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|romaji=Ainhandā
|romaji=Ainhandā
|publisher1=Square
|publisher1=Square
|developer1=Square Osaka Development Division No. 1
|developer1=Osaka Development Dept. #1
|console1=PlayStation
|console1=PlayStation
|rating=Everyone
|rating=Everyone
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==Development==
==Development==
Einhänder was produced at Square's then-newly-founded Osaka office, which specialized in genres other than role-playing games. Development lasted for a total of fourteen months from July 1996 to October 1997, with the first two months being dedicated to prototype testing. Director Tatsuo Fujii and programmer Akira Suzuki had previously programmed shoot 'em ups for Konami, including ''Gradius II'' and ''Xexex''.
''Einhänder'' was produced at Square's then-newly-founded Osaka office, which specialized in genres other than role-playing games. Director Tatsuo Fujii and programmer Akira Suzuki had previously programmed shoot 'em ups for Konami, including ''Gradius II'' and ''Xexex''.
 
Development started under the working title {{Nihongo|''Zauver''|ザウバー|Zaubā}} between October 1995 and June 1996.<ref>[https://twitter.com/BrilliantStone/status/1418032777916600326 @BrilliantStone on Twitter]</ref> This version, made by Square subdiary Solid, had a central theme of "Light and Darkness" and was promoted in magazine scans before being reworked starting in September 1996, when Solid was officially integrated into Square.<ref>''Weekly Famitsu''. August 8, 1996. p. 134-136</ref><ref>''Gamefan Vol. 4'' #10. October 10, 1996.</ref> Many effects learned from the production of ''Final Fantasy VII'' were also used in ''Einhänder''.<ref name= "ignein">[https://web.archive.org/web/20110713005210/http://uk.psx.ign.com/articles/063/063532p1.html "TGS: Einhander Steals the Show".] IGN. September 5, 1997.</ref>

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