 256x212p, 512x212p, 256x424i and 512x424i
  • Increased number of, and more advanced sprites: 32 sprites with 8x8 or 16x16 resolution, max 8 per horizontal line. Each sprite line can have 1 or 3 different colors.
  • Hardware acceleration for copy, line, fill, etc.
  • Interlacing to double vertical resolution
  • A full-screen vertical scroll register
  • Vertical and horizontal display offset register
Yamaha V9958
  • The minimal video RAM is now 128 KB. Up to 192 KB is supported.
  • a new 256×212p or 256x424i YJK video mode with 19268 simultaneous colors
  • a new 256×212p or 256x424i mixed-YJK/RGB video mode with 12499 simultaneous colors
  • horizontal scroll register with either full-screen or dual-page support
Yamaha V9958 (aka MSX-Video), so the same capabilities as MSX2+
Sound chip General Instrument AY-3-8910 (PSG)
Clock chip (Not installed.) Ricoh RP5C01 (or compatible)
Interfaces
  • 1 cartridge slot (usually 2, up to 16)
  • 1 or 2 General Purpose ports (aka joystick ports)
  • Optional: Parallel Printer port
  • 1 cartridge slot (usually 2, up to 16)
  • 2 General Purpose ports (aka joystick ports)
  • Parallel Printer port
  • Optional: Light pen interface
  • Optional: Video superimposer
  • Optional: Video Digitizer
Media

Peripherals

[edit]
The effect of attribute clash when using the 256×192 high-resolution mode on MSX-1. To avoid it, the TMS9918 provides up to 32 sprites that can be superimposed over the main graphic screen.
MSX2+ computer: a Panasonic FS-A1WSX

Keyboard

[edit]

The keyboard is a functionally separate unit which could be connected by non-multiplexed and multiplexed interfaces. Multiplexed keyboard units feature additional data direction line, allowing sending scan line number to the keyboard using same data lines used for return scan code, decreasing overall number of wires between keyboard and machine. Non-multiplexed interface is usually used for internal keyboards (and some external keyboards, like Panasonic CF-3300); multiplexed interface is used for external keyboards (e.g. in Yamaha YIS805 model).

The keyboard is organized as a matrix with maximum 11 input lines and 8 output lines, accounting for maximum 88 keys (including all control, numerical and alphanumerical keys). Each scan line is regularly queried to identify the state of the keys on the line; query speed is identified by the system interrupt frequency. Such organization allows system to sense state of each key, not exhibiting notorious problem with 8042 microcontroller-based keyboards when pressing several keys simultaneously (usually more than 3) generates wrong input characters, or renders inability to sense the press of more keys.

Due to the keyboard scan being controlled by the system interrupts, one of the troubleshooting hints when an MSX machine does not display any image (assuming power is present) is to press the CAPS key to see if the respective LED toggles. If it does not toggle, the system is likely suffering a more serious problem than just lack of image on the screen (i.e. the problem with video cable or video display interface in overall).

In 2009, Kamil Karimov designed the adapter board[46] to connect a PS/2 keyboard to the multiplexed MSX keyboard interface. The firmware embedded into its ATTiny chip was tailored for Daewoo CPC machines.

In 2011, AGE Labs embedded a PS/2 keyboard controller unit, based on Microchip microcontroller, into its GR8BIT do-it-yourself machine. Its firmware is developed to directly convert PS/2 scan codes to the MSX keyboard scan codes. Thus it is fully transparent to the applications, allowing use of the controller unit with different MSX-compatible machines and for different localization setups.[28]

Cartridges

[edit]

MSX standard requires at least 1 cartridge slot, most MSX models have 2. These slots[47] are interchangeable, so in most cases it makes no difference in which slot a cartridge is inserted. The physical connector is a 50 pin (2 × 25 contacts), standard 2.54 mm (0.1 inch) pitch edge connector. Using these cartridge slots, a wide variety of peripherals could be connected.

Regular game cartridges are about the size of an audio cassette (so-called "Konami size"). Despite their higher cost, this was a popular format due to its reliability and ease of use.

Around 1985, Hudson Soft released the credit card-sized Bee Card, which was meant as a cheaper and more convenient alternative to ROM cartridges. But it was a commercial failure, and very few titles were released on the format.

Source files[48] for development of the MSX cartridges are available from AGE Labs for EAGLE.

Floppy disk drives

[edit]

Early MSX models did not have a built-in disk drive, so software were initially published on cartridge and cassette tape.[14]

Mitsumi QuickDisks were originally launched as a proprietary extension for the MSX in early 1984,[49] but they never really caught on, as they were quickly surpassed by the standard floppy disk interface released a few months later. Only a handful of titles were released in this format.

Sony also created a battery backed RAM cartridge the HBI-55 "data cartridge" in 1984 for some computers in their "Hit-Bit" line of MSX systems, that could be used to store programs or data as an alternative to cassette tapes.[50] Many Yamaha Music software are also compatible with this cartridge.

Traditional floppy disk drives were made available for MSX in 1984, either built-in or in the form of a cartridge containing the disk interface electronics and a BIOS extension ROM (the floppy disk drive interface), connected to an external case with the drive. In South America, many of these systems used a 5.25 in (133 mm) floppy disk drive, but in Europe, 3.5 in (89 mm) drives were more popular. In Japan, some MSX1 systems included a built-in 3.5-inch disk drive, like the Panasonic (previously named National) CF-3300. In Europe, a range of Philips MSX2 systems NMS 8230, 8235, 8245, NMS-8250 and above featured either 360 or 720 KB 3.5-inch floppy drives.

In 1985, the MSX2 was released, and these systems often (but not always) also included a built-in 3.5-inch disk drive. Consequently, the popular media for games and other software shifted to floppy disks.

The MSX-DOS disk operating system had binary compatibility with CP/M, but used the same FAT file system as MS-DOS. Its user commands were also similar to early MS-DOS versions. In this way, Microsoft could promote MSX for home use while promoting MS-DOS based personal computers in office environments.[51]

The MSX 3.5-inch floppy disks are directly compatible with MS-DOS (although some details like file undeletion and boot sector code were different). Like MS-DOS 1, MSX disks (formatted) under MSX-DOS 1 have no support for subdirectories.[52]

In September 2012, AGE Labs extended the standard by including support for 1.44Mb 3.5-inch format. The 1.44Mb diskette size goes in two configurations: Standard (1 sector per cluster, 9 FAT sectors), and Compatible (4 sectors per cluster, 3 FAT sectors).[53]

MSX-Audio

[edit]
  • Yamaha Y8950, commercially released as:
    • Panasonic: MSX-Audio FS-CA1 (32 KB of SampleRAM, 32 KB of AudioROM)
    • Philips: Music Module NMS-1205 (32 KB of SampleRAM, no MSX-Audio BIOS)
    • Toshiba: MSX FM-synthesizer Unit HX-MU900 (no sample RAM, no MSX-Audio BIOS)
  • 9 channels FM or 6 channels FM + 5 drums. YM3526 compatible.
  • ADPCM record and play, with Hardware acceleration
  • Can be upgraded to 256 KB of SampleRAM

MSX-Music

[edit]
  • Yamaha YM2413 (OPLL), also known as:
    • MSX-Music (standard name)
    • Panasonic: FM-PAC
    • Zemina: Music Box
    • Checkmark: FM-Stereo-Pak
    • DDX: FMX
    • Tecnobytes: FM Sound Stereo (contains the compatible U3567 chip)
  • 9 channels FM or 6 channels FM + 5 drums
  • 15 pre-set instruments, 1 custom
  • Built-in on most MSX2+ and as standard on MSX TurboR computers

Emulation

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MSX computers are emulated on many platforms today. Early MSX emulators were often based on the code of the pioneer fMSX, a portable MSX emulator by Marat Fayzullin. Many emulators removed Fayzullin's Z80 emulation code entirely in later versions to avoid legal problems, as at the time fMSX was not free software. Somewhat later fMSX source code became free for non-profit use; however a license was still required for commercial use. On December 31, 2013, the Windows version of fMSX 3.7 was released, free for anyone to use.[54]

The official MSX emulator MSXPLAYer (in Japanese) is produced by the MSX Association, of which the inventor of the MSX standard, Kazuhiko Nishi, is the president.

As of version 0.146.u, MESS currently supports 90% of all MSX versions.

Virtual Console

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In February 2007, Nintendo of Japan announced that MSX games will be available for the Wii's Virtual Console emulator. It was confirmed that the games would cost 700 Wii Points and will become available from the middle of 2007. It also became available for the Wii U on December 25, 2013. Ultimately 13 games, mainly Konami titles, for the Wii, plus one for the Wii U, were released for the service in Japan only.

List of MSX emulators

[edit]
Name Current version Date System Platform License Website
blueMSX 2.8.2 August 14, 2009 MSX, MSX2, MSX2+, MSX TurboR, SpectraVideo SVI318/328, ColecoVision, Sega SG-1000 Windows GPL [55]
openMSX 20.0 September 22, 2024 MSX, MSX2, MSX2+, MSX TurboR, SpectraVideo SVI318/328, ColecoVision, Sega SG-1000 Multiplatform GPL [56]
Clock Signal 2022-11-25 November 11, 2022 Diverse computers and consoles; MSX 1 only. macOS Open source [57]
CocoaMSX 3.5.41 October 23, 2013 MSX, MSX2, MSX2+, MSX TurboR macOS GPL [58]
fMSX 6.0 February 24, 2021 MSX, MSX2, MSX2+ Multiplatform Commercial [59]
fMSX PSP 3.5.41 March 17, 2010 MSX, MSX2, MSX2+ Sony PSP Open source [60]
jsMSX 0.9.2 April 19, 2013 MSX JavaScript GPL [61]
MAME 0.251 December 31, 2022 Diverse computers and consoles Multiplatform GPL [62]
meisei 1.3.1 February 9, 2010 MSX Windows Open source [63]
MSKISS 0.2.4 March 13, 2000 MSX, MSX2, MSX2+ DOS, Windows Freeware [64]
MSX Emulator 0.10b October 26, 2006 MSX Atari ST Freeware [65][66]
MSX Emulator 1.8 August 16, 2010 MSX, MSX2 UNIX GPL [67][68]
msxDS 0.93 January 1, 2012 MSX, MSX2, MSX2+ Nintendo DS Freeware [69]
NLMSX 0.48 June 12, 2003 MSX, MSX2, MSX2+, MSX TurboR Windows Freeware [70]
NO$MSX 1.5 May 1, 2003 MSX, MSX2 Windows, DOS Shareware [71]
paraMSX 0.50b October 8, 2009 MSX, MSX2, MSX2+, MSX TurboR Windows Freeware
RuMSX 0.41 July 2, 2008 MSX, MSX2, MSX2+, MSX TurboR Windows Freeware [72]
WebMSX 6.0.3 June 2, 2020 MSX, MSX2, MSX2+, MSX turbo R JavaScript ?
Source
on GitHub
[73][74]

See also

[edit]

References

[edit]
[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
The MSX is a family of standardized 8-bit architectures announced on June 16, 1983, by in collaboration with , and first released on October 31, 1983, designed to unify the fragmented market by ensuring compatibility of software and peripherals across machines produced by various manufacturers. Conceived by Kazuhiko Nishi, vice president of , and supported by , the standard aimed to create a VHS-like uniformity in computing, similar to the PC in the professional sector. The platform debuted in with initial models featuring a Z80A CPU clocked at 3.579545 MHz, 16 to 64 KB of RAM, 32 KB of ROM containing the MSX-BASIC interpreter, a TMS9918 video display processor capable of 256×192 resolution in 16 colors, and a programmable sound generator for three channels of square wave audio plus noise. The MSX gained significant traction in , where over 265,000 units sold within the first nine months, eventually reaching an estimated 9 million units worldwide, with strong markets also in , the , , and parts of the and . Manufacturers like , , Yamaha, and produced diverse models, from basic keyboards to advanced systems with built-in recorders or enhanced I/O ports, all adhering to the core specification for cartridge-based . Evolving through generations, the MSX2 standard launched in 1986 with 64 KB RAM minimum, a Yamaha V9938 VDP for 512×212 resolution in 512 colors, and 48 KB ROM including extended BASIC routines; the MSX2+ in 1988 added FM synthesis and enhanced sprite capabilities; and the final MSX turbo R in 1990 incorporated a 16-bit R800 processor mode alongside the Z80, 256 colors, and 2 support for disk-based computing. Despite its success in niche regions and an extensive library of thousands of software titles—prominently featuring games from like and —the MSX faded in the early 1990s amid the rise of 16-bit consoles and PCs, though it retains a dedicated enthusiast with ongoing homebrew development as of 2025.

History

Development and Launch

The MSX standard was conceived in late 1982 by Kazuhiko Nishi, vice president of and a director at , in collaboration with co-founder , with the primary aim of establishing a unified to streamline processes and amid the fragmented Asian market dominated by incompatible machines from various Japanese firms. Nishi, inspired by the success of the video standard in consolidating , sought to replicate that model for personal computing, targeting affordability and broad accessibility to promote widespread adoption in homes for gaming and educational purposes. This initiative addressed the challenges faced by developers and manufacturers in creating region-specific hardware and software, positioning MSX as a cross-vendor platform primarily for and other Asian countries. Development accelerated in early 1983 through intensive discussions between Nishi and , culminating in the formalization of technical specifications over approximately six months, including the integration of existing components like the Z80A processor to keep costs under $200 for mass-market appeal. On June 16, 1983, and jointly announced the MSX standard at a in , unveiling it as an open architecture for an affordable 8-bit system designed to foster a shared for gaming, , and learning. The announcement highlighted MSX's role in standardizing hardware to enable seamless , with an emphasis on built-in interpreter for immediate programmability and cartridge slots for easy expandability via ROM-based peripherals and games. Early partnerships were secured rapidly to ensure broad implementation, with eleven Japanese companies—including Canon, , , , , National, , Sharp, , and Victor—committing to the standard just days after the announcement, followed later in 1983 by international firms such as , , and Yamaha, which contributed expertise in and components like sound chips. Prototypes were developed and subjected to beta testing in throughout the summer of 1983, focusing on verifying cross-manufacturer compatibility and system stability, which paved the way for the first commercial MSX machines to reach store shelves in October 1983. These efforts underscored MSX's core goals of hardware to reduce production costs, universal software compatibility to boost developer interest, and modular cartridge expansion to support a growing library of educational and entertainment applications without proprietary lock-ins.

Evolution of Standards

The MSX standard was established in 1983 by and to create a unified platform, ensuring among devices from multiple manufacturers through strictly defined hardware specifications managed by ASCII and . This process involved detailed technical guidelines for core components, expansion slots, and software interfaces, allowing software and peripherals to function consistently across compliant machines without proprietary lock-in. The standard was later overseen by the MSX Association, founded in 2003 to manage certification and legacy efforts after ASCII's bankruptcy. Iterative standards built upon previous ones while maintaining , enabling a growing of over 200 models from producers like , , and Yamaha. The initial MSX1 standard, launched in 1983, defined the baseline architecture with a Zilog Z80A-compatible CPU operating at 3.579 MHz, a minimum of 8 KB RAM (though 16 KB was recommended and most implementations featured 32-64 KB), and the TMS9918 video display processor (VDP) supporting 16 colors and 32 sprites (limited to 4 per scanline) on screen. Audio was handled by the AY-3-8910 programmable sound generator (PSG), and the system included 32 KB ROM for BIOS and MSX-BASIC, with a cartridge-based expansion slot for peripherals. This configuration provided a solid foundation for gaming and basic computing, emphasizing affordability and ease of manufacturing to encourage widespread adoption. In 1985, the MSX2 standard introduced significant enhancements for improved multimedia capabilities while preserving full compatibility with MSX1 software and hardware. Key upgrades included a minimum of 64 KB RAM with memory mapper support for larger programs, the V9938 VDP enabling a 512-color palette, higher resolutions up to 512x212, and 32 sprites (up to 8 per scanline), alongside the YM2149 PSG for refined sound output. ROM capacity increased to 48 KB (32 KB main-ROM and 16 KB sub-ROM), and VRAM was standardized at a minimum of 64 KB (128 KB recommended for advanced modes), allowing for more sophisticated graphics without requiring external upgrades. These changes positioned MSX2 as a competitive platform for mid-1980s home entertainment, bridging the gap between earlier 8-bit systems and emerging 16-bit consoles. The MSX2+ extension, released in primarily for the Japanese market, further refined the platform with integrated features to support larger software and enhanced audio-visual effects. It mandated at least 64 KB RAM with memory mapper, retained the Z80A CPU at 3.579 MHz, and introduced the V9958 VDP for interlaced modes, overlay capabilities, and backward-compatible enhancements to sprite handling. A built-in FM-PAC using the YM2413 chip provided 9-channel FM synthesis for richer soundtracks, while MegaROM support allowed cartridges up to 512 KB through advanced mapping, enabling complex games and applications previously constrained by memory limits. This iteration focused on professional and creative uses, such as , without altering the core slot . The final MSX turbo R standard, introduced in 1990, marked the pinnacle of the platform's evolution, targeting advanced users with performance boosts for productivity and development. It featured the R800 CPU—a Z80-compatible 16-bit processor running at 7.159 MHz in turbo mode (with Z80A compatibility at 3.579 MHz)—and a minimum of 256 KB RAM via memory mapper, expandable in some implementations to support multitasking. The retained MSX2+ visuals and audio but added clock-switching mechanisms for optimized software execution, alongside 48 KB ROM configuration. Aimed at bridging consumer and professional computing, turbo R emphasized speed for tasks like programming and data processing, though limited production confined it mostly to .

Decline and Market Impact

By the late 1980s, the MSX platform had reached its commercial peak, with sales estimates of over 5 million units worldwide by 1989 (eventually reaching up to 9 million total), concentrated primarily in , the , and . In , sales exceeded 7 million units across the series, driven by widespread adoption for both gaming and educational purposes in schools. The MSX's decline accelerated in the late 1980s and early 1990s due to fierce competition from dedicated consoles. The Famicom, launched in 1983, rapidly captured the gaming market with its affordable hardware and exclusive titles, outpacing the MSX's hybrid computer-console appeal. Sega's and subsequent systems further eroded MSX's share by offering superior arcade-like experiences tailored to entertainment. Additionally, the platform struggled with limited penetration in the United States, where the IBM PC standard dominated business and home computing. Official production of new MSX models ended with the release of the MSX turbo R in 1990, marking the final generation supported by major manufacturers like . , a key proponent of the standard, shifted its development efforts toward the more successful platform, which better aligned with Japan's evolving PC market. The bursting of Japan's asset price bubble in 1991 exacerbated the downturn, leading to reduced on and contributing to sluggish sales amid . Despite its commercial fade, the MSX had notable short-term economic and cultural impacts. Its standardized hardware and peripherals facilitated third-party software and accessory development, enabling creators to produce compatible content across diverse manufacturers without proprietary barriers. This supported a rich library of games and applications, influencing early concepts in portable computing through compact models like Sony's Hit Bit series.

Technical Specifications

Core Hardware Components

The MSX standard is centered on the Zilog Z80A, an 8-bit microprocessor clocked at 3.58 MHz, which serves as the primary central processing unit responsible for executing instructions, managing system resources, and interfacing with peripherals. This CPU architecture ensures efficient handling of the MSX-BASIC environment and general computing tasks, with its 16-bit address bus limiting the directly addressable memory to 64 KB. In advanced configurations, such as the MSX turbo R models, an additional R800 processor—a Z80-compatible RISC variant—operates at up to 7.16 MHz to provide turbo mode for improved performance without altering the base compatibility. Memory in base MSX systems consists of at least 8 KB of RAM, with most machines providing 32 KB or 64 KB, for user programs, variables, and runtime data, with expandability via cartridge slots using memory mapper chips. The ROM totals 32 KB, split evenly between 16 KB for the —which initializes hardware and provides low-level services—and 16 KB for the MSX-BASIC interpreter, enabling immediate programming access upon power-on. This fixed memory layout promotes uniformity across manufacturers, allowing seamless while reserving space for system operations. Input/output capabilities are facilitated by the General Instrument AY-3-8910 programmable sound generator, which includes two bidirectional 8-bit parallel ports dedicated to keyboard matrix scanning and input, supporting up to two joysticks with standard DB-9 connectors. All MSX machines incorporate a built-in cassette interface for low-cost data storage and loading via audio signals, alongside an that outputs and audio directly to a for display. The system provides internal power rails of +5 V, +12 V, and -12 V for components and expansions, supplied via an external that varies by model (commonly 9 V DC). The form factor emphasizes user-friendliness with an integrated full-stroke keyboard in a compact desktop or portable . To maintain , the MSX standard mandates that every compliant system boots into MSX-BASIC and includes at least one 50-pin cartridge expansion slot, with most featuring two, allowing plug-and-play additions like ROM software or upgrades without compromising core functionality. Later generations preserved these foundational elements to ensure .

Graphics and Sound Features

The MSX platform's graphics capabilities in its first generation (MSX1) were powered by the TMS9918A Video Display Processor (VDP), which featured 16 KB of video RAM and supported a resolution of 256×192 pixels with a palette of 16 colors including transparent. This chip enabled text modes at 40×24 or 32×24 characters, as well as graphics modes such as low-resolution (Graphics 1: 256×192 with 2 colors per 8×8 pixel tile), medium-resolution (Graphics 2: 256×192 with 2 colors per pixel using 8×8 tiles), and high-resolution multicolor mode (64×48 effective pixels with 16 colors per 4×4 pixel block). Sprites were limited to 32 on screen, each 8×8 or 16×16 pixels in size, with up to 4 per horizontal line and support for multicoloring in certain modes, along with hardware between sprites. For audio output, MSX1 systems utilized the General Instrument AY-3-8910 Programmable Sound Generator (PSG), a three-channel chip capable of producing square waves, with an additional noise channel for percussion and effects, and a basic envelope generator for amplitude control. Some implementations substituted the functionally identical Yamaha YM2149 PSG, a licensed clone that offered the same three melodic voices, noise generation, and I/O ports without altering core sound capabilities. In the MSX2 generation, graphics were significantly enhanced by the Yamaha V9938 VDP, which expanded video RAM to 128 KB and increased the color palette to 512 hues, while maintaining compatibility with prior modes. Key upgrades included interlaced display modes for higher effective resolutions (up to 512×212), hardware scrolling for smoother panning in games, and improved sprite handling with up to 8 per horizontal line (still 32 total), each supporting 16 colors and variable sizes up to 16×16 pixels. Audio remained based on the AY-3-8910 or YM2149, providing consistent three-channel square wave and noise synthesis across generations. The TMS9918A's tile-based , relying on predefined 8×8 patterns stored in VRAM, proved efficient for resource-constrained game development by minimizing CPU overhead for background rendering, though its limited 16-color palette and fixed sprite limits constrained visual complexity. Conversely, the V9938 addressed these by introducing bitmap modes for pixel-precise drawing and advanced , enabling smoother animations and more dynamic visuals without sacrificing compatibility. These features collectively supported a range of display outputs tailored to both productivity and entertainment applications on the platform.

Software and Games

Operating System and Programming

MSX-BASIC served as the primary built-in programming environment for the MSX platform, provided as a cartridge-based interpreter developed by . It represented an extended implementation of Standard Version 4.5, incorporating enhancements tailored to the MSX hardware . This interpreter loaded automatically upon system startup, occupying the first 32 KB of ROM space shared with the , and enabled users to write, edit, and execute programs directly from the keyboard. Key features included support for graphics manipulation through commands like COLOR for palette selection and LINE for drawing lines and shapes, allowing hobbyists to create visual applications without low-level hardware access. Sound capabilities were facilitated by the PLAY command, which generated music and tones using the system's Programmable Sound Generator (PSG), while file I/O operations supported saving and loading programs to cassette or disk media via commands such as SAVE and LOAD. For MSX1 systems, the interpreter was limited to version 1.0, released in 1983, which prioritized accessibility for beginners while providing sufficient tools for procedural scripting and simple demonstrations. Complementing MSX-BASIC, MSX-DOS provided a disk-based operating system environment starting from its initial release in 1984, developed jointly by and ASCII as an adaptation of 1.25 for 8-bit MSX hardware. It utilized the filesystem for organizing files on floppy disks, enabling efficient storage and retrieval in a structure compatible with early PC standards, though limited to single-density 350 KB disks in early implementations. The system featured a through the shell, which allowed users to navigate directories, manage files, and execute binary programs with commands like DIR for listing contents and RUN for launching applications. Program loading was handled via the EXEC function, supporting both .COM (memory-resident) and .EXE (relocatable) formats, with booting from a dedicated disk partition after initializing the . Evolution continued through versions 1.0 to 2.3, with 2 (introduced in 1988) adding support for subdirectories, up to 16 MB of memory mapping, and environment variables to accommodate MSX2's expanded capabilities. Development on the MSX emphasized for hobbyists, with tools integrated into the core software stack to lower barriers for assembly-level coding and disk management. Assemblers and machine language monitors were available through separate cartridges or software, such as the Monitor Assembler Graphic Editor, allowing entry and debugging of Z80 opcodes. Disk utilities within , such as FORMAT for preparing media and COPY for file transfers, streamlined prototyping and distribution, often bundled with disk interfaces to encourage home experimentation. These elements fostered a user-friendly where beginners could transition from scripting to low-level optimization using the system's 64 KB RAM and cartridge slots. Additional programming languages, including and early C compilers, expanded options for educational and advanced development. MSX programming paradigms balanced procedural approaches for general applications—leveraging sequential execution in or assembly for tasks like data processing—with event-driven models for interactive software, particularly games, where interrupts handled keyboard input, VDP screen updates, and PSG audio triggers in real-time. The foundational MSX , implemented in Z80 assembly, managed , ensuring across compliant machines while exposing routines like INIHRV for high-resolution video initialization. This compact kernel, residing in ROM, supported both paradigms by providing hooks for polling-based loops in procedural code and vector-based event handling, promoting efficient resource use on constrained 8-bit systems.

Notable Titles and Library

The MSX platform features a substantial software comprising over 8,000 documented titles, the vast majority of which are . This extensive catalog contributed significantly to the system's popularity, particularly in and during the 1980s. Konami's contributions were instrumental in establishing MSX as a gaming powerhouse, with notable ports like (1986), adapted from the arcade original, and (1987), which debuted on MSX before its Famicom version and introduced stealth-action mechanics to home computing. The library encompasses diverse genres, including fast-paced shooters such as Space Manbow (1989), a Konami-exclusive MSX2 title known for its intricate level design and weapon upgrades; platform adventures like (1987), featuring expansive labyrinth exploration and collection; and action RPGs exemplified by (1985), a T&E Soft pioneer in real-time combat and open-world navigation. Cross-platform ports enriched the ecosystem, such as Square's (1986), a hybrid shooter-RPG originally for Famicom that leveraged MSX's enhanced audio for improved soundtracks. The platform also fostered an early , where hobbyist groups created non-commercial demos showcasing advanced graphics and music, laying groundwork for creative programming communities. Cartridges dominated game distribution due to their quick loading and compatibility with base hardware, accounting for the bulk of releases, while floppy disks supported larger titles with expanded content. Regional variations added unique flavor, including Brazilian exclusives from local developers that adapted international hits or introduced culturally tailored adventures.

Manufacturers and Models

Major Producers

The MSX standard was adopted by numerous electronics manufacturers worldwide, with licensing managed initially by and , requiring a fee and a process to ensure hardware compatibility and adherence to the specifications. By the time of its launch in 1983, over 40 companies had obtained licenses, including major Japanese firms like , , Yamaha, Canon, , and , as well as and , while additional producers such as Brazil's Gradiente emerged in regional markets. The MSX Association, formed later to oversee copyrights and trademarks, continued to facilitate licensing for new products based on the standard. Sony was one of the earliest and most prominent producers, releasing the Hit Bit series under the HB branding starting with the HB-201 in 1983, which emphasized compact, user-friendly designs tailored for the Japanese home market. These machines integrated seamlessly with , reflecting Sony's focus on accessibility and integration into everyday entertainment setups. Philips played a key role in promoting MSX in , launching the VG series with the VG-8000 in 1983, designed for easy connection to televisions and optimized for the continental market through localized distribution in countries like the , , , and . The company's strategy highlighted MSX's potential as a platform, leveraging its expertise in video and audio to appeal to European consumers. Yamaha targeted the music production niche with its CX5M series, introduced in 1983 as the CX5 and later refined, featuring a built-in FM synthesizer and software to attract musicians and composers. This approach positioned MSX as a creative tool for audio applications, with the CX5M serving as a companion to Yamaha's synthesizers like the DX7. Other Japanese manufacturers such as Canon, , , and contributed diverse MSX implementations, often customizing features for domestic users, while Gradiente became a significant producer in , adapting the standard for local needs through models like the Expert series to penetrate the South American market. Overall, the broad licensing model enabled numerous entities globally to produce MSX hardware, fostering a varied ecosystem despite varying levels of official certification.

Key Models by Generation

The MSX platform evolved through four main generations, with each introducing incremental hardware enhancements to support more advanced software and capabilities while maintaining .

MSX1 Generation

The initial MSX1 generation, launched in 1983, standardized with a Z80-compatible processor and at least 8 KB of RAM (typically 16–64 KB), emphasizing interchangeability of software and peripherals across manufacturers. A representative European model was the Philips VG-8020, released in 1984, which featured 64 KB RAM and a full-stroke keyboard, targeting home users in markets like the and the for educational and gaming applications. In Japan, Sony's Hit Bit HB-701, introduced in 1984, incorporated a built-in MSX-Engine based on the Z80 processor, allowing seamless integration with Sony's ecosystem of audio-visual equipment and marking an early focus on convergence.

MSX2 Generation

MSX2, introduced in 1986, doubled RAM to 128 KB minimum and upgraded graphics with the V9938 chip for improved resolutions up to 512x212 in 512 colors, enabling more sophisticated in games and applications. The FS-A1, released in 1986, exemplified this generation with 128 KB RAM and the V9938 graphics processor, designed for compact home use with enhanced video output capabilities suitable for TV connection. 's HB-F1XD, launched in 1986, built on this by including an integrated controller, facilitating faster and loading compared to cassette-based systems of the prior generation.

MSX2+ Generation

The MSX2+ generation, starting in 1988, added advanced features like 192 KB VRAM and the V9958 graphics chip for even higher resolutions and metallic sprite effects, alongside improved sound synthesis. In Europe, ' NMS-8250 served as a key model, released in 1986 but compatible with MSX2+ enhancements through upgrades, offering robust expansion options and compatibility with MSX2 software, tailored for the continental market's growing interest in home computing. Panasonic's FS-A1WX, released in 1988, exemplified MSX2+ with enhanced graphics and sound for advanced .

MSX turbo R Generation

The final MSX turbo R generation, debuted in , integrated a faster R800 Z80-compatible CPU running at up to 7.16 MHz alongside the original Z80A, providing significant performance boosts for demanding applications without sacrificing compatibility. Panasonic's FS-A1T, released in , featured the R800 CPU and remained compact for educational and hobbyist use, bridging the gap to 16-bit era computing. Overall production varied by manufacturer, with strong sales in led by and in by .

Global Adoption

Localization Strategies

The MSX platform employed various localization strategies to adapt the standard hardware and software for international markets, ensuring compatibility with local languages, input methods, and technical regulations. Language support was primarily achieved through region-specific ROM BIOS translations and customized MSX-BASIC implementations. For instance, models targeted at the Dutch market included BIOS versions with Dutch-language messages and prompts, facilitating user interaction in the native tongue. Similarly, in regions like , where MSX gained significant traction, Portuguese translations were incorporated into the BIOS and BASIC commands to support accented characters and localized syntax, such as commands for Portuguese-specific printing and display functions. In the , particularly and , Sakhr Computers developed Arabic-localized versions of MSX machines, adapting the interface and software for right-to-left script and character sets to meet regional linguistic needs. Keyboard layouts were another key area of adaptation, with manufacturers producing variants to match regional typing standards. European models often featured layouts with modifications for local characters, while French-market versions used the arrangement to align with standard French keyboards; some machines, like the NMS 8250/19N, combined AZERTY hardware with Dutch-language software. In , the JIS () layout was standard, incorporating keys for hiragana and katakana input. To enhance flexibility, many MSX designs incorporated detachable or modular keyboards, allowing users to swap layouts for multilingual use or import compatibility. Regulatory compliance focused on video output standards and safety certifications to meet diverse market requirements. Japanese MSX systems utilized the video format at 60 Hz, while European variants were engineered for the PAL standard at 50 Hz, which occasionally affected software timing—NTSC games on PAL machines ran slightly slower, and vice versa—necessitating developer awareness for cross-region compatibility. For later models entering the , adherence to emerging safety directives included provisions that aligned with requirements for and low-voltage operation, ensuring legal market access. Marketing and distribution were coordinated through ASCII Corporation's international efforts, which established partnerships with regional leaders to oversee localization. A prominent example was the collaboration with , the primary European licensee, which managed adaptations like German keyboards on Sony's HB-75D model and overall tuning for Western European languages, contributing to MSX's foothold in countries like the , , and . These strategies, blending technical modifications with strategic alliances, enabled the MSX standard to penetrate non-Japanese markets effectively.

Regional Market Penetration

In , the MSX standard enjoyed its strongest market penetration, becoming the leading platform during the 1980s with support from 14 major manufacturers including , , and Yamaha. Strong backing from software developers such as , which produced high-quality games and hardware expansions like the SCC , and Square, which released titles including , further bolstered its popularity among gamers and hobbyists. Estimates indicate over 5 million units sold domestically, driven by the platform's cartridge-based design that facilitated easy access to games and . Europe saw moderate adoption, particularly in countries where Philips led manufacturing and marketing efforts, such as the , , , and . Philips' VG-8000 and subsequent models appealed to hobbyists through their integrated features and compatibility with a growing library of imported Japanese games, resulting in over 400,000 units sold in the and moderate sales in . The platform's success here was enhanced by active user communities and localized peripherals, though it remained niche compared to established systems like the in the UK. In , local production by Gradiente under the brand from to 1990 enabled significant penetration by circumventing high import tariffs through domestic manufacturing. An estimate from former Gradiente director Oscar Burd places at around 400,000 units, making MSX a popular choice for gaming and basic computing in a market isolated by economic policies. This approach allowed for affordable clones that captured a substantial share among middle-class families. Adoption in other Asian regions like and was more limited, with licensed production by companies such as (Zemmix series) in Korea providing modest availability but overshadowed by rising PC dominance. Sales likely totaled over 100,000 units across these markets, supported by localized game ports but constrained by competition from IBM-compatible systems and economic factors. The , particularly , saw notable adoption through localized efforts by Sakhr Computers, which produced MSX variants popular for and gaming, with estimates suggesting hundreds of thousands of units sold in the region during the . The represented a notable failure for MSX, with minimal market presence under 10,000 units due to intense competition from entrenched platforms like the and Commodore 64. Brief attempts by and Yamaha to market models in 1983-1984 failed to gain traction, as the standard's late entry and lack of aggressive promotion by hindered broader acceptance.

Peripherals and Expansions

Storage and Input Devices

MSX systems primarily relied on cartridge-based storage for and execution, with most machines featuring two dedicated cartridge slots accessible from the top or side of the unit, though some models like certain variants included a third slot for expansions. These slots supported ROM cartridges ranging from 16 KB for basic programs to 512 KB for more complex applications, enabled by mapper chips that facilitated bank-switching to access larger memory without exceeding the system's 64 KB addressable space per slot. The MegaROM format, commonly using ASCII 16 KB or mappers, was particularly prevalent in games, allowing developers to segment ROM data into 16 KB pages that could be dynamically switched during runtime to simulate larger address spaces, thus accommodating titles with extensive graphics and logic. For non-volatile data storage and program loading, MSX computers incorporated interfaces as a standard feature, with many models including built-in data recorders or ports for external decks connected via a 3.5 mm mono jack. Data save and load operations occurred at rates of 1,200 bits per second (default for operations) or 2,400 bits per second (selectable via software commands like 2), using encoding with 1,200 Hz tones for zeros and 2,400 Hz for ones, enabling reliable transfer of up to approximately 150-300 bytes per second depending on the speed setting. This method was economical for early users but slow, often taking several minutes to load even small programs, and was gradually supplanted by more advanced media. Floppy disk drives emerged as a key upgrade for MSX storage in the mid-1980s, typically connected via dedicated controller cartridges or built-in interfaces on higher-end models. The VY-0010, introduced in 1985, was an early external 3.5-inch single-sided drive offering 360 KB capacity per disk (formatted at double density, 9 sectors per track), compatible with for file management and serving as a bridge to more efficient data handling than cassettes. For MSX2 systems, the HBD-100 provided an external solution with similar 360 KB single-sided 3.5-inch support, often bundled with interface hardware to enable disk booting and storage expansion, though later variants like the HBD-F1 upgraded to double-sided 720 KB for broader compatibility. These drives used WD177x-series controllers and supported formatting, significantly speeding up software installation and data transfer compared to tape media. Hard disk storage remained rare on MSX platforms due to cost and complexity, but select expansions offered connectivity for users seeking permanent storage. MSX-DOS 2, released in 1988, introduced support for hard drives through its enhanced , allowing directory navigation and larger partitions up to 32 MB under FAT16 limitations. Adoption was limited to professional or enthusiast circles owing to the high cost. User input on MSX was standardized around keyboard and controller ports, with the 9-pin D-sub ports designed for compatibility with 2600-style controllers, featuring five pins for directional inputs (up, down, left, right, and a common ground) plus two fire buttons, though MSX implementations sometimes required adapters for full voltage matching on the +5V pin. These ports supported two s simultaneously, fostering a shared ecosystem with and Commodore users for game peripherals. For MSX2+ models, optical mice became available, connecting to the ports via custom protocols readable through calls like MOUSEX and MOUSEY, enabling pointer-based interfaces in and select games with resolutions up to 200 DPI. Non-integrated keyboard models, such as the Pioneer PX-V60, utilized detachable expansions connected via a multi-pin matrix port to the main unit, allowing full input with 64-104 keys including function and numeric pads, which could be positioned flexibly for music or typing setups.

Audio and MIDI Extensions

The MSX platform supported several optional audio hardware extensions that enhanced its music synthesis and connectivity capabilities beyond the standard Programmable Sound Generator (PSG) found in base models. These add-ons, introduced in the mid-1980s, allowed for more sophisticated production suitable for music composition and professional applications, including FM synthesis and processing. MSX-Music was a cartridge-based standard released in 1987 by , featuring the (OPLL) FM synthesis chip, which provided 9 channels of sound generation—configurable as 6 melodic channels with 3 percussion channels or 9 melodic channels. This chip, a cost-reduced variant of the YM3812 (OPL2), enabled richer timbres through techniques, and it became integrated as a standard feature in most MSX2+ and all MSX turbo R computers. MSX-Audio, introduced as a standard in 1986, expanded the platform with the Yamaha Y8950 chip, which incorporated an AY-3-8910-compatible PSG for additional programmable generation channels alongside FM synthesis. The Y8950 also included an ADPCM for basic , supporting sampling rates up to 16 kHz for analysis and synthesis, allowing users to process and replay short audio samples. MIDI connectivity was facilitated through dedicated interfaces, such as the built-in MIDI port on the Yamaha CX5M computer (an MSX variant released in ), which supported sequencer applications for controlling external synthesizers. Later expansions included MPU-401-compatible cards that connected to MSX systems via adapters, enabling intelligent MIDI processing for polyphonic music sequencing and hardware synchronization. These extensions provided FM synthesis capable of producing arcade-style sounds with metallic and percussive qualities, while advanced setups like MSX-Audio enabled 8-16 kHz sampling for rudimentary digital audio effects. Integration occurred via dedicated BIOS calls, such as CALL MUSIC for MSX-Music control and CALL AUDIO for MSX-Audio initialization, allowing software to access hardware features programmatically. They were commonly utilized in music software employing (MML), a embedded in MSX BASIC's PLAY command for composing and rendering sequences.

Comparisons and Competitors

Similar Computing Standards

The MSX architecture, introduced in 1983 as an for 8-bit home computers, shared foundational hardware elements with several contemporaneous systems, particularly in its use of the processor, while emphasizing cross-manufacturer compatibility through licensed specifications. This approach contrasted with more closed designs, fostering via standardized cartridge slots that allowed interchangeable media across compliant machines. A notable parallel is the series, launched in 1984, which also employed an 8-bit Z80 CPU at 4 MHz, enabling similar processing capabilities for gaming and productivity tasks. However, while the MSX promoted an open licensing model that encouraged production by multiple companies like , , and Yamaha under unified specs, the operated within a ecosystem controlled solely by Consumer Electronics, limiting third-party hardware variations and expansions. This distinction highlighted the MSX's aim for broader against the CPC's integrated but vendor-specific peripherals, such as its built-in cassette and disc drives. In countries, clones like the Didaktik Gama, produced starting in 1987 by Didaktik Skalica in , represented another Z80-based 8-bit standard adapted for local manufacturing amid import restrictions. These systems shared a reliance on BASIC as the primary programming interface—employing a near-identical implementation of Sinclair BASIC to the original —but lacked the MSX's emphasis on cartridge-based distribution, instead prioritizing tape storage and paged RAM configurations up to 80 KB for software compatibility within the clone ecosystem. The Didaktik's design focused on regional self-sufficiency rather than open expansion slots, resulting in fragmented portability compared to the MSX's cartridge-driven model. The PC Engine, released in 1987 as a dedicated gaming console in , echoed the MSX's Japanese market origins and cartridge-centric software delivery, but diverged as an add-on expandable system built around a 16-bit CPU derived from the 8-bit 6502. Unlike the MSX's role as a versatile full-fledged computer supporting keyboard input, , and general computing, the PC Engine prioritized console-like with optional expansions, rendering it less adaptable for non-gaming applications despite both platforms' focus on high-volume Japanese software libraries. MSX's expansion philosophy also drew parallels to the console's modular design from 1982, which utilized a similar TMS9918 video display processor and supported hardware add-ons via a dedicated expansion port for peripherals like the computer module. This cartridge and module interchangeability in prefigured the MSX's open approach, though the latter's standardized slots across manufacturers avoided the fragmentation seen in Coleco's proprietary ecosystem, enabling seamless software and hardware portability without . Overall, the MSX's core similarity to these standards lay in its cartridge interchangeability, which ensured that software developed for one compliant machine could run unmodified on others, promoting a unified library estimated at over 5,000 titles—a level of portability unmatched by the more isolated architectures of its peers.

Rival Platforms of the Era

The MSX standard, introduced in , entered a crowded and gaming market dominated by consoles and home computers, where it positioned itself as an affordable, standardized platform for both productivity and entertainment. In , the Nintendo Famicom (released the same year) quickly captured the gaming segment through its focus on arcade-style ports and exclusive titles, selling over 61 million units worldwide by the end of the decade and establishing a culture that overshadowed MSX's versatility as a full computer with built-in and keyboard input. While MSX offered broader utility for and home use, the Famicom's simpler operation and aggressive marketing led to Nintendo holding an estimated 90% of Japan's console market by 1985, limiting MSX to niche appeal among hobbyists despite strong initial sales of around 5 million units domestically. Outside Japan, the Commodore 64 (launched in ) posed a significant challenge in and , boasting superior graphics via its VIC-II chip and sound through the SID chip, which enabled more sophisticated games and music production compared to MSX's TMS9918 video display processor and sound chip. However, the Commodore 64's higher retail price—often around $595 USD at launch—contrasted with MSX machines priced as low as $200 USD, giving MSX an edge in affordability and multi-manufacturer standardization that appealed to budget-conscious Asian markets like and . In Asia, MSX's cross-compatibility across brands like and fostered a robust software ecosystem, though the Commodore 64's established library of over 10,000 titles ultimately confined MSX to regional success rather than global dominance. The Master System, released in 1985 as an evolution of the MSX-based Mark III, shared core hardware like the CPU and similar video capabilities but emphasized console-only gaming without the MSX's integrated keyboard or , targeting arcade-like experiences over productivity tasks. This design choice allowed to compete directly in the console wars, yet MSX's expandability for peripherals like printers and modems provided an advantage for users seeking a multipurpose device, particularly in markets where home computing overlapped with gaming. Meanwhile, PC compatibles, emerging prominently from 1981 onward, outpaced MSX in the U.S. and due to their modular architecture supporting business applications and upgrades, whereas MSX's fixed standard and lack of widespread U.S. distribution—limited to a few models like the SVI-318—resulted in near-total market exclusion there, with clones capturing over 80% of the PC segment by 1985. MSX's competitive peak occurred between 1985 and 1987, coinciding with the MSX2 upgrade that improved graphics and introduced support, contributing to an estimated total of 9 million units sold globally as it briefly rivaled consoles in and . However, the shift to 16-bit systems, exemplified by the (SNES) in 1990, accelerated MSX's decline by offering enhanced visuals and processing power that MSX's 8-bit architecture could not match, redirecting consumer interest toward dedicated next-generation gaming hardware.

Legacy and Modern Revival

Emulation Tools

Emulation tools for the MSX standard have played a crucial role in preserving its software library and hardware capabilities on contemporary systems, with development spanning from the mid-1990s onward. These software-based solutions replicate the Z80-based architecture, VDP graphics, and PSG/SCC audio of MSX machines, often achieving high fidelity to support , archiving, and casual play. Key emulators emphasize cycle-accurate timing to ensure compatibility with the full range of MSX1, MSX2, MSX2+, and turboR variants. fMSX, released in 1994 by developer Marat Fayzullin, stands as one of the earliest cross-platform MSX emulators. Written in C, it supports emulation of MSX, MSX2, and MSX2+ systems and has been ported to diverse environments including DOS, Windows, , , Macintosh, Android, and Unix variants. Its Z80 core provided foundational code reused in later projects, such as early versions of MAME and other 8-bit emulators, establishing benchmarks for portable MSX simulation. While basic compared to modern tools, fMSX introduced essential features like ROM loading and keyboard mapping, influencing the evolution of the emulation scene. BlueMSX, introduced in , focuses on Windows as its primary platform but offers cycle-accurate emulation of all MSX generations alongside compatible systems like the SVI-318/328, , and SG-1000. It excels in fast rendering of advanced hardware, such as the turboR's R800 processor, and includes robust support for cartridge, cassette, and disk images. Additional features encompass a feature-rich for assembly-level inspection, AVI , cheat code integration, and simulation of peripherals including the FM-PAC sound expansion and ObsoNET Ethernet adapter. BlueMSX's theme-based GUI simplifies machine configuration, making it accessible for users seeking high-performance emulation without extensive setup. OpenMSX, also debuting in 2004 and continuously updated through the present, prioritizes perfection in accuracy as an open-source, cross-platform emulator compatible with Windows, , macOS, , and Android. It comprehensively supports all MSX hardware revisions, from basic MSX1 models to turboR prototypes, with cycle-precise emulation ensuring faithful reproduction of timing-sensitive elements like sound output via the YM2149 PSG and YM2413 FM chip. Standout features include an integrated for breakpoints and reverse execution, save states for mid-session preservation, and on-demand synchronization for optimal performance-accuracy balance. OpenMSX simulates a wide array of peripherals, such as the FM-PAC, MegaROM mappers, and even add-ons, while its plugin architecture allows extensions for joystick input and printer output, aiding and archival efforts. Across these emulators, shared capabilities enhance usability and preservation, including save states to capture exact machine states, virtual peripheral emulation for expansions like the FM-PAC audio module, and varying accuracy tiers—such as cycle-precise audio timing in openMSX and BlueMSX to match original hardware behavior. These tools facilitate testing of MSX software without physical machines, supporting community-driven preservation initiatives. Legally, MSX emulators are permissible as reverse-engineered software that does not infringe copyrights, per precedents like v. . Users in jurisdictions like the may legally dump ROMs from personally owned cartridges for private archival backups under doctrines, provided no circumvention of occurs and the originals are retained; distribution of such dumps remains unlawful. MSX enthusiast communities maintain resources like the MSX Resource Center's software database and Generation MSX archive to catalog verifiable dumps and aid compatible emulation setups.

Recent Developments and Events

In the early , the MSX platform saw renewed interest through community initiatives, including discussions on potential revivals hosted on forums like the MSX Resource Center, which became a central hub for enthusiasts. The MSX Association played a key role in sustaining the standard, organizing events to foster ongoing development and preservation efforts. By 2013, marking the 30th anniversary of the MSX standard, celebrations highlighted its enduring legacy, with community events and homages from original manufacturers like underscoring the platform's cultural impact. Open-source FPGA projects began emerging around this period, enabling accurate hardware recreations of MSX systems and laying the groundwork for modern reproductions. The MSXdev contest, a key driver of new software, relaunched editions in , encouraging homebrew game development and resulting in fresh titles for the platform. In 2019, released the MSX Mini, a compact emulation console supporting MSX1 and MSX2 software with built-in games and USB expansion. The in 2020 shifted community activities online, with the MSX Resource Center hosting streams and virtual events to showcase homebrew projects from groups like WOZ, maintaining momentum despite physical gatherings being limited. 2023 brought widespread 40th anniversary celebrations for the original MSX standard, including the MSX2GOTO40 event in , which drew global fans for exhibitions, talks, and demos. Recent years have seen accelerated hardware and software advancements. In November 2024, developer Boogermann released an MSX core for the handheld, supporting MSX1 ROMs and cartridges via FPGA emulation for portable play. The MSXdev24 contest concluded with 31 new games, judged and released as , demonstrating robust ongoing creativity. The Pisa MSX Devcon in November 2024 featured lectures by MSX co-creator Kazuhiko Nishi and developers, focusing on programming techniques and future prospects. Looking to 2025, DEVCON 12 in on July 30 highlighted MSX's past achievements and future potential, with presentations on enhanced video LSIs and user-friendly BASIC interpreters. A compilation video by 64 Productions showcased the best MSX and MSX2 games and demos from 2024, featuring 30 seconds of from numerous homebrew releases. The MSX community thrives via platforms like MSX.org forums, where users discuss hardware mods and software, alongside annual gatherings such as events. FPGA enhancements for platform, including a May 2025 update, improved support for MSX models with better accuracy.

References

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