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|romaji=Ainhandā | |romaji=Ainhandā | ||
|publisher1=Square | |publisher1=Square | ||
|developer1= | |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 | ''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> |