Ludography
Kanon (visual novel) cover

1999 · Key · Adult · Harem

Kanon (visual novel)

PlayStation console exclusive

Kanon is a Japanese visual novel developed by Key that follows the life of Yuichi Aizawa, a high school student who returns to a city he last visited seven years prior, and he has little recollection of the events from back then. He meets several girls and slowly regains his lost memories.

Released
4 June 1999
Platforms
AndroidPlayStation 2PlayStation PortableWindows
Genres
AdultHaremVisual novel
Developers
Key
Publishers
—
Modes
Single-player
Perspective
Text
Themes
FantasyScience fictionDramaRomance
Engine
RealLive
Country
Japan
Languages
Japanese
Composers
Jun Maeda, Shinji Orito, OdiakeS

About

Kanon is a Japanese visual novel developed by Key, a brand of Visual Arts. It was released on June 4, 1999, for Windows as an adult game. Key later released versions of Kanon without the erotic content, and the game was ported to the Dreamcast, PlayStation 2, PlayStation Portable and Nintendo Switch. The story follows the life of Yuichi Aizawa, a high school student who returns to a city he last visited seven years prior, and he has little recollection of the events from back then.

He meets several girls and slowly regains his lost memories. The gameplay in Kanon follows a branching plot line which offers pre-determined scenarios with courses of interaction, and focuses on the appeal of the five female main characters by the player character. The game once ranked as the second best-selling PC game sold in Japan, and charted in the national top 50 several more times afterwards. Kanon has sold over 300,000 units across several platforms.

›Story

Yuichi Aizawa is a second-year high school student who visited the city where the story takes place seven years before Kanon's beginning. The story opens on Wednesday January 6, 1999 when Yuichi arrives in the city and is very detached from it and its inhabitants.

Before his return, it is decided that he is to stay with his first cousin, Nayuki Minase, and her mother, Akiko.

After his long absence, Yuichi has forgotten almost everything except minor details of what happened seven years before and needs to be reminded of what he left behind. Nayuki initially tries repeatedly to jog his memory but is unsuccessful.

Throughout the story, as he learns about the supernatural undertones of the city, Yuichi is reminded of the events of seven years ago.

Keywords

  • 1990s
  • multiple endings
  • slice of life
  • season winter
  • flashback
  • male protagonist
  • many choices
  • modern day japan
  • branching plot
  • early branching plot
  • bad endings with story
  • nameable protagonist

Media

The articlegameplay, story, development, reception

Gameplay

Kanon is a romance visual novel in which the player assumes the role of Yuichi Aizawa. Much of its gameplay is spent on reading the story's narrative and dialogue. Kanon follows a branching plot line with multiple endings, and depending on the decisions that the player makes during the game, the plot will progress in a specific direction.

There are five main plot lines that the player will have the chance to experience, one for each of the heroines in the story. Throughout gameplay, the player is given multiple options to choose from, and text progression pauses at these points until a choice is made. To view all plot lines in their entirety, the player will have to replay the game multiple times and choose different choices to further the plot to an alternate direction. After Mai's scenario is completed, a replay of her route will offer an additional choice to play through Sayuri's back-story. Jun Maeda, who worked on the scenario for Kanon, commented in March 2001 that the Japanese public may have fallen under the impression that Key makes soothing games because of Kanon's influence, but Maeda affirmed that there was not one person who worked on Kanon who thought that.

Story

The events of Kanon occur in winter. Since it often snows over the course of the entire story, the city is always presented covered in a layer of snow. The shopping district is featured throughout the story when the characters visit the town, especially whenever Ayu appears in the early story. The high school where Yuichi and the other main characters attend, including the school grounds, is often shown in Shiori and Mai's stories each. Otherwise, it is the main location where Yuichi interacts with other characters.

One of the motifs in the story is Yuichi, Ayu and Makoto suffering from amnesia in various degrees, which is used as a plot device to advance the story. Another motif deals with the favorite foods of the five main heroines. Newtype USA stated in an article on Kanon that "it's when the characters are eating something really tasty that they seem most beautiful and alive" despite the somber setting and overall tone of the series. These five foods of choice are: taiyaki (Ayu), strawberries (Nayuki), nikuman (Makoto), ice cream (Shiori), and gyudon (Mai).

Development

Most of Kanon's development staff originally worked for the visual novel publisher Nexton under the brand Tactics. After the release of the brand's third game One: Kagayaku Kisetsu e, most of Tactics' staff left Nexton to pursue work in another publishing company where they could have the freedom to produce their next game. Itaru Hinoue, who had previously worked at Visual Arts once before, introduced Key's founding members to the president of Visual Arts, Takahiro Baba. Baba gave the developers the freedom they desired, and they officially transferred to Visual Arts where they formed Key on July 21, 1998, and started production on Kanon.

The planning for the visual novel was headed by Naoki Hisaya who was also one of two scenario writers with Jun Maeda. Hisaya wrote the scenarios for Ayu, Nayuki and Shiori, while Maeda wrote the routes for Makoto and Mai. Art direction was headed by Key's artist Itaru Hinoue who worked on the character design and computer graphics. Further computer graphics were split between three people—Dinn, Miracle Mikipon, Shinory—and background art was provided by Torino.

Reception

According to a national ranking of how well bishōjo games sold nationally in Japan, the original Kanon release for Windows achieved its highest rank at number two in the ranking. Three years later in June 2002, the original release ranked in again at 45, and then again at 46 the following two weeks. The original release also made the ranking after that at number 41 in early July 2002. The Kanon Standard Edition premiered at number 16 in the rankings.

The Kanon Standard Edition remained on the top 50 list for the next two months, achieving the rankings of 47 and 35. The all ages version of the Kanon Standard Edition premiered at number 42 on the national ranking, went up to 35 the next month, and did not appear on the rankings after that. The Dreamcast port sold 42,379 units in the first week and was the fourth top selling console game in Japan for that week. Kanon has sold over 300,000 units across several platforms, not counting the PSP release.

Releases by platformdates and regions as published

Releases by platform
PlatformReleasedRegions
Windows4 June 1999Japan

Editions and related releases

Derivative works
KanonKaginado
Expanded editions
Kanon
Built on it
Kanon

Games like this

Collections3 collections

Platform libraries

Genres

Description adapted from its source, CC BY-SA 4.0.