
Play Cannon Fodder Online
Game Info
- Platform
- Game Boy Color
- Genres
- Shoot 'Em Up · Strategy
- Player Perspective
- Top-down
- Developer Companies
- Sensible Software
- Publishers
- Codemasters
- Release date
- 4 December 2000
- Languages
- 🇩🇪 German · 🇬🇧 🇺🇸 English · 🇪🇸 🇲🇽 Spanish · 🇫🇷 French · 🇮🇹 Italian
Summary
I love the way Cannon Fodder blends fast‑action shooting with simple strategy. You guide a six‑man squad across 72 bite‑size levels, clicking to move and clicking again to fire, with the occasional press‑both combo to toss grenades or rockets. The weapons are powerful but scarce, so hunting for orange supply crates becomes a tense gamble—shoot them for an instant blast or risk a soldier grabbing a fresh load. Levels toss in anything from tanks and jeeps to snow‑mobiles and helicopters, and the environment forces you to think: soldiers drown in water, bridges become choke points, and trees offer sneaky cover. Quick‑sand pits, mines and invulnerable buildings demand careful placement of explosives. Developed by six people at Sensible Software in a one‑room office, the game grew out of the ’90s Mega Lo Mania idea of sending groups on missions, but added the “instant” mouse‑driven combat that made it feel like a modern Lemmings‑meets‑Commando hybrid. Its dark humor sparked a media stir over the poppy icon on the original box, turning what was meant as an anti‑war statement into a brief controversy that only added to its cult status.
Storyline
Cannon Fodder on the Game Boy Color puts you in command of a tiny squad fighting across a string of military‑themed missions. Each level drops you into jungles, snowy fields or scorching deserts, and you must eliminate enemy infantry, vehicles and installations.
You can field up to six soldiers at once, and the game gives each of the hundreds of protagonists a name. When a soldier falls, his gravestone appears between missions, showing his rank and a personal epitaph, a design choice meant to remind players that they are not faceless casualties.
The designers have said the title is meant as an anti‑war statement, inspired by “all wars ever,” to make players realise how senseless conflict can be. Jon Hare explained that the graves reinforce the idea that real people die in war.
The combination of simple controls, varied environments and the personal touch of named troops gives the handheld version a surprisingly poignant narrative for a run‑and‑gun shooter.
Edited by Maya Carter













