Switching up Guns, Gore & Cannoli

July 27th, 2017

Hello youse,

First of all: yes, this is another post about the first Guns, Gore & Cannoli. And no, you don’t have to worry about the sequel. The development of Vinnie Cannoli’s second adventure continues at a steady pace. As long as our offices don’t get thrashed because we “forgot” to pay our protection money again, the game will be out later this year.

We received so much lovely reactions on our announcement of Guns, Gore & Cannoli for Nintendo Switch that we’re more than happy to share some more details about the project.

The decision to port our hit game to the Switch was quite the no-brainer. We’ve always wanted to turn Vinnie’s rampage on the undead of Thugtown into a portable experience. As we’ve never had that chance with PS Vita, the Switch finally gives us this opportunity. Our team was already super interested in the Switch technology, so this project is a good way for us to explore the possibilities of the hardware.


Nintendo has been a joy to work with. Off the bat they were interested in the game and it is a pleasure to work with the Nintendo people who are guiding us through the process. We’ve been in touch with them since last year but received our development kit and access to the developer portal just last June.

Even though Nintendo supplied all the plug-ins for us to work with their device and tools. Although uur game engine Unity already provided some support, it still took us a whole week to get the existing code running on the Switch. Setting up the Switch DVK on a development pc was easy enough, but we had to debug a lot of stuff.

Some of the more unique features of the Switch platform also pose a series of development challenges. These may seem like trivial issues, but you’d better not overlook them if you don’t want to end up with a broken game.


One of the major differences are the multiple ways players can control the game. Usually, you have to take only one control method into account, but on Switch people can be playing with a controller in TV mode, use handheld mode or play with the Joy-Cons detached in table top mode. All different input methods need to be tested and each one requires a different approach. Features can be implemented differently in each mode and it’s quite challenging to figure out the best control set-up for every input method.

Something else that initially caught us off guard was the save system. The Switch allows different user profiles on the same system to all have their seperate save files. We had to fix several crashes when switching between users.

The majority of development is spent on making sure the Switch version runs as smoothly as possible. Some levels are really big and feature a lot of enemies, so we had to streamline some of that content. We’re carefully taking our time to optimise the game so we’re able to get the most out of the console hardware.


This all may sound like a chore, but make no mistake about it that the team is having a lot of fun bringing this experience to Nintendo Switch. We can’t give you a fixed release date yet, but are confident that the game will pop up on the Nintendo eShop later this year. We currently have no plans to release a physical version.

Oh, and to wrap up with some news about the sequel after all: we’re having so much fun with the Switch that we’re proud to announce that next to pc, PS4 and Xbox One, we’ll simultaneously release Guns, Gore & Cannoli 2 on Nintendo Switch. Stay tuned to our blog and social media for more details on the game and final release date.

Copyright Crazy Monkey Studios 2011-2017