Cannon Fodder | |
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Amiga cover art |
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Developer(s) | Sensible Software Codemasters (New Version) |
Publisher(s) | Virgin Interactive |
Designer(s) | Jon Hare |
Programmer(s) | Julian 'Jools' Jameson |
Artist(s) | Stoo Cambridge |
Platform(s) | 3DO, Acorn Archimedes, Amiga, Amiga CD32, Atari Jaguar, Atari ST, Game Boy Color, PC, Sega Mega Drive/Genesis, Super NES |
Release date(s) | November 1993[1] |
Genre(s) | Real-time tactics, Action game |
Mode(s) | Single player |
Media/distribution | CD-ROM, 3½ inch Floppy, Cartridge |
Cannon Fodder is a short series of war (and later science fiction) themed action video games developed by Sensible Software, initially released for the Commodore Amiga. Only two games in the series were released, but were converted to most active systems at the time of release. The series has a clear, somewhat darkly humorous method of gameplay that perhaps even doubles as social commentary. The pre-mission screen shows a hill with a grave for each dead soldier, with recruits lining up in front of it and a sports-like score at the top of the screen. Soldiers each have unique names, while on the grand scale of things being nothing more than interchangeable cannon fodder. The tagline for the first game was "War has never been so much fun", and for the second (with a more sci-fi background, which included some alien missions) "War has only been this fun once before". A sequel, Cannon Fodder 2, was released in 1994 for Amiga and DOS.
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In both games, the player is in charge of a squad (the titular "cannon fodder") of between one to eight men that can be, for command purposes, split up to three groups (referred to as Snake, Eagle and Panther squads). All men have a machine gun with unlimited ammunition, as well as limited caches of grenades and rockets that can be found on the map. In later levels, the player is provided with some grenades and rockets at the start of the mission. The player's machine guns do not harm its own soldiers, but friendly fire from grenades and rockets is possible, which are also the only weapons capable of destroying buildings and vehicles. Men can also die if hit by debris flung from exploding buildings and vehicles, get caught in man-traps, mired in quicksand, and hit by enemy fire. Men usually walk, but several vehicles are available in some missions. The games are split into several missions, which are usually sub-divided into phases. Dead soldiers are replaced by new ones at the start of each phase. Each soldier that survives a mission is promoted and receives a small increase in the rate of fire, accuracy, and range. The player is only able to save the game upon completion of a whole mission.
Each phase is structured around mission objectives which range from "Kill all enemies" or "Destroy enemy buildings" to "Rescue all hostages". Some phases are complex, and require the player to use their imagination, pre-planning and strategy. For example players may have to split their team into two or more groups and leave one group to defend an area or route, assigning its control to the game's artificial intelligence, while taking control of another group.
The theme tune (War Has Never Been So Much Fun) for the game was written by the lead game designer Jon Hare, with musician Richard Joseph. Vocals were sung by Hare himself. A little-seen music video of the song was put together to promote the original release.[2]
Shot over just one day and for a total budget of £500, it featured the entire team dressed up in military uniforms, an assortment of masks (including one of Mario) and toy guns. The version of the music track is more complete than the one that appeared on the 16-bit versions and was recorded professionally. In fact, the menu screen track is also a pared down version of a proper song, featuring studio-standard vocals. Both of these tracks were written and performed by Jon Hare, as were many of the other songs featured in Sensible's games.
The original game has hundreds of individually-named recruits, of which the first few — Jools, Jops, Stoo and Rj — were named directly after the development staff. As each recruit is killed in battle, he receives a tombstone on the hill and the next recruit in line takes his place.
Cannon Fodder was awarded Best Atari Jaguar Game of 1995 by Electronic Gaming Monthly.[3]
In 1994, a free minigame called Cannon Soccer (or Cannon Fodder - Amiga Format Christmas Special) was included on the coverdisk of the Amiga Format Christmas issue. It was essentially two bonus levels of Cannon Fodder in which the soldiers fought hordes of Sensible Soccer players in a snowy landscape. The levels were titled "Land of Hope and Glory", and "It's Snow Time".
On the Amiga Power Coverdisk 21 one of the demos was Sensible Soccer Meets Bulldog Blighty. It was an homage to the famous Christmas-time football match between the Germans and the British over no-man's land in 1914. It featured a mode of play that involved replacing players with soldiers from Cannon Fodder, and the ball with a hand grenade. The grenade would randomly begin to flash and would eventually explode after a few minutes, killing any nearby players.
Once Sensible Software was sold off to Codemasters, the decision was taken to port the game over to the Game Boy Color. The limit on having two men in your squad and a much smaller playing area meant changes had to be made to the gameplay, mainly to make it easier. Jon Hare described the change as converting "11-a-side football to 5-a-side football".
In 2004, Jon Hare set up a small mobile phone games team known as Tower Studios. Their first release was Sensible Soccer in 2004, followed by Cannon Fodder in 2005. Both titles were published by KUJU. The games were only playable on certain color models and due to many keypads' inability to register a diagonal movement (like UP & RIGHT) the control systems for both games had to be radically redesigned.
On 28 August 2006, Codemasters announced that a brand new version of Cannon Fodder would appear exclusively on the PlayStation Portable. The game would have retained its familiar top down view, and the big heads of the soldiers, and for the first time the game would have been 3D. After a large launch announcement which included character renders and screenshots, the game was quietly canceled without explanation.[4]
After selling Sensible Software to Codemasters, Jon Hare ended up consulting on many of their development projects. One of which was the PS2 title Prince Naseem Boxing. Work on this title was performed in a satellite studio based in Hammersmith, London. However due to the commercial failure of this title, the studio was shut down. A casualty of this was cancellation of a 3D update of Cannon Fodder, something that Hare had been working on for at least nine months. Hare did speak about how he was looking to expand on the whole theme of war and include gameplay not just set on the battlefield: "I'd like to focus on the public's perceptions of war and warfare. There's many interesting things that go on behind the scenes with politicians".
In an interview with Eurogamer in late 2005, Jon confirmed that there was up to two years' work (on and off) put into a 3D update of Cannon Fodder: "I designed Cannon Fodder 3 with Codies six years ago, development stopped and started three times and eventually it was seemingly permanently halted when the London studio was closed four years ago."
He then went on to add: "Nothing would please me more than to see this project resurrected, it was very advanced in its structure and therefore would need little modernisation."
The game was also criticised by the media for what was, at the time, considered excessive violence and glorification of war. In Germany the game was banned for sale to minors. Ironically, given its detractors, the game itself is a satire on war and those who revel in it, and makes numerous statements to this effect. These include the title of the game, the title song (which includes the lyrics "go up to your brother / kill him with your gun / leave him lying in his uniform / dying in the sun"), and the enlisting recruits queuing next to a hill covered with soldiers' graves. Each soldier has a name, and the player is reminded of the casualties by name at the end of the level. The game manual ended with "And on a more serious note: don't try playing this at home, kids, because war is not a game - war, as Cannon Fodder demonstrates in its own quirky little way, is a senseless waste of human resources and lives. We hope that you never have to find out the hard way" [5]