ASCII Corporation

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ASCII Corporation
Subsidiaries
  • Astro Arts
  • Soft Wing
Websiteascii.jp ascii.jp (archived)
Footnotes / references
"Company Profile" (in Japanese). ASCII Corporation. 2006. Archived from the original on February 17, 2008. Retrieved August 5, 2020.

ASCII Corporation, Ltd.

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

1977–1990: Founding and first projects

ASCII was founded in 1977 by Kazuhiko Nishi and Keiichiro Tsukamoto. 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.[3][4] 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.[5] 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.[3] 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.[6] The company went public in 1989.

1989–2000: Satellites and later projects

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.

CSK Corporation would execute a major investment into ASCII in 1997.[7]

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.[8]

2000–2008: Ownership changes and dissolution

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.[9][10] The transfer was approved on December 21, 2001.[11] 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 would become a fully owned subsidiary of via share exchange, and ASCII would be delisted, effective on October 1, 2002.

Kadokawa Group Holdings, to be completed in March 2004.[14][15]

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.[16]
On January 10, 2010, the formerly named ASCII company MediaLeaves was merged into Enterbrain, dissolving the last of the ASCII entity.[17]

Products

MSX

MSX is a standardized

Metal Gear series, for example, was first written for MSX hardware.[23]

See also

Notes

  1. ^ Japanese: 株式会社アスキー, Hepburn: Kabushiki kaisha Asukī

References

  1. ^
    Kadokawa Group Holdings. Archived from the original
    (PDF) on November 8, 2007. Retrieved December 8, 2007.
  2. ^ a b "Kadokawa Group to Merge ASCII, MediaWorks Subsidiaries". Anime News Network. October 2, 2007. Archived from the original on April 7, 2008. Retrieved March 30, 2008.
  3. ^ .
  4. .
  5. .
  6. ^ .
  7. ^ "Ascii to join CSK group". The Japan Times. December 25, 1997. Retrieved April 22, 2009.
  8. ^ Impress Holdings website Archived February 16, 2009, at the Wayback Machine
  9. ^ "CSK Corporation to Transfer ASCII to Unison Capital Partners L.P." CSK. November 26, 2001. Archived from the original on December 1, 2008. Retrieved April 22, 2009.
  10. ^ "アスキーの経営権取得に関する基本合意書締結について" (PDF). November 26, 2001.
  11. ^ "CSK Corporation Formalizes Contract to Transfer ASCII to Unison Capital Partners L.P." CSK. December 21, 2001. Archived from the original on December 1, 2008.
  12. ^ "株式会社アスキーとの株式交換契約締結について" (PDF). Unison. May 28, 2002. Archived from the original (PDF) on March 4, 2016. Retrieved November 12, 2011.
  13. ^ "アスキーが社名変更". November 18, 2002.
  14. ^ "株式会社メディアリーヴス株式の公開買付への応募について" (PDF). Unison. January 29, 2004.
  15. ^ "Kadokawa buys ASCII (アスキー、角川が買収へ)". IT Media, Inc. (in Japanese). January 29, 2004. Archived from the original on March 27, 2009. Retrieved April 22, 2009.
  16. Kadokawa Group Holdings
    . Retrieved February 8, 2008.
  17. ^ "MediaLeaves, Inc. announcement" (in Japanese). Archived from the original on October 28, 2010.
  18. .
  19. .
  20. ^ "MSX: The Japanese are coming! The Japanese are coming!". The Register. June 27, 2013.
  21. ^ Kazuhiko Nishi - eNotes.com Reference.
  22. ^ Faceoff: will MSX be a success in the United States.
  23. ^ "Kojima Productions". Konami.jp. Retrieved June 22, 2011.

External links