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How Operation: Overkill II came to the NES

A 1990s BBS door game, played one dial-up session at a time, taken apart down to its last procedure and rebuilt as a Nintendo Entertainment System cartridge by AI coding agents, in a single day. This is an unofficial fan port: how it works, how it was checked, and what is still imperfect.

The title screen: a radiation symbol and OPERATION OVERKILL II in chrome letters, a Hydrite saucer beaming up a radio tower over a ruined city at sunset, and the credits
768 KBcartridge: 512 KB program, 256 KB graphics (MMC3)
698original procedures decompiled and named
2,673original texts, compressed into 14 banks
111monsters, all with portraits
25 + 38songs and sound effects, plus 6 voice clips
1 dayfrom the first decompiler run to the finished port

1The request

Operation: Overkill II was a BBS door game: a game that ran on a dial-up bulletin board system, where each caller got a few turns a day, read the news of what the other players had done overnight, and came back tomorrow. It was written by Dustin Nulf, Michael Montague and Bryan Turner of Vagabond Software between 1995 and 2001, and its last release, version 1.20, still sits in BBS file archives. Benj Edwards started with one instruction to Claude Code, Anthropic's AI coding agent (running the Claude Opus 5.5 model):

"Decompile the vintage BBS door game OOII […] so I can modify it"— Benj Edwards, BX Foundry

A few hours later, with the decompilation done, came the second one:

"[…] port it to the NES as a AAA quality NES game with excellent graphics and sound. use MMC3"— Benj Edwards

2Taking the DOS program apart

The game is a Borland Pascal 7 program for DOS: a main program plus a 402 KB overlay file, the code that DOS swapped in and out of memory as needed. There was no source code. The agent rebuilt it from the machine code:

The decompilation became the port's specification. When the NES code needed a rule, it came from the original's code, not from a guess.

3The cartridge

The port uses Nintendo's MMC3, the most capable common board of the NES era (Super Mario Bros. 3 used one), in its largest standard size:

4From text screens to a world

On a BBS the game was menus and ANSI text. On the NES you walk around in it:

The wastelands: desert, a river, rocky cliffs, the player, and the status bar
Map level 1. The status bar: HP, radiation, crystals, level and position.
The Main Hall of the Complex with recruits walking, doors to HQ, the Barracks and the Comm Post
The Complex's Main Hall. Doors lead to HQ, the Barracks and the Comm Post.
A battle with an Insane Dwarf; the text box says Hit range in A
Action Combat: stop the caret in an "A" segment.
The Supply Room in HQ with its menu
HQ: the Supply Room's menu, from the original.

5One player, a whole BBS

The original was a multiplayer game spread over days: other callers fought, camped, got captured and robbed the bank while you were offline, and a maintenance program rolled the world forward every night. On a cartridge there is one player, so the agents rebuilt the rest of the BBS inside the game:

A text box over the map: Your watch transmits a scratchy voice: Warning: you are presently not carrying any water
An HQ transmission, from the original's hint file.
An acid rain storm over a grey wasteland
Weather: an acid-rain storm on level 2.
The pause screen: status numbers and equipment icons
The pause screen: the original's status page.

6The story locations

The second half of the game is its set pieces, all from the original: the Hydrite Prison with its cells, keys and sentences; the labs under the Air Force Base with weapons research and genetic and cybernetic projects; the transport ship and its Queen; Overkill himself; and the missile silo, where a launch code from Aurora lets you drop a warhead on the map.

The silo got the full treatment: the Z-Frame computer types out its reports behind a block cursor, the code check sweeps the letters, the satellite view locks on and counts down, and the crater builds up mound by mound, hitting any bases and campers in range.

The launch shaft and the text Enter warhead launch code with a block cursor over the letters
The launch-code check.
The satellite view with lock-on brackets and a row of countdown dots
Lock-on and countdown.
The satellite view flashing white at impact
Impact.
The satellite view with a crater ringed by mounds
The crater.
The Hydrite Prison's purple cell blocks
The Hydrite Prison.
A lab room under the Air Force Base with the WRR weapons menu
The labs under the Air Force Base.
The bridge of the Hydrite transport ship
The transport ship's bridge.
An ending panel: rain over a beach and new green shoots
After Overkill.

7Art and sound, made from scratch

The original had ANSI text screens; nothing could be reused. Every pixel of the NES edition is new, and all of it is written as data in code rather than drawn in a paint program. The generators turn it into 175 banks of NES graphics:

The sound is an original driver for the NES's five channels with 25 songs (one per screen, map level and situation, with battle music that changes for bosses), 38 effects and 6 voice clips in the console's sample channel, among them "Operation: Overkill" on the title screen.

The briefing: Hydrite saucers over the Earth
The war briefing, with the original's scenario text.
A Bandit in a blue suit swinging a chain over a ruined city
A Bandit, one of the 45 portraits.
The Games Room, lights dimmed, a green Hydrite hologram by the targets
SharpShooter in the Games Room.
Recruit registration: the races' rolled attributes and the training programs
Registration: the races and training programs.

8Many agents at once

The port was built by more than a dozen Claude agents working in parallel. One agent, the integrator, built the engine and kept the master copy of the cartridge. It handed each part of the game to its own agent, each working in a separate copy of the project:

Decompiled rules
the original's code and documents
→
Module agents
combat, wasteland events, items, HQ, the Complex, the Games Room, the night and the rivals, bases, the story, art, sound
→
The integrator
merges each module, rebuilds the cartridge, runs every test

Each agent owned its own files and listed every small change it needed in shared ones. The integrator merged them three ways against the copy each agent started from, so work done in parallel came together without conflicts. A polish round followed the same way: the hint system, the silo's animations, and a visual review of every screen by an art agent.

9Testing without a console

Every part was checked in an accurate NES emulator (Mesen 2) run by scripts, with no screen:

The tests found real bugs:

10Playing it here

The page runs the cartridge in your browser with Nestopia UE compiled to WebAssembly, the same core as BX Foundry's Violent Checkers: NES Edition. The game's battery memory, where your two save files live, is kept in your browser between visits. The page can also download your saves as a file or load one. The same cartridge image plays in any NES emulator that supports MMC3, and on a real console from a flash cartridge.

11What is still imperfect

12Credits