<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[GameUP24]]></provider_name><provider_url><![CDATA[https://gameup24.wordpress.com]]></provider_url><author_name><![CDATA[William A.]]></author_name><author_url><![CDATA[https://gameup24.wordpress.com/author/louzwate/]]></author_url><title><![CDATA[Take A Look At The Awesome NES Splatoon We Never Got To&nbsp;Play]]></title><type><![CDATA[link]]></type><html><![CDATA[<p><img src="http://ift.tt/2hY1rOK" title="Take A Look At The Awesome NES Splatoon We Never Got To Play - Nintendo Life"></p>
<div>
<section class="text">
<aside class="picture embed centered picture-900x img-900x">
</aside>
<p><strong><a href="http://ift.tt/1nT17yh">Splatoon</a></strong> is fantastic in 3D, but what exactly would it look like in 2D? That&#8217;s former Vitei (<strong><a href="http://ift.tt/2hWVOAD">Steel Diver</a>, <a href="http://ift.tt/2xN658L">Tank Troopers</a>)</strong> staffer <span class="account-inline txt-ellipsis">Nathan Heckel pondered last year.</span></p>
<p>&#8220;While I was at Vitei wrapping up work on Tank Troopers as a gameplay programmer, I wanted to start my own project to pitch to Nintendo for a follow-up contract,&#8221; explains Heckel. &#8220;As I&#8217;d been studying NES programming as a hobby for some time, I suggested the idea for a NES version of Splatoon to my former boss, Vitei CEO Giles Goddard. This was in July of 2016.&#8221;</p>
<p>Work progressed swiftly, with the prototype getting to the stage where it was possible to run, jump, shoot and transform, and &#8220;rudimentary&#8221; collision detection was implemented. Even the audio side of things began to develop. &#8220;<a class="external" href="http://ift.tt/2i0RArr">Mark Sparling&#8217;s</a> MMC5 cover of &#8216;Splattack!&#8217; [which you can listen to below] plays in the background through the Famitracker driver,&#8221; says Heckel. &#8220;This all runs on real hardware using dev carts I had made from repurposed copies of <strong>Sangokushi II</strong> for the Famicom.&#8221; </p>
<aside class="object object-youtube" />
<p>Heckel also enlisted the help of <a href="http://ift.tt/290ARja"><strong>Pirate Pop Plus</strong></a> developer Dadako&#8217;s Hawken King to create the visuals. The aim from the start wasn&#8217;t just to create a cool &#8220;demake&#8221; of Splatoon, but to somehow get it into the hands of players. &#8220;While actual cartridges would&#8217;ve been really cool, that was always the longest shot,&#8221; he says. &#8220;Short of that, I was hoping to have it packaged with <a href="http://ift.tt/2njSZNm"><strong>Splatoon 2</strong></a> like <a href="http://ift.tt/2a5yM5S"><strong>Star Fox Guard</strong></a> was packaged with <a href="http://ift.tt/224fXUL"><strong>Star Fox Zero</strong></a>, used as a mini-game like the retro-themed diversions in Splatoon 1, sold on the Virtual Console, or included in a hypothetical 2nd edition of the NES Classic Edition.&#8221; </p>
<aside class="object object-tweet">
<blockquote class="twitter-tweet"><p><span lang="en" dir="ltr">what if Splatoon was a NES game? <a href="https://t.co/lei0Tuh6RB">http://pic.twitter.com/lei0Tuh6RB</a></span>— hawken (@hawkun) <a href="https://twitter.com/hawkun/status/933906162696589312?ref_src=twsrc%5Etfw">November 24, 2017</a></p></blockquote>
</aside>
<p>Naturally, a project of this kind would need Nintendo&#8217;s official blessing, but sadly it wasn&#8217;t meat to be. Heckel thinks the project was simply the victim of bad timing. &#8220;In terms of presenting to Nintendo, I put together a set of slides outlining the progress on the demo, possible scope of the game, a development timeline, and sales avenues. I sent this to a member of the Splatoon team I was able to reach. Unfortunately, it didn&#8217;t work out. While I can&#8217;t speak for Nintendo, the pitch was sent after Splatoon 2 had been announced for the summer this year. Not having any visibility into unannounced projects, my guess had been that a sequel wouldn&#8217;t be out until the summer of 2018, and a NES version could be paired with it in some form. Instead, I caught them when they were probably very busy finishing the game.&#8221;</p>
<p>However, it might not be the end for this interesting venture, and Heckel says he&#8217;s open to continuing development &#8211; albeit with different visuals &#8211; assuming a publisher is willing to back him. &#8220;While I can&#8217;t use the Splatoon IP without a development contract with Nintendo, it&#8217;d be possible to repurpose it as a different title entirely. Continued development in full would depend on a publisher expressing interest.&#8221; If there are any publishers reading this who can help, but sure to get in touch &#8211; or, if you&#8217;re at Nintendo and you can make this happen, it&#8217;s time to <em>do the right thing.</em></p>
</section>
</div>
<p><em>Source: <a style="text-decoration:none;" href="http://ift.tt/2BvW0iU">Nintendo Life</a></em></p>
]]></html><thumbnail_url><![CDATA[http://ift.tt/2hY1rOK]]></thumbnail_url><thumbnail_width><![CDATA[]]></thumbnail_width><thumbnail_height><![CDATA[]]></thumbnail_height></oembed>