Double Dragon[a][b] is a 1987 beat 'em up video game developed by Techns Japan and distributed by Taito for arcades across Asia, North America and Europe. It is the first title in the Double Dragon franchise. The game's development was led by Yoshihisa Kishimoto, and it is a spiritual and technological successor to Technos' earlier beat 'em up, Nekketsu Kha Kunio-kun (1986), released outside of Japan by Taito as Renegade; Kishimoto originally envisioned it as a direct sequel and part of the Kunio-kun series, before making it a new game with a different cast and setting.

Double Dragon was one of the first successful beat 'em up games, becoming Japan's third highest-grossing table arcade game of 1987 before becoming America's highest-grossing dedicated arcade game for two years in a row, in 1988 and 1989. It also received critical acclaim, with Electronic Gaming Monthly awarding it 1988 Game of the Year. Its success resulted in the creation of the Double Dragon franchise, including two arcade sequels and several spinoffs, and it ushered in a "Golden Age" for the beat 'em up genre, establishing the conventions for a wave of beat 'em ups from other companies during the late 1980s to 1990s. Originally an arcade game, home versions were released for the NES, Master System, Atari 2600, Atari 7800, Atari ST, Amiga, Amstrad CPC, Commodore 64, Game Boy, Genesis/Mega Drive, and Atari Lynx, among other platforms during the series's height of popularity. A remake titled Double Dragon Advance was released for the Game Boy Advance in 2003.


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The player takes control of martial artist Billy Lee, or his twin brother Jimmy (also known as Hammer and Spike in the supplementary materials for the American arcade release), as they fight their way into the turf of the Black Warriors gang in order to rescue Billy's girlfriend, Marian. The player character has a repertoire of martial arts techniques which they can perform by using the joystick and three action buttons (kick, jump, and punch) individually or in combination. Techniques range from basic punches and kicks to more elaborate attacks such as throws and elbow strikes. When playing with another player, one can grab an opponent from behind, allowing the other to attack unimpeded; some enemies are able to do the same thing to the players. The player begins the game with a certain number of extra lives and a life gauge which depletes as the player takes hits, and must complete each stage within a time limit. One life is lost if either the life gauge or timer reaches zero, or if the player character falls off the bottom of the screen or into a hole, river, or bed of spikes.

The Black Warriors gang consists of six recurring members and their gang leader. Williams and Rowper serves as the common bad guys throughout the game. Williams wears a tank top, while Rowper wears a shirtless vest matching the color of his pants. The two will occasionally appear wielding a weapon such as a baseball bat, a throwing knife or a dynamite stick, with Rowper also having the ability to lift and throw heavy objects such as oil drums and boxes. Linda is the sole female member of the gang and wears a purple leotard. Sometimes she will appear armed with a whip. There are two types of tall strongman enemies: a bald strongman who appears as a recurring sub-boss and a mohawked strongman who serves as end-boss of Mission 1 (with dark skin) and Mission 3 (with green skin). At the time of the arcade version's release, the bald strongman version was named Zack, while the dark mohawked version was named Jack, with Abobo being the green version,[12][13] although these names felt into disuse in later console versions that only include the bald strongman (who would end up being renamed Abobo). Jeff is a head swap of the Lee brothers who first appears as the end-boss of the second stage and later appears as a recurring underling in the final two stages. Willy is the gang's leader and final boss of the game. He is armed with a machine gun that is capable dealing great damage to the player.

The game's development was led by Yoshihisa Kishimoto, who had previously created the 1986 arcade beat 'em up Nekketsu Kha Kunio-kun, which was a semi-autobiographical game based on his own high school years and was localized as Renegade in the West. Following its release, he was asked by his seniors at Techns Japan to create a follow-up, which they suggested should be two-player as that could earn more money in video arcades. He originally envisioned what would become Double Dragon as a Kunio-kun game, a direct sequel to Nekketsu Kha Kunio-kun, before his seniors asked him to design an art style that would appeal to international audiences. This led to Kishimoto changing it to a spiritual successor with a new cast and setting, rather than a direct sequel. He came up with a new title, Double Dragon, with the "Double" referencing the two-player gameplay and the "Dragon" a homage to Bruce Lee's martial arts film Enter the Dragon (1973), which was a major inspiration behind Kunio-kun and Double Dragon. For the game's setting and art style, he replaced the high-school-themed setting of Kunio-kun with a disaster-ridden city inspired by the Mad Max films and the manga and anime series Fist of the North Star. Kishimoto also expanded the game world to make it a continuously side-scrolling world, adding a sense of progression to the game. This, along with the use of cut scenes, also gave it a cinematic look and feel.[11]

The original arcade version displayed 384 colors on the screen, out of a 4096 (12-bit) color palette. The hardware used several 8-bit microprocessors running in parallel. Along with the multiple Hitachi HD6309 based processors, multiple processors were dedicated to sound, such as the Yamaha YM2151 FM synthesis sound chip.[citation needed]

The level designs are very different, with some stages featuring new areas (notably the cavern section in Mission 3) that feature greater emphasis on jumping over platforms or evading traps. Most of the enemies from the arcade version also appear, with the exception of Jeff and the mohawked variant of Abobo. A new enemy character, a Chinese martial arts master named Chin Taimei (shortened to Chintai in the localized version) serves as the boss of the second stage and appears as a recurring minor enemy for the rest of the game.

The NES version features a bonus game mode (dubbed "Mode B") where the player can choose between Billy or one of five enemy characters (Will, Rowper, Linda, Chin, and Abobo) from the main game and compete against a double of their character controlled by the computer or a second player in a one-on-one match. Matches against the computer are handicapped in favor of the computer-controlled character, while certain characters will get a chance to wield a weapon in the 2-Players matches. The mode features larger sprites different from the main game itself.

This version featured brighter colors and displaying up to three different enemies on-screen, although weapons are limited to only one per screen. The game retains the two-player co-op mode (including the final face off between both players) and has level designs that were closer to the arcade game (aside from missing ladders in some areas). This version retains the Mission 2 end-boss, a head swap of the Lee brothers (who is given the name Jeff in this version). Like the NES version, the mohawked variant of Abobo is also missing in this version, with the end-boss of Mission 1 and 3 being a palette swap of the bald version.

The original Binary Design port of Double Dragon for the Commodore 64 was heavily criticized for its poor quality and is often considered one of the worst commercially released C64 games and one of the worst arcade conversions of all time. After a previous porting attempt had led the original programmers to abandon the team, Virgin Mastertronic (who had the rights to the Commodore 64 version) handed the task of salvaging the conversion to otherwise well-regarded programmer pair Ash and Dave. However, they were given only six weeks to port the entire game, resulting in a fatally rushed port that lacked almost all of the gameplay elements of the arcade game. Knowing the futility of their effort, they did not add their credits and only recently revealed their role in the port.[20] Only two weapons (the whip and baseball bat) are available and backgrounds are static; the player cannot climb or jump on or interact with them, and the battle with the final boss at the end is absent. The game also featured a visible gap between the characters' upper and lower bodies due to a poorly coded sprite multiplexer routine; the instruction manual included an apology message from the programming team for this visual artifact.[21]

In 1992, Accolade released a Mega Drive/Genesis port of the game in North America and Europe under the Ballistic Software label. This version was released as an unlicensed third-party cartridge. Although the Mega Drive/Genesis has a smaller color palette than the arcade original, due to the more powerful 16-bit hardware it actually fixes all of the slow down problems from the original arcade game. In contrast, it had a number of deficiencies (especially in sound quality) because Ballistic Software were forced to use a small 512 Kilobyte (4 Megabit) cartridge ROM for cost reasons. This version came closest to the arcade game at the time.

In 2003, a remake of the original arcade game titled Double Dragon Advance was released for the Game Boy Advance. This version features four additional stages interspersed between the four original stages, as a new set of moves and enemy characters, some of which are lifted or inspired by other games in the series. It was published by Atlus under license from Million Corporation, the company which held the IP to the series at the time. In 2006, a mobile phone game based on Double Dragon Advance was released titled Double Dragon EX. It was developed by Korean-based Eolith. e24fc04721

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