Double Dragon NES
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NES Nintendo Gameplay Review Double Dragon
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Everything you need to know about Double Dragon
Techn's Japan development Double-Dragon for the Nintendo Entertainment System in 1988, and Tradewest and Techn's Japan partnered to distribute the game in North America and Europe. In August 1990, a Game Boy version was also released. It can be purchased for 500 Nintendo Points on the Wii Virtual Console.
Brief History Double Dragon
Double Dragon is the story of Billy and Jimmy Lee. twin brothers who learned to fight on the cold, hard streets of the city. His expert knowledge of martial arts. Combined with their street smarts, it has turned them both into formidable fighting machines.
But now Billy faces 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 are at hand: knives, whips, bats, stones, oil drums. even dynamite: Billy must chase the gang through the slums. factories and the forested outskirts of the city to reach the hideout for his final showdown with Shadow Boss? his brother Jimmy!
«Start of the Double Dragon Game«
Double Dragon Gameplay
The game flows smoothly and you won't miss the slowdown one bit. The new levels are good distractions and have plenty of ledges to knock your enemies off of. For example, during one level, you are riding on top of a large truck and can knock down the enemies at the end throughout the level, but the same can also be done to you, and it will happen more than once, since the A Enemies love to attack you and beat you up.
Double-tapping left or right now allows you to dash, which sets up its own moveset. You can do a running side kick, a running clothesline, or a spinning kick that hits multiple enemies. Being able to run also helps you clear some spaces and get through dangerous areas much faster than in the original Double Dragon. Being able to run is a nice and welcome feature.
As I said before, enemies are now much more plentiful and seem to do a better job of ganging up on you. However, its new move list evens the score and makes for a more frenetic, fast-paced game.
Weapons will also be found everywhere. You will often have to choose which weapon to use, as there will be a lot of laying around. Weapons in Double Dragon Advance are worth picking up and will often give you an advantage. Some weapons from Double Dragon II also appear, such as the ax and the ball and chain. Hitting an enemy who has dynamite will sometimes produce 4 sticks of dynamite on the ground at once, so you sometimes have to watch your step.
There are some new enemies. The ninja-type guys with the kali sticks from Double Dragon II are now in the game. There are new martial arts enemies that do cyclonic kicks and can hit you with quick punches. Now there are also kids who wear Matrix costumes. These guys come in packs and have really fast combos. You will occasionally encounter sword-wielding enemies as well. The abobos are still in the game and seem to confront you more often than before. There are many different variations of them, but they are all pretty much the same.
Therefore, the gameplay in Double Dragon Advance stays true to the original and adds a lot of content to keep things interesting. A very good way to remake a classic. Overall, I was very pleased with the changes that were made.
game plot
Billy and Jimmy Lee, twin brothers experts in the Sou-Setsu-Ken style of martial arts, run a small martial arts school in a post-apocalyptic New York where everyone has learned to fight using their skills. When Billy's girlfriend Marian is snatched off the street by a ruthless street gang known as the Black Warriors, led by a man named Willy, the Lee brothers decide to save her. They swear to destroy the Black Warriors and Marian, in exchange for their martial arts secrets.
Graphics
I like how the designers gave the game the look of a big city overrun with crime. From the cracked buildings and broken signs on the first level to the broken boxes on the second. But the forest level looks better than everything else in the game, with trees, cut trees, grass and dirt, of course, all topped off with decent scrolling effects. There are other nice effects like when Abobo goes through the brick wall.
The enemies looked good for the '80s, with characters with mohawk hair (Linda and the gang boss) and big, bald, muscular men with torsos five times the size of their legs. However, the sprites are much smaller than in the arcade version but a little larger than in the NES version. But there are too many breaks and sprites disappearing: when the action gets too heated, you can't even see your character's legs! But that's okay because there are no signs of slowing down. These are some of the best graphics I've seen on the Master System.
Music and Sound
Los puñetazos suenan más como gases que como puñetazos, y las patadas suenan como soplos cuando golpean y flechas cuando no lo hacen. Nada realmente suena como se supone que debería, excepto por los sonidos de azotes y lanzamientos de cajas, y nada de eso es simplemente molesto, excepto tal vez por el sonido «EEUUOO» cuando pierdes una vida o vences a un enemigo. La mayoría de los sonidos ni siquiera están cerca de ser fuertes, y con razón. Pero el sonido más fuerte es genial, en el que Abobo atraviesa la pared.
La música es de aproximadamente la misma calidad que la versión de NES. ¡Algunas melodías se manejan tan bien como en la versión arcade, mientras que otras suenan como si las hubiera hecho un niño de cinco años con un xilófono! Parte de la música se adapta muy bien a las situaciones, más específicamente la música de lucha contra jefes. La mayor parte suena como si estuviera hecho en un piano extrañamente chirriante y contorsionado. Las pistas parecen pasar por muchas «escalas» también, eso también es interesante, pero solo ocasionalmente aburrido. Todavía obtienes unos buenos dos minutos de cada melodía.
Final reflection
The game remains the same for most of the way. You fight the same five enemies throughout the game (except at the end). It's true that they take more hits when the paddle is changed, but they still have exactly the same patterns and one or two movements. The only thing that's extra challenging is if they're carrying a weapon or fighting near obstacles, and even that can be to your advantage many times. I strongly suggest you only use one continuation at most.
Game technical sheet
Genders)
Action, Beat ?em Up
game modes
2 Players
Cooperative
Yes
Format(s)
Cartridge