Other attributes can be affected by terrain or a target's defensive ability. In addition, some units make use of "MAP Weapons" which affect multiple squares at once, with some damaging everything in the area and others, such as Cybuster's Cyflash, ignoring allies. Some games feature weapons which inflict status effects on enemies that drain their energy, weaken their armor or damage the pilot's stats. History Origins and development In 1990, Japanese video game developer Banpresto released SD Battle Ōzumō: Heisei Hero Basho, the debut entry in its Compati Hero series, for the Family Computer (Famicom). A crossover between "super deformed" versions of Kamen Rider, Ultraman, and Mobile Suit Gundam, it was created as a congratulatory gift for Yukimasa Sugiura, who at the time had been promoted president of Banpresto. SD Battle Ōzumō enjoyed a commercial success in Japan, prompting Banpresto to create a more mature-oriented successor, Super Robot Wars, for the Game Boy in 1991. The original game borrowed several concepts from SD Battle Ōzumō, most notably its usage of characters from other Japanese entertainment properties. Its creation was also in part due to the popularity of both the Game Boy and Famicom in Japan, which continued to dominate the Japanese video game market. Banpresto turned the concept of Super Robot Wars into a franchise following its commercial success, beginning with 2nd Super Robot Wars several months later for the Famicom. Banpresto outsourced development of earlier Super Robot Wars games to Japanese studio Winkysoft. Beginning with Super Robot Wars Complete Box in 1999, the company moved production in-house, with Banpresto's consumer game division Banpresoft handling development of future installments. Sugiura intended for 4th Super Robot Wars to be the final entry, however the franchise's lasting popularity prompted the creation of further sequels to meet demand. The company placed Takanobu Terada in the role of series producer; he at first showed little interest in its super-deformed character designs and gameplay structure. As Super Robot Wars sequels added more original character designs and its scope expanded, Terada showed more appreciation and embraced his role. Sugiura hoped the series could help introduce its players to the anime and manga series featured in each installment, commenting that he hoped it would "sell more and more for 20 years". In 2005, Banpresto's parent company Bandai merged with Namco, creating Namco Bandai Holdings and subsequently Namco Bandai Games. Banpresto became a subsidiary of Namco Bandai Holdings