Mega Commando
A downloadable game
MEGA COMMANDO
DISCLAIMER AND CREDITS
This game is an unauthorized fan-made conversion of Capcom’s arcade game Commando and must be distributed free of charge.
The C64 music tracks listed in the Sound Test as “COMMANDO”, “CLEAR”, and “HI SCORE” are based on Rob Hubbard’s original compositions.
The Commando trademark and all assets derived from the original arcade game are the property of Capcom.
DEVELOPMENT
Most of the game was developed and programmed manually by MXRetroDev, including:
- Core gameplay mechanics (player movement, shooting, physics, etc.).
- Conversion of the original arcade stages and all sprites.
- Base AI behavior for all enemy types.
- Gameplay and structural changes from the arcade original, including two-player support, object and enemy placement, additional game modes, and gameplay adjustments.
- Menu systems.
AI ASSISTANCE
Claude Opus 5.5 was used as a development assistant for the following tasks:
- Creating additional enemy behaviors based on existing manually programmed implementations, using arcade gameplay videos as references.
- Analyzing the placement of certain items and enemies in the original arcade stages. However, these placements are not identical, as the stages were manually modified.
- Converting music from the C64 and ZX Spectrum versions, and creating additional tracks that simulate the SID and AY-3-8192 sound chips.
- Converting the original arcade music.
- General collision detection optimizations.
- Testing, debugging, and bug fixes.
No reverse engineering of the original game’s code was performed at any stage of development.
ADDITIONAL INFORMATION
The high score table and the options are saved to SRAM. Without SRAM, MAIN OPTIONS shows NO SRAM DETECTED and its SRAM options (SAVE OPTIONS ON SRAM, SET OPTIONS TO DEFAULT and RESET HIGH SCORE) are greyed out.
The game is intended to run on original Sega Mega Drive / Genesis hardware using a flash cartridge, or through a compatible emulator. However, compatibility with every hardware configuration, flash cartridge, or emulator is not guaranteed.
Do not expect gameplay to be identical to the original arcade version. This is not a 1:1 port, nor was it ever intended to be.
The game was programmed from scratch by studying the behavior of the arcade original, with several gameplay adjustments and design changes made at the developer’s discretion.
GENERAL DOCUMENTATION
TITLE SCREEN
Press START on the title screen to open the menu:
- 1 PLAYER: Starts a one-player game.
- 2 PLAYERS: Starts a two-player game.
- OPTIONS: Opens the MAIN OPTIONS menu.
UP / DOWN choose an item; START or C confirms it.
MAIN OPTIONS
The name of the menu is shown at the top of the screen. In every options menu, UP / DOWN choose a line, and LEFT / RIGHT change its value. A, C or START open a submenu, and BACK returns to the previous menu.
The MAIN OPTIONS menu has, in this order:
- GAME SETTINGS
- SOUND SETTINGS
- CONTROLLER SETTINGS
- SAVE OPTIONS ON SRAM
- SET OPTIONS TO DEFAULT
- RESET HIGH SCORE
- EXIT: Returns to the title screen.
Without SRAM, NO SRAM DETECTED is shown at the bottom of the screen and the SRAM lines (SAVE OPTIONS ON SRAM, SET OPTIONS TO DEFAULT and RESET HIGH SCORE) are greyed out and skipped by the cursor.
GAME SETTINGS
Opens the game menu, with these options:
DIFFICULTY
- EASY: Slower enemy projectiles, less aggressive enemies, and fewer enemies on screen.
- NORMAL: Standard projectile speed, moderately aggressive enemies, and the default number of enemies.
- HARD: Faster enemy projectiles, more aggressive enemies, and a higher number of enemies.
After Stage 8, the game starts one difficulty level higher, up to HARD.
DEATH MODE
- ARCADE: Traditional arcade-style respawning: the area restarts from the last checkpoint.
- MD: Respawn at the exact location where you died, blinking for a while. Nothing restarts.
1ST LIFE
Sets the score required to earn the first extra life: 10,000, 20,000, 30,000, 40,000 or NONE.
EVERY LIFE
Sets the number of additional points required to earn each subsequent extra life: 50,000, 60,000, 70,000, 80,000, 100,000 or NONE.
BACK
Returns to MAIN OPTIONS.
SOUND SETTINGS
Opens the sound menu, with these options:
MUSIC TYPE
- ARCADE: Faithful recreations of the original arcade soundtrack.
- C64: Music inspired by the Commodore 64 version, with additional tracks designed to simulate the SID sound chip.
- C64 NON STOP: Same as C64, but the main theme plays continuously throughout regular gameplay. The music is interrupted only by the game over and when a fortress is destroyed (Stages 4 and 8).
- ZX: Music inspired by the ZX Spectrum version, with additional tracks designed to simulate the AY-3-8192 sound chip.
- ZX NON STOP: Same as ZX, but the main theme plays continuously throughout regular gameplay. The music is interrupted only by the game over and when a fortress is destroyed (Stages 4 and 8).
SFX TYPE
- ARCADE: Original arcade-style sound effects.
- MD: More realistic sound effects.
VOICES
- ON: Radio voice messages at the key moments of the game: the helicopter landing and leaving, the arrival at each enemy base, the intermissions, the start of a stage, deaths, getting back into the action, and game over.
- OFF: No voices.
MUSIC TEST
LEFT / RIGHT choose a track, A, C, or START to play it, and B stops it. All music tracks used in the game are available.
SFX TEST
LEFT / RIGHT choose a sound, A, C, or START to play it. All sound effects used in the game are available, and they change according to the SFX TYPE selected above. The voices come after them (names starting with V).
BACK
Returns to MAIN OPTIONS.
CONTROLLER SETTINGS
Opens the controller menu, with these options:
CTRL TYPE
- ARCADE: Classic arcade-style controls, only FIRE and GRANADE (grenades are always thrown up the screen). AUTO FIRE, FAST TURN and STRAFE TYPE are hidden and OFF.
- MD: Grenades are thrown in the direction the player is facing. Shows AUTO FIRE, FAST TURN, and STRAFE TYPE.
BUTTONS (1P / 2P)
Below CTRL TYPE, the button for each action is shown for 1P and 2P side by side. On the line of an action, each player uses their own pad: press the button wanted for that action, or LEFT / RIGHT to go through the buttons (and NONE). The action that had that button takes the old one. ARCADE and MD keep separate button settings.
- FIRE
- STRAFE (only shown with STRAFE TYPE ONE BUTTON)
- GRANADE
- FIRE UP / DOWN / RIGHT / LEFT (shown with arrows, only with STRAFE TYPE 4 BUTTON)
X, Y, Z, and MODE are only available on 6-button pads. A port without a controller shows NO JOY. Controllers can be plugged in or out while the menu is open.
Defaults: ARCADE: A fires, B throws grenades. MD: A fires, B strafes, C throws grenades.
AUTO FIRE (MD only)
- ON: Holding the FIRE button keeps firing.
- OFF: Each press of the FIRE button fires one burst.
FAST TURN (MD only)
- ON: The player instantly turns in any of the eight directions.
- OFF: The player turns step by step.
STRAFE TYPE (MD only)
- OFF: No strafe.
- ONE BUTTON: Holding the STRAFE button locks the player’s aiming direction.
- AT FIRE: Holding the FIRE button locks the player’s aiming direction (no STRAFE button). Only available with AUTO FIRE ON; turning AUTO FIRE OFF sets STRAFE TYPE back to ONE BUTTON.
- 4 BUTTON: Each FIRE UP / DOWN / RIGHT / LEFT button turns the player that way at once and fires, while the D-pad keeps moving the player. Two of them make a diagonal. Only available with a 6-button pad.
BACK
Returns to MAIN OPTIONS.
SAVE OPTIONS ON SRAM
Saves all the options (game, sound, and controller settings, buttons included) to SRAM at once, showing OPTIONS SAVED. They are loaded every time the game is turned on.
SET OPTIONS TO DEFAULT
Sets all the options back to their defaults and saves them to SRAM: NORMAL difficulty, ARCADE music, sound effects, death mode and controls, VOICES OFF, extra lives at 10,000 and every 50,000, and the default buttons.
- Press B + C + START simultaneously to confirm.
- Press A to cancel.
RESET HIGH SCORE
Allows you to reset the high score table stored in SRAM to its default values.
After selecting this option:
- Press B + C + START simultaneously to confirm the reset.
- Press A to cancel.
EXIT
Returns to the title screen.
| Updated | 8 days ago |
| Published | 11 days ago |
| Status | Released |
| Rating | Rated 5.0 out of 5 stars (7 total ratings) |
| Author | MXRetroDev |
| Genre | Shooter |
| Tags | Mega Drive, Retro |
| Content | No generative AI was used |
Download
Click download now to get access to the following files:
Development log
- Mega Commando - v0.82b8 days ago








Comments
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A pause button would be great!
Awesome! I've covered it on my channel.
Just one point: looks like if you want to shot up right it fails a lot (works fine for up left)
Is there anything you can do to fix the slowdown. great port though. :)
I just managed last night to do a complete playthrough on easy with MD controls and MD death mode, in other words, as easy as it gets. It really was a blast, and seeing the additional levels beyond the three I had on the C64 version BITD was a real treat. It also looks like if you finish in easy mode, the game starts over in medium, which is nice.
I saw a glitch- I can't remember which level it was, but it was one of the levels where you run across bridges over water (I know it wasn't the second level). Sometimes enemy soldiers would appear on the water on the left side of the bridge and walk across it. This happened with me using an Analogue Mega SG with a Mega Everdrive Pro.
What a phenomenal piece of work this is. Not just a great port of the coin-op but so much more added. I take my hat off to it. [removes hat]
I just downloaded this and played it for the first time last night, and I am hooked!
The NES version had secret underground bunkers full of rescuable POWs that you could expose with a grenade blast. That would be amazing if they could be included in a future version. I'd pay good money for that.
I also generally really like the idea of versions of games that include the best features from every single version/ platform.
Thank you for making this game!
I’m going to set aside next weekend to create the underground tunnels (which will be quite different from the NES version) and new weapons.
Wow, that is really exciting! Thank you for doing this!
Can you say if the tunnels will be very numerous like in the NES version, or not so much?
I haven’t yet decided exactly what the tunnel sections will be like, but what I can guarantee is that they will surprise a lot of people.
This is great! But to be honest, there’s something about calling it mega commando that just doesn’t feel right. Have you considered super commando? That’s like likely what Capcom would called this if it was an upgrade to a game back in the day.
I intend to use the name "Super Commando" if I port it to the Super Nintendo. The name "Mega" came from the Mega Drive, a name used in my country (Brazil), Japan, and other regions. Note that other games from that era also used this convention, such as Mega Turrican.
yeah, that makes sense too. I guess I’m stubbornly stuck in capcom’s thinking haha (ie. Super ghouls and ghosts, super street fighter, etc etc)
Is there a blood mode, or something close to that? What I like about the true sequel to this game (ie. mercs) was the level of wartime violence. Blood mode might be fun. Even just having an option where the yellow flash becomes a red flash when a soldier is hit might be enough.
Hum... Blood mode, good idea! I like it, thanks!
Legend.
What about Commando MD?
People talked so much about Final Fight MD, joking that "MD" stood for "Medical Doctor", that when it came to Commando, I ended up labeling it as "Mega."
Then you should call it Dr. Commando. He's come with a prescription of lead for evil doers. Just kidding. LOL.
Então você deveria chamá-lo de Dr. Comando. Ele traz uma receita à base de chumbo para os malfeitores. Brincadeirinha. Rsrs.
Excelente gracias.
Buena adaptación, podrias poner un modo que aproveche toda la pantalla?
Sí, voy a incluir un modo para ejecutarlo a 256px y quedará en pantalla completa (aunque un poco estirado).
Buenisimo, muchas gracias por la respuesta y los juegos que haces.
Wow this is amazing!
I have a little complaint though, the MD control scheme is a little hard to work out for me, possibility of remapping controls, so A and B can be swapped? As it is, it's hard for me to hold the "strafe" button and fire. Would be easier if they were switched.
Okay, I’ll include a system for freely configuring the controls in the next version.
MUITO obrigado!
Amazing!
So far, this is a bit preferable to the original arcade game. Not just because their are no TTL logic chips to burn out & ancient failing RAM chips. Sacrilege, I know.
Thanks for your work! Here are some retro-looking box covers for anyone interested.
Lovely.
Great work! I’ll try it out on my EverDrive. By the way, do you take suggestions for other games to port? I’ve always wanted to play the NES version of Contra on the Sega Genesis. It would be really cool to see a faithful port with the same gameplay and graphics as the original.
I’m thinking of doing the Super C... That is, if someone else doesn’t do it first...
That would be really nice, but I’d honestly prefer a port of the original NES Contra. I could help track down bugs and subtle inaccuracies since I know that game inside and out. I like Super C too, but I just don’t know it nearly as well as the first Contra.
This looks phenomenal!! I'll try it on my Analogue Pocket! *Edit* So it plays great. If you're going to have special controls for MD, I would suggest a simple hold A to rapid fire, and hold A to strafe. Since the original version required manual fire anyway, it makes sense to let your finger off the trigger to change direction of your strafe. Fantastic work so far! I'll be watching this one closely. And well done with the Rob Hubbard music!!
I just tried it and it works really well. I agree, having an autofire on/off toggle in the options menu would be ideal.
Holding A for strafing is an excellent idea! I played this version of the game for the first time yesterday and wondered what the best control input to make strafing easier would be and I think this is it.
Great!