
Capcom’s Side Arms Hyper Dyne never received an official Mega Drive version, yet Sega’s 16-bit machine now has one. Side Arms MD is a new, unofficial conversion of the 1986 horizontal shooter, rebuilt for Mega Drive hardware with ten arcade stages, two-player play, familiar weapons and a set of home-console options. Version 1.0 arrived on 2 October 2026 as a free, non-commercial fan release. It isn’t a loose tribute using the same name. The project recreates Side Arms around Mega Drive hardware, with original 68000 code, converted graphics and console-specific audio work. For players familiar with Capcom’s arcade catalogue, it fills a curious gap in Sega’s library. For newcomers, it’s a compact example of how mid-1980s shooters handled movement, weapon choice and screen pressure.
Side Arms started in the arcade
Capcom released Side Arms Hyper Dyne in arcades in 1986. The setup is simple. You control a flying armoured suit, travel through horizontally scrolling stages and fire in either direction. Left and right shooting use separate controls, so enemies can attack from both sides without forcing the player to turn first.
Weapons sit at the centre of play. Pick-ups include spread shots, rapid fire, a piercing beam and BIT support units, with POW items cycling through available upgrades. Lose a life and the weapon currently in use disappears rather than the entire collection.
Two-player games bring a separate mechanic. Both combat suits can combine into a larger unit, changing how the pair attacks and giving co-op sessions something beyond two ships sharing one screen.
Side Arms later reached the Commodore 64, ZX Spectrum, Amstrad CPC, DOS, Amiga, Atari ST and PC Engine. Mega Drive owners never received an official edition during the console’s commercial life.
Rewritten for Sega’s hardware
Side Arms MD doesn’t run the arcade program inside a wrapper. Its code was rewritten for Sega’s machine, a practical response to major differences between Capcom’s arcade board and the Mega Drive.
The arcade hardware used Z80 processors. Sega’s console centres on a Motorola 68000, with a different graphics system, memory setup and sound hardware. Recreating the game meant rebuilding its logic for another platform rather than transferring code line by line.
The release includes ten sections from the arcade game, its enemy roster, bosses and ending. Enemy movement, projectile speed, scoring and difficulty data aim to follow the arcade version closely. The original picture is wider, so large enemies and bosses need revised placement on Mega Drive’s 320-pixel display.
Music has been arranged for the console’s six-channel FM synthesiser, with other audio resources handling effects. Graphics use converted palettes, and stage scenery streams into video memory as play moves forward.
Arcade mode and home mode split the experience
Arcade mode keeps coin-operated features such as attract sequences, credits, score entry, continue countdowns and ranking tables. Settings based on the original board’s DIP switches cover difficulty, lives and bonus-life rules.
Home mode opens more options. Players can choose from a wider difficulty range, starting with a new Easy setting and ending with a new Hard option. Lives, continues, credits, colour settings and controls can be changed too. Six-button Mega Drive pads gain extra weapon-selection controls. Autofire can be set separately for left and right shooting, giving players more control over the two-direction firing setup.
Boss Rush adds another way to play
Boss Rush strings together 12 boss fights. Instead of the standard life system, players receive an eight-part energy bar. Defeating bosses restores part of it, and completion times are recorded. A second player can join.
High scores, settings and Boss Rush records can be saved. Home mode includes optional parallax scrolling, adding layered starfields without changing enemy positions, collision areas or stage layouts. An Arcade colour setting aims for the original palette, with a Vivid option using brighter choices suited to the Mega Drive’s smaller colour range.
A Mega Drive version arrives decades later
Side Arms MD is distributed as a Mega Drive and Genesis ROM for compatible emulators, FPGA systems and flash cartridges. It’s an unofficial project with no Capcom or Sega affiliation. The game code and development tools are original, and building the project requires suitable arcade ROM data supplied by the user.
The result is straightforward: Side Arms now has a Mega Drive edition built around Sega’s hardware rather than an arcade emulator. It brings the full stage set, two-player system, arcade-style rules and several home options into one release, filling a gap left open during the console’s original run.














