Tomena Sanner

Last updated
Publisher(s) Konami
Platform(s) Wii (WiiWare), iOS


  • JP: August 4, 2009 (As "Tomena Sanner Wii")
  • EU: January 1, 2010
  • NA: February 8, 2010


  • JP: March 5, 2010 (As "Tomena Sanner Touch")
  • NA: March 8, 2010
  • EU: March 10, 2010
Genre(s) Action
Mode(s) Single-player, multiplayer (Wii only)

Tomena Sanner(トメナサンナー,Tomena Sannā) is a video game by Konami originally created as a trilogy for Japanese mobile services i-Mode, Yahoo! Keitai, and EZweb, and later compiled into one game released internationally for iOS and WiiWare.

Video game electronic game that involves interaction with a user interface to generate visual feedback on a video device such as a TV screen or computer monitor

A video game is an electronic game that involves interaction with a user interface to generate visual feedback on a two- or three-dimensional video display device such as a TV screen, virtual reality headset or computer monitor. Since the 1980s, video games have become an increasingly important part of the entertainment industry, and whether they are also a form of art is a matter of dispute.

Konami Japanese company

Konami Holdings Corporation, commonly referred to as Konami, is a Japanese entertainment and gaming conglomerate. It operates as a product distributor, video game developer and publisher company. It also operates health and physical fitness clubs across Japan.

iOS mobile operating system by Apple

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The player controls Hitoshi Susumu, a businessman who is running late, as he runs forward in a two-dimensional perspective and avoids a variety of obstacles on his way to reach each level's goal line, where a dance party is being held. Each level has a time limit, and the player must try to avoid slowing down by colliding with people, objects, and creatures, and must collect time and speed bonus balloons to ensure that Susumu can complete the level before time runs out. As Susumu runs automatically, the single button or touch screen available to the player will either make Susumu jump, or if an obstacle is nearby, Susumu will dodge or surmount the obstacle if the button is pressed with the appropriate timing, with especially accurate "great" reaction times allowing Susumu to pass through the level with greater ease and speed, and offering him additional time bonuses. Occasional specific actions or collisions with obstacles send Susumu to hidden areas with no obstacles, bonus coins, and time and speed items.

As the game is played, wisecracks about what is occurring in-game scroll across the screen in the style of user comments on Japanese video-sharing website Nico Nico Douga. Once the goal line is crossed, the dance party begins, and the player can press the button or touch screen to the rhythm of the lines appearing on-screen for bonus points.

In the WiiWare version, local 2 to 4 player multiplayer versus modes are available, which include additional items that hinder the progress of the competing players when collected.


Motion capture performances of Japanese breakdancer ISOPP were used to create the game's animations. [1] [2]

Motion capture tracking procedure which makes it possible to detect any type of movement and convert it to a digital format

Motion capture is the process of recording the movement of objects or people. It is used in military, entertainment, sports, medical applications, and for validation of computer vision and robotics. In filmmaking and video game development, it refers to recording actions of human actors, and using that information to animate digital character models in 2D or 3D computer animation. When it includes face and fingers or captures subtle expressions, it is often referred to as performance capture. In many fields, motion capture is sometimes called motion tracking, but in filmmaking and games, motion tracking usually refers more to match moving.

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