
both
Enix
エニックス
Japan
About
Enix Corporation was a Japanese video game publisher founded in 1975. It is best known for the Dragon Quest series, which began in 1986 and became one of the most influential role-playing game franchises in Japan. Enix merged with Square Co. in 2003 to form Square Enix.
History
Yasuhiro Fukushima was born on August 18, 1947, in Asahikawa, Hokkaido. After graduating from Nihon University's Department of Architecture in 1970, he spent years travelling before founding a small publication company on September 22, 1975. Its official name was Eidansha Boshu Service Center — a business that published information magazines helping people find public housing apartments. It was unglamorous work: classified listings, real estate information, the bureaucratic connective tissue of urban housing in 1970s Japan. Fukushima had no programming background and no experience in games. What he had was a restless curiosity about where information publishing was heading.
By 1981, Fukushima had concluded that personal computer software represented the next publishing frontier. He renamed a subsidiary Eidansha System and on August 30, 1982, formally rebranded it as Enix Corporation. Rather than building an internal development team — which would have required technical expertise he did not possess — Fukushima devised a different approach: he would find the programmers who already existed and give them a reason to show themselves. In the autumn of 1982, Enix launched its Game & Hobby Program Contest, offering prize money of three million yen — roughly ten times what comparable contests were offering at the time. Approximately three hundred entries arrived.
Two figures who would define Japanese role-playing games came through that contest. Koichi Nakamura, a student programmer, won the excellence award for his puzzle-action game Door Door. Yuji Horii — a features writer at Weekly Shōnen Jump who had taught himself to code in order to enter — won a runner-up prize for Love Match Tennis. Enix invited both men to the AppleFest '83 conference in San Francisco in 1983, where they encountered Wizardry and Ultima, the American RPGs that had recently redefined computerized fantasy. Horii returned with a vision: an RPG that distilled the depth of those games into something a Japanese child could pick up and understand. That vision would take three years to reach a Famicom cartridge.
Dragon Quest launched on May 27, 1986. The design was Horii's — elegant and accessible, reducing the statistical complexity of Western RPGs to a system navigable by children. The programming was Nakamura's, executed through his studio Chunsoft. For artwork and monster design, Horii recruited Akira Toriyama, then in the middle of Dragon Ball's serialization in Weekly Shōnen Jump; the connection ran through the magazine's shared network. For music, the path was stranger still: classical composer and television personality Kōichi Sugiyama had purchased Enix's computer chess game and submitted the enclosed questionnaire card — actually posted by his wife after he hesitated — suggesting that games deserved proper music. An Enix producer tracked down the card's famous sender and offered him the commission. Dragon Quest's score was the result.
By 1988, Dragon Quest had become something Japan had not seen from a video game. Dragon Quest III launched on February 10, 1988, selling approximately one million units on its first day and three million within a week. Queues formed outside stores before dawn; reports of students skipping school triggered approximately three hundred truancy-related arrests near stores. Sales in the first month reached an estimated twenty billion yen. The widespread claim that the Japanese government subsequently banned weekday Dragon Quest launches is a myth — but Enix quietly chose to move subsequent releases to Saturdays and holidays following discussions with Horii and Nintendo, to reduce disruption to school attendance.
Enix never resolved the paradox at its foundation: it had built one of Japan's most successful game brands without ever truly becoming a game developer. Dragon Quest was designed by Horii's Armor Project production company and programmed by Chunsoft, then later Heartbeat and TOSE — Enix provided the publishing platform, the financial backing, and the distribution. The same model extended across its wider catalogue. Quintet, an external studio, created ActRaiser (1990), Soul Blazer (1992), and Illusion of Gaia (1993) under Enix's label. Tri-Ace, founded by former Telenet Japan staff, delivered Star Ocean (1996) and Valkyrie Profile (1999). Enix's value lay not in what it built but in who it found and what conditions it created for them to work.
Parallel to its game publishing, Enix built a significant presence in print. A Dragon Quest four-panel manga anthology released in 1990 sold roughly five million copies by year-end. On March 12, 1991, Enix launched Monthly Shōnen Gangan, a manga magazine aimed at elementary and junior high school readers — entering a market that had not successfully introduced a monthly manga title in over fifteen years. The magazine succeeded, spawning the Gangan Comics book imprint and sister titles including Gangan Wing and Monthly G Fantasy. This manga publishing infrastructure would survive the 2003 merger and expand under Square Enix.
The merger with Square was announced on November 25, 2002, and completed on April 1, 2003. Square had been severely weakened by the failure of Final Fantasy: The Spirits Within, an animated film that cost approximately 137 million dollars to produce and earned only around 85 million worldwide. By the time Final Fantasy X and Kingdom Hearts had restored Square's financial position, both companies agreed that combining Dragon Quest and Final Fantasy under one roof was the rational next step for Japanese role-playing games. The surviving legal entity was Enix; the new company took the name Square Enix. Fukushima served as chairman until 2004. The real estate publisher who had run a programming contest in 1982 had, over twenty years, built an accidental empire — and handed it, along with the largest RPG library in Japan, to the merged company that would carry both series into the next generation.
Timeline & Works
Corporate milestones and all 2 games in the museum this studio developed — in the order they happened.
- 1975 09
Eidansha Boshu Service Center founded
Yasuhiro Fukushima founds Eidansha Boshu Service Center on September 22, 1975, as a real estate and job listing publication company.
founding - 1982 08
Renamed Enix Corporation; pivots to game software publishing
The company is formally renamed Enix Corporation on August 30, 1982, and pivots to video game software publishing, choosing to discover and publish external developers rather than build an internal team.
corporate - 1982 12
Game & Hobby Program Contest — Dragon Quest's creators discovered
Enix's programming contest draws approximately 300 entries. Koichi Nakamura wins the excellence award for Door Door; Yuji Horii wins a runner-up prize for Love Match Tennis. Both will go on to create Dragon Quest.
founding - 1983
Portopia Serial Murder Case — first Horii/Nakamura collaboration
Horii and Nakamura collaborate on The Portopia Serial Murder Case, a text adventure published by Enix that demonstrates the potential of Japanese-language game narrative.
product - 1986 05
Dragon Quest I launches
Dragon Quest launches on the Famicom on May 27, 1986, combining Horii's accessible RPG design, Chunsoft's programming, Akira Toriyama's artwork, and Kōichi Sugiyama's score.
product - 1986
- 1987
Dragon Quest II — party system and expanded world
Dragon Quest II expands the party system and world, selling approximately 2.4 million copies in Japan.
product - 1988 02
Dragon Quest III — social phenomenon
Dragon Quest III launches on February 10, 1988, selling approximately one million units on its first day and three million within a week. Approximately 300 truancy-related arrests are reported near stores. Enix subsequently shifts future Dragon Quest launches to Saturdays and holidays.
product - 1990
ActRaiser (Quintet) — external publishing model in action
ActRaiser, developed by Quintet and published by Enix for the Super Famicom, demonstrates Enix's model: funding and distributing exceptional external studios rather than building internally.
product - 1991 03
Monthly Shōnen Gangan manga magazine launched
Enix launches Monthly Shōnen Gangan on March 12, 1991, succeeding in a manga magazine market that had not seen a successful monthly launch in over fifteen years.
product - 1993
Illusion of Gaia (Quintet) — external catalogue deepens
Illusion of Gaia, developed by Quintet and published by Enix in Japan, continues the run of critically acclaimed action-RPGs produced under Enix's external publishing model.
product - 1996
Star Ocean (tri-Ace) — action RPG expands the catalogue
Star Ocean, developed by tri-Ace — founded by former Telenet Japan staff — and published by Enix for the Super Famicom, extends Enix's RPG catalogue into action-oriented design.
product - 1998
- 1999
Valkyrie Profile (tri-Ace) and Dragon Quest VII
Valkyrie Profile (tri-Ace/Enix) and Dragon Quest VII both launch for PlayStation in 1999. Dragon Quest VII sells approximately 3.83 million copies in Japan.
product - 2002 11
Square merger announced
Enix and Square Co. announce a merger on November 25, 2002. Enix will be the surviving legal entity.
corporate - 2003 04
Square Enix Co., Ltd. formed
The merger is completed on April 1, 2003. Square Enix Co., Ltd. combines Dragon Quest and Final Fantasy under one corporate entity, with Yōichi Wada as president.
corporate
Connections
- merged into square
Enix was the surviving legal entity in its April 2003 merger with Square Co., Ltd. The combined company took the name Square Enix.
- collaborated with yuji-horii (1982–present)
Yuji Horii was discovered through Enix's 1982 programming contest and became the writer and designer of the Dragon Quest series.
Also connected to
Rooms their games live in
Sources
- Enix — Wikipedia (English) — accessed 2026-06-10
- エニックス — Wikipedia(日本語) — accessed 2026-06-10
- 福嶋康博 — Wikipedia(日本語) — accessed 2026-06-10
- Dragon Quest — Wikipedia (English) — accessed 2026-06-10
- Dragon Quest III — Wikipedia (English) — accessed 2026-06-10
- Remember When Dragon Quest III's Launch Triggered Arrests — Time Extension — accessed 2026-06-10
- Square Enix — Wikipedia (English) — accessed 2026-06-10
- 月刊少年ガンガン — Wikipedia(日本語) — accessed 2026-06-10
- すぎやまこういち起用の経緯 — i-mezzo.net — accessed 2026-06-10
- Final Fantasy: The Spirits Within — Wikipedia — accessed 2026-06-10