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The gameplay of Double Dragon II is generally quite strong, with new special moves and plenty of weapon pickups to keep the action fresh and interesting. The pacing and placement of enemies is done really well, and the boss battles are quite memorable with some of the boss characters going on to become underground internet gaming legends. The set pieces are certainly memorable and hold up quite well even by modern beat ‘em up standards. One moment you’re fighting between buildings, jumping roof to roof, and then suddenly you’re battling inside an aircraft. The level design is so much more diverse and interesting – not that the original was boring mind you, but in the sequel each stage changes things up a bit at every turn. The game design of Double Dragon II is one of the biggest reasons why this sequel feels so much different and, in many ways, better than the classic debut. Here and now, the game for the most part performs and responds just fine on Xbox One, although some of the sprite and pixel flickering could have been cleaned up a bit more. The music was just as strong too, featuring some catchy chiptunes which were also iconic in their own right. It showed that the NES still had some ways to go before fully stepping aside for 16-bit consoles. The original NES version of Double Dragon II: The Revenge saw a substantial graphical improvement over its predecessor, with more detailed sprites and a richer colour density than the original. It’s not a big deal considering the amount of mature games we have seen today, but for a 1989 video game release this was pretty cool and edgy material for the kids. And speaking of death, Double Dragon II: The Revenge decided to take the tired trope to an edgier level by having the damsel murdered in the opening sequence of the game, with the brothers Billy and Jimmy now out for bloodthirsty revenge, more than willing to go beyond than just giving their foes an arse kicking. The original Double Dragon followed a pretty stock standard trope of rescuing the kidnapped damsel from the bad guys, which even during the ‘80s was a plot device beaten to death. Still, Double Dragon II on NES showed that the 8-bit console still had some untapped potential as it proved to be a substantial improvement over the 1988 Double Dragon release, especially from a technical and graphical standpoint.
DOUBLE DRAGON 2 NES MUSIC PC
Considering how during the time gaming had just started transitioning into the 16-bit era with the likes of Mega Drive and PC Engine (the Super NES was still some way away), this was a rather late bloomer for the still popular but ageing 8-bit system. When the player confronts Chin at the top of the construction site at the end of Mission 2, the player can climb back down to the lower floor and Chin will remain still.Originally starting out as an expansion pack to the original hit arcade game, the game would quickly evolve into the bigger sequel Double Dragon II: The Revenge in 1988 before being ported to the NES a fair while later in 1989. With the exception of Abobo and Willy, all the enemy characters have ladder-climbing animations, but Chin is the only one who never uses his.
DOUBLE DRAGON 2 NES MUSIC MANUAL
In the promotional brochure for the Famicom version, this move is listed as the genbaku nage (原爆投げ) or the "atomic throw." The English language manual makes a mistranslated reference to this technique by mentioning that Abobo "likes to throw bombs." This move was later given to Abobo's replacement Bolo in Double Dragon II. Most likely, the dragon head was meant to be breakable either as a background static object, or a flying enemy, transforming from the background tiles to a sprite.Ībobo was supposed to have a throwing move similar to the one he uses in the coin-op version. Also there is a sprite that is a copy of the version of the same dragon, used in the level 4 background, as well as a couple of sprites resembling the broken dragon's head fragments. Found near the sprite graphics of the falling stalactite and Mission 4 wall-trap, this is the dragon-head statue from the final area with cracks in it.