Bionic Commander

Update [Apr. 11, 2010]: Since my computer died a sad, explosive death, I’ve been set back to a months-old backup, which means this project has vanished (among plenty of other things). Do I have the patience to begin again from scratch?

Have you played the new Bionic Commando? It’s a direct sequel to the NES Bionic Commando (not to be confused with other Bionic Commandos). With its unique and amazingly fun means of transport, vivid graphics, and slightly non-linear progression that greatly enhances the sensation of exploration, the NES version stood out among its counterparts.

Of course, Capcom would never release anything but the best to honor our nostalgic childhood memories. Right? Well, the reviews are somewhat mixed. My opinion? Why do something if you aren’t going to do it right? And this was done wrong. This isn’t a review, so I won’t go into specifics, but I was deeply disappointed by the shortcomings of this game that was so brimming with potential. Well, I’m taking my anger out on the NES Bionic Commando.

Some kind soul published a rather comprehensive description of the ROM format, so unlike some of my past rom-hacking endeavors, all the hard work has been done for me. Still, parts of the documentation are a bit hard to understand and the ROM data a bit spaghetti-like. All the more reason I was very pleased with what I managed to come up with in a single day:

Bionic Commando editor next to an emulator

Bionic Commando editor next to an emulator

Tentatively titled Bionic Commander, at the moment all it can do is show screens, but in my experience, that’s the hardest part. (The great thing was how much code I could reuse from Editroid.) Well, let’s see what I can make of this over the next few days…

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