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NES box art for Double Dragon III: The Sacred Stones, the cover of NEStalgia episode 434

434 · Double Dragon III: The Sacred Stones

▶ Game info
June 26, 2026 · 44 min · transcript available
About the game

Double Dragon III: The Sacred Stones, released in Japan as Double Dragon III: The Rosetta Stone (ダブルドラゴンIII ザ・ロゼッタストーン), is a 1991 beat 'em up video game developed by Technōs Japan for the Nintendo Entertainment System. It was the third Double Dragon game for the NES, and was published in North America and Europe by Acclaim Entertainment. Although it loosely based on the similarly titled arcade game Double Dragon 3: The Rosetta Stone, it is not a port, but a parallel project that was developed at the same time.

From Wikipedia: Double Dragon III: The Sacred Stones (CC BY-SA 4.0)

Our verdict: Skip it

Double Dragon III picks up a year after Billy and Jimmy beat the Shadow Warriors. Marion is kidnapped for the third time, and the brothers (the intro screen calls one of them "Bimmy") head through the U.S., China, Japan, Italy and Egypt after three sacred stones. Mike, Sean and Joe were on this one. Games one and two are both on the Essential Games List, so we hoped for a third good time. We did not get one.

What went wrong

  • No lives. Die once and the game starts over. The first two had lives, so this reads as cheap difficulty, a power drain instead of a power-up.
  • Trudging. Movement feels like walking underwater, and the hit boxes are the real problem. Punches whiff, you air punch while two enemies hit you from opposite sides, and every grunt needs about five knockdowns.
  • We cheesed it. Spin kicks and the hair-grab flip cover more ground than a plain punch, so we stopped playing a beat-em-up and just threw people left and right until it got repetitive.
  • Weapons break twice over. Nunchucks give you five hits, and a dropped weapon vanishes once the enemy who dropped it dies. Pick one way to punish us, not both. The sensible play is saving them for bosses, which makes regular fights a slog.
  • A world tour on rails. Levels are short rooms that fill with enemies until the game decides you've had enough, with about two enemy types per stage. Street Fighter felt more globetrotting.
  • The finale. Four final bosses, and only after the fight do you learn the fire-serpent woman was Marion under a spell. We wanted a dialogue, or some way to wake her up, before the fight.

What we liked

  • Chin and Yagyu. Beat Chin in stage two and he joins you, slower but tougher with a double jump kick. Yagyu brings a katana and a front flip for the platforming. Separate health bars stand in for lives, though swapping playstyles mid-crisis is a poor trade.
  • The hair-grab throw is a cool animation.

Worth knowing

  • The Japanese version gives every character 10 extra health and cuts the enemy count per area. The rental theory came up again.
  • The arcade original was made by East Technology and called The Rosetta Stone. The North American cabinet had a shop selling power-ups, weapons and characters for extra quarters. It went over so badly that the Japanese arcade release dropped it and unlocked everything.
  • Final Fight, out a year earlier, made Double Dragon look dated.

The bottom line

Skip it. Nobody voted it onto the Essential Games List, so it was a clean no from all three hosts. Joe called it worse than boring: boredom wouldn't have made him this angry, and he just wanted to knock some people down. Sean found it frustrating, and said a casual player shouldn't put much into it. We see a weak spot in a good franchise, and Double Dragon 2 stays on the list.

Written from our conversation in this episode.

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