How Super Mario Land 2 Handles Sprites | Game Boy Explained

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Published on ● Video Link: https://www.youtube.com/watch?v=i9sB5hwZdBM



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The Game Boy is a fascinating little system with some unique and interesting limitations on how it handles sprites. Super Mario Land 2 is a great game to show off how these limitations are used, in a very basic way, as it doesn't do much to get around the limitations of the hardware, and it based in solid game design alone in order to make the game enjoyable.

All of my footage captured on real hardware with official cartridges when possible! Typically a Japanese Super Famicom with JP Super Game Boy and and RGB SCART cable going into the OSSC and captured using Elgato HD60 S. Sega Master System footage captured using a JP Sega Mark III with FM Sound Unit and Retroware YPbPr Component cables.

If you feel so compelled, I have a patreon:
https://www.patreon.com/Bofner

Github repository for this video:
https://github.com/Bofner/Game-Boy-Sprites-Demos

Check out my Sega Genesis/Megadrive/Master System game, Space Tonbow!
https://bofner.itch.io/space-tonbow

Products and resources that make my videos possible:

Game Boy Pan Docs:
https://gbdev.io/pandocs/

Emulicious for general Game Boy & Sega Master System debugging:
https://emulicious.net/

BGB for Super Game Boy debugging:
https://bgb.bircd.org/

Everdrive flash cart for recording my own demo programs on real hardware:
https://krikzz.com/

#gameboy #mario #programming #retrogaming #shorts #youtubeshorts