Our story

Nightstalker game artwork

From a One-Man Army to a Full-Fledged Indie Team

In April 2024, Frederik Boelens set out on an ambitious quest: to create a new Vampire Killer for the MSX2.

Like many other MSX fans, he had always felt that Konami’s original Vampire Killer could have been so much more. It had a fantastic foundation and atmosphere, but was also relatively short and limited in several areas. What if that idea could be revisited — only bigger, richer, and built around everything the MSX2 was truly capable of?

Frederik got to work. The first screenshots and videos appeared on forums and YouTube, and slowly the project began to attract attention. One of those early videos carried a simple but rather important subtitle:

“Need help on the graphics.”

That call did not go unanswered.

Jorrith Schaap, a familiar name within the Dutch MSX scene, stepped forward and brought Joël Verdonck along with him. Jorrith threw himself into the music en production part, while Joël began taking the game’s graphics to an entirely new level.

Before long, Arturo Ragozini joined the team as well. His challenge was clear: squeeze everything possible out of the MSX2 video hardware. Samples, horizontal scrolling and all kinds of technical tricks gradually pushed the project far beyond its original Vampire Killer-inspired beginnings.

But as the technology and visuals evolved, so did the ambition.

Patrick Smeets joined the project to help shape the game design. Pat, as he is known to friends, immediately saw the potential. He had never quite abandoned his long-held dream of designing a truly great MSX game himself.

Nightstalker gave him that opportunity.

And from that moment on, the project began to fundamentally change.

What had started as a modern interpretation of Vampire Killer grew into something much larger: a full-scale Metroidvania, with its own world, characters, elaborate stages, secrets, backtracking, boss battles and an increasingly ambitious story.

That growth did not come without growing pains.

As the project expanded, more people, disciplines and ideas had to come together. Koen Dols gradually became one of the connecting forces within the team — bringing people into the project, helping different parts of development find each other and keeping the growing whole moving in the same direction.

And that growing network opened new doors.

To our great delight, Miki Higashino and Tadahiro Nitta both became interested in the project. Two composers with an impressive history in the Japanese game industry, and both said yes to becoming part of Nightstalker.

Not long afterwards, Gryzor87, Nenefranz and Maria Lazano Caballero, well-known names within the Spanish MSX and indie scene, joined the project as well.

With every new addition, the bar was raised a little higher.

The music engine was expanded, the possibilities of SCC and PSG were pushed further, and even the sound effects received the same level of care and attention as the music itself. Graphics, technology, level design, story and audio gradually stopped being separate components and began to form one coherent world.

Nightstalker has now been in development for more than two and a half years.

And no — the finish line has not been reached yet.

But the story has been written. The world exists. The stages have been conceived. The characters have found their place, and more and more ideas that once existed only on paper are now appearing on the screen of an actual MSX2.

Slowly, we are reaching the point where we can finally see the shoreline somewhere in the distance.

2027 is meant to be the year when everything comes together.

The year in which we can finally show the MSX community what all those hours, ideas, discussions, pixels, notes and lines of code have been building towards.

Our goal is, in essence, still the same as it was at the very beginning — only the bar has been raised considerably:

to create an absolutely stunning Metroidvania for the MSX2. A game that looks fantastic, sounds fantastic and, above all, is genuinely great fun to play.

A game we can be proud of.

And hopefully, one the MSX community can be proud of too.

System requirements

Nightstalker game artwork

Nightstalker will run on any MSX2 (or higher) system with:

  • 64 KB RAM
  • 128 KB VRAM

That’s it!

The physical edition of Nightstalker will be released on a Yamanooto cartridge, providing 8 MB of ROM as well as built-in SCC and PSG sound hardware. The cartridge will also be used to store your save games.

We are aiming for a premium physical release, presented as a complete package with the cartridge, a high-quality box, printed manual and additional collector-style extras.

And for those who want to join the party but don’t own the original hardware, Nightstalker will also be available as a digital edition, ready to play through openMSX with Yamanooto emulation.m package, with the game on a Yamanooto 8MB ROM + SCC and PSG soundchip on board. The Yamanooto cartridge is also used to store the save games.

team

Nightstalker is developed by Bad Landed, a group of MSX veterans and friends with a deep love for classic action games.

Core team

Core team 2026

Frederik Boelens portrait

Frederik Boelens

🇳🇱 The Netherlands

Lead programming · Engine · Music

Started the project in May 2024 and built the engine from nothing.

Known for: Princess Paloma's Rescue, Pentaro Odyssey, music demos

Arturo Ragozini portrait

Arturo Ragozini

🇮🇹 Italy

Assistant programming · Subroutines

Joined during 2024 and helped make the game scroll horizontally.

Known for: Irudium, and countless other projects

Patrick Smeets portrait

Patrick Smeets

🇳🇱 The Netherlands

Game design · Level design · Graphics

Joined for gameplay and pushed the project toward a more metroidvania-like structure.

Known for: Parallax Games (Black Cyclon, Akin), FutureDisk

Koen Dols portrait

Koen Dols

🇳🇱 The Netherlands

Producer · Storyline

Joined in February 2026 and brought in the specialists that followed.

Known for: FutureDisk, MSXGOTO40 events, A Lone Wolf

Sceneboys!

Contributors

Additional specialists

Joël Verdonck portrait

Joël Verdonck

🇧🇪 Belgium

Graphics · Bosses · Level tilesets

Veteran pixel artist shaping enemies, bosses and level visuals.

Known for: Abyss, Tiny Magic

Jorrith Schaap portrait

Jorrith Schaap

🇳🇱 Netherlands

Music · Story concept

Composer and helped define the game’s world and tone at the start.

Known for: Tiny Magic, Bomberman, Hegega, FutureDisk

John Hassink portrait

John Hassink

🇳🇱 The Netherlands

Music

Additional music support from one of the scene’s most experienced hands.

Known for: Countless MSX projects, Most recent: Space Bash

Maria Lozano Caballero portrait

Maria Lozano Caballero

🇪🇸 Spain

Graphics · Bosses · Character graphics

Character and boss artist bringing extra personality to the cast.

Known for: Pampas & Selene, A Lone Wolf, FD50

Gryzor87 portrait

Gryzor87

🇪🇸 Spain

Music · SFX · TTSCC sensei

Technical music mentor and sound support for the SCC-driven soundtrack.

Known for: Pampas & Selene, Westen House, Mutants from the Deep

Nenefranz portrait

Nenefranz

🇪🇸 Spain

Graphics · Level tilesets

Tileset specialist helping turn concepts into playable locations.

Known for: Zombie Incident, Pampas & Selene

Richard Cornelisse portrait

Richard Cornelisse

🇳🇱 Netherlands

Music / SFX routine

Audio routine support, helping the soundtrack speak properly on real hardware.

Known for: TriloTracker SCC + FM

Composers

Two legends on the soundtrack

Miki Higashino portrait

Miki Higashino

🇯🇵 Japan

Composer

Writing and programming for SCC for the first time in her career.

Known for: Gradius, Salamander, Knightmare, Suikoden I & II (PS1)

Tadahiro Nitta portrait

Tadahiro Nitta

🇯🇵 Japan

Composer

A defining voice of the Japanese MSX era, back on SCC instead of OPLL.

Known for: Xak series, Fray, Illusion City

Two legends — working on a real MSX SCC+ music tracker.

Translation

The game ships in Spanish and Japanese alongside English.

🇪🇸 Spanish
Xavi Sorinas

🇯🇵 Japanese
Takamichi Suzukawa

Testplay

A metroidvania breaks in ways a linear game never does. Sequence breaks, soft locks, doors opened out of order. Dialogues that don’t fit anymore. Testing is essential.

🇪🇸 Xavi Sorinas

🇫🇮 MP83

🔴 And you?

Production

A physical release needs cartridges, and the firmware and hardware to run on them.

Firmware, software support Yamanooto
🇪🇸 Miguel Fides

Cartridges, hardware supply
🇪🇸 Pablo Pallares