One of 2023's biggest surprises is the return of Cannon Dancer - Osman. Developed by Mitchell Corporation and released in arcades in 1996, thanks to a limited run of arcade machines for the game in the west, this side-scrolling gem was once lost to time. But very soon — 9th March according to the North American Nintendo eShop — we'll finally be able to play this classic on home consoles for the very first time, thanks to ININ Games.
So, what's the big deal other than this being a once-lost gem? Koichi "Isuke" Yotsui, the director behind Capcom's legendary Strider, was the lead designer on Cannon Dancer - Osman, and he's gone on record calling this game "my Strider 2" (we'll forget about the real Strider 2 for a second).
Since 1996, Isuke has been working as a freelance game designer, working on titles such as Willy Wombat on the Sega Saturn (as map designer), Drakengard 2 (as an assistant planner), Moon Diver (as a designer) and Zero Time Dilemma (one of two puzzle designers). Now, he's returned alongside Cannon Dancer artist Kiyoshi Utata to help bring this arcade classic back to the stage.
We were lucky enough to speak very briefly to both Isuke and Utata about the rerelease, on the influences of Strider, and the general excitement about this game's console debut 27 years later.
Nintendo Life: It must be a dream come true to finally release Cannon Dancer on consoles. Why is now the right time to bring back the game?
Koichi "Isuke" Yotsui: On Slaver’s whim.
What was it like returning to a game you worked on over 25 years ago?
Isuke: It feels like an assassin from the past has appeared.
Even now, the game’s sprite work and visuals look absolutely incredible. Where did the idea for a neon, cyberpunk Arabian setting come from?
Kiyoshi Utata: It was not our intention to make the setting Arabic style, but we were conscious of building a near-future, stateless image.
The player, Kirin, could be seen as Arabic in style, given his waist belt and trousers, but the concept is that of a Japanese steeplejack. I designed this by adding impressive embroidery and the obi as a silhouette of the character to it.
Isuke: The demands of the Mitchell Company. They asked us to make a Strider-like action game. I wanted to create an adventure in a world and landscape not often featured in movies and games of the time.
Having worked on Strider, what influences did you take from that game’s combat and movement, and how did you evolve it for Cannon Dancer?
Isuke: Climbing; Running down steep slopes; Vertical agility; Instantaneous high-speed movement by sliding; Destruction with no time lag after hitting the attack button; Attack judgments based on light trace effects. These are novelties that did not exist at the time.
We combined these elements together with the design concept of using its superior mobility to dodge through a barrage of bullets, close in on the enemy, and defeat him with a single blow.
The plot has a reputation for being a bit crazy, even for the time. Was it always the intention to have some fun with the narrative?
Isuke: Arcade games are not the place for telling redundant stories. In a one-coin operation, we are not allowed to have much time for expression. So, it is important how you establish a world in such a limited amount of time, how to make the story work, or how to foreshadow a story or an intense drama...
Arcade games are poetry rather than literature. It must make you want to see more of the world, drama, and story that lie beyond the few minutes of playtime. We worked with this intention in mind.
What would you say to people who’ve never heard of or played the original arcade game who might be looking to pick this up?
Isuke: It has become an old game in an outdated format, having lost any opportunity to reach many people. However, now you can enjoy the miracle of a timeless classic of the past reborn in this day and age.
Have you ever wanted to go back to the Strider series?
Isuke: Of course. It was denied, so I quit Capcom.
This interview has been edited lightly.
Thanks to Koichi "Isuke" Yotsui and Kiyoshi Utata for speaking to us. Cannon Dancer - Osman is due to launch on the Switch eShop on 9th March 2023. You can also pre-order a physical version of the game over at Strictly Limited Games.
Comments 12
I can't understand how Strider Hiryū became a legendary and cult classic game... Game's difficulty is beyond normal. I'm beated this game only after turning ON invisibility mode, in Capcom Arcade Stadium. I don't think that I'll have a wish to play this game again. I'll better try to beat Contra III: The Alien Wars on hard difficulty playing alone than try to beat Strider Hiryū without invisibility mode... Also, I know that Strider Hiryū's director and/or designer was legendary Tokurō Fujiwara(Professor F), creator of the Makaimura/Ghost 'n Goblins series. But, playing Chōmakaimura on SNES was quite a lot easier for me than playing Strider Hiryū in Capcom Arcade Stadium... Yep...
So excited for this one!
Arcade game are poetry. What an astute observation; how true that is!
Thanks for sharing this quick interview! I really don't need any new games, but last year the prospect of a spiritual sequel to Strider was just too tempting and I had to preorder from SLG.
I can see arcade games as short but sweet poetry vs the long-form epics common in home video-gaming. I'd say Strider, specifically, is more ballet than poem - the movement in that game was unbelievable at the time, and I only played the Sega Genesis version!
I was going to buy the game anyway as it’s a decent Strider follow-up (I’d be interested to know how the CPS-1 hardware compared to whatever Mitchell were using at the time). I’m even more keen to support it after hearing about how EA cloned Mitchell’s Puzz Loop game and made a fortune doing it.
I’m super glad this is coming out, and I will definitely pick this up but, considering Inin’s usual work for emulated stuff (they’re not M2 you know) the price for the digital edition are crazy. So, I’ll wait for a sale (16,99€ is my sweet spot for this kind of releases (had no problem spending heavy for stuff like Esp Rade Psi but this ain’t it).
Just watch this not even having a proper high score mode with online leaderboards, exactly like AQUARIO and Wonder Boy Collection didn’t.
@Vyacheslav333 because it’s a great game that made you feel like a ninja-like hanging onto stuff and pulling somersaults, with incredible graphics and boss designs in a time when that was going to turn heads. The huge boost in popularity came with the magnificent Mega Drive (Genesis) port back in the day which was one of the best games on the platform. Also, I don’t find the game that difficult at all, I was rusty at first but after 2/3 hours I could 1 credit it again pretty easily. The Megadrive port is super easy to beat, maybe try that?
Also Chōmakaimura (Super GnG) is p**s easy, so try to beat og GNG arcade or even Ghouls ‘n Ghost, they’re both on Capcom Arcade Stadium!
Looking forward to this. Capcom should also port over Strider 2 which I actually kinda prefer to the original.
@Vyacheslav333 It's ok, but feel more nostalgia for the NES Strider myself. That opening was up there with the NES Ninja Gaiden games in level of awesome.
I respect what he’s saying and agree to a point but 30 dollars for one mame rom with likely minimum if any qol features at all makes skyward sword hd look reasonable
EDIT: oh wait this game will have qol features……in the strictly limited release after you wait 2 years to get it!!!🤪🤪🤪
@DashKappei Okay. Thanks for the info. Well, I have a Mega Drive replica, which is able to play cartridges, but, I don't think that I'll find official cartridge of the game somewhere in my city. And I don't want to spend my money on it.
Oh, Chōmakaimura is easy, well, okay. Well, I've had Makaimura(GnG) on my smartphone, before I deleted it. It is still on my Google account, alongside Senjō no Ōkami Mobile, but I need to use VPN or change region, to be able to download my deleted games which I've bought. Some of them completely delisted, erh... What's 'bout Ghouls 'n Ghosts... It is inferior to Chōmakaimura, imo. Especially if talking about soundtrack. Chōmakaimura's soundtrack is better than Ghouls 'n Ghosts one. I have this game on my Mega Drive replica, though. But I don't want play this game without save states 😅. And Capcom Arcade Stadium... Well, Russian eShop is still blocked, and I can't buy and download anything. I'm still thinking about creating a North American eShop account, but, still have some doubts about it.
@Riderkicker Oh, okay.
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