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Systems

MSX

The standard that united Japan

MSX attempted to standardise home computers, succeeding spectacularly in Japan while struggling elsewhere, and launching Konami and Metal Gear.

home-computersjapanese8-bit 1983–1995

Overview

MSX wasn’t a computer—it was a standard. Microsoft and ASCII proposed specifications that any manufacturer could follow, promising software compatibility across brands. In Japan, it worked brilliantly. Sony, Panasonic, Philips, and others built MSX machines. Konami made legendary games. Metal Gear was born. Outside Japan, the standard struggled against entrenched competitors.

Fast facts

  • Standard creators: Microsoft, ASCII Corporation.
  • Announced: 1983.
  • CPU: Zilog Z80A at 3.58 MHz.
  • Video: Texas Instruments TMS9918 (MSX1).
  • Sound: General Instrument AY-3-8910.
  • RAM: 8-64KB (MSX1), more in later versions.
  • Manufacturers: Sony, Panasonic, Philips, Yamaha, many others.
  • Primary markets: Japan, Netherlands, Brazil, Spain, Middle East.

The standardisation dream

MSX aimed to solve fragmentation:

  • Multiple manufacturers, one software library.
  • Buy any MSX, run any MSX software.
  • Like VHS for computers.
  • Microsoft’s bet on a post-IBM world.

Japanese success

In Japan, MSX thrived:

  • Affordable: Cheaper than alternatives.
  • Game support: Konami, Hudson, others committed.
  • Software library: Thousands of titles.
  • Longevity: Supported into the 1990s.

Konami’s playground

Konami’s MSX games became legendary:

  • Metal Gear (1987): Hideo Kojima’s stealth debut.
  • Gradius: Shooters with personality.
  • Castlevania: Horror action platforming.
  • Penguin Adventure: Kojima’s first credited design.

Many Konami classics originated on MSX before console ports.

Hardware evolution

The standard improved over time:

  • MSX1 (1983): Original specification.
  • MSX2 (1985): Better graphics, more RAM.
  • MSX2+ (1988): Enhanced MSX2, Japan only.
  • MSX turbo R (1990): 16-bit R800 CPU, final version.

Regional performance

Success varied by market:

  • Japan: Major platform, extensive support.
  • Netherlands: Strong following, active scene.
  • Brazil: Popular due to import restrictions.
  • Spain: Significant presence.
  • UK/US: Failed against established competition.

Why it failed elsewhere

Western markets had problems:

  • Competition: C64, Spectrum, CPC entrenched.
  • Timing: Arrived after competitors established.
  • Price: Not cheap enough to displace incumbents.
  • Marketing: Limited promotion outside Japan.

The Metal Gear connection

Kojima’s career began on MSX:

  • Joined Konami’s MSX division.
  • Metal Gear designed around MSX limitations.
  • Stealth gameplay emerged from hardware constraints.
  • MSX2 sequel refined the formula.

Legacy

MSX proved standardisation could work—in the right market. Japan’s unified platform created a software ecosystem that benefited everyone. The games developed for MSX, particularly Konami’s output, influenced gaming far beyond the platform’s lifespan.

See also