THE MAKING OF Fantavision
Retro Gamer|Issue 248
WHEN YOU'RE LOOKING TO DAZZLE A CROWD, PUTTING ON A FIREWORKS DISPLAY IS A GOOD WAY TO DO IT - AND THAT'S EXACTLY HOW SONY CHOSE TO SHOW OFF THE POWER OF THE PS2. KATSUYUKI KANETAKA REVEALS HOW THE CULT CLASSIC PYROTECHNIC PUZZLE GAME WAS MADE
NICK THORPE
THE MAKING OF Fantavision

If there’s one thing players expect when a new console launches, it’s a spectacular first-party game to really show off what the technology can do. In the late-Nineties, Nintendo used Super Mario 64 as an ample demonstration of the impressive 3D worlds that the N64 could host and Sega highlighted the ever-decreasing gap between home console and arcade graphics with Virtua Fighter 3tb. With the PlayStation 2 being perhaps the most anticipated console launch of all time, you’d naturally expect Sony to bring out the big guns to justify the hype. Instead, it chose to lead with a quirky puzzle game based around fireworks.

For game director Katsuyuki Kanetaka, Fantavision was the realisation of an idea he’d first had as a student in the 16-bit days. “Between the time I was making CG animations with a computer called the Amiga when I was a student and when I started to get involved in game development, I thought that fireworks could be expressed in CG, and if this was possible, I thought that applying it to game screens would surely produce attractive visuals!” The choice of fireworks had nostalgic value too. “I also loved the game screens of videogames from the Seventies to the early Eighties, where only the characters were displayed on a pitch-black background,” says Kanetaka. “I thought that a game with fireworks as its motif would allow me to create another game with such a screen.”

Bu hikaye Retro Gamer dergisinin Issue 248 sayısından alınmıştır.

Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.

Bu hikaye Retro Gamer dergisinin Issue 248 sayısından alınmıştır.

Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.

RETRO GAMER DERGISINDEN DAHA FAZLA HIKAYETümünü görüntüle
Cabela's Dangerous Hunts 2009
Retro Gamer

Cabela's Dangerous Hunts 2009

Initially debuting on the PC in 1998,games began appearing on consoles from 2001 with the release of Cabela's Big Game Hunter: Ultimate Challenge for Sony's PlayStation.

time-read
1 min  |
Issue 267
ModRetro Chromatic
Retro Gamer

ModRetro Chromatic

Meet the new handheld aiming to provide the ultimate Game Boy experience

time-read
4 dak  |
Issue 267
ULTIMATE GUIDE Project Rub
Retro Gamer

ULTIMATE GUIDE Project Rub

OF ALL THE GAMES THAT LAUNCHED WITH THE NINTENDO DS, NONE WERE AS INVENTIVE, CHARMING, OR OVERLOOKED AS PROJECT RUB. TWENTY YEARS LATER, SONIC TEAM'S DS DEBUT REMAINS ONE OF THE SYSTEM'S MOST ENJOYABLE AND ENDEARING GAMES

time-read
5 dak  |
Issue 267
Wii Balance Board
Retro Gamer

Wii Balance Board

During the era of the DS and Wii, Nintendo didn't just want to sell games consoles - it wanted to sell the dream that self-improvement could be fun, whether you were exercising your mind in Dr Kawashima's Brain Training or your body with Wii Sports.

time-read
1 min  |
Issue 267
THE MAKING OF JACKIE CHAN STUNTMASTER
Retro Gamer

THE MAKING OF JACKIE CHAN STUNTMASTER

MOST GAMES WITH A REAL PERSON'S NAME IN THE TITLE HAVE ACTUALLY VERY LITTLE TO DO WITH THEM. BUT THERE ARE SOME STARS WHOSE INFLUENCE ON A GAME GOES FAR BEYOND THEIR FACE AND VOICE. ONE OF THE MOST IMPORTANT OF THESE IS THE GREAT ACTION GOD HIMSELF: JACKIE CHAN

time-read
9 dak  |
Issue 267
Future Classic
Retro Gamer

Future Classic

Modern games you'll still be playing in years to come

time-read
4 dak  |
Issue 267
SUPER VEHICLE-001 METAL SLUG TACTICS
Retro Gamer

SUPER VEHICLE-001 METAL SLUG TACTICS

SNK'S METAL SLUG SERIES IS ONE OF THE MOST ICONIC RUN-AND-GUNS AROUND WITH A LEGACY AS RICH AS ITS METICULOUS 2D ART. SO WHAT CONVINCED SNK TO GREENLIGHT AN ISOMETRIC TACTICAL RPG? WE SPEAK TO LEIKIR STUDIO'S CREATIVE DIRECTOR AURÉLIEN LOOS TO FIND OUT MORE

time-read
4 dak  |
Issue 267
MAGAZINE CRAFT PAUL DAVIES
Retro Gamer

MAGAZINE CRAFT PAUL DAVIES

In the first of a brand-new series, we interview the game journalists behind the most iconic gaming magazines of the past. We kick off by speaking to Paul Davies about his time as editor of CVG. We discuss the videogames that hooked him growing up, his time in the industry, and how he became an unlikely hero in revamping the iconic multiformat mag

time-read
10+ dak  |
Issue 267
THE MAKING OF Wizardry PROVING GROUNDS OF THE MAD OVERLORD
Retro Gamer

THE MAKING OF Wizardry PROVING GROUNDS OF THE MAD OVERLORD

THE CREATORS OF THE INFLUENTIAL 1981 RPG WHICH WENT ON TO INSPIRE COUNTLESS TITLES, FROM DRAGON QUEST TO FINAL FANTASY EXPLAIN HOW IT HAD ITS ORIGIN IN SOME OF THE EARLIEST ONLINE EXPERIENCES, AND WAS ONE OF THE FIRST COMPUTER GAMES TO COME IN A BOX

time-read
8 dak  |
Issue 267
20 Years of The NINTENDODS
Retro Gamer

20 Years of The NINTENDODS

NINTENDO'S QUIRKY HARDWARE DESIGN MAY HAVE RAISED A FEW EYEBROWS TWO DECADES AGO, BUT THE BRILLIANT GAMES IT ENABLED DREW IN PLAYERS REGARDLESS OF AGE OR GENDER. RETRO GAMER SPEAKS TO THE PEOPLE WHO MADE, SOLD AND DEVELOPED GAMES FOR THE DS AS WE CELEBRATE THE BEST-SELLING HANDHELD EVER

time-read
10+ dak  |
Issue 267