Hudson Soft Company, Ltd.

Moby ID: 1360

History add

April 11, 2005

Konami becomes the new majority stockholder as they up their shares from 45% to 54%.

April 11, 2005

Becomes a subsidiary of Konami Corporation.

November 2003

The company establishes Hudson Entertainment, Inc. as a wholly-owned subsidiary in San Francisco, CA.

July 2002

The company announces the release of an animated cartoon show for it flagship character Bomberman. The program, called "Bomberman Jetters", will air beginning in October. The venture is a collaboration with Konami and Konami group member Takara Co.,Ltd., who will promote the program with marketing initiatives.

June 2002

Hudson's i-mode service starts in Taiwan with Pin-up Girl standby pictures.

May 2002

a) The company releases a Ringing Tones site for 100 yen and immediately scores 200,000 users and b) Hudson responds to DoCoMo's release of the 504i phone service with two unique and captivating titles, "i-Aquazone" and "SimCity Classic".

April 2002

Began selling software for "GameCube", a game machine launched by Nintendo.

March 2002

The company's i-mode service starts in Europe with two games. "i-Football" is released in the Netherlands and Germany.

January 2002

"Momotaro Dentetsu X (Batten) " is released and ships over 500,000 pieces in its first month of sales.

December 2001

a) Under the terms of August deal, acquired the Sapporo division of Konami Computer Entertainment Studio, named it Hudson Studio and succeeded the business & b) Corporate restructuring and merit-based pay system implemented to improve worker relations and increase profit.

August 2001

Game-maker Konami Corporation, purchases a stock allocation of 5.6 million shares and becomes the company`s largest shareholder.

March 2001

a) Began selling software for "PlayStation2", a game machine launched by Sony Computer Entertainment, b) Received third party share allocation in JBtoB Co.,Ltd., an ASP venture established in Sep. 2000 by Fujitsu Ltd. and four other prominent companies. (Hudson thus obtained 30% of JBtoB, which had post-allocation capital of 200.5 million yen.), c) Began selling software for "GameBoy Advance", a game machine launched by Nintendo and d) Implemented Syndicated Loan financing arrangement to secure long-term funding for game software development.

January 2001

Initiated services incorporating i-Appli content, in conjunction with the launch of 503i Series handsets by NTT DoCoMo.

December 2000

Listed on the Nasdaq Japan section of the Osaka Stock Exchange.

March 2000

Started game distribution service compatible with i-Mode mobile phones in network operated by NTT Mobile Communications Network, Inc. (NTT DoCoMo).

May 1999

Moved the Tokyo Office to Tsukiji in Chuo-ku, Tokyo.

March 1999

Started selling software for "Dreamcast", a game machine launched by Sega Enterprises.

February 1999

Gained the "Best Producer/Director Award" for "Denpashonen-teki Kensho-seikatsu Software - Nasubi's Room" in the Network Division of "AMD AWARD '98" sponsored by the Title Association of Media in Digital and gained the Excellence Award from Nikkei Sangyo Shimbun for a pedometer "Teku Teku Angel".

August 1998

Began providing the network compatible game "Denpashonen-teki Kensho-seikatu Software - Nasubi's Room", game software where players connected to our servers compete either for prizes in a virtual environment or for actual gifts.

March 1998

Renamed FutureBee Co., Ltd. as Mirai-Bachi Karuta Shokai, Inc.

December 1997

Commenced sales of "Teku Teku Angel", the game pedometer to build characters through walking. The game picked up on the health boom and became a huge hit.

November 1997

Began selling software for "PlayStation", a game machine launched by Sony Computer Entertainment Co., Ltd.

August 1997

Began selling software for "Nintendo64", a game machine launched by Nintendo.

February 1997

Renamed Hudson Computer Designers' School Co., Ltd. as FutureBee Co., Ltd., and changed the purpose to planning, designing, and selling future toys as well as managing trading card shops.

March 1996

Began selling software for "Sega Saturn", a game machine launched by Sega Enterprises, Ltd.

January 1996

A detailed report on Hudson Soft's founding provided in an "NHK Special Shin Denshi Rikkoku (The New Electronic Republic) series" (Oct.'95 - Mar.'96) entitled "Video-games Kyofu No Kobo (The Battle For Video-Games)" was screened.

March 1994

Independently developed "HuC62 Series", a 32-bit semiconductor chip set, for use in products such as "PC-FX", a game machine launched by NEC Home Electronics

September 1992

Established the Hudson Central Laboratory (at present, Core Technology Division) at Geijutsu No Mori in Minami-ku, Sapporo.

January 1992

Began selling software for "the Super Nintendo Entertainment System ", a game machine launched by Nintendo.

April 1991

Established Hudson Computer Designer's School Co., Ltd. (100%-owned subsidiary with capital stock of 50 million yen) for training computer programmers and designers.

August 1990

Began selling software for "Game Boy", a game machine launched by Nintendo.

July 1988

Established HoneyBee Music Publishing Co., Ltd. (100%-owned subsidiary with capital stock of 10 million yen) for the purpose of managing trademarks and copyrights for computer software.

July 1987

Developed the "C62 System" with a unique embedded LSI. Developed "PC-Engine", a high-level game machine, in collaboration with NEC Home Electronics, Co.,Ltd.

July 1985

The "Caravan" held at sixty venues throughout the country, a first for the industry and becomes a regular summer vacation game event.

June 1985

Moved the Tokyo Office to Ichigaya-Tamachi in Shinjuku-ku, Tokyo.

November 1984

Reorganized Hudson Soft Ltd. as Hudson Soft Co., Ltd.

July 1984

Began selling software for "the Nintendo Entertainment System ", a game machine launched by Nintendo Co., Ltd.

March 1982

Opened a Tokyo Office at Kojimachi in Chiyoda-ku, Tokyo.

May 1973

Established Hudson Soft Ltd. (capital: 500,000 yen) at 7-26, Hiragishi 3-jo, Toyohira-ku in Sapporo for the purpose of selling telecommunications devices and art photographs.