How Konami Hacked the Game Boy to Make Castlevania 2 ▲ Max Frequency 1 hour ago · Gaming · hide · 0 comments Game developer and YouTuber Bofner has a snazzy look at how Konami created the scrolling spike walls in their Game boy Castlevania games. Thanks to Marcin Wichary of Unsung for sharing this one. "Konami saw something much more dynamic than just a HUD with the Window Layer. Konami looked at its restrictions and designed an entire level based around it, where the Window Layer becomes your enemy." The secret was using the Window layer as an enemy not a HUD like everyone else. They then used a rasterization blip to still draw a HUD in the sequel. "The developers at Konami back in the day really had a knack for bending 8-bit system limitations into strengths, and the Game Boy Castlevania games contain just a small subset of the clever programming tricks Konami figured out to get the most out of their games." Limitations breed creativity and ingenuity. Sometimes I think games on the whole have lost that ability in the generations with so much horsepower and open worlds. That's not to say… No comments yet. Log in to reply on the Fediverse. Comments will appear here.