| System: Neo Geo | Publisher: Technos corp. of Japan | Release Date: 1995 |
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Genre: Fighting |
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Double Dragon is a rather old fighting game based somewhat on the movie in the US. Twelve characters populate the home version, headed by the double dragons, Billy and Jimmy. There are some good alternatives (Rebecca, Burnov, Amon), and you may be familiar with some cut scenes from the movie. Hell, I don't know, as I've never seen it. This is probably the first appearance of the characters in such a fighting game, with Street_Fighter type combat in animated environments.
All the characters in the cart version are shown below, after the "madhouse" screen is enabled (Duke and Shuko are available with the code) -
| Duke | Shuko |
| Marian | Dulton |
| Eddie | Rebecca |
| Billy | Jimmy |
| Burnov | Amon |
| Abobo | Cheng Fu |

Well, this is not as impressive as it could be, 'cause it makes a rather generic impact. Gameplay is strictly two-dimensional, with a VERY high vertical plane being addressed (not as unreasonably high as MvsC, though). You can choose any of the above characters, then fight against a random opponent, or you can choose the challenger (pre-determined settings). Player handicaps are enabled, and the fight system is the standard whack-off-the-life-bar with standard fireballs, uppercuts (different graphics, same stick movement), and some other odds and ends.
In the system, you can execute air throws with (almost?) anyone. The control system is a strange type, where the damage done from A->D increases with power. The strange thing is that they may be punches or kicks depending on stick movement, the character, or other factors. So, all the buttons represent different powers of the same special move (the range/effect increases). Not very nice, in my view. The stick is the eight way standard and you can do double jumps, 2-way dashes (front, reverse), full air blocks, counters, and other standard motions. Note that the double jump involves an entirely new leap (any upward direction) derived in mid-air (!?!), making air moves rather unpredictable. You can use this to fake, gain range, or avoid attacks altogether (you can block in ANY leap mode).
The signature scores are based on the point system, and you also see the challenger count with your score. Points are scored for the time and life retained (standard system), combos and counters. Counters do some extra damage (as far as I see), and can be entirely successful, or you can still take damage (no invincible dragon punch here!).
Combo ability is not too extensive, and is just about right for a fighter of this calibre. The hit counts are pasted in your face in big bold type, with the points scored. Juggling is highly used here, and may be the basis for many power-combos. The Ryu-Ken characters have the upper hand here, as their combos are easy to execute, hard to counter, and strong bar-drainers. Others actually have more link-type combos, all of which run the risk of a counter-hold just too often to be dependable. In this way, some characters with good potential are pre-trashed before the game begins.
Special moves (secrets, whatever) are listed when you choose your character, along with a super move (except for Duke and Shuko). There are usually at least two different super moves for a character, often involving just a special move using two button strengths, and creating a stronger version of the special move (surrounded by flames, large'n'flashy, whatever). Two noteworthy exceptions are Billy and Jimmy (...in addition to the normal super...), where you can hit all four buttons for a type of "awakening" (which can do damage if it connects); all their moves are enhanced and they become the most powerful characters in the game (for the round, that is). The gauge can be set to "none", "normal" or "full time". In "normal", you build up a blue bar over your lifebar when you make contact with the opponent. When the blue bar exceeds the level of the lifebar, then you have a full gauge, which remains for the current round only, or until you use it. You can build another once it is used.

Well then, the stages are good old time Neo screens, with some level of interactivity (a quick zooming camera which follows the action, crashing light fixtures, old pottery, some generic character introductions), and the most lamely used explosions and flashing techniques I've ever seen on the system! I mean, they are used in the shooting scrollers, but they are abused here. What verily makes you cringe? Why, it must be that irritating death-of-Shuko scene! The overhead equipment crashes down, the sucky sounds play, and the _damn_I_wish_it_wuz_illegal_ flashing does not cease for several seconds! And imagine, in a darkened room - augh! I sometimes lose this game whenever I have flashbacks of winning! Well, not really... I hope you get the picture.
Characters are not entirely centered around the Ryu-Ken cloning tradition. Rebecca has a nice air projectile and a comboable super which makes her reminiscent of Gouki (haw haw haw!). Amon is a pretty mean player, with the charge moves in the game (along with Marian). Others are mixes of charge based and stick rolling, which make for a goodly variation (Eddie, Burnov). So, the dominant characters are really Billy, Jimmy and Rebecca (not counting Duke), as they have the easiest time with combos and counters. This makes an ideal Street Fighter support game (another guffaw for the record...).
Now, for the unadulterated BS. Shuko can be just plain damnable cheap. If you don't have the right character (Amon or Duke), he can just stand in a corner and shoot fireballs and ground waves. Oh, and the fireballs have a variable trajectory (some tracking ability), so you have to either block them or use a double jump to "outwit" them. If you have the right character now (Amon), he can quickly stump all your charge attempts, or just teleport through or float away from your elbow slam. With any character, you really have to be good to catch him with a super... he usually counters with his own. Cheng-Fu is really good here; he can easily duck the fireballs with his own "fireball" super move and follow up with a combo. So, Shuko can be a lame boss, and evidence that pogrammers like to sit and chomp down on potato chips. Duke is a good mid-boss, however. He plays as a good fighter plays - looking for openings and using counters.
You probably guessed it. The endings are the uneventful, badly translated still_picture_with_caption_text stories (umm... bad summaries). For a game which is supposed to offer some background, you get some one liners, and some vague (sometimes meaningless) dialogue. Exceptions include Burnov (he has more lines than usual), and Cheng-Fu (Hong Kong fella has the best English translated dialogue in all the endings!). I also gathered that Jimmy was supposed to be corrupted by the power he had just battled, and was supposed to become a big bad man - where's the sequel (to the movie-to the game)?

Alrighty then. If you don't care about storyline and can put up with very limited user customization options, you can enjoy the fighting experience here. The fights are good, and the computer controlled players are pretty challenging. You always get at least twelve fights (including mirror matches), and your senses are assaulted each time you win! Seriously, it is a good fighting game, and it could be a worthwhile addition to your collection (don't waste too much money now).
| Graphics:( 6.4 out of 10) | Sound:( 5.5 out of 10) | Fun:( 8.0 out of 10) | Addiction:( 7.0 out of 10) | Total |
| Yeah. Back in '95, these graphics were acceptable. This is 2000 AD, and they get a point across. Nevertheless, it could have been a bigger draw if it wuz on the level of the SNK games of the same time. Clear at some times, then camera zooming makes Rebecca look blocky. Some apparently "special" effects are standard and not anywhere near revolutionary (explosions, flash effects), giving a "passive" look and feel. The interactivity is nice, however; I like the crashing overhead neon lights in Billy's stage. | Umm... this is an assault on your aural sense in some cases, and just casually adequate in the rest. Yeah: each character has voices, the shattered objects give "crashing" sounds, whatever. The sound is just suitable for the normal game, and does not have any appeal otherwise. | Despite the rather dead sound and tedious graphics system, this game really packs it in. The plain fighting is very Street-Fighter-esque with enhanced control options, and the fighters provide the little variation where needed. 2 player matches are so-so, as domination is not unheard of here, regardless of your skill (Billy versus Marian - no contest). | There's really little difference to the standard arcade brawls here. It is not very tough to beat, and the challengers can be frustratingly cheap. When SFEX2+ is busy, however, it can be worth a few pops. It's really good for a few weeks, but lacks the total addictive qualities of the KOF series, the SF series, and even the 3D squabbles. | 26.9 out of 40 |
Review done by LChrysler for EmulaZone exclusively. No part of this compilation may be duplicated in ANY form without permission from the Zone.