Fantavision | |
---|---|
Developer(s) | Japan Studio Cosmo Machia (202X) |
Publisher(s) | Sony Computer Entertainment Cosmo Machia (202X) |
Director(s) | Katsuyuki Kanetaka |
Designer(s) | Shigeru Kurihara Katsuyuki Kanetaka |
Programmer(s) |
|
Composer(s) |
|
Engine | Unreal Engine 5 (202X) |
Platform(s) | PlayStation 2, mobile phone, PlayStation 5 (202X) |
Release | PlayStation 2
Mobile phone
202X
|
Genre(s) | Puzzle |
Mode(s) | Single-player, multiplayer |
Fantavision,[lower-alpha 1] sometimes stylized as FantaVision, is a puzzle video game developed by Japan Studio and published by Sony Computer Entertainment for the PlayStation 2 (PS2). The game's objective is to use a cursor to select three or more launched fireworks (called "flares") of the same color in a row and then to detonate them to increase the player's score. Used in conjunction with various power-ups, the resulting explosions can ignite and chain together even more flares for additional points.
Fantavision was created during Sony's transition from its original PlayStation (PS1) to its next generation console. The game was initially conceived by director Katsuyuki Kanetaka, inspired by the fireworks shows he witnessed in his youth. After successfully pitching the project to Sony, Fantavision was supervised by the company's first-party development head Shuhei Yoshida and was completed by a small team in a short time frame. The graphics emphasize the PS2's ability to show particle effects.
Fantavision was released in Japan on March 9, 2000, a few days after the PS2 itself. It was released the same day as the console in North America, Europe, Australia, and New Zealand later that year with an added two-player mode. An updated version with this mode titled Futari no Fantavision[lower-alpha 2] was released in Japan in 2002, featuring revised cutscenes and design. Fantavision was then remade for Japanese mobile phones starting in 2003. Finally, the game was digitally re-released on Sony's newer consoles via the PlayStation Network outside of Japan beginning in 2015. The game received a mostly above-average critical response with reviewers generally praising its visual presentation, core gameplay, and multiplayer. However, many found fault with the length and replay value of its single-player experience when compared to contemporary titles in the puzzle genre.
Gameplay
Fantavision is a real-time puzzle game that relies on quick color matching and symbol recognition skills from the player. The game consists of a series of stages set in darkened, 3D environments where brightly colored fireworks called '"flares" are launched onto the screen and will hover for a period of time before disappearing. Using the DualShock 2's left analog stick, the player controls the direction of a guideline ray extending from a circular cursor that allows a flare along the ray to be "captured" with the controller's X button. The goal is to string together three or more flares of the same color and then detonate them by pressing the circle button, thus increasing the player's score.[8][9][10] Different types of flares can be encountered including "peonies", which explode in a circular fashion; "willows", which have sparks that descend downward in dome shape; and "multiflares", which break apart into smaller pieces that can be detonated a second time.[8] More points can be obtained with chain reactions caused by new flares touching the sparks of detonated flares of the same color. This creates a "daisy chain" that allows flares of multiple colors to be detonated simultaneously.[11] Flashing flares called "wilds" can also be used to directly chain together flares of different colors.[12] Flares not detonated before they disappear are considered "missed" and cause a "Play Meter" at the bottom of the screen to decrease. If flares are continuously captured and detonated for a specific period of time while keeping this meter from depleting, the player eventually advances to the next stage. If the Play Meter fully empties, the game ends.[10][11]
Power-ups periodically appear and can be captured and detonated along with an existing set of three or more normal flares. These include power-ups that can award extra points or refill the Play Meter.[11][12] Another power-up appears in the form of a white star and for each one captured, the player earns a letter of the word "Starmine". After collecting all eight letters, a large glowing Starmine flare is launched onto the screen. If the player captures it and detonates it with at least three colored flares, a time-limited bonus stage is entered where a large number of fireworks appear at a rapid pace.[9][11] The more flares initially detonated along with the Starmine, the longer the bonus mode lasts.[10][12]
Fantavision offers eight stages on a single-player playthrough as well as extra unlockable challenges such as a hard Difficulty. The game also has a split-screen versus mode where two players compete in a race to detonate a preset total of flares. In this mode, there are additional power-ups which can either increase the size of the play area (while decreasing that of the opponent) or swap both the play areas and undetonated fireworks of the two competitors. By using these mechanisms, it is possible to steal flares intended for the opponent's side of the screen, including during an opponent's Starmine bonus.[9][11] Finally, a replay feature allows the player to rewatch recorded levels with different camera angles while adding in weather effects, psychedelic lighting patterns, and time delays between seeing and hearing firework detonations for an added sense of realism.[10][11][13]
Development
Fantavision was produced by Japan Studio, the first-party developer for Sony Computer Entertainment during the transition period to the corporation's next generation console, the PS2. After completing Ape Escape for the PS1, Fantavision was one of a handful of projects supervised by former head of Japan Studio Shuhei Yoshida before he left Japan to become vice president of product development at Sony's North American division.[14][15] Yoshida recalled that the game was essentially created by a team of just three to five people in a mere six months time.[15][16]
Fantavision was director Katsuyuki Kanetaka's first game project, the concept for which he had devised around 1995. He stated that he was inspired by the fireworks shows he saw at Lake Biwa in his youth.[17] Kanetaka admitted to having no experience programming, but prototyped Fantavision on the computer application Klik & Play and refined the idea through much trial and error. With the PS1 technically incapable of displaying the sheer number of desired visual effects on-screen simultaneously, the director felt the impending release of the PS2 was the right time to pitch the game. After witnessing more fireworks demonstrations for research, the game's creators were still not initially confident they could replicate the more complex portions of the shows as no technological precedent existed.[17] Ultimately, Fantavision was marketed to showcase the PS2's ability to provide particle effects through its graphics accelerator and trademark Emotion Engine.[18][19][20] All the pyrotechnics displayed are individually rendered as 3D polygons.[2][21] Despite this, Yoshida claimed that both he and his team were "ridiculed" within the company for working on a seemingly small-scale puzzle game during Sony's move to newer hardware.[16][22]
Fantavision was announced in late 1999 as part of the initial lineup of PS2 software.[23][24] It was the only game developed internally by Sony to accompany the PS2's debut.[25][26] Yoshida explained that this was because Sony did not want to rush a large number of its products and compete with the slew of high quality, third-party support the console was receiving at the time.[15] Like most of the PS2's early software library, Japanese copies of Fantavision would be manufactured on CD-ROM instead of the system's newer DVD format.[27][28]
Release
Fantavision was first prominently featured as part of the February 2000 PlayStation Festival at Makuhari Messe in Chiba.[29] Though initially slated to be released alongside the console in Japan on March 4, 2000, Fantavision was extremely delayed up until March 9.[1] To promote the game during the following months, Fantavision was featured at the Tokyo Game Show in April,[30] at the Electronic Entertainment Expo in Los Angeles in May,[31] at the Tokyo Big Sight as part of the main event of the 21st Century Dream Technology Exhibition from July into August[32] and at Olympia London for the European Computer Trade Show in September.[33]
The game hit store shelves the same day as the PS2 in North America on October 26, 2000:[2] in Europe on November 24, 2000[3] and in Australia and New Zealand on November 30, 2000.[4] The Western releases of the game added a two-player option.[11][34] An updated version titled Futari no Fantavision was released in Japan on July 4, 2002, and included a two-player mode and a remixed soundtrack.[5]
Each of the major regional releases of Fantavision features a different music composer and soundtrack. The Japanese version was composed by Soichi Terada, who previously worked on the soundtrack for Sony's Ape Escape.[35] The North American version of Fantavision was composed by Ashif Hakik.[36] Jim Croft composed for the PAL versions. An associate of Croft had a connection with Sony, which informed them that new music was needed because the Japanese score might be perceived as "too weird" for European consumers.[37] The Japanese soundtracks for Fantavision and Futari no Fantavision (also by Terada) were released on March 24, 2000, and August 5, 2002, respectively.[38][39]
A mobile phone remake of Fantavision was made available for two Japanese mobile phone services: J-Sky on July 16, 2003, and EZweb on July 3, 2008.[6][7] Outside of Japan, the PS2 version of Fantavision was re-released digitally on Sony's more modern consoles via the PlayStation Network starting on December 22, 2015.[40]
Reception and legacy
Aggregator | Score |
---|---|
Metacritic | 72/100[41] |
Publication | Score |
---|---|
AllGame | [13] |
CNET Gamecenter | 4/10[42] |
Edge | 8/10[10][43] |
Electronic Gaming Monthly | 5/10[44] |
Famitsu | 31/40 (Fantavision)[45] 30/40 (Futari no Fantavision)[46] |
Game Informer | 6.75/10[47] |
GameFan | 78%[48] |
GamePro | [49] |
GameRevolution | C+[50] |
GameSpot | 6.6/10[9] |
IGN | 6.5/10[8] |
Next Generation | [51] |
Official U.S. PlayStation Magazine | [52] |
Overall, Fantavision received a slightly above-average response from critics. It holds a score of 72 out of 100 on the review aggregator Metacritic, corresponding to "mixed or average reviews".[41] Despite largely receiving middling evaluations from the publications, Fantavision won the editor's "Puzzle Game of 2000" at IGN's "Best of 2000 Awards for PlayStation 2"[53] and was a runner-up for the "Best Puzzle Game" of 2000 award for both GameSpot[54] and Official U.S. PlayStation Magazine.[55] During the 4th Annual Interactive Achievement Awards, the Academy of Interactive Arts & Sciences nominated Fantavision for the "Console Innovation" award.[56]
The general presentation of Fantavision has been universally compared to the arcade game Missile Command by Atari.[9][12][42][44][47][49][50][51][57][58] Opinions on the particle effects and environments in Fantavision were largely favorable. The colorful, simulated pyrotechnics enjoyed such descriptions as "mesmerizing", "pretty", "beautiful", "gorgeous", and "jaw-dropping" by various media outlets.[8][9][47][48][51][59] Eric Bratcher of Next Generation lauded, "The screen constantly erupts in blossoms of bright, overloaded color and even the backgrounds pack a visual punch as you move from Earth to outer space and beyond."[51] GameSpot writer Mark Davis complimented the backdrops as "teeming with detail" and how the game maintained a consistently high framerate, even during its most intense fireworks displays. He ventured that puzzle games rarely showcase a console's graphical prowess, but that Fantavision was a pleasant exception.[9] AllGame's Jay Semerad equally commended its backgrounds and alleged that the game's lighting effects did well to emphasize the PS2's capabilities.[13] Other reviewers felt the game's graphics were a failure by Sony to strongly represent to power of its newly released PS2 hardware. Aaron Curtiss of the Los Angeles Times stated, "Visually, the game hints at what PlayStation 2 can pump out. But even when the screen is bursting with color, one can’t help but think the machine has yet to break a sweat."[57] IGN's Doug Perry likewise believed that the game could have appeared on any console and been just as graphically impressive. He surmised, "After all of Sony's hoopla about the PS2's phenomenal power, its first PS2 title in the US is the exact antithesis of power or dazzling technology."[8]
Impressions of Fantavision's gameplay mechanics were mostly favorable, though many reviewers found that Fantavision lacked replay value, especially when compared to contemporary puzzle titles. PSM contributor Stephen Frost declared, "Just like a real fireworks show, Fantavision is breathtaking at first but fizzles out quickly."[59] Perry, Frost, Curtiss, and GameRevolution considered Fantavision's long-term replayability inferior to that of releases like Super Puzzle Fighter II Turbo, Tetris DX, Devil Dice, Super Bust-a-Move, and Pokémon Puzzle Challenge.[8][9][44][50] Paul Fitzpatrick of PlayStation Official Magazine – UK inferred that its comprisal of only eight levels (16 counting hard mode) was one of the game's few yet major shortcomings, but nonetheless acknowledged it as "addictive, innovative, and very playable."[11] Edge felt that the power-ups and extra modes of Fantavision successfully extended its seemingly curtailed single-player experience. The magazine declared, "Simple enough, you conclude. Shallow, even. Before you know it, though, hours have passed, yet the 'one more go' factor remains firmly in place."[10] Curtiss and Dudlak both thought the game should have been included as a free pack-in with the PS2 console rather than be released at full retail price.[44][57] Frost, Fitzpatrick, Perry, IGN's Marc Nix, and Game Informer's Jay Fitzloff all likened Fantavision to a simple technology demonstration.[8][11][47][59][60] In the years following the game's original release, the notion that the game started as a PS2 technology demonstration prior to becoming a full-fledged game has persisted among numerous media outlets.[18][58][61][62][63][64][65][66]
The addition of multiplayer to the Western localizations of Fantavision was praised. Hill called this mode "hugely entertaining"[67] while the staff of Edge declared that its inclusion "cements Fantavision's status as an addictive, creative, and excellent title".[43] Perry denoted the two-player mode to be the game's "saving grace"[8] while Davis similarly stated it "breathes a good deal of life into a game that would've otherwise been worthy of a rental at best".[9] Frost concluded that it would be the only way most players would discover a sense of value with the game once its visual charm had worn off.[59] Though he enjoyed the two-player option in Fantavision, Semerad felt it was not as entertaining as similar experiences in other puzzle games possibly due to its "abstract" gameplay.[13]
Sales
According to Famitsu, Fantavision was the fifth-best selling game in Japan during its week of release at 26,977 copies sold.[68] Media Create reported that the game had sold 165,437 units in Japan by mid-June 2000.[69] Sales quickly tapered off and totalled 173,048 copies in the region by the end of 2000.[70] The commercial performance of Fantavision outside of Japan was poor. It was only the 15th-best selling PS2 title during the console's launch in the United States per data from The NPD Group.[71] GfK Chart-Track reported that the game was the 13th-best selling PS2 title during its release week in the United Kingdom at just 826 copies sold.[72]
Notes
References
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- 1 2 3 Sony staff (October 26, 2000). "FantaVision™ Brings an Explosive Display of Brilliant Pyrotechnics Into the Home on PlayStation®2". Sony Computer Entertainment America, Inc. Archived from the original on May 20, 2022. Retrieved May 20, 2022.
- 1 2 Jones, Tegan (June 21, 2020). "The Games Every PlayStation Console Launched With". Kotaku. G/O Media. Archived from the original on January 24, 2022. Retrieved May 20, 2022.
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- 1 2 Dengeki staff (June 5, 2002). "SCE、花火パズルゲーム『ふたりのファンタビジョン』の超美麗なムービーを公開!" [SCE releases a super beautiful movie of the fireworks puzzle game Futari no Fantavision!]. Dengeki Online (in Japanese). ASCII Media Works. Archived from the original on May 20, 2022. Retrieved May 20, 2022.
- 1 2 Dengeki staff (July 1, 2003). "SCEの人気PZG『オトスタツ』と『FANTAVISION』が、J-SKYで配信開始" [SCE's popular PZG Otostaz and Fantavision are now available on J-SKY]. Dengeki Online (in Japanese). ASCII Media Works. Archived from the original on May 21, 2022. Retrieved May 21, 2022.
- 1 2 Dengeki staff (July 3, 2008). "花火を繋いで爆発させよう! 『ファンタビジョン』がアプリに" [Connect fireworks and let them explode! Fantavision becomes an app]. Dengeki Online (in Japanese). ASCII Media Works. Archived from the original on February 5, 2019. Retrieved May 21, 2022.
- 1 2 3 4 5 6 7 8 Perry, Douglass C. (October 23, 2000). "FantaVision". IGN. Ziff Davis. Archived from the original on February 27, 2021. Retrieved May 30, 2022.
- 1 2 3 4 5 6 7 8 9 Davis, Ryan (April 18, 2000). "Fantavision Review [Import]". GameSpot. CBS Interactive. Archived from the original on February 14, 2021. Retrieved May 31, 2022.
- 1 2 3 4 5 6 Edge staff (May 2000). "FantaVision (Japan)". Edge. No. 84. Future plc. pp. 78–9. ISSN 1350-1593. Archived from the original (PDF) on April 14, 2012. Retrieved May 30, 2022.
- 1 2 3 4 5 6 7 8 9 Fitzpatrick, Paul (December 2000). "Fantavision". Official UK PlayStation 2 Magazine. No. 1. Future plc. p. 149. OCLC 52453679.
- 1 2 3 4 Bishop, Sam (May 2, 2000). "Fantavision: Import Playtest". IGN. Ziff Davis. Archived from the original on June 5, 2022. Retrieved June 5, 2022.
- 1 2 3 4 Semerad, Jay. "FantaVision - Review". AllGame. All Media Network. Archived from the original on November 14, 2014. Retrieved May 30, 2022.
- ↑ Robinson, Martin (July 11, 2018). ""PlayStation 4 is doing so well - we don't forget why we're here now"". Eurogamer. Gamer Network. Archived from the original on May 22, 2022. Retrieved May 22, 2022.
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- 1 2 Yoshida Shuhei [@yosp] (August 18, 2020). "Fantavision was the last game that I produced while making games in Japan. We were ridiculed at, but I was proud of it nonetheless (developed mostly by 3 members, so indie dev then :D)" (Tweet). Archived from the original on May 22, 2022. Retrieved May 22, 2022 – via Twitter.
- 1 2 Famitsu staff (June 9, 2000). "『FANTAVISION』ディレクター兼高克志氏" [Fantavision Director Katsuyuki Kanetaka]. Famitsu (in Japanese). No. 599. ASCII Corporation. p. 94. OCLC 852442485.
- 1 2 Barsanti, Sam and Hughes, William (August 11, 2020). "The PlayStation 2 launched with an all-time awful list of losers". The A.V. Club. G/O Media. Archived from the original on April 12, 2022. Retrieved May 21, 2022.
{{cite web}}
: CS1 maint: multiple names: authors list (link) - ↑ Williamson, Colin (March 7, 2000). "PS2 Launch: Effects Paradise". IGN. Ziff Davis. Archived from the original on May 20, 2022. Retrieved May 20, 2022.
- ↑ Nelson, Randy (July 4, 2009). "Three games to light up your 4th". Engadget. AOL. Archived from the original on May 20, 2022. Retrieved May 20, 2022.
- ↑ IGN staff (October 19, 2000). "FantaVision". IGN. Ziff Davis. Archived from the original on May 20, 2022. Retrieved May 20, 2022.
- ↑ Santana, Steve (September 26, 2015). "The Beginning of PlayStation: Shuhei Yoshida Speaks about Development and Behind the Scenes of Sony's Consoles". DualShockers. GRV Media Limited. Archived from the original on May 22, 2022. Retrieved May 22, 2022.
- ↑ IGN staff (September 14, 1999). "Sony's Got Games". IGN. Ziff Davis. Archived from the original on May 21, 2022. Retrieved May 21, 2022.
- ↑ OPM staff (November 1999). "News". Official U.S. PlayStation Magazine. Vol. 3, no. 2. Ziff Davis. p. 33. ISSN 1094-6683.
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- ↑ IGN staff (January 22, 2000). "PS2 Software Pricing Plan". IGN. Ziff Davis. Archived from the original on May 29, 2022. Retrieved May 29, 2022.
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- ↑ PC Watch staff (February 21, 2000). "PLAYSTATION FESTIVAL 2000、2日で約45,000人が来場 プレイステーション2用体験版10枚を配布" [PlayStation Festival 2000, about 45,000 people visit in 2 days; 10 trial versions for PlayStation 2 are distributed] (in Japanese). Impress Watch. Archived from the original on July 7, 2021. Retrieved May 21, 2022.
- ↑ Zdyrko, Dave (April 4, 2000). "TGS 2000: Sony's Dismal PS2 Showing". IGN. Ziff Davis. Archived from the original on May 21, 2022. Retrieved May 21, 2022.
- ↑ Nix (May 12, 2000). "E3 2000: PS2's First American Games". IGN. Ziff Davis. Archived from the original on May 22, 2022. Retrieved May 22, 2022.
- ↑ Dengeki staff (July 12, 2002). "『FANTAVISION』のバーチャル花火が「リアルに」夜空を彩る!" [The virtual fireworks of Fantavision color the night sky "realistically"!]. Dengeki Online (in Japanese). ASCII Media Works. Archived from the original on May 21, 2022. Retrieved May 21, 2022.
- ↑ IGN staff (September 2, 2000). "Pre-ECTS: The PS2 Lineup". IGN. Ziff Davis. Archived from the original on May 29, 2022. Retrieved May 29, 2022.
- ↑ IGN staff (July 29, 2000). "Multiplayer FantaVision". IGN. Ziff Davis. Archived from the original on May 21, 2022. Retrieved May 21, 2022.
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- ↑ Clements, Ryan (December 20, 2015). "The Drop: New PlayStation Games for 12/22/2015". Sony Interactive Entertainment. Archived from the original on May 22, 2022. Retrieved May 22, 2022.
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- 1 2 Edge staff (December 25, 2000). "FantaVision (US, EU)" (PDF). Edge. No. 91. Future plc. p. 118. ISSN 1350-1593. Retrieved May 30, 2022.
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- ↑ Famitsu staff (June 30, 2006). "FANTAVISION (ファンタビジョン)". Famitsu (in Japanese). Vol. 915. Enterbrain. p. 85. OCLC 852442485. Archived from the original on May 31, 2022. Retrieved May 31, 2022.
- ↑ Famitsu staff (June 30, 2006). "ふたりのファンタビジョン" [Futari no Fantavision]. Famitsu (in Japanese). Vol. 915. Enterbrain. p. 92. OCLC 852442485. Archived from the original on May 31, 2022. Retrieved May 31, 2022.
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- 1 2 Weitzner, Jason "Fury" (June 2000). "Fantavision (Import)". GameFan. Vol. 8, no. 6. Shinno Media. p. 34. ISSN 1092-7212. Retrieved May 31, 2022.
- 1 2 Human Tornado (October 25, 2000). "Fantavision Review for PS2 on GamePro.com". GamePro. IDG Entertainment. Archived from the original on February 9, 2005. Retrieved May 31, 2022.
- 1 2 3 Radakovic, Nebojsa "G-Wok" (November 2000). "Fantavision Review". GameRevolution. CraveOnline. Archived from the original on September 11, 2015. Retrieved May 31, 2022.
- 1 2 3 4 Bratcher, Eric (July 2000). "Fantavision (Import)". Next Generation. No. 67. Imagine Media. p. 87. ISSN 1078-9693. Retrieved May 31, 2022.
- ↑ Davison, John (January 2001). "Fantavision". Official U.S. PlayStation Magazine. No. 40. Ziff Davis. ISSN 1094-6683. Archived from the original on April 28, 2001. Retrieved May 31, 2022.
- ↑ IGN staff (January 29, 2001). "Best of 2000 Awards: Puzzle Game of 2000 (PS2)". IGN. Ziff Davis. Archived from the original on February 8, 2001. Retrieved May 31, 2022.
- ↑ GameSpot staff (January 5, 2001). "Best and Worst of 2000 (Best Puzzle Game Runners-Up)". GameSpot. CNET. Archived from the original on February 23, 2003. Retrieved May 31, 2022.
- ↑ OPM staff (April 2001). "Official U.S. PlayStation Magazine 2000 Editor's Awards". Official U.S. PlayStation Magazine. No. 43. Ziff Davis. p. 28. ISSN 1094-6683.
- ↑ AIAS staff (2001). "Fourth Interactive Achievement Awards: Console Innovation". Academy of Interactive Arts & Sciences. Archived from the original on November 6, 2001. Retrieved May 31, 2022.
- 1 2 3 Curtiss, Aaron (November 9, 2000). "'Fantavision': This Launch Doesn't Fly". Los Angeles Times. Archived from the original on May 21, 2022. Retrieved June 5, 2022.
- 1 2 Cipriani, Jason (July 4, 2010). "Celebrate the 4th of July with virtual fireworks". MTV. Archived from the original on June 18, 2022. Retrieved June 18, 2022.
- 1 2 3 4 Frost, Stephen (October 2000). "Reviews: Fantavision". PSM: 100% Independent PlayStation 2 Magazine. No. 40. Future plc. p. 47. ISSN 1095-4163. Retrieved May 31, 2022.
- ↑ Nix, Marc (March 23, 2000). "FantaVision: Hands-On". IGN. Ziff Davis. Archived from the original on May 20, 2022. Retrieved May 20, 2022.
- ↑ Reynolds, Matthew (May 11, 2011). "Retro Corner: FantaVision". Digital Spy. Hearst Communications. Archived from the original on May 20, 2022. Retrieved May 20, 2022.
- ↑ Bramwell, Tom (January 5, 2013). "Made-Up Next-Gen Games of 2013". Eurogamer. Gamer Network. Archived from the original on May 20, 2022. Retrieved May 20, 2022.
- ↑ Hilliard, Kyle (December 20, 2015). "Fantavision Arrives On PlayStation 4 This Week". Game Informer. GameStop. Archived from the original on May 20, 2022. Retrieved May 20, 2022.
- ↑ Burleson, Kyle MacGregor (December 20, 2015). "PS2 launch title FantaVision rockets to PS4". Destructoid. Enthusiast Gaming. Archived from the original on May 20, 2022. Retrieved May 20, 2022.
- ↑ Davison, Pete (July 4, 2013). "Five Games That Make an Adequate Replacement for a Fireworks Display". USGamer. Gamer Network. Archived from the original on May 19, 2021. Retrieved May 29, 2022.
- ↑ Siliconera staff (December 2, 2009). "Disney Fireworks Brings A Bit Of FantaVision'" To The Nintendo DS". Siliconera. Archived from the original on May 27, 2022. Retrieved May 27, 2022.
- ↑ Hill, Jason (December 2000). "Review: FantaVision". Official Australian PlayStation Magazine. No. 40. Future plc. p. 75. OCLC 222004400.
- ↑ Perry, Douglass C. (March 24, 2000). "Now Playing in Japan, Vol. 22". IGN. Ziff Davis. Archived from the original on May 16, 2022. Retrieved May 21, 2022.
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- ↑ "2000年テレビゲームソフト売り上げTOP300" [2000 Video Game Software Sales Top 300] (in Japanese). Geimin.net. Archived from the original on March 7, 2009. Retrieved May 21, 2022.
- ↑ Dring, Christopher (October 27, 2020). "Battle of the launch line-ups: What games make for a successful console launch?". Gamesindustry.biz. Gamer Network. Archived from the original on April 15, 2021. Retrieved May 27, 2022.
- ↑ IGN staff (November 30, 2000). "The UK's Top 10 at Launch". IGN. Ziff Davis. Archived from the original on May 21, 2022. Retrieved May 21, 2022.