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THE MAKING OF Fantavision

Retro Gamer

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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.”

This was an idea that Kanetaka had held onto for years. Before working at Sony Computer Entertainment, he’d been a game designer at Capcom and the company’s strengths in 2D arcade games naturally influenced the way

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time to read

1 mins

Issue 277

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THE MAKING OF BULLY

ORIGINALLY RELEASED AS CANIS CANEM EDIT, BULLY TELLS A STORY OF AUTHORITY, ORDER AND DEFIANCE. BEHIND THE SCENES, SIMILAR TENSIONS WERE PLAYING OUT BETWEEN THE INTENSELY DEMANDING ROCKSTAR GAMES HEADQUARTERS IN NEW YORK AND THEIR OVERWORKED DEVELOPMENT TEAM IN VANCOUVER, WHO WERE PUSHED TO BREAKING POINT

time to read

10 mins

Issue 277

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JUSTIN LEEPER

American gaming publications don't get any bigger than Game Informer, and Justin Leeper was there at the turn of the millennium as its online ambitions grew and print circulation soared. Together, we look back at his career in games media, and how it led to a development career that has seen him work with wrestling stars, Hideo Kojima and even Transformers

time to read

12 mins

Issue 277

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HORROR HAUL

Survival horror games, and Resident Evil titles in particular, are a big focus for Hollie's impressive games collection

time to read

1 mins

Issue 277

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Shinobi: Art Of Vengeance

JOE MUSASHI'S LATEST ADVENTURE IS HIS BEST YET

time to read

3 mins

Issue 277

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PHOTO MODE

Delving through the family album has rekindled fond memories for Nick

time to read

3 mins

Issue 277

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THE LATEST NEWS FROM APRIL 2009

Resident Evil 5 took the fight against bioweapons to Africa, and it was easily the biggest console game going in April.

time to read

3 mins

Issue 277

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THE MAKING OF THE CHAOS ENGINE 2

ALTHOUGH ITS SALES WERE DECIMATED BY THE DISCONTINUATION OF THE AMIGA, THE CHAOS ENGINE 2 SERVED AS A WORTHY SWAN SONG FOR THE 16-BIT SYSTEM. THE BITMAP BROTHERS FOUNDER MIKE MONTGOMERY RECALLS HOW THE STUDIO CREATED ITS INVENTIVE SEQUEL

time to read

6 mins

Issue 277

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RAPID RELOAD

It's not Halloween, but Axel and Ruka still have to fight off the Pumpkin Heads in this early PlayStation run-and-gun. It's a clear tribute to a Mega Drive classic - does it live up to its inspiration, and can it justify the hefty price tag it now commands?

time to read

3 mins

Issue 277

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THE MAKING OF WORLD SERIES BASEBALL

AIMED AT AN AUDIENCE OF GAMERS MORE USED TO FOOTBALL, CRICKET AND RUGBY, WORLD SERIES BASEBALL NEVERTHELESS STEPPED UP TO THE PLATE AND HIT A HOME RUN WITH A FUN ARCADE GAME THAT INITIALLY FRUSTRATED BUT HAD PLAYERS STRIKING OUT FOR MORE

time to read

6 mins

Issue 277

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