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Few NES sequels hit harder than Double Dragon II: The Revenge. The first game sent Billy Lee to rescue Marian; this one opens with her death in an attack by the Shadow Warriors, and Billy and Jimmy set out to make the gang pay across nine missions. Still images and text before each stage set the scene in the style of Ninja Gaiden's cinematic storytelling, and the result is '80s action cinema translated into pure side-scrolling brawler energy.
The fighting got a complete rethink. The original NES game's experience system is gone, so the Lee brothers have their full arsenal from the start, and attacks are directional: one button strikes to the left and the other to the right, so you can handle thugs on both sides without turning around. Grab a dazed enemy and you can pound him with elbow smashes or launch him with a high kick, and the Cyclone Spin Kick returns from the arcade. The new Hyper Uppercut and Flying Knee Kick come from the brief crouch after a jump or a knockdown, tricky to time but the most devastating moves in the game.
This time you don't have to fight alone. The NES original only let two players take turns, while Double Dragon II puts both brothers on screen together, with one mode where partners can't hurt each other and another where every stray kick lands on your friend. The stages escalate with real imagination: a brawl inside a moving helicopter, an undersea base, trap-filled rooms and the Forest of Death, all building toward a showdown with a nameless martial artist with supernatural powers, far stranger than the arcade's gun-toting final boss.
The difficulty settings shape the whole adventure. The easiest stops after three missions and the middle setting after eight, and only the hardest unlocks the ninth mission, the final boss and the true ending, which gives the game long legs for anyone determined to see it through. Many players regard it as the high point of the NES trilogy, and it's the one to reach for when you want the couch co-op the first NES game couldn't offer.
Technōs created once again a vastly different experience with Double Dragon II on the NES. The experience system was dropped, but the moveset still underwent a few changes. The elbow attack and turning jump kick are gone, but with the standard kick directed backwards they seemed a bit redundant anyway. There are two new ways to make enemies in a grapple suffer, elbow smashes to the head, and a high kick to propel them away. In the brief time window when the Lee brothers are crouching after a jump or after getting knocked down, it’s possible to perform a rising uppercut or a knee jump attack. The timing for these isn’t easy, but they are the most powerful moves in the game. On the NES, Double Dragon II is a much more innovative and unique sequel than in the arcade, but it marks also the time Double Dragon started its schizophrenic shifting between wildly different tones and gameplay styles. In a way it’s one of the best games to bear the Double Dragon name, but it’s hard to shake the feeling that Technōs had already started to loose a cohesive vision of what it meant to be Double Dragon, both in tone and in gameplay.
Summary from the IGDB community database — the condition and contents of this listing are described above and in the photos.
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NES
Double Dragon II
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NES
Double Dragon II
$97.99
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