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ASCII Corporation
ASCII Corporation
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ASCII Corporation, Ltd.[a] was a Japanese publishing company based in Chiyoda, Tokyo. It was founded in 1977, originating as the Japanese sales office of Microsoft, though its partnership with the company ended in 1986 upon the formation of Microsoft Japan.

Key Information

The company then became a subsidiary of Kadokawa Group Holdings in 2004, and merged with another Kadokawa subsidiary MediaWorks on April 1, 2008, becoming ASCII Media Works.[1][2] The company published Monthly ASCII as the main publication. ASCII is best known for creating the Derby Stallion video game series, the MSX computer, and the RPG Maker line of programming software.

History

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1977–1990: Founding and first projects

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ASCII was founded in 1977 by Kazuhiko Nishi, Akio Gunji and Keiichiro Tsukamoto. The name was taken from the ASCII code that was referred to a computer character set.[3] Originally the publisher of a magazine with the same name, ASCII, talks between Bill Gates and Nishi led to the creation of Microsoft's first overseas sales office, ASCII Microsoft, in 1978.[4][5] In 1980, ASCII made 1.2 billion yen of sales from licensing Microsoft BASIC. It was 40 percent of Microsoft's sales, and Nishi became Microsoft's Vice President of Sales for Far East.[6] In 1983, ASCII and Microsoft introduced the MSX, a standardized specification for 8-bit home computers. In 1984, ASCII entered the semiconductor business, followed by a further expansion into commercial online service in 1985 under the brand of ASCII-NET. As the popularity of home video game systems soared in the 1980s, ASCII became active in the development and publishing of software and peripherals for popular consoles such as the Family Computer and Mega Drive. After Microsoft's public stock offering in 1986, Microsoft founded its own Japanese subsidiary, Microsoft Co., Ltd., traded as Microsoft Kabushiki Kaisha (MSKK), and dissolved its partnership with ASCII.[4] At around the same time, the company was also obliged to reform itself as a result of its aggressive diversification in the first half of the 1980s.[7] The company went public in 1989.

1989–2000: Satellites and later projects

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ASCII's revenue in its fiscal year ending March 1996 was 56 billion yen, broken down by sectors: publications (52.5% or 27.0 billion yen), game entertainment (27.8% or 14.3 billion yen), systems and semiconductors (10.8% or 6 billion yen) and others.[7] Despite its struggles to remain focused on its core businesses, the company continued to suffer from accumulated debts, until an arrangement was made that CSK Corporation would execute a major investment into ASCII in 1997.[8]

In the mid-1990s, ASCII acquired the company Something Good, and renamed it to ASCII Something Good, through which they developed three Sega Saturn games: AI Shogi (1995), AI Igo (1997), AI Shogi 2 (1998).

ASCII originally used the name Nexoft on early American releases. In 1991, they renamed Nexoft to ASCII Entertainment, although releases around this time used the Asciiware name. To focus on supporting the interactive entertainment channel in America, startup company Agetec (for "Ascii Game Entertainment Technology") was spun off as an independent corporation in 1998 and later became a fully independent publisher one year later. Co-founder Tsukamoto had left ASCII to create a company of his own in 1992, named Impress.[9]

2000–2008: Ownership changes and dissolution

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On November 26, 2001, CSK Corporation and Unison Capital Partners L.P. announced the approval of transferring the control of its subsidiary ASCII to Unison Capital Partners L.P., effective on March 30, 2002, as part of a strategy to focus CSK's operations on B2B enterprises.[10][11] The transfer was approved on December 21, 2001.[12] As a part of deal, ASCII's outstanding debt owed to CSK was forgiven, and under Unison's control, the ASCII's Enterbrain and IT publishing divisions would maintain autonomy, while ASCII was restructured to concentrate on PC and IT publishing businesses.

On May 28, 2002, Unison Media Partners announced ASCII became a fully owned subsidiary of via share exchange, and ASCII would be delisted, effective on October 1, 2002.[13] On November 18, 2002, the Astroarts subsidiary was renamed to ASCII, while ASCII was renamed to MediaLeaves.[14] The former Astroarts subsidiary would inherit the publishing business of the former ASCII. On January 29, 2004, Unison Capital Partners, L.P. announced the sale of ASCII's parent company MediaLeaves to Kadokawa Group Holdings, to be completed in March 2004.[15][16]

On September 27, 2007, Kadokawa Group Holdings announced the merger between subsidiaries MediaWorks and ASCII under the name ASCII Media Works, effective on April 1, 2008.[1][2] The merger was approved in 2008.[17] On January 10, 2010, the formerly named ASCII company MediaLeaves was merged into Enterbrain, dissolving the last of the ASCII entity.[18]

Products

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MSX

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MSX is a standardized home computer architecture, announced by Microsoft and ASCII on June 16, 1983.[19][20] It was conceived and marketed by Kazuhiko Nishi, then vice-president at Microsoft Japan and director at ASCII Corporation. Nishi conceived the project as an attempt to create unified standards among various home computing system manufacturers of the period.[21][22] MSX systems were popular in Japan and several other countries. It is difficult to determine how many MSX computers were sold worldwide, but eventually, 5 million MSX-based units were sold in Japan alone. Despite Microsoft's involvement, few MSX-based machines were released in the United States.[23] Before the great success of Nintendo's Family Computer, MSX was the platform for which major Japanese game studios such as Konami and Hudson Soft produced video games. The Metal Gear series, for example, was first written for MSX hardware.[24]

See also

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Notes

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References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
ASCII Corporation (アスキー株式会社, Asukī Kabushiki-gaisha) was a prominent Japanese publishing and software company focused on computer technology, founded on May 24, 1977, by entrepreneur Kazuhiko Nishi in . Originally established as a publisher of the influential and translations of American computing books, it quickly expanded into software distribution, becoming Japan's official agent for products from 1978 onward. The company pioneered the MSX home computer standard in 1983 through a collaboration with and partners like and , which standardized hardware for the Japanese market and sold millions of units worldwide. In the and , ASCII diversified into distribution, , and , entering the with titles such as and ports for consoles like the PlayStation. By the mid-1990s, it had become one of Japan's largest media conglomerates, with annual revenues of 56 billion yen in 1996, encompassing magazines, books, and . ASCII faced challenges in the early 2000s amid the dot-com bust and shifting markets, leading to ; in January 2004, it was acquired by , integrating into the larger publishing group. On April 1, 2008, ASCII merged with Kadokawa subsidiary MediaWorks to form , which specialized in light novels, , and magazines like Dengeki series, continuing ASCII's legacy in media publishing. In 2013, was absorbed as an internal division of during a major corporate reorganization, where it remains active in , gaming, and digital content as of 2025.

History

Founding and early development (1977–1986)

ASCII Corporation was founded on May 24, 1977, by Kazuhiko Nishi, Akio Gunji, and Keiichiro Tsukamoto in , initially as ASCII Publishing Corporation, serving primarily as a venture that quickly became Microsoft's de facto sales representative in . The company originated from Nishi's efforts to publish computer-related articles rejected by other magazines, starting with a modest from part-time work and a loan from his father. In its early years, ASCII focused on importing, localizing, and distributing software products, such as interpreters and early operating systems tailored for Japanese microcomputers, which were emerging in the late market. This business model capitalized on the growing demand for personal computing tools in , with ASCII handling sales and adaptations for local hardware like those from and . The partnership with began formally in late 1978 through the establishment of ASCII Microsoft, a joint operation for software distribution and development that marked Microsoft's first international presence. By 1981, the collaboration had deepened into joint efforts, enabling ASCII to expand its offerings while generating substantial revenue from localization and sales. The company's initial growth was driven by this Microsoft tie-up, with sales from licensing alone reaching 1.2 billion yen in 1980. This period established ASCII as a key player in Japan's software ecosystem, emphasizing conceptual advancements in accessible over hardware production. The ASCII Microsoft joint venture dissolved in 1986 amid strategic differences, as Microsoft sought a more focused software partner and established its own subsidiary, Microsoft Japan, prompting ASCII to shift toward independent operations in publishing and software. This early software distribution emphasis laid the foundation for later extensions, such as the MSX standard.

MSX era and expansion (1983–1990)

In 1983, ASCII Corporation, in collaboration with , announced the MSX standard on June 16 as a unified for home computers, aiming to standardize hardware and software compatibility across manufacturers to rival the fragmented market of 8-bit systems. This initiative built on an earlier partnership between ASCII founder Kazuhiko Nishi and , which had established ASCII as Microsoft's Japanese distributor for interpreters. Key Japanese firms including , Yamaha, , Pioneer, and joined as supporters, contributing to the development of specifications that featured the processor, 32 KB of RAM, and built-in . The first machines launched in that autumn, with models like the Sony HitBit HB-201 and Yamaha CX5M exemplifying the standard's implementation. ASCII played a central role in promoting and certifying compatibility, ensuring that peripherals, software, and expansions adhered to the standard to foster a broad ecosystem of interchangeable components. By overseeing this process, ASCII enabled the production of diverse MSX1 systems from multiple vendors, leading to widespread adoption in the Japanese market where the platform captured significant share through affordable, versatile home computing. Sales surged, with over 5 million units sold in by 1990, driven by strong consumer demand for gaming and educational applications. Internationally, expanded to —particularly and the —and parts of and , where localized versions from and other partners boosted global penetration to several million additional units. The MSX boom fueled ASCII's organizational expansion, as the company established dedicated teams to develop peripherals such as joysticks, printers, and memory expansions, alongside software libraries to support third-party developers. This internal growth, coupled with licensing revenues from the standard, propelled ASCII's financial success, culminating in its public listing on the Tokyo Stock Exchange's over-the-counter market in 1989 as the first Japanese software firm to achieve this milestone. The listing reflected the company's transformation from a software publisher to a key player in hardware standardization, with MSX revenues forming the backbone of its mid-1980s prosperity.

Diversification and challenges (1990–2000)

In the early 1990s, ASCII Corporation expanded its focus beyond hardware into publishing to capitalize on the growing console market. The company launched the Derby Stallion series, a popular franchise that debuted in 1991 and saw multiple sequels through the decade, establishing ASCII as a key player in simulation gaming. In 1996, ASCII acquired Something Good, renaming it ASCII Something Good, which enabled the development and publishing of titles for platforms like the , further diversifying its software portfolio. Parallel to its gaming ventures, ASCII ventured into and space-related initiatives, particularly broadcasting. In the early 1990s, the company partnered with broadcaster JSB and on the project, a proposed -based download gaming system that leveraged ASCII's expertise in software to enable real-time content delivery via JSB's channel infrastructure. These efforts represented ASCII's push into advanced tools, including mid-1990s developments in space-related software for data transmission, aligning with Japan's emerging technology sector. By the mid-1990s, ASCII achieved peak revenue of ¥56 billion in its ending 1996, driven by strong performance in publications and games. However, the company faced mounting challenges as the MSX market declined sharply due to the rise of PC compatibles and proprietary Japanese systems like the , eroding ASCII's hardware legacy by the late 1990s. The exacerbated these pressures, contributing to economic instability in that strained diversification efforts and increased financial risks across the tech sector. To address international expansion and streamline operations, ASCII spun off its U.S. distribution arm as in 1998, allowing the subsidiary to independently handle game localization and publishing for Western markets. Media Works Inc., established in 1992 and focused on magazines and books under the Dengeki imprint, later became a key publishing partner. These diversification strategies highlighted ASCII's transitional vulnerabilities, prompting early external funding. In December 1997, CSK Corporation invested significantly by acquiring 5.5 million shares worth ¥4.79 billion, alongside Sega's parallel stake, to provide capital amid rising operational costs and market shifts.

Ownership changes and dissolution (2000–2010)

In the early 2000s, ASCII Corporation faced significant financial pressures stemming from prior diversification efforts, prompting a series of ownership transitions aimed at stabilization. In March 2002, the company ceased its video game distribution and publishing operations in Japan, shifting focus to its core publishing and IT sectors. Later that year, on May 28, 2002, Unison Capital Partners acquired control of ASCII through its affiliate Unison Media Partners, making it a wholly owned subsidiary of the newly formed parent company MediaLeaves via a share exchange; this move delisted ASCII from public trading and allowed for restructuring, including the forgiveness of outstanding debts owed to its previous major shareholder, CSK Corporation. Under 's ownership, ASCII underwent operational streamlining, with its Astro Arts subsidiary renamed to ASCII in November 2002 while the original entity became MediaLeaves, inheriting non-publishing assets. This period marked a pivot toward integrating ASCII's publishing strengths into broader media ecosystems. In January 2004, Unison Capital announced the sale of MediaLeaves (and thus ASCII) to Kadokawa Group Holdings, a transaction completed in March 2004, which brought ASCII under the Kadokawa umbrella and aligned its IT and entertainment publishing with Kadokawa's expansive portfolio. As part of Kadokawa's consolidation strategy, on September 27, 2007, the group announced a merger between subsidiaries ASCII and MediaWorks, effective April 1, 2008, forming , with MediaWorks legally absorbing ASCII to create a unified entity focused on books, magazines, , and games. This effectively dissolved the original ASCII corporate structure by March 31, 2008. Remaining assets under MediaLeaves were further restructured, culminating in its merger into on January 10, 2010, which marked the complete dissolution of the legacy ASCII entity and its full integration into Kadokawa's operations.

Products and services

Hardware developments

ASCII Corporation played a pivotal role in the development of the MSX home computer standard, announced in 1983 as a collaborative effort with Microsoft to create a unified, compatible platform for consumer electronics manufacturers. The MSX architecture centered on the Zilog Z80A-compatible CPU running at 3.58 MHz, providing a robust foundation for affordable computing. For the initial MSX1 specification, systems typically featured 64 KB of RAM, with the Texas Instruments TMS9918A video display processor (VDP) handling graphics at 256x192 resolution with 16 colors and support for 32 sprites (up to four per scanline), while audio was managed by the General Instrument AY-3-8910 programmable sound generator (PSG) offering three channels across eight octaves. Prior to MSX, ASCII launched early portable computing devices, such as the Modem 100 in 1982, and later diversified into semiconductor distribution. In 1985, ASCII spearheaded upgrades to the 2 standard, enhancing multimedia capabilities to extend the platform's viability. 2 systems retained the Z80A CPU but required at least 64 KB of RAM (expandable to 512 KB) and introduced a more advanced VDP with 64-128 KB of video RAM, enabling higher resolutions up to 512x212, 512 colors (with 16 on screen), and features like vertical scrolling and layered sprites for improved . Audio was bolstered by the addition of Yamaha's YM2413 FM synthesis chip alongside the AY-3-8910 PSG, delivering richer soundscapes with nine additional FM voices. These specifications positioned 2 as a competitive evolution, bridging home and gaming without necessitating a full hardware overhaul. To ensure ecosystem reliability, partner manufacturers produced reference models such as the Expert series (e.g., Expert 1.1), which served as benchmarks for the standard. These models demonstrated core compliance and facilitated testing by third-party developers. ASCII also oversaw a certification process emphasizing BIOS-level compatibility, where manufacturers submitted hardware for verification of slot selection logic, cartridge ID checks (e.g., via bytes at offset 0000H), and adherence to ID bytes for regional variations (e.g., at 2BH for character generators and 2CH for keyboard types). This rigorous approach minimized fragmentation, allowing software to run seamlessly across vendors like , , and Yamaha. ASCII extended the ecosystem through peripherals that amplified connectivity and storage, including modems for early online access and 3.5-inch or 5.25-inch drives supporting for faster data handling. These add-ons, often integrated via cartridge slots or RS-232C interfaces, transformed MSX into a versatile hub for hobbyists and professionals, with examples like built-in drives in models from partner firms enhancing productivity without proprietary lock-in. Marketed as an open, affordable standard—priced around ¥49,800 for entry-level units in —MSX contrasted sharply with systems like NEC's PC-88, which dominated and gaming but suffered from vendor-specific incompatibilities and higher costs. By fostering multi-manufacturer production, MSX achieved approximately 9 million units sold globally (over 7 million in ), democratizing access to for homes and education. By the early 1990s, ASCII shifted away from hardware amid intensifying competition from IBM PC clones and dedicated consoles like the Super Famicom, which offered superior performance at similar price points. Manufacturer support waned, with only limited releases like Panasonic's MSX turboR in 1991, signaling the platform's fade as the industry pivoted to 16-bit and beyond.

Software and video games

ASCII Corporation's software offerings began with applications and utilities tailored for its MSX home computers in the 1980s, including productivity tools and early games that leveraged the platform's capabilities. As hardware production waned in the early 1990s, the company pivoted toward PC and console software development and publishing, releasing a diverse portfolio that emphasized simulation games and creative tools. By 2000, ASCII had issued over 100 software titles across these platforms, marking a strategic shift to capitalize on the growing video game market. A cornerstone of ASCII's output was the series, launched in 1991 as a simulation for the Super Famicom, where players bred, trained, and raced virtual thoroughbreds. The franchise achieved commercial success, with entries like III (1995) selling over 1.1 million units in , establishing it as one of the company's most enduring properties. In 1999, ASCII published the series, a title developed by for the PlayStation, featuring psychic powers and narrative-driven gameplay that distinguished it in the genre. ASCII also excelled in development tools, notably with the release of in 1997 for Windows, which democratized RPG creation by allowing users to design maps, characters, and storylines without advanced programming knowledge. This software fostered and significantly influenced the scene, inspiring countless amateur and professional projects. Complementing its original titles, ASCII engaged in publishing partnerships for ports and localizations, such as the Japanese Super Famicom adaptation of in 1993, adapting the space combat simulator for local audiences. During the 1990s, ASCII expanded into specialized software, including utilities for satellite data processing as part of broader ventures into data delivery services. This diversification underscored the company's evolution from hardware-centric origins to a software-focused entity, contributing to the Japanese ecosystem through innovative applications and entertainment products.

Publishing ventures

ASCII Corporation entered the publishing sector early in its history, launching Monthly ASCII in 1977 as a dedicated magazine targeted at business users and hobbyists interested in personal advancements. The publication quickly established itself as a for technical articles, product reviews, and industry news in , covering topics from hardware specifications to software innovations and briefly referencing video games as part of the broader ecosystem. Over the decades, Monthly ASCII expanded its scope to include in-depth analyses of emerging technologies, solidifying its role as an influential resource for the Japanese tech community. In parallel with its magazine efforts, ASCII developed an extensive line of educational books focused on programming and system-specific guides, particularly for the platform it helped popularize. Titles such as the MSX-C 入門 series provided beginner-to-advanced instruction in C programming for MSX users, emphasizing practical code examples and hardware integration. These publications, along with software catalogs like MSX SOFT CATALOG, supported hands-on learning and contributed significantly to building technical literacy among Japanese developers and users during the 1980s and 1990s. ASCII's publishing portfolio broadened through strategic partnerships and later corporate changes. In the mid-1990s, the company collaborated with JSB, a satellite broadcasting entity, on initiatives tied to digital content delivery, including potential guides for channel programming that aligned with its tech-focused media output. By 2008, following its merger with MediaWorks—a publisher established in 1992 known for specialized imprints—ASCII formed ASCII Media Works, integrating the Dengeki brand into its operations. This acquisition enabled expanded offerings in light novels, manga, and supplementary tech books under Dengeki, diversifying beyond core computing topics while maintaining an emphasis on interactive media and education. Post-merger, ASCII's publishing ventures adapted to digital shifts, with traditional print titles transitioning to online platforms. Under the Kadokawa Group umbrella after 2004, efforts included the of Weekly ASCII by 2013, reflecting broader industry moves toward accessible, web-based content distribution and sustaining the legacy of ASCII's print innovations.

Legacy and impact

Influence on Japanese computing

ASCII Corporation played a pivotal role in popularizing personal computing in Japan through its development of the MSX standard, which bridged the gap between hobbyist enthusiasts and mainstream users. Founded by Kazuhiko Nishi in collaboration with , the MSX architecture was announced in 1983 as a unified platform emphasizing hardware and software compatibility across manufacturers such as , , and . This standardization reduced fragmentation in the Japanese market, where diverse incompatible systems had previously hindered adoption, and positioned MSX as the for , enabling affordable entry-level machines that integrated with like televisions. By fostering a shared ecosystem, ASCII's initiative empowered third-party developers, including firms like , which produced numerous titles for the platform and contributed to its widespread use in gaming and education during the . The company's contributions extended to software localization standards, significantly easing the adoption of Western technologies in . ASCII, as Microsoft's early distributor, collaborated on localizing applications like (a precursor to Excel) and co-developed , a system introduced in the that to support Japanese while maintaining compatibility with English text. This encoding became a cornerstone for handling multilingual software, allowing seamless integration of imported programs into Japanese environments and facilitating broader access to global computing tools without extensive reengineering. ASCII also shaped game development culture through innovative tools like , launched in the early , which democratized RPG creation for non-professional creators and spawned a proliferation of fan-made games. The software's intuitive tile-based editor and scripting features enabled hobbyists to produce narrative-driven titles, with a 1995 contest organized by ASCII receiving over 3,400 entries, illustrating its immediate impact in fostering a creative community. This tool not only influenced production but also laid groundwork for genres beyond traditional RPGs, inspiring thousands of user-generated works that enriched Japan's (fan) scene. Through its publications, ASCII exerted a profound educational influence, training a generation of programmers during the and . The flagship ASCII magazine, launched in , achieved peak circulation in the late and featured tutorials, type-in programs, and hardware reviews that introduced computing concepts to readers, often including audio cassettes or disks with sample code to encourage hands-on learning. These resources were instrumental in building technical literacy amid Japan's PC boom, equipping aspiring developers with practical skills in BASIC and assembly programming essential for the era's emerging . On a broader economic level, ASCII pioneered the public listing of software firms in 's tech hub, enhancing the visibility and funding opportunities for the sector. In 1989, it became the first Japanese software company to list on the over-the-counter , signaling legitimacy to investors and spurring growth in Chiyoda's ecosystem as a center for innovation and . This milestone underscored ASCII's role in professionalizing the industry, attracting capital that supported diversification into and .

Successor entities and cultural significance

Following the dissolution of ASCII Corporation's remaining corporate structure, its publishing arm, , was integrated into Kadokawa Corporation's operations, evolving into the Dengeki division that continues to oversee game magazines such as Dengeki PlayStation and Dengeki Nintendo along with broader publishing activities. This transition preserved ASCII's legacy in media content creation, with the Dengeki brand maintaining a focus on interactive and related imprints. In January 2010, the holding entity MediaLeaves—formerly tied to ASCII—was fully merged into , another Kadokawa subsidiary, which absorbed the residual assets including software lines like and horse-racing simulation series. Under Kadokawa's umbrella, (later restructured) has sustained development of , enabling indie creators to build role-playing games, while Derby Stallion entries have continued across platforms, reaching over 6 million units sold in the series overall. ASCII's cultural footprint endures through revivals of the home computer standard in modern retro gaming communities, where emulators like openMSX facilitate preservation and play of original titles, influencing music and indie development aesthetics. The imprint, originating from MediaWorks (predecessor to ), remains a cornerstone of culture, publishing light novels that have shaped adaptations and fan communities since its 1993 launch. As of 2025, ASCII's influence persists in indie game tools via ongoing RPG Maker iterations, such as RPG Maker MZ, which empower and echo the original software's democratizing role in game creation.

References

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