| Period | Type | Revenue | Profit* | Margin |
|---|---|---|---|---|
| 1961/7 | Non-consol. Revenue / Net Income | ¥0B | - | - |
| 1962/7 | Non-consol. Revenue / Net Income | ¥0B | - | - |
| 1963/7 | Non-consol. Revenue / Net Income | ¥0B | - | - |
| 1964/7 | Non-consol. Revenue / Net Income | ¥0B | - | - |
| 1965/7 | Non-consol. Revenue / Net Income | ¥0B | - | - |
| 1966/7 | Non-consol. Revenue / Net Income | ¥0B | - | - |
| 1967/7 | Non-consol. Revenue / Net Income | ¥0B | - | - |
| 1968/7 | Non-consol. Revenue / Net Income | ¥0B | - | - |
| 1969/7 | Non-consol. Revenue / Net Income | ¥1B | - | - |
| 1970/7 | Non-consol. Revenue / Net Income | ¥1B | - | - |
| 1971/7 | Non-consol. Revenue / Net Income | - | - | - |
| 1972/7 | Non-consol. Revenue / Net Income | ¥1B | ¥0B | 2.9% |
| 1973/7 | Non-consol. Revenue / Net Income | ¥2B | ¥0B | 4.1% |
| 1974/7 | Non-consol. Revenue / Net Income | ¥5B | ¥0B | 5.1% |
| 1975/7 | Non-consol. Revenue / Net Income | ¥9B | ¥1B | 6.0% |
| 1976/7 | Non-consol. Revenue / Net Income | ¥20B | ¥1B | 7.4% |
| 1977/7 | Non-consol. Revenue / Net Income | ¥32B | ¥3B | 8.6% |
| 1978/7 | Non-consol. Revenue / Net Income | ¥35B | ¥3B | 7.4% |
| 1979/7 | Non-consol. Revenue / Net Income | ¥34B | ¥1B | 4.0% |
| 1980/7 | Non-consol. Revenue / Net Income | ¥40B | ¥1B | 2.3% |
| 1981/7 | Non-consol. Revenue / Net Income | ¥46B | ¥1B | 2.8% |
| 1982/7 | Non-consol. Revenue / Net Income | ¥51B | ¥2B | 3.2% |
| 1983/7 | Non-consol. Revenue / Net Income | ¥58B | ¥2B | 3.9% |
| 1984/7 | Non-consol. Revenue / Net Income | ¥68B | ¥3B | 4.7% |
| 1985/7 | Consolidated Revenue / Net Income | ¥74B | ¥2B | 2.9% |
| 1986/7 | Consolidated Revenue / Net Income | ¥74B | ¥3B | 4.3% |
| 1987/7 | Consolidated Revenue / Net Income | ¥78B | ¥5B | 6.2% |
| 1988/7 | Consolidated Revenue / Net Income | ¥85B | ¥6B | 6.5% |
| 1989/7 | Consolidated Revenue / Net Income | ¥95B | ¥6B | 6.3% |
| 1990/3 | Consolidated Revenue / Net Income | ¥74B | ¥3B | 3.4% |
| 1991/3 | Consolidated Revenue / Net Income | ¥124B | -¥6B | -4.6% |
| 1992/3 | Consolidated Revenue / Net Income | ¥131B | -¥35B | -27.0% |
| 1993/3 | Consolidated Revenue / Net Income | ¥114B | -¥6B | -4.9% |
| 1994/3 | Consolidated Revenue / Net Income | ¥102B | -¥4B | -4.3% |
| 1995/3 | Consolidated Revenue / Net Income | ¥92B | -¥24B | -26.1% |
| 1996/3 | Consolidated Revenue / Net Income | ¥97B | -¥3B | -2.8% |
| 1997/3 | Consolidated Revenue / Net Income | ¥107B | -¥5B | -5.0% |
| 1998/3 | Consolidated Revenue / Net Income | ¥145B | -¥18B | -12.4% |
| 1999/3 | Consolidated Revenue / Net Income | ¥150B | ¥5B | 3.4% |
| 2000/3 | Consolidated Revenue / Net Income | ¥139B | ¥20B | 14.6% |
| 2001/3 | Consolidated Revenue / Net Income | ¥137B | -¥27B | -19.5% |
| 2002/3 | Consolidated Revenue / Net Income | ¥127B | ¥2B | 1.9% |
| 2003/3 | Consolidated Revenue / Net Income | ¥110B | -¥19B | -17.7% |
| 2004/3 | Consolidated Revenue / Net Income | ¥104B | ¥5B | 5.1% |
| 2005/3 | Consolidated Revenue / Net Income | ¥101B | -¥16B | -15.7% |
| 2006/3 | Consolidated Revenue / Net Income | ¥99B | ¥8B | 7.7% |
| 2007/3 | Consolidated Revenue / Net Income | ¥97B | ¥4B | 4.2% |
| 2008/3 | Consolidated Revenue / Net Income | ¥94B | ¥1B | 1.1% |
| 2009/3 | Consolidated Revenue / Net Income | ¥70B | -¥1B | -2.2% |
| 2010/3 | Consolidated Revenue / Net Income | ¥74B | ¥4B | 5.9% |
| 2011/3 | Consolidated Revenue / Net Income | ¥77B | ¥9B | 12.2% |
| 2012/3 | Consolidated Revenue / Net Income | ¥75B | ¥14B | 19.0% |
| 2013/3 | Consolidated Revenue / Net Income | ¥74B | ¥13B | 16.8% |
| 2014/3 | Consolidated Revenue / Net Income | ¥77B | ¥13B | 16.6% |
| 2015/3 | Consolidated Revenue / Net Income | ¥75B | ¥13B | 17.1% |
| 2016/3 | Consolidated Revenue / Net Income | ¥72B | ¥10B | 13.2% |
| 2017/3 | Consolidated Revenue / Net Income | ¥63B | ¥6B | 10.3% |
| 2018/3 | Consolidated Revenue / Net Income | ¥60B | ¥5B | 8.1% |
| 2019/3 | Consolidated Revenue / Net Income | ¥59B | ¥4B | 6.5% |
| 2020/3 | Consolidated Revenue / Net Income | ¥55B | ¥0B | 0.3% |
| 2021/3 | Consolidated Revenue / Net Income | ¥41B | -¥4B | -9.7% |
| 2022/3 | Consolidated Revenue / Net Income | ¥53B | ¥3B | 6.4% |
| 2023/3 | Consolidated Revenue / Net Income | ¥73B | ¥8B | 11.2% |
What is noteworthy about Sanrio's founding is the unusual form of independence—incorporating a prefectural government's external organization as a joint-stock company—and the near-fatal crisis of a 5 million yen dishonored bill immediately after founding. Tsuji found a lifeline in street vending in front of department stores while on the verge of bankruptcy, and by spotting the 3x price gap between wholesale and retail prices, he paid off his debts in 3 months. This formative experience can be seen as the origin of Sanrio's business philosophy that 'value changes not from the product itself, but from how and where it is sold.' It is also interesting that the original business was silk product exports—entirely unrelated to the current character business.
Shintaro Tsuji, the founder of Sanrio, was a Yamanashi prefectural government employee who had been engaged in insurance premium rate calculations and gubernatorial campaign support activities. In the course of this work, he became involved with the operations of 'Yamanashi Silk Center,' an external organization of the Yamanashi prefectural government, and came to handle overseas exports of wine and silk products—specialties of Yamanashi Prefecture. However, within the prefectural government, voices of opposition arose against an administrative-affiliated external organization conducting business activities like a private company.
Shintaro Tsuji chose the path of leaving the prefectural government and becoming an entrepreneur. In August 1960, he incorporated the external organization Yamanashi Silk Center as a joint-stock company, founding it with 1 million yen in capital. Investors included the Yamanashi prefectural governor contributing 50,000 yen, the deputy governor 50,000 yen, and the chamber of commerce president 50,000 yen—the personal network built during his government service was reflected in the capital policy.
The head office was located not in Yamanashi Prefecture but in Kobunacho, Nihonbashi, Tokyo. For silk product exports, transactions with wholesalers were essential, and a wholesale district had formed in Yokoyamacho, Nihonbashi, Tokyo. The original business was a wholesale position—purchasing products as merchandise from Yamanashi Prefecture companies and selling them to wholesalers. Tsuji set Sony as his benchmark when founding the company and posted 'Catch up with and overtake Sony' in his office, though stakeholders around him viewed this goal with skepticism.
However, immediately after founding, the company was stuck with a 5 million yen dishonored bill in an export of silk brocade to South Korea, depleting its startup capital and facing the crisis of bankruptcy. With only 5 employees including President Tsuji at the time, the company was forced to cut costs by relocating its head office from Nihonbashi, Tokyo to Akihabara. Tsuji shifted the business focus to retail sales of sundries at department store entrances in Tokyo, without the landowners' permission, to secure daily cash flow.
There was an approximately 3x price gap between the wholesale prices in the Yokoyamacho district of Nihonbashi and the retail prices near department stores, and Tsuji spotted this opportunity. Through street vending in front of department stores, he paid off the 5 million yen debt in 3 months and succeeded in avoiding bankruptcy. The sundries sold at that time included sunglasses, gloves, hats, and wallets—items entirely unrelated to Yamanashi Prefecture's specialty products.
Subsequently, Sanrio entered the OEM business for beach sandals. This was a period when beach sandals were just beginning to gain popularity, and by supplying OEM products to 'San-ai,' a Ginza-based retailer, the company secured substantial revenue. Rather than the founding plan of exporting Yamanashi Prefecture specialty products, the business got on track through sundry sales and OEM supply. Tsuji is said to have earned a reputation in the industry as 'quite the idea man' after overcoming the founding-period crisis.
| Date | Career | Notes |
| 1927-12 | Born in Kofu, Yamanashi Prefecture | From a family running a traditional Japanese restaurant. Lost both parents. |
| 1947-03 | Graduated from Kiryu Technical College | Present-day Gunma University Faculty of Engineering |
| 1949-12 | Joined the Yamanashi prefectural government | Engaged in insurance premium rate calculations |
| 1960-08 | President, Yamanashi Silk Center | Present-day Sanrio |
| 2020-07 | Chairman, Sanrio | |
| 2022-06 | Retired from all positions at Sanrio | Age 94 at retirement |
| Date | Revenue | Notes |
| FY July 1961 | 24 million yen | |
| FY July 1962 | 37 million yen | |
| FY July 1963 | 64 million yen | |
| FY July 1964 | 82 million yen | |
| FY July 1965 | 147 million yen | Annual revenue surpassed 100 million yen |
What is noteworthy about Sanrio's founding is the unusual form of independence—incorporating a prefectural government's external organization as a joint-stock company—and the near-fatal crisis of a 5 million yen dishonored bill immediately after founding. Tsuji found a lifeline in street vending in front of department stores while on the verge of bankruptcy, and by spotting the 3x price gap between wholesale and retail prices, he paid off his debts in 3 months. This formative experience can be seen as the origin of Sanrio's business philosophy that 'value changes not from the product itself, but from how and where it is sold.' It is also interesting that the original business was silk product exports—entirely unrelated to the current character business.
But you see, when a government employee gets too enthusiastic about that sort of thing, someone is bound to start talking behind his back. Letters were sent to the governor saying that this fellow Tsuji is only interested in making money through commerce, which is outrageous.
I just didn't know what to do anymore. I wandered around entertainment districts without any prospects, looking for some business I could manage. Then in Shinjuku, I came across a street vendor shouting and selling small goods. 'Right, I'll do this too,' I thought.
At the heart of Sanrio's shift from wholesaler to planning and retail was the gift angle—placing value not on the product's functionality but on 'the act of giving.' Tsuji's notion that 'even a 300-yen cup can bridge hearts' was the prototype of a business model that secures profit margins through emotional added value rather than product cost. The investment in the Shinjuku directly managed store—200 million yen in key money against 20 million yen in capital—may appear reckless, but the 'San-Rio Whirlwind' that delivered 350% annual growth during the oil crisis vindicated the gamble.
In 1962, Sanrio began handling gift products as its own original merchandise. The company designed products such as stationery featuring 'strawberry' motifs as in-house planned goods, expanding its product lineup targeting children and young women. This entry marked Sanrio's transformation from a sundry wholesaler to a company that planned gift sundries. In December 1967, the company began publishing 'Gift Book Series'—small-format books for gift-giving—also entering the publishing business.
Since its founding, Sanrio had operated as a wholesaler and had not engaged in retail. However, to build direct touchpoints with consumers in line with its growing product lineup, the company decided to enter retail. In 1971, it opened a directly managed store 'Gift Gate' in Shinjuku 3-chome, investing 200 million yen in key money alone against capital of just 20 million yen. The company subsequently expanded its non-directly-managed retail outlets nationwide, building a sales network of 125 stores (including 6 directly managed) by 1976.
From FY1973 to FY1975, Sanrio recorded annual revenue growth rates ranging from 122% to 350%. Pre-tax profit margins relative to revenue were maintained at levels between 11% and 20%, and Sanrio attracted attention within the industry as a highly profitable company. The strong performance during the oil crisis recession was described as the 'San-Rio Whirlwind.'
The sales composition centered on writing instruments, paper products, and accessories, all of which were products supported by the emotional value of their characters rather than functionality. The company captured the needs of young female consumers, primarily junior and senior high school students, and the gift angle—positioning products as presents—functioned as a purchasing motivation. The business structural shift from gift product planning to retail store expansion formed the foundation supporting Sanrio's rapid growth.
| Fiscal year | Revenue | Profit (estimated pre-tax) | Revenue-to-profit ratio |
| FY1973 | 1.33 billion yen | 270 million yen | 20.9% |
| FY1974 | 4.68 billion yen | 520 million yen | 11.1% |
| FY1975 | 9.11 billion yen | 1.3 billion yen | 14.2% |
At the heart of Sanrio's shift from wholesaler to planning and retail was the gift angle—placing value not on the product's functionality but on 'the act of giving.' Tsuji's notion that 'even a 300-yen cup can bridge hearts' was the prototype of a business model that secures profit margins through emotional added value rather than product cost. The investment in the Shinjuku directly managed store—200 million yen in key money against 20 million yen in capital—may appear reckless, but the 'San-Rio Whirlwind' that delivered 350% annual growth during the oil crisis vindicated the gamble.
Can you understand if I say that feeling, message, and affection are attached to things? [...]
The object itself doesn't matter. For example, a daughter doesn't need to buy her father an Hermes tie with her first paycheck. Even a little 300-yen Sanrio cup, if she says 'Dad, I bought this with my first paycheck. Keep it'—think of how much heart is communicated. The idea that started Sanrio was: couldn't we turn this kind of emotional connection into a business?
Even when the economy as a whole is in recession and sales are sluggish, there are always areas of buoyancy somewhere, and within sluggish sectors, there are companies growing at astonishing rates. In the stationery industry, a 'San-Rio Whirlwind' is currently taking place.
The greatest irony of Hello Kitty's birth is that founder Shintaro Tsuji himself negatively assessed it as 'a face drawn with simple lines' and 'lacking in movement.' While recognizing the need for 'original IP' from the Snoopy licensing experience, even the company's leader could not predict which design would succeed. The sensibility of a female employee designer in her 20s happened to align with children's purchasing behavior, and the decision to commercialize was made only when experimentally placed goods sold unexpectedly well. The fact that the character took on a life of its own even after creator Yuko Kusunoki left due to marriage made the transition from individual creation to organizational IP management inevitable.
In the process of expanding its character merchandise, Sanrio conducted a large-scale purchasing survey targeting children. The survey results showed that dogs and cats were the most popular animals among children, and the hypothesis was formed that there was demand for 'a white dog with floppy ears.' Coincidentally, at this time a US company was planning to license Snoopy (PEANUTS) for sale in the Japanese market, and Sanrio decided to acquire the license.
At the time, Snoopy had low name recognition in Japan, and reportedly no companies other than Sanrio showed interest in the license. Snoopy merchandise won children's support and became a hit, but since it was not an exclusive license for Sanrio but rather limited usage rights for certain products, Sanrio could not monopolize domestic revenues. This led Shintaro Tsuji to begin exploring the creation of original characters that would not depend on other companies' licenses.
The character designs were created by female employees in their 20s working at Sanrio's design studio. Amid daily drawing of cats, dogs, bears, and other animal characters, Hiroko Suzuki created 'Patty & Jimmy,' while Yuko Kusunoki (a Musashino Art University graduate, around 20 years old at the time) created 'Hello Kitty.' In 1975, My Melody was also created, and multiple original characters emerged from Sanrio's design studio.
Shintaro Tsuji was skeptical of these characters. His first impression of Patty & Jimmy was 'This won't work,' and regarding Hello Kitty, he assessed it as 'not charming,' 'drawn with simple lines,' and 'lacking in movement,' and did not believe it would become a hit product. However, when small goods featuring the characters were experimentally placed in stores, they captured children's hearts and sold beyond expectations.
Contrary to Tsuji's predictions, Patty & Jimmy and Hello Kitty won children's support and grew into Sanrio's flagship characters. The development of original characters made it possible to reduce dependence on other companies' licenses, and Sanrio established its business foundation as a character planning company. In the fiscal year ending July 1977—three years after Hello Kitty's launch—revenue reached 19.5 billion yen and ordinary income 4 billion yen.
Yuko Kusunoki (Yuko Shimizu), who created Hello Kitty, and Hiroko Suzuki, who created Patty & Jimmy, both left Sanrio upon marriage. The management of the characters was subsequently entrusted to successor in-house designers. The fact that character merchandise development continued even after the creators' departure marked the progression from individual designer creations to organizational character management.
The greatest irony of Hello Kitty's birth is that founder Shintaro Tsuji himself negatively assessed it as 'a face drawn with simple lines' and 'lacking in movement.' While recognizing the need for 'original IP' from the Snoopy licensing experience, even the company's leader could not predict which design would succeed. The sensibility of a female employee designer in her 20s happened to align with children's purchasing behavior, and the decision to commercialize was made only when experimentally placed goods sold unexpectedly well. The fact that the character took on a life of its own even after creator Yuko Kusunoki left due to marriage made the transition from individual creation to organizational IP management inevitable.
Around that time, there was a designer named Yuko Kusunoki in the design studio, about 20 years old—the same age as Roko. As everyone drew cats and bears day after day, her bear turned out very cute. The producers took a liking to it, named it 'Baby Bear Koro-chan,' and commercialized it. Meanwhile, she was also drawing cats, and she gave one the name 'Kitty,' taken from a kitten in 'Through the Looking-Glass.' [...]
Facing this little cat, Tsuji and the others tilted their heads. It was indeed a white cat. But it lacked the droll charm of Snoopy, and it wasn't particularly charming. Just a face drawn with simple lines, looking straight ahead, with little sense of movement. And yet, it was somehow irresistibly cute. When they experimentally placed small goods with this character in the stores, they sold better than Baby Bear Koro-chan. While they remained half-skeptical, the goods began flying off the shelves.
At the time of the 1982 listing, royalty income was a mere 2% of revenue (1.13 billion yen), and the company operated a labor-intensive revenue structure deploying as many as 3,124 product types through retail sales. However, the licensing model required neither inventory risk nor development costs, and in terms of profit margins it surpassed the retail business. Though no one could have foreseen it at the time, this business segment at 2% of revenue would come to form the core of Sanrio's revenue structure decades later. The decision not to overlook the nascent licensing business but to nurture it laid the groundwork for the later management transformation.
Beginning in 1976, Sanrio started licensing its original characters. The business granted partner companies the right to use Sanrio's characters in their product lines, and the number of product types reached 3,124. Characters were deployed across a broad range of products from writing instruments, stationery, and paper products to cosmetics, hygiene goods, and food items. Revenue expanded rapidly with the Hello Kitty merchandise rollout, reaching 19.5 billion yen in revenue and 4 billion yen in ordinary income for the fiscal year ending July 1977.
However, from 1978 onward, the market became flooded with imitation products mimicking the characters, and this, combined with the poor performance of Sanrio's film business, caused profit margins to decline. On the other hand, the demand-stimulating effect of licensing continued, and by FY1982, revenue surpassed 50 billion yen. Having put the unprecedented business of character merchandising on track, Sanrio was in the spotlight as a company that achieved both high growth and high profitability.
Against the backdrop of expanding revenue, Sanrio listed its shares on the Second Section of the Tokyo Stock Exchange in April 1982. It was unusual at the time for a character planning company to go public, and the company attracted attention from market participants as a next-generation service industry. The listing opened the door to capital market fundraising, establishing the capital foundation for further expansion of the character business.
At the time of listing, Sanrio's business composition was dominated by retail product sales, with royalty income accounting for only about 2% of revenue. However, royalty income was revenue earned without bearing inventory risk or product development costs, and in terms of profit margins, it had a structure that surpassed the retail business. This licensing model would later come to form the core of Sanrio's revenue structure.
| Product category | Revenue | Composition ratio | Number of product types |
| Writing instruments, stationery, paper products | 9.3 billion yen | 22% | 578 types |
| Cosmetics and hygiene products | 8.29 billion yen | 20% | 545 types |
| Portable goods | 4.48 billion yen | 10% | 212 types |
| Tableware | 3.52 billion yen | 8% | 193 types |
| Apparel accessories | 2.65 billion yen | 6% | 402 types |
| Toys, etc. | 2.24 billion yen | 5% | 132 types |
| Interior decoration | 2.07 billion yen | 5% | 104 types |
| Bath and washroom products | 2.03 billion yen | 5% | 150 types |
| Food products | 1.5 billion yen | 3% | 62 types |
| Royalty income | 1.13 billion yen | 2% | - |
| Others | 4.14 billion yen | 12% | 746 types |
At the time of the 1982 listing, royalty income was a mere 2% of revenue (1.13 billion yen), and the company operated a labor-intensive revenue structure deploying as many as 3,124 product types through retail sales. However, the licensing model required neither inventory risk nor development costs, and in terms of profit margins it surpassed the retail business. Though no one could have foreseen it at the time, this business segment at 2% of revenue would come to form the core of Sanrio's revenue structure decades later. The decision not to overlook the nascent licensing business but to nurture it laid the groundwork for the later management transformation.