NEStalgia

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NES box art for Double Dragon, the cover of NEStalgia episode 103

103 · DOUBLE DRAGON

▶ Game info
VerdictEssential
ReleasedJune 1988
SeasonSeason 4
PublisherTradewest
January 24, 2020 · 1 hr 4 min · transcript available

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! Using whatever weapons come to hand – knives whips, bats, rocks, oil drums, even dynamite – Billy must pursue the gang through the slums, factories and wooded outskirts of the city to reach the hideout for his final confrontation with the Shadow Boss… his brother Jimmy!

Our verdict: Essential

Technos Japan gave us Renegade only about twenty episodes ago, and Double Dragon plays like the team listened to our complaints and went back in time to fix them. It is a true left-to-right side-scroller, the template for what everyone later calls a beat-em-up. Only Mike and Sean were on this one.

What works

  • Hits that land. There is a split second between the connection and the slow-motion fall, and the same animation plays when you get hit. It has crunch and weight.
  • Simple controls. One button punches, one kicks, and Renegade's facing-dependent mess is gone. The Z-axis and hitboxes are far more forgiving too.
  • Two enemies at a time. That was an NES limit, and it turned into the sweet spot: one on each side, enough to watch your back, never overwhelming.
  • Things to pick up. Bats, whips and crates all use the punch button. A bat guy who kept re-grabbing his bat while the other goon hit us from behind became a Looney Tunes routine.
  • A level that fights back. Knock someone onto the mission one conveyor belt and he falls to his death, Abobo included. It makes the world feel like a place.

What doesn't

  • Hearts nobody asked for. The arcade game gave you every move up front. Here you earn hearts through landed hits, new moves arrive with no announcement, and with four missions you level up fast. We wished it were all unlocked.
  • A pointless timer. A home version did not need a clock.
  • Jumping is never explained. The broken bridge in mission two is the first place you need it, and A plus B shows up only in the manual.
  • The loop in level three. After the Abobos burst out of the mountain, nothing says the holes are the way forward, and the giant thumb keeps you walking back to the same bridge.
  • The last level. The fortress brick wall has no pattern we could find, and the strategy wiki's advice amounts to good luck. After it comes a gauntlet with endless spawning. The popular boss tips are cheeses, like the Chintai despawn glitch, and there is no guard button.

Beyond the game

The arcade co-op ending makes the two players fight over the girl, while the NES manual spoils that Jimmy is the shadow boss. Mode B is a one-on-one fighter with better sprites and a character select. We also skimmed the sequels, from Double Dragon 2 and 3 to Super Double Dragon, which finally adds a guard, plus the board game, comics, cartoon and movie.

The bottom line

Essential. Sean went first: it is the most modern-feeling game we have played so far, and he had too much fun to vote no. Mike agreed Sean had made the best case. For now it is the beat-em-up and one of the best games on the system. With only two hosts the rule was all or nothing, since a game needs more than 50 percent, so two yeses put it on the Essential Games List. We are not sure it will still be there at episode 700, but replaying it never got stale, and Mike plans to keep trying to get further.

Written from our conversation in this episode.

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