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NES box art for Double Dragon II, the cover of NEStalgia episode 257

257 · Double Dragon II

▶ Game info
March 21, 2025 · 51 min · transcript available

Billy and Jimmy Lee, the Double Dragons, are back to avenge the loss of Marion. In their quest to defeat the evil Shadow Warriors, Billy and Jimmy must complete nine missions, facing deadly street gangs, ninjas and huge mutant fighters. The duo must traverse through construction sites, alleyways and underwater hideouts complete with secret elevator shafts, spiked ceilings and razor-sharp mechanical claws. Can Billy and Jimmy contend with the enemies placed before them and ultimately save the world?

Our verdict: Essential

Double Dragon II opens by shooting Marion dead on the street, told in a slideshow of nice pixel art before you touch the controller. We called it the darkest opening of any game we had played so far. After that it is the same fist-and-foot brawler, with a second player finally allowed in.

What works

  • Set pieces. Nobody teaches you new moves; everything is available from the start. What keeps it fresh is the staging: enemies bursting out of a wall, a helicopter door that sucks you toward it, tunnels with no room to jump, and stretches where the Z axis disappears and you fight on a flat plane.
  • Co-op. The big change. With two enemies on screen, two players divide and conquer, and the last enemy gets piled on. Mike played with his sister, who rarely plays games, and they got about equally far. A weaker player still helps. A second mode turns friendly fire on, which we liked existing even if we wouldn't pick it.
  • Two enemies, enough variety. Big slow guys, grenade throwers and weapon pickups keep fights distinct. We did wish the pair were mixed, a brute beside the chain-wielding woman, instead of twins every time.
  • The move set. Cyclone kick, uppercut and knee kick give good players control over pace, which matters on screens with a disappearing platform.
  • Facing decides punch or kick. It felt backward at first, then comfortable. We traced it to Renegade, also from Technos Japan.

What doesn't

  • Platforming. Jumping takes two buttons and falls are punished, yet the later stages lean on it. Climbing the train was a pain.
  • Crouching only by jumping. The uppercut and knee kick need a crouch you reach by jumping first. We argued over whether that adds skill or just gets in the way.
  • Difficulty gates the game. Easy ends after stage three, medium after stage eight, and only hard shows all nine and the ending where Marion is alive. The Famicom version lets you see everything on any setting.

Beyond the game

The NES game isn't the arcade game: different levels, no two-enemy cap, and a villain named Willie with a gun. It also drops the brother twist from the first NES game, which we agreed was the right call. The PC Engine version has animated, voiced cutscenes with moving mouths.

The bottom line

Essential. We split: Mike and Sean voted it onto the Essential Games List, and Joe did not. Mike called it an upgrade in every way over a game that was already great, and Sean agreed, platforming complaints included. Joe thinks it is a great game that feels less good than later beat-em-ups, with less feedback on hits and a heaviness to the movement. The counterargument was that the genre has aged well, and that co-op is hard to ignore when the first game lacked it.

Written from our conversation in this episode.

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