Technōs Japan Corporation's arcade hit would, almost, single-handedly establish the beat-'em-up genre as a tour de force and inspire a gang of games to follow. For its conversion to the NES, however, a number of features were reimagined. For the gamer, would these updates to Double Dragon, double their pleasure or be double-trouble?
𝒜 young student named Yoshihisa Kishimoto frequently found himself getting into fights at school. Fast-forward some years later and that same Kishimoto—now an adult in the workforce—is a part of the Japanese video game industry. Drawing upon his youthful, turbulent days of fisticuffs, he feels compelled to pitch an idea for a game.
In 1986, under his direction—Nekketsu Kouha Kunio-kun/Nekketsu Kōha Kunio-kun (also to be known as Nekketsu Renegade Kunio-kun)—would go on to generate a franchise that would span decades, spawning some 30+ games—all connected in varying degrees. Some of these games, like River City Ransom (Famicom/NES - 1989, 1990), would become favorites enjoying worldwide renown. Lead character, Kunio-kun, would go on to become a key figure for Technōs Japan Corporation—so much so, that he would become the video game company's mascot.
By the time Renegade (or Nekketsu Kouha Kunio-kun's/Nekketsu Kōha Kunio-kun's renaming and reintroduction internationally) would reach the West, it would have a cultural makeover: gone would be the Japanese school culture that red-blooded, American kids and teens could not fully relate to.
In its stead, enter the visceral, more relatable transformation and inspiration of a different kind of youth violence... one that was depicted in the 1979 cult film, The Warriors. Subway platforms and trains defaced (or decorated... depending upon your point-of-view); desolate, delapidated and derelict urban landscapes by night; scary gangs besieging the streets...
Now, too, Enter The Dragon! Martial arts legend, Bruce Lee, and this 1973 action flick would kick and stamp its footprints all over the game's DNA.
With such an interesting and combustible mixture flavoring its makeup, Renegade brought street-brawling action and innovative style of play to video games.
It added fresh elements, like:
So, in 1987, he doubled-down with Double Dragon, a semi-sequel to Renegade that would, ultimately, establish the rules to the fight club that would become formally known as the beat-'em-up genre.
Eschewing the formal school uniforms for the more in-your-face, statement-setting, ripped, denim vests and worn blue jeans, our formerly single, street warrior could now, tag in a partner to double-team the dastardly delinquents ahead.
Double-fisted (and douled-booted) beatdowns were delivered with the ferocity of another inspiration: the ultimate fighter, Kenshiro. He was the central figure from the ultraviolent, post-apocalyptic tales of Fist Of The North Star, the impactful, best-selling manga (originally published from 1983 to 1988) that would crossover into anime, television, film and, even, video games. (As an aside, the original plot from Fist Of The North Star is mirrored in Double Dragon: both main protagonists are on the hunt for the beloved women in their lives, taken by adversaries: Marian, girlfriend and damsel-in-distress for Billy Lee, and Yuria, the fiancée of Kenshiro, respectively.)
Double Dragon would assume the role of sensei, or master teacher, opening the doors to its dojo so that many students-in-training could take their learning and understanding of its arts to the crime-ridden streets of their own video games to replicate and fan out across to the arcade seekers and gamers worldwide.
Double Dragon would far exceed the success of Renegade, becoming a money magnet with its wildly-popular, coin-operated cabinet. It held a chokehold on the arcade crowds for a few years. (You do not have to look any further for proof than the box cover art for the Nintendo Entertainment System's (NES) soon-to-be-ported version of the game: it says it right there on the bottom left corner... proudly adorned with a bright, yellow sash that prominently declared itself “#1 ARCADE SMASH” in bold, red text!)
Technōs Japan Corp. had a bonafide hit on its hands. So, while the fervent fires were still raging, it struck fast, releasing a cascade of ports across various home consoles and computers. This was followed up by a mad march of merchandising to cash in on the phenomenon—with varying degrees of consistency and quality. (More about this later.)
While many of these ports emulated the arcade's gameplay and design, Technōs Japan with its American publisher, Tradewest, decided to experiment and reformulate the game's conversion for the exceedingly-popular NES at the time.
It was telling to see a company take a hands-on approach to add quality-control to something so successful already. It was a refreshing move—made partially out of necessity—for compromises had to be made in order to retrofit, or make the game backward compatible from 16-Bit, arcade quality down to 8-Bit ready. But, the opportunity costs for some of the console's shortcomings and/or the developers' lack of familiarity with programming for the NES, proved serendipitous, as the team was able to improvise creatively and add some fresh content and ideas.
And now, some general background on Double Dragon before turning our focus onto some of those alterations found in the NES conversion.
Ironically—probably not intentional, but by pure coincidence of timing—the NES release of Double Dragon would correspond with an appropriate year in the Chinese zodiac. 1988 was the Year Of The Dragon... and the year of the Double Dragon for the NES.
From the outset, gamers knew that they were in for something unique. Without the game using a single word of dialogue, a brief, animated sequence says everything: a beautiful woman in a red dress takes a vicious sucker punch to the stomach from a male ruffian and is then thrown over his shoulder and abducted after the assault by a knot of nefarious nasties on a barren, city street.
Similarly, this opening would deliver a gut punch to the gamer of the day and make her/him take notice. Not many games at that time delivered such a surprisingly, violent depiction (especially of a male character striking a female in that manner). The dastardly deed would serve as a spark, amping the gamer up to assist Billy Lee, as he hot-steps the streets in hot pursuit, leaving a trail of bruised and broken bodies vigilante-style.
The plot is pretty simple, but with such addictive gameplay, not much else was needed. There is not even a formal introduction of the thugs or a clearly-stated reason for why the heinous action is taken. Thankfully, the game's instruction manual takes the time for such frivolities:
"But now Billy is faced with his greatest challenge: his girlfriend, Marian, has been kidnapped by the Black Warriors, the savage street gang of the mysterious Shadow Boss!"
As was previously-stated, Technōs Japan Corp's Renegade felt like a pseudo-prequel. Double Dragon used Renegade as a kind of rough-around-the-edges, rudimentary training grounds.
In both games, challenge was a real issue with rogue students and gang members alike, not being concerned or bothered with the nuances of fighting like gentlemen (or ladies, in some cases... More about this shortly.). There was no honor among hoodlums, as it was not uncommon for three ruffians with sticks to gleefully triple-team the player in Renegade. While in the NES' Double Dragon, two at a time would double-team Billy Lee... albeit, still a formidable and foul number to have to tussle with!
Although their actions were similar, the roles and types of enemies were handled differently in each game. Renegade featured a decidedly-more exploratory look into the underbelly of Japanese subcultures. Besides the juvenile delinquents of Kishimoto's schooldays memories, Renegade featured motorcycle or biker gangs (bōsōzoku), all-girl gangs (sukeban) and ultimately, the yakuza masterminds at the top of the food chain. (Its North American, NES instruction booklet labeled these as "outlaw bikers", "killer Kung Fu females" and "blood hungry hoods", respectively.)
In stark contrast, Double Dragon is overrun by one gang alone. The Black Warriors are a loyal bunch of illicit lackeys. (As an aside: it is not really clear why the gang is called the "Black Warriors"—it doesn't seem to be a unifying color that they all wear.)
The Shadow Boss recruits any wayward souls lost enough in life to join his gang... not discriminating by ethnicity, skin color (even green!) or sex (an early example of a game with a diverse cast of characters—good or evil).
Chivalry is dead, as knuckle sandwiches are served up to both male and female gangbangers equally. Lindas—who are bold enough to walk the streets with whips—are not oversexualized, and are as ruthless as their male counterparts. Regardless, Billy Lee is quick to add bruising blues to the black, making them the "Black (and blue) Warriors".
Many gangs arm themselves to intimidate and enforce their tyranny on victims. Besides the sticks and deadly handgun that Renegade’s main boss behind the scenes used, the attackers in Double Dragon improvise with items lying about the environment. Discarded, oil drums; wooden crates or boxes and large boulders can be heaved and hurled at Billy. This action is reciprocal, however, as stunned foes can have these items jarred free from their grasps and used against themselves instead. And if any of these objects remain on screen, they can be repeatedly lifted and weaponized.
One final note on this: some foes carry actual weapons (like Lindas and their whips or Williams, primarily, with baseball bats, knives and even, sticks of dynamite!). Our hero can use these, as well, until a screen is cleared and the thumb icon flashes, unlocking the screen to scroll forward once again. [Click here to learn more about how to get a special kind of glitched weapon that can appear when the thumb icon blinks on-screen.]
As for the knives, a well-timed drop kick can safely deflect the sharp projectile to the ground, at which time, Lee can grab it and fling it for a brutal, instant death and a flash of red blood. [Click here to learn about potential issues with blood and censorship with Nintendo.]
By dodging the dynamite and not letting it hit you mid-air, you can retrieve it and throw it back for an explosive end to a gang member... so long as you grab it before it starts flashing and toss it from a distance—not up-close.
Unfortunately, weapons are not always conveniently at the ready; so it is particularly handy that Billy Lee is nice with his hands and feet in street combat:
"Double Dragon is the story of Billy and Jimmy Lee, twin brothers who learned to fight on the cold, tough streets of the city. Their expert knowledge of the martial arts, combined with their street-smarts, has made them both formidable fighting machines."
![]() ![]() ![]() ![]() For every 1,000 points earned, a new ♥ is added and a new move is earned |
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Uppercut |
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Jump Kick |
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Hair-Pull Kick/ Over-Shoulder Throw |
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Pin Attack |
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Elbow Punch |
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Spin Kick |
The programmers developed an innovative way to have our "formidable fighting machine" earn points and build up experience—an inventive system not found in any other version of the game. Points are rewarded for every hit that Lee lands on an opponent: 30 points per whiplash, 25 points per bat swing, 20 points per punch, 15 per kick, 12 points per headbutt or jump kick, 10 per uppercut and so on.
The reward? For every 1,000 points, a new, specialized attack will be learned and added to his fighting repertoire. This RPG-inspired (Role-Playing Game) leveling-up can build up seven times; adding a Heart (♥) icon per upgrade to the bottom-left section of the status bar. (See the table to the right (→) for more details.) This system is referred to as "Technical Levels".
Armed with these flashy, fighting techniques, Billy Lee takes to the streets and has four "missions" to complete; that is, four stages to get through, in order to rescue Marian. According to the instruction manual, the four areas are the City Slum, Industrial Area, Forest and Hideout of the Boss.
The action begins at the City Slum. After Marian's savage abduction in the middle of the street, Billy Lee emerges from a garage. (Missing is the stylish, sports car parked inside that was found in the arcade and other versions of the game... assuming that this vehicle is his, Billy could have saved a lot of time and body aches by just speeding off to find Marian faster!)
Beneath the unhealthy, greenish smog of the city sky and some distance away from its faraway skyscrapers, he passes brick walls adorned with posted bills and a stockpile of large, oil drums, taking his lonesome pursuit center lane with no sidewalks, pedestrians or cars in sight in this gang-ridden space.
Inside the final building lies an ambush and a conveyor belt that carries its cargo to oblivion, dumping whatever (or whomever) standing atop it, into a freefall to death. Abobo—an imposing, muscular "Middle Boss" and eventual popular character in the series—makes his grand entrance.
It will take more than a hard hat and fluorescent, safety vest to protect Lee at the Industrial Area. This location appears to be a construction site that has unceremoniously been left with its project unfinished indefinitely. A particularly-large sinkhole or excavation area, precariously, divides this short stage.
Amongst the girders and chainlink fencing, Billy fights Black Warriors with deadlier weapons: baseball bats for smashing skulls and bones, and dynamite—perhaps pilfered from the abandoned worksite... before climbing the skeletal exterior of an uncompleted building to battle the NES-exclusive Chintai, a potent practitioner of the martial arts. (Whether intentional or not, this climactic scene conjures up another arcade hit: Donkey Kong.)
Leaving the big city behind, Billy Lee takes a nature walk through what should be a serene, picturesque forest. But, don't let the scenic mountains, stream or trees lull you into your happy space—the Black Warriors come fast and often, breaking up this pastoral scene.
They spring surprise attacks; one is even perched up in the trees. The bridge at the beautiful, but deadly, body of water has been purposefully dismantled to make crossing difficult. Abobos crash through walls of stone to deliver a crushing blow to Billy.
And this is only the first section of this surprisingly-long stage. Billy creeps into the manmade entrance that Abobo created when he burst through the face of the rocky wall... only to find an entirely-new, exclusive area that does not exist in any of the other versions or ports... not even in the original arcade!
Billy Lee's path gets diverted into a spelunking trip. Inside this cave, the game takes an adventurous foray into platforming. These dark caverns form a deadly area of falling stalactites, tumbling boulders and molten pools of lava. The jumping segments are tense; missing any of the levitating platforms can lead to a fatal fall.
Once emerging from the maze-like network of cave passages, Lee quickly discovers the entrance that leads to where the Shadow Boss runs his evil organization... and more importantly, where the lovely Marian has been imprisoned.
The Hideout of the Boss pulls no punches. This final stage is as deadly as it is mysterious.
Cryptic symbols of mysticism and other esoteric subjects are everywhere: stone, eyeball statues rest atop tall columns (or are those cyclops or strange, one-eyed creatures?); massive, cracked, human skull and Buddha-like head carvings; braziers with torches of roaring flames lighting some of the darkened passageways; ornamental, dragon-styled bones peering on from a final set of archways; a door or portal with the uneasy appearance of a man or creature's face, jaws gaping wide with sharpened teeth, daring one to step into the uninviting belly of some fantastical beast!
Of course, Lee may never see any of these perplexing sights. As soon as he enters this lair, he is met with, perhaps, gaming's most frustrating trap!—a pair of booby-trapped walls that trigger massive, stone slabs that unpredictably slide in and out... seemingly without pattern. [Click here for a potential way to avoid contact with the wall traps.]
If he is not knocked senseless by the stoned attack, waves of the Black Warriors do their best to knock him out once and for all. Upon reaching the final story of the hideout, a room reminiscent of the Roman Colosseum leads to a final red-carpeted chamber where the blood sport climaxes. New foe and "Big Boss", Willy, comes out with machine gun in hand, guns-ablazing... to a level of unfairness, not seen yet, even in this bruiser of a title. [Click here for some help against Willy's bullet barrage.]
When he falls, one remains standing between Billy and his beloved Marian... the Shadow Boss, himself. But, just who is this gang leader? ... Wait, no… it can't be. . .
A full playthrough of Double Dragon may clock in at between 15 and 25 minutes. On paper, this may seem short; but in practice, the game’s four stages provide a singular, satisfactory sitting of play... except for the fairly-slow, in-game speed and processing.
(Bear in mind that this genre and style of game—the beat-’em-up—tends to be a type that doesn’t waste its gamer’s time. Also, consider that in this era, original design for arcade play tended to focus on shorter bursts of play with addictive gameplay and challenge to attract several, new gamers and to encourage replay... enticing those anxious, excited gamers to empty their full pockets of all of those jangling, shiny coins.)
From a technical point-of-view, the game retained some of its lag (which surprisingly, the arcade original also had, but which some of its ports did not, like the Sega Master System and Sega Genesis/Mega Drive). It made the game feel sluggish at times, but where it may have been most detrimental was in the platform-heavy sections of the game—especially the cave region of the Forest.
The delayed walk and sense of timing of knowing when to actually press the buttons to jump were hard to pinpoint at times, resulting in Billy stumbling off of a cliff or into water or lava or spikes, at times.
Trying to dodge or change positions quickly—by turning left-to-right and back again or vice versa—was an issue, too. Oftentimes, the special, Head Butt move would activate accidentally, causing our hero to get skewered by falling rock or pummeled by sliding, stone traps.
And speaking of those infamous, sliding, stone traps... Nothing was more self-defeating or demoralizing—or crushing (literally!)—than struggling to reach the Shadow Boss' hideout, only to have such a randomized, lethal obstacle cut your effort short.
If the programmers wanted the gamer to feel how it felt to walk about in the worn boots of Billy Lee with all of his worries weighing heavy... internalizing all of that anguish and frustration from what a vicious, unscrupulous, crime lord—who would stop at nothing—might do to keep a beautiful, kidnap victim held hostage, they succeeded.
The game frolics in fighting the fight of the Shadow Boss extra dirty. You do not have to look any further than the end: Willy posits, “Why bring a knife to a fist fight, when a machine gun would be much more effective?”
But, despite all of these qualms, the NES' Double Dragon was saddled with a bigger, critical issue from the get-go: its lack of 2-player cooperative play. One of this popular title's biggest draws at the arcade (and on other consoles and computers) was the ability to play with a friend, co-operating and coordinating attacks on the Black Warriors together at the same time. (It was so vital that it was a key directive for the game's creation by Kishimoto’s higher-ups. They wanted a 2 Player co-op to build on the success of Renegade... and to double the profits!)
Converting an arcade title—especially a 16-Bit or higher—down to the 8-Bit NES would always present a problem (as other troubled ports have proven: Karate Champ (Data East, 1986), Bad Dudes (Data East, 1989), Dragon's Lair (CSG Imagesoft, 1990)) to name a few). There would always be certain liberties that must be exercised, certain features stripped or scaled back, but Technōs and Tradewest seemed up for the challenge.
Technical limitations ensured that some things had to be subtracted, but those unavoidable, imposed limits in the backwards-compatibility actually necessitated innovation and inspired amazing additions elsewhere. (To see some of the in-game differences and similarities between the NES version and its contemporary, rival consoles' ports plus the arcade, check out our table below (↓):)
![]() - Similarities & Differences Between Various Versions -(* NOTE: The game images below (↓) only show the NA (North American) region artwork due to space constraints.) |
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GAME VERSION: |
Arcade (Technōs 1987, Japan) (Taito 1987, elsewhere) |
Sega Master System (Sega 1988, reprogrammed) |
Sega Genesis/ Mega Drive (Accolade 1992, reprogrammed) |
NES (Technōs 1988, Japan) (Tradewest 1988, elsewhere) |
2 PLAYER CO-OP: |
YES | YES | YES |
NO (MODE A 2PLAYER - 1 Player (solo), alternating games) (MODE B 2PLAYER - Versus, fighting each other) |
SLOWDOWN/LAG: |
YES | NO | NO | YES |
STAGES/SCENES: |
Four (City Slum, Industrial Area, Forest and Hideout of the Boss - played in one, continuous flow) |
Four (modeled after arcade) |
Four (modeled after arcade) |
Four (unique bosses, boss areas, major redesigns and additions in stages, intermissions between each stage) |
TECHNICAL SKILLS: |
Begin game with all moves already known |
Begin game with all moves already known |
Begin game with all moves already known | Start with basic moves, earn new special attacks through experience points |
WEAPONS: |
weapons can be carried into next screen when thumb icon blinks |
disappear once thumb icon blinks |
disappear once thumb icon blinks |
disappear once thumb icon blinks |
CONTINUES: |
YES (Credits available per quarter, coin or token fed) |
YES, BUT LIMITED (unlimited continues until Stage 4 (but secret moves on Stage 4 may unlock continues on Stage 4, as well)) |
YES, BUT LIMITED (up to 6 credits) |
NO |
1UPS: |
YES (earned after every 30,000 points) |
YES (earned after every 30,000 points) |
YES (earned after every 30,000 points) |
NO |
LIFE METER: |
5 Blocks Of Health | 5 Blocks Of Health | 5 Blocks Of Health | 14 Life Bars |
UPON PLAYER'S DEATH... : |
Player respawns immediately, No stoppage of play |
Player respawns immediately, No stoppage of play |
Player respawns immediately, No stoppage of play |
Action stops, Restarts again from last checkpoint or start of current screen |
Not all of the little details from the arcade were present. For example, from the City Slum stage, the hot rod car in the garage; detailed images and advertisements slapped up on the brick walls; and the cute cat, coolly resting on a trash can, taking in all of the violence from a safe distance were missing, but these absences made room for sweeping improvements that elevated Double Dragon in other, more meaningful, non-graphical ways.
Some of these included:
Some concepts were thoroughly developed with sound decision-making that felt fair (for instance, the ability to take weapons away from the ruffians and use them against them instead or how the 199-second timer that every stage begins with, is refreshed whenever Billy Lee enters a new section or room via door or cave opening - the complete opposite of the poor design of a contemporary arcade-turned-NES-port, Ghosts 'N Goblins (Capcom - 1986) [To learn more about that, read our Scary—But For All The Wrong Reasons!" review here.]).
Other fresh, thinking-outside-of-the-box ideas truly excelled, like incorporating the Technical Skills experience levels that charged up Billy Lee's attack options with awesome, bonecrushing, finishing moves.
But, unfortunately, not everything worked or was programmed in properly. There were some gaffes and major omissions that left behind graphical artifacts; occasional, broken mechanics; and lag.
For instance, only two enemies could appear per screen—which actually benefitted Billy Lee.
A number of strange glitches could be exploited to help even the odds. These included using an "invisible enemy" that could be beaten up to boost Technical Skills rapidly [Click here to discover how to use this trick to quickly learn advanced, fighting moves safely.] and the odd effect or ability of picking up weapons and swinging or using them at just the right moment to transform them into a jumbled, pixelated "weapon" that could be carried or used in areas where no weapons were normally obtainable or intended to be. [Click here to learn about this glitch.]
Aside from coding abnormalities, the unfair ratcheting-up of challenge on Stage 4 with the unpredictable and nearly unavoidable, sliding stone traps and the bullets from Willy's machine gun—both of which can quickly decimate Billy Lee in only a few hits... paired with the game's lack of energy refills AND absence of 1UPs and continues (both of which are available in other versions)—make for an experience filled with feelings of fruitless futility and frustration that the gamer in many cases cannot overcome—not due to lack of skills necessarily—but because of harsh, punitive programming and development decisions.
Still—revisiting this pressing topic once again—perhaps the most flagrant strike against the NES conversion is the fact that Double Dragon only allowed single player action. But, to their credit, Technōs Japan Corp. and Tradewest tried to dream up a creative work-around: MODE B!
To quench that two player thirst, couches and living room floors were filled with friends, duking it out against one another in the NES’ exclusive MODE B game. This was a simple fighting game, in which the gamer—if playing alone, competing versus the CPU (computer or game’s internal AI opponent)—or gamers could choose from six, different characters from the game to battle one another. (Note that whichever character you chose to fight with in MODE B, that both you and your opponent would use the same character; the game does not allow for two, unique characters to fight each other like in later, fighting games.)
The Technōs team should receive praise for the extra effort. A fresh arena-like backdrop was designed and each of the six, fighting characters received portraits; new larger, more detailed bodies and the add-on of new weapons (nunchuku and baton/tonfa) and even a new, running, dash attack with the option of a punch, knee-bash or jump kick. (On a side note: these dashing moves feel like they were borrowed from a similar attack from Renegade.)
Although the fighting aspect was not as engaging as MODE A (the original, arcade beat-’em-up style), it served as an early attempt and possible inspiration for some of the wave of historic, fighting titles that would forever change and essentially start that newer genre in the next few years with first, Capcom’s juggernaut, Street Fighter II, then Fatal Fury, Mortal Kombat, Samurai Shodown and later expansion into three-dimensions with lasting series, Tekken, Soul Calibur and more.
(One final note on the inclusion of two-player action on the NES: the game designers tried to make another temporary fix, a patch to fill the 2P dilemma. MODE A 2PLAYER allowed for two players to assume the role of Billy in the regular campaign, but gameplay would alternate à la Super Mario Bros. - that is, when Player 1 (or Mario) died, Player 2 (Luigi) would begin... When Player 2 perished, Player 1 would pick up the action from where she/he left off, and so on. Double Dragon adopted this, but with no "Luigi" in this case—just Billy Lee for both players to use.)
From its inception, Double Dragon brought the dogfight to the arcades and inspired a gang of copycats. Had Kishimoto's vision not been so refined, we may never had seen other valiant, early entries in the genre. Strong, upright cabinets standing shoulder-to-shoulder above the crowded arcades included: Final Fight (Capcom, 1989), Golden Axe (Sega, 1989), Streets Of Rage (Bare Knuckle in Japan) (Sega, 1991) and so on.
And another wave with licensed IPs (intellectual properties) would follow, lending their characters and likenesses for a beat-'em-up, multiplayer makeover: Teenage Mutant Ninja Turtles (Konami, 1989) (up to four players at once), The Simpsons (Konami, 1991) (up to four players at once), X-Men (Konami, 1992) (up to six players at once!), being some of the brightest.
Not everything was perfect, but for its time, Double Dragon laid out the schematics for the beat-'em-up genre... a formula so tried-and-true that modern games—some three-plus decades later—are still borrowing from it (The Takeover, Fight 'N Rage, Final Vendetta, Scott Pilgrim Vs. The World: The Game, Mayhem Brawler, etc. and undoubtedly, more to come).
This is a true testament to Kishimoto and Technōs Japan Corporation's revolutionary approach and solid execution. The Double Dragon trademark has spawned a number of sequels and other titles. It has been animated, shot on film with live actors and printed in comics and on cards.
Its enduring appeal over all of these years has been attractive enough to have it pass through the hands of a number of rights holders... and as of the publication of this review, its current company—Arc System Works—is planning for Double Dragon Revive to be released later in 2025!
This is living proof of its lasting charm and fun. Even today, its exciting setting; fun, street-brawling mechanics; and heart-pulsing, foot-tapping soundtrack still entertains the gamer, and its unrelenting (and arguably, increasingly unfair) challenge draws them back for revenge.
And with Kishimoto, Technōs Japan Corporation and Tradewest's desire to not just settle on past glory, but to keep pushing the envelope to more genre-defying heights for the NES and beyond, the game has grown its legacy into a thriving series.
One thing is for certain: anytime there is a need to clean up some troubled, street corner or terrorized, city block, anywhere across the gaming sphere, rest assured that the spirit of the twin, Lee brothers and of the Double Dragon will always be there... ready to deliver their brand of addictive, tag-team beatdown to any good, old-fashioned beat-'em-up.
b. jones © 2025
Secrets & Tips for Double Dragon |
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CITY SLUM LEVITATION TRICK |
Double Dragon has a number of documented glitches that afflicts its NES port. This trick does not really affect play or provide an advantage; it is more of a curiosity. If Billy Lee is positioned between the two, vertical rails against the right wall at the end of Stage 1 (City Slum)... and then the gamer presses UP, Billy may float up in the space between, as if he is on an invisible elevator. If you keep holding UP, Billy may rise through the top of the field of play and then reappear through the bottom of the screen. (Sometimes, unpredictable results may happen.)
![]() ![]() And up you go! There is not a true, practical application for this glitch. It is more-or-less an oddity. |
INVISIBLE WILLIAMS LEVEL-BUILDING | This exploitable glitch allows Billy Lee to quickly and safely accumulate points until he fully maximizes his Technical Skills to know every attack available. This can all be achieved from an invisible enemy from Stage 2 (Industrial Area): ![]() Once you cross the large hole on this stage, climb down the fence and lure out the Williams. One will be holding Dynamite, so be careful avoiding it. Once they begin closing in on you, climb up the fence to freeze the Williams in their steps. (Be sure to take note of the exact areas where the Williams last stood.) ![]() Walk across the ledge and return to the left. Either climb down the fence or jump down to the ground on the left side of the hole once again. ![]() Now go back to the right side, past the pit. Be careful. ![]() Now, here is the important step! Be sure to find one of the exact, last locations where the Williams formerly stood. (In the animated image above (↑), see the ghostly image of Williams. It represents the place that his movements froze before he disappeared.) Once you have, have Billy Lee start attacking the "empty space". If you are in the correct spot, you should start hearing the sound effects that usually accompany an enemy when they are being hit. If done correctly, for each strike, your score should rise. Every time you pass 999 points, another heart will be tacked on and another Technical Skill will be learned! RETURN TO REVIEW - EXPLOITABLE GLITCHES SECTION |
SKIP INDUSTRIAL AREA BOSS | At the end of the Industrial Area (Stage 2), martial arts master, Chintai, awaits. He can prove to be a tough boss. Thankfully, there is a secret move to avoid him altogether. ![]() After you defeat all of the Lindas on the building, continue to climb upward. ![]() Once you reach the top floor, Chintai will come out to fight. Quickly retreat and go back down the ladder. ![]() Chintai's chase should stop and he should be frozen in place. Climb down the second ladder on the left side. About halfway down, you will hear a victorious tune and will get to advance to Stage 3... without having to fight the boss! |
SAFE WAY TO FIGHT WILLY | At game's end, Willy steps out with machine gun firing. Billy Lee will succumb to only a few hits from its bullets. Willy can attack from far away, using a barrage of shots, and in up-close combat, he will However—immediately when Willy comes out of the door—if Billy Lee can move down to the edge of the battle arena, where the the larger, brick, block pattern meets the red carpeting (see below (↓)), he will be in a safe area. Willy will be in a position to where his machine gun shots will be out-of-alignment with our twin hero! As long as Billy Lee does not move up, he will be able to safely attack Willy—even under fire. (However, note that moving in too closely can trigger Willy to use his pistol-whip maneuver. Finally, be sure not to go down too far or Billy Lee will fall into the spikes and lose a life.) ![]() ![]() This is a closeup shot to show where to position Billy for the safe area, just out of the line of fire. One, final note: Billy can actually be positioned a few pixels above the spot shown above and still be safe. RETURN TO REVIEW - HIDEOUT OF THE BOSS - WILLY SECTION |
WEAPON GLITCH | This glitch can be exploited when a weapon is lying on the ground and the thumb icon flashes to move you to the next screen of play (except at the end of the game: in that screen, there will be no thumb icon flashing, you will have to wait until the final enemy in a set is down and flashing before he disappears.). To activate this trick, your timing will have to be precise. Here are the steps. Make sure that there is a weapon resting within reach nearby. As soon as Billy knocks down the final foe on screen, rush over to position yourself above the left behind weapon. Once that last enemy begins to flash a few, quick times—and if timed correctly (possibly on the fourth blink)—have Billy pick up the weapon by repeatedly pressing the A button. If done correctly, the item will transform into an odd jumble of pixels that Billy can carry into the next screen and swing, similar to a Bat. (Be aware that this exploit may take a lot of practice or luck to work.) (See the series of pictures below (↓) to view the strange transformation.) ![]() ![]() ![]() ![]() ![]() ![]() RETURN TO REVIEW - USING WEAPONS SECTION |
STAGE 4 WALL TRAP TIP | The Hideout of the Boss Stage starts off with a devious trap that is comprised of a set of stone walls. Each wall has large stone slabs that slide out in what seems to be random patterns that are hard to predict, and harder still, to react to and pass quickly. This notorious section lives on in infamy in the minds of many gamers who have had their games cut short in their attempts to save Marian. However, there may be a tip to help advance past these momentum crushers. There are a few things to note first:
Let us begin. ![]() When the stage starts, do NOT move Billy Lee up or down—this will misalign him, negatively affecting his ability to dodge the upcoming obstacles. ![]() Next, walk forward. Line Billy up with the left edge of the first brick wall as pictured above. (Notice how his hair extends into the black space between the stone bricks on the second row.) If done correctly, he will not get hit by the sliding stones here. ![]() ![]() Once the bottom stone starts to slide out, jump kick over it and run slightly to the right to line Billy up to the third "column" of bricks. (Note the green blocks in the image above (↑) to see where he should be standing.) If done correctly, he will avoid getting hit by the sliding stones here and will skip past the second "column" without activating it. ![]() Repeat the process - jump over the bottom, moving stone and run to the safe space between the two wall traps. Next, line Billy up like he was at the start of the first wall and repeat the whole process again. ![]() If timed and lined up correctly—and if Billy has not moved up or down from his original position—in many cases, you should be able to get past the wall traps with most, if not, full energy intact. Congratulations! |
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