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== Development == [[File:Hover_Attack_screenshot.png|thumb|right|''Hover Attack'' (1984) is believed to be the inspiration for ''Bangai-O''.]] The idea for ''Bangai-O'' came from [[Treasure (company)|Treasure]] employee Mitsuru Yaida (commonly known by the pseudonym "Yaiman"). He remembered playing an older shooting game that amazed him with the sheer number of bullets that could be rendered on the screen at once.<ref name=":13">{{cite magazine|url=https://retrocdn.net/images/f/fe/DCM_JP_19991008_1999-31.pdf|title=ηθ£η‘ζ΅γγ³γ¬γ€γͺγΌ SPECIAL INTERVIEW|language=ja|magazine=[[Gemaga|Dreamcast Magazine (JP)]]|publisher=[[SB Creative]]|volume=31|date=October 8, 1999|pages=43β47|archive-url=https://web.archive.org/web/20180520180741/https://retrocdn.net/images/f/fe/DCM_JP_19991008_1999-31.pdf|archive-date=May 20, 2018|url-status=live}}</ref> Even though Yaiman and other staff behind the game have not identified the game, industry analysts agree that the game is almost certainly ''Hover Attack'' (1984) for Japanese computers.<ref name=":0" /><ref>{{Cite web|url=https://diposit.ub.edu/dspace/bitstream/2445/119542/3/memoria.pdf|title=Simple Space: 2D game design and development|last=Danylenko|first=Oleksandr|date=June 21, 2017|publisher=University of Barcelona|page=18|archive-url=https://web.archive.org/web/20180520180741/https://diposit.ub.edu/dspace/bitstream/2445/119542/3/memoria.pdf|archive-date=May 20, 2018|url-status=live}}</ref><ref>{{Cite web|url=http://www.ign.com/articles/2008/03/24/the-leif-ericson-awards|title=The Leif Ericson Awards|last=Fahs|first=Travis|date=March 24, 2008|website=IGN|publisher=Ziff Davis|access-date=December 10, 2023|archive-url=https://web.archive.org/web/20230903163134/https://www.ign.com/articles/2008/03/24/the-leif-ericson-awards|archive-date=September 3, 2023|url-status=live}}</ref><ref>{{Cite web|url=http://www.hardcoregaming101.net/JPNcomputers/Japanesecomputers4.htm|title=Retro Japanese Computers: Gaming's Final Frontier (Part 4: Recommended Games)|last=Szczepaniak|first=John|year=2009|website=Hardcore Gaming 101|archive-url=https://web.archive.org/web/20101110075724/http://www.hardcoregaming101.net/JPNcomputers/Japanesecomputers4.htm|archive-date=November 10, 2010|url-status=live}}</ref> Yaiman began thinking about the programming challenges involved in detecting when the bullets collide with other objects, and started work on a prototype. He later received permission from company president Masato Maegawa to pull in other staff and work towards producing a full game.<ref name=":13" /> Yaiman served as the main programmer and "General Manager".<ref name=":13" /><ref>{{Cite video game|title=Bangai-O|developer=Treasure|publisher=ESP|platform=Nintendo 64|scene=Credits|date=1999}}</ref> About ten people worked on ''Bangai-O''.<ref>{{Cite magazine|title=Treasure|magazine=Gamers' Republic|publisher=Millennium Publications|volume=2|issue=4|date=September 1999|pages=14β18, 124}}</ref> Treasure developed the game with a focus on creating addictive and fast gameplay, with less focus on graphics. They opted for large and fast 2D graphical effects and anime artwork to preserve their style.<ref>{{Cite web|url=https://www.ign.com/articles/1999/07/03/treasure-unearthed|title=Treasure Unearthed|author=IGN staff|date=July 2, 1999|website=IGN|publisher=Ziff Davis|access-date=May 6, 2018|archive-url=https://web.archive.org/web/20150715133105/https://www.ign.com/articles/1999/07/03/treasure-unearthed|archive-date=July 15, 2015|url-status=live}}</ref> One of the artists on the team, Koichi Kimura, had just finished working on ''[[Guardian Heroes]]'' (1996), another 2D game. With more powerful development hardware available, he wanted to challenge himself the possibilities and limits of 2D graphics. The story is based on typical Japanese [[yakuza]] [[revenge play]]s.<ref name=":13" />
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